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<channel>
	<title>Things Valve Stole &#8211; Tom Francis Regrets This Already</title>
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		<title>Valve Steal Sixth James Weapon Idea, Sell It</title>
		<link>https://www.pentadact.com/2010-10-07-valve-steal-sixth-james-weapon-idea-sell-it/</link>
					<comments>https://www.pentadact.com/2010-10-07-valve-steal-sixth-james-weapon-idea-sell-it/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Thu, 07 Oct 2010 22:03:30 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Brevity Week]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Things Valve Stole]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2241</guid>

					<description><![CDATA[You can now buy stuff for real money in Team Fortress 2. First thoughts: The world has ended. No further world can be built. Oh wait, you can still get everything for free. This is fine, so long as they don&#8217;t make the free route slower. Hey, they made the free route slower! Man, now [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>You can now <a href="http://www.pcgamer.com/2010/09/30/team-fortress-2-now-selling-items-for-real-money-massive-update-just-launched/">buy stuff for real money in Team Fortress 2</a>. First thoughts:</p>
<ul>
<li>The world has ended. No further world can be built.</li>
<li>Oh wait, you can still get everything for free.</li>
<li>This is fine, so long as they don&#8217;t make the free route slower.</li>
<li>Hey, they made the free route slower!</li>
<li>Man, now they won&#8217;t even <em>want</em> to make a drop system that doesn&#8217;t suck &#8211; one that lets me work towards what I want, or ever gives me a hat.</li>
<li>I&#8217;m glad crafting the new stuff is pretty easy, though.</li>
<li>Wait a minute: finding a load of stuff I don&#8217;t want, plus easy crafting and trading, wavy-equals working towards what I want?</li>
<li>Yes &#8211; very, very slowly, and with no hope of getting a hat.</li>
</ul>
<p>So it&#8217;s not nearly as bad as it could have been. But I think it&#8217;s been mishandled: if the point really is to channel money to community contributors, only sell community items. Add your own when players demand it. And if you don&#8217;t want to make non-purchasers feel left out, launch with a few Valve-made weapons unlockable with achievements, and make them the focus.</p>
<p>Because that&#8217;s how I feel, as someone who doesn&#8217;t want to burn through a lot of cash on this. TF2 isn&#8217;t a game <em>for</em> me anymore &#8211; the only people who get to play it all are the ones prepared to pay. It&#8217;s nice that there&#8217;s a lot to unlock, but in practise, even the much lower crafting requirements are way too high for someone like me. It takes seven items I don&#8217;t want to make one that I do, and that&#8217;s more than I find in a month. </p>
<p><a href="http://www.flickr.com/photos/pentadact/5061016578/" title="Black Box 2 by Pentadact, on Flickr"><img fetchpriority="high" decoding="async" src="http://farm5.static.flickr.com/4147/5061016578_235fa2f28e.jpg" width="500" height="310" alt="Black Box 2" /></a></p>
<p>Even after months of play, I won&#8217;t have the +25 health that Scouts who pay do. The chances of finding all the items required for a set bonus, particularly the hat, are negligible.</p>
<p>I do really like the Black Box, though &#8211; a vampiric rocket launcher with a smaller clip. It limits your aggressive capacity, but suits the calculating way I play Soldier: safe distance, medkit near, Equaliser ready, Buff Banner steadily charging.</p>
<p>The item that&#8217;s closest to one of <a href="https://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas">my suggestions</a>, the knife that rapidly steals your victim&#8217;s identity, is a total bust. The ability itself is a satisfyingly stylish flourish, but they&#8217;ve paired it with a wildly disproportionate drawback: the inability to disguise at will. </p>
<p>That&#8217;s such a massive, constant pain in the arse for an advantage that&#8217;s really only useful when facing exactly two people, both of whom are looking the wrong way, and even then only if the second of them looks round less than a second but more than half a second after your kill. And doesn&#8217;t spy check.</p>
<p>They should have <em>actually</em> stolen my idea, rather than independently coming up with their own that has just enough in common for me to make false accusations about it on my blog. My knife had some trivial drawback that would rarely hinder anyone &#8211; it&#8217;d sell even better.</p>
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			<slash:comments>19</slash:comments>
		
		
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		<title>Valve Steal Most Of Tom&#8217;s Evening</title>
		<link>https://www.pentadact.com/2010-07-09-valve-steal-most-of-toms-evening/</link>
					<comments>https://www.pentadact.com/2010-07-09-valve-steal-most-of-toms-evening/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Fri, 09 Jul 2010 03:15:46 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Things Valve Stole]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1890</guid>

					<description><![CDATA[Engineer night was horrific. I haven&#8217;t seen this many stalemates since Hydro. Everyone&#8217;s desperate for the new unlocks, but the achievements that unlock them either require the unlocks, or are based around Engineering in the context of a normal game. Stuff like supporting a Heavy while he mows people down. When your friends and opponents [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="#"><img decoding="async" src="https://www.pentadact.com/wp-content/Combat-Sentry.png" alt="" title="Combat Sentry" width="500" height="573" class="alignnone size-full wp-image-1895" srcset="https://www.pentadact.com/wp-content/Combat-Sentry.png 500w, https://www.pentadact.com/wp-content/Combat-Sentry-130x150.png 130w" sizes="(max-width: 500px) 100vw, 500px" /></a></p>
<p>Engineer night was horrific. I haven&#8217;t seen this many stalemates since Hydro. Everyone&#8217;s desperate for the new unlocks, but the achievements that unlock them either require the unlocks, or are based around Engineering in the context of a normal game. Stuff like supporting a Heavy while he mows people down. When your friends and opponents are all just static installations of angry metal gun, there&#8217;s not a lot of scope for that.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4776311574/" title="Dead Engy by Pentadact, on Flickr"><img decoding="async" src="http://farm5.static.flickr.com/4114/4776311574_89dc2e8dbd.jpg" width="446" height="500" alt="Dead Engy"/></a></p>
<p>For the lucky few who got them, the new unlocks looked amazing. You can Wrangle a Gunslung Combat Sentry, so your damage boost negates its reduced damage output, your shield negates its level 1 hitpoints, and your beam gives it seemingly infinite range. It&#8217;s as ridiculous as that collection of words.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4776311398/" title="Wrangled Combat Sentry by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4093/4776311398_3a7ebc5c5d.jpg" width="500" height="297" alt="Wrangled Combat Sentry"/></a></p>
<p>In the end, none of the individual unlocks matched the specs of any of my suggestions closely enough to justify my mock accusations of plagiarism. But the set of abilities these give you &#8211; deploy small sentries quickly, move them, shield instead of repair, and direct their fire manually &#8211; is just what I wanted from mine. If I ever actually earn the damn things, I&#8217;ll be extremely happy.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4776311686/" title="Sniper Bow by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4138/4776311686_fceed65ae0.jpg" width="500" height="306" alt="Sniper Bow"/></a></p>
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			<slash:comments>27</slash:comments>
		
		
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		<title>Valve Steal Fifth James Weapon Idea</title>
		<link>https://www.pentadact.com/2010-07-08-valve-steal-fifth-james-weapon-idea/</link>
					<comments>https://www.pentadact.com/2010-07-08-valve-steal-fifth-james-weapon-idea/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Thu, 08 Jul 2010 16:36:45 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Things Valve Stole]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1885</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.pcgamer.com/2010/07/05/breaking-tf2-engineer-update-is-real/"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/Portable-Sentry-500x217.jpg" alt="" title="Portable Sentry" width="500" height="217" class="alignnone size-medium wp-image-1886" srcset="https://www.pentadact.com/wp-content/Portable-Sentry-500x217.jpg 500w, https://www.pentadact.com/wp-content/Portable-Sentry-150x65.jpg 150w, https://www.pentadact.com/wp-content/Portable-Sentry.jpg 945w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<p><a href="https://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas" title="Engy: Portable Sentry by Pentadact"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3131/2529773466_f739bc75cb.jpg" width="500" height="438" alt="Engy: Portable Sentry"/></a></p>
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			<slash:comments>12</slash:comments>
		
		
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		<title>Valve Steal Third And Fourth James Weapon Ideas</title>
		<link>https://www.pentadact.com/2010-07-07-valve-steal-third-and-fourth-james-weapon-ideas/</link>
					<comments>https://www.pentadact.com/2010-07-07-valve-steal-third-and-fourth-james-weapon-ideas/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 07 Jul 2010 01:09:12 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Things Valve Stole]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1866</guid>

					<description><![CDATA[Not really, of course: the newly announced Wrangler is a more intricate beast than my Laser Pointer or Shield Spanner suggestions. It sounds ridiculous: not only do you get to direct your Sentry&#8217;s fire, but it&#8217;s also nigh-impervious to harm and twice as powerful. But of course, if you&#8217;re using the Wrangler, you&#8217;re not using [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.teamfortress.com/engineerupdate/"><img loading="lazy" decoding="async" src="https://www.pentadact.com/wp-content/Wrangler-500x421.jpg" alt="" title="Wrangler" width="500" height="421" class="alignnone size-medium wp-image-1874" srcset="https://www.pentadact.com/wp-content/Wrangler-500x421.jpg 500w, https://www.pentadact.com/wp-content/Wrangler-150x126.jpg 150w, https://www.pentadact.com/wp-content/Wrangler.jpg 683w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<p>Not really, of course: <a href="http://www.teamfortress.com/engineerupdate/">the newly announced Wrangler</a> is a more intricate beast than my <a href="https://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas">Laser Pointer or Shield Spanner</a> suggestions. It sounds ridiculous: not only do you get to direct your Sentry&#8217;s fire, but it&#8217;s also nigh-impervious to harm and twice as powerful. But of course, if you&#8217;re using the Wrangler, you&#8217;re not using your Wrench. So your Sentry isn&#8217;t getting healed, and it has to shut down for three seconds if you whip out your spanner.</p>
<p>I won&#8217;t pretend to know how this will play out, but I actually think this is how Sentries should always have been. There should be no auto mode. Having the AI spot and shoot human players robs the Engy of the satisfaction of doing it himself, and the victim the knowledge that they were caught out by a real opponent. Instead, a computer has all the fun, and the players it kills don&#8217;t learn much: the computer simply out-damaged them. Most of the time I die to a Sentry, my only other option was to hang back and do nothing.</p>
<p>So I&#8217;m glad the Wrangler sounds crazy powerful, because I&#8217;d like everyone to use it, all the time. I&#8217;d rather have a tougher but fallible opponent, and one that doesn&#8217;t rapidly self-heal, than the alternative.</p>
<p>I&#8217;m taking some time off at the moment (which will hopefully translate to some progress with Private Dick), but Jaz and the guys have been running an amazingly good days-long liveblog of every snippet of information that&#8217;s come out about the <a href="http://www.pcgamer.com/2010/07/05/breaking-tf2-engineer-update-is-real/">Engineer update</a>.</p>
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			<slash:comments>15</slash:comments>
		
		
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		<item>
		<title>Team Fortress 2 Updates In Perspective</title>
		<link>https://www.pentadact.com/2009-12-23-team-fortress-2-updates-in-perspective/</link>
					<comments>https://www.pentadact.com/2009-12-23-team-fortress-2-updates-in-perspective/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 23 Dec 2009 01:45:20 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Things Valve Stole]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1241</guid>

					<description><![CDATA[There&#8217;s only one class left for Valve to update in Team Fortress 2, the Engineer. One by one, Valve have given each of the other eight characters a set of alternative weapons, and with each release there&#8217;s been a batch of new maps, game modes and features to play with. The amount of free stuff [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>There&#8217;s only one class left for Valve to update in Team Fortress 2, the Engineer. One by one, Valve have given each of the other eight characters a set of alternative weapons, and with each release there&#8217;s been a batch of new maps, game modes and features to play with. The amount of free stuff we&#8217;ve had since I wrote up <a href="http://www.computerandvideogames.com/article.php?id=180201">the first details of the unlocks system</a> at the start of 2008 is obscene.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4207783218/" title="hl2 2009-12-18 13-54-54-79 sniper by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4019/4207783218_90102e676f.jpg" width="500" height="366" alt="hl2 2009-12-18 13-54-54-79 sniper" /></a></p>
<p>When the inventory system went down briefly before the latest update, we were temporarily stuck with TF2 much as it was in 2007. The feeling was, &#8220;Where did the game go?&#8221; Compare that to something like <strong>Halo 3</strong>, released around the same time, which has functionally barely changed and charged a total of £20 ($30) for its new maps.</p>
<p>One thing that hasn&#8217;t changed since that article (funny to <a href="http://www.computerandvideogames.com/article.php?id=180201">read</a> in light of how much has) is the spirit of the updates, framed there: <strong>&#8220;The unlockables aren&#8217;t just beefed up versions of the weapons, they balance major advantages and disadvantages to fundamentally alter the role of that class.&#8221;</strong> While Steam forumites have turned that ethos into an imperative law to be screechingly enforced by the limp fist of internet tantrums, the gist is basically universal: the unlocks are supposed to change the way the class plays in a meaningful way. How successful have they been?</p>
<p><a href="http://www.flickr.com/photos/pentadact/4206985879/" title="revo is looking good! by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2486/4206985879_743904c304.jpg" width="419" height="500" alt="revo is looking good!" /></a><br />
<strong>Medic</strong> (<a href="http://www.steamgames.com/tf2/goldrush/">April 08</a>): decent &#8211; the Kritzkrieg is a nice idea but badly needed the large charge-rate boost it later got. The Ubersaw set the standard for awesome new melee weapon ideas with negligible drawbacks that would continue to enrage weird forumites for twenty more months without ever actually making the game less fun.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4206982845/" title="mann [cp] is looking good! by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2793/4206982845_d09bf17c0f.jpg" width="500" height="375" alt="mann [cp] is looking good!" /></a><br />
<strong>Pyro </strong>(<a href="http://www.steamgames.com/tf2/pyro/">June 08</a>): great &#8211; the Backburner turns the Pyro into the ambush class he was always meant to be, but they also added the airblast ability to the standard flamethrower to make the trade-off more interesting. To this day there are two distinct breeds of Pyro playing properly different roles. Also, the <a href="http://www.steamgames.com/tf2/pyro/">Axtinguisher</a> is the second best idea Valve ever stole from <a href="https://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas">me</a> (and somehow implimented in 19 days).</p>
<p><a href="http://www.flickr.com/photos/pentadact/4207742264/" title="mr doudou  [-mini] is looking good! by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2520/4207742264_19058eff3e.jpg" width="495" height="500" alt="mr doudou  [-mini] is looking good!" /></a><br />
<strong>Heavy </strong>(<a href="http://www.steamgames.com/tf2/heavy/">August 08</a>): weak &#8211; the Heavy was one of the least played classes at the time, today he&#8217;s dead last. It&#8217;s not because he&#8217;s underpowered; he&#8217;s the second highest scoring class and <em>the</em> most deadly by a head. It&#8217;s just a very rocky experience getting those kills, because everyone seems to have an easy way of doing something horrible to you, and you don&#8217;t seem to have a way of avoiding any of it. He needed unlocks that would give him some flexibility, some get-outs or workarounds. Instead he got a gun that&#8217;s good against Scouts (rarely a problem in my experience), the admittedly neat Sandvich and some fun but impractical gloves. Needs a revisit.</p>
<p><a href="http://www.flickr.com/photos/pentadact/3827052362/" title="necromancer is looking good! by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2522/3827052362_a3aebd3abc.jpg" width="354" height="500" alt="necromancer is looking good!" /></a><br />
<strong>Scout </strong>(<a href="http://www.teamfortress.com/scoutupdate/">Feb 09</a>): mixed &#8211; the Force-A-Nature and Sandman get changed, patched and bitched about so much that I have to assume they haven&#8217;t been totally successful yet, but I can&#8217;t get a handle on them myself. People can do things with the Force that I don&#8217;t even understand &#8211; suck me towards them or one-shot me &#8211; and yet it&#8217;s utterly useless in my hands. Bonk tackles the main problem with the class, survivability against Sentries, but it&#8217;s still not useful enough that I ever want to play the class once turrets crop up.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4206984323/" title="mibeshu is looking good! by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2631/4206984323_8e6c1692e1.jpg" width="500" height="430" alt="mibeshu is looking good!" /></a><br />
<strong>Sniper </strong>(<a href="http://www.teamfortress.com/sniper_vs_spy/">May 09</a>): superb &#8211; the Huntsman transformed him from a stay-at-home trouncing twat to a roaming predator, powerful but vulnerable. Its viability at medium and near range leads to so many breathsnatching life-or-death snap shot moments against guys who&#8217;d kill him in a second if they didn&#8217;t have an arrow in their face. Jarate lets him help friends take care of threats he&#8217;s not suited to, or just insult his killer before an inevitable death. I don&#8217;t really see the point of the Razorback in a world where Spies can headshot, but whatever.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4206981783/" title="Raven185 is looking good!_0001 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2659/4206981783_f2e335f698.jpg" width="454" height="500" alt="Raven185 is looking good!_0001" /></a><br />
<strong>Spy </strong>(<a href="http://www.teamfortress.com/sniper_vs_spy/">May 09</a>): superb &#8211; the Dead Ringer creates an Action Spy subclass the likes of which we&#8217;ve never seen, and the Cloak and Dagger lets him be the methodical, oppourtunistic infiltrator his abilities always hinted at. Some clever thought about which kind of cloaks should recharge from ammo makes the choice a tough one, and better still, situational. Now that people have cottoned onto it the Dead Ringer noise is a little <em>too</em> loud &#8211; it might be fun if he masked it by calling out a random line of the class he&#8217;s dressed as: suspicious, but not conclusive. The Ambassador is effective but, if you ask me, too much of an overlap with the Sniper and pretty horrible-sounding.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4207757100/" title="suce la rape is looking good! soldier by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2745/4207757100_1177d20286.jpg" width="500" height="377" alt="suce la rape is looking good! soldier" /></a><br />
<strong>Soldier </strong>(<a href="http://www.teamfortress.com/soldierupdate/">Dec 09</a>): great &#8211; the Direct Hit finally makes rocket combat feel like a mindgame rather than a spamgame, and the Equaliser is way better than my idea: it&#8217;s the speed increase at low health that really makes it. It&#8217;s the one weapon I love to hear people complain about, because having been that Soldier who one-shotted them, I know how terrifyingly close to death he was. Bugle: indifferent.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4206998793/" title="hl2 2009-12-22 07-50-54-70 demoman by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4038/4206998793_40a29869df.jpg" width="500" height="402" alt="hl2 2009-12-22 07-50-54-70 demoman" /></a><br />
<strong>Demoman </strong>(<a href="http://www.teamfortress.com/demomanupdate/">Dec 09</a>): good &#8211; the sword and shield don&#8217;t make a new subclass of Demoman, they make the tenth class. His massive resilience to explosions demands proper restrategising, and I love the way the Heads mechanic makes him one of the few classes with something to lose. The more lives you take, the faster and tougher you are, so the more you want to preserve your advantage and therefore life. Charging is hilarious. I do think the sound and feel of melee combat in TF2 isn&#8217;t quite up to doing a big sword justice, though: it feels wrong for its blows to be met with a quiet crunch, for its swings to connect in much the same way as a bottle&#8217;s, and to be able to whack a Pyro three times without killing him. I also think it&#8217;s a crime not to have provided a Grenade Launcher alternative: is sucks for all the reasons regular grenades suck.</p>
<p>It&#8217;s an excellent track record. The mis-steps haven&#8217;t made those classes worse, just failed to improve them &#8211; a failure that&#8217;s default in other games. The way these unlocks are earned has also changed, but strangely. For the sake of the scrollbar, I&#8217;ll save what&#8217;s wrong with that and how to fix it for another post.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4207018005/" title="hl2 2009-12-18 19-54-08-38 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4034/4207018005_51a8dc2057.jpg" width="500" height="314" alt="hl2 2009-12-18 19-54-08-38" /></a></p>
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		<title>Team Fortress 2 Unlockable Weapon Ideas</title>
		<link>https://www.pentadact.com/2008-05-31-team-fortress-2-unlockable-ideas/</link>
					<comments>https://www.pentadact.com/2008-05-31-team-fortress-2-unlockable-ideas/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 31 May 2008 17:16:27 +0000</pubDate>
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					<description><![CDATA[Obviously we've all thought about this a bit at one point or another. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Then I realised there are 29 of them, and did it anyway.]]></description>
										<content:encoded><![CDATA[<p><strong>Update:</strong> This post was written in May 2008, when only the Medic had new weapons. Since then, some weapons have been added that have similar concepts to these. Valve even gave me a special sparkly Equalizer (similar to the Last Ditch Digger here) and <a href="http://www.teamfortress.com/soldierupdate/">a lovely shoutout in the Solider update</a>.</p>
<p>Obviously we&#8217;ve all thought about this a bit at one point or another. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Then I realised there are 29 of them, and did it anyway. I hadn&#8217;t originally planned on illustrating them &#8211; for reasons I hope will be obvious once you see my illustrations &#8211; that just kind of happened. Sorry.<span id="more-254"></span></p>
<p>I&#8217;m more interested in ideas that would make you think about and play a class differently, than in trying to ensure everything is perfectly and exactly balanced. Partly because this is more interesting to talk about, and partly because I don&#8217;t think you can just intellectualise about balance and call the problem solved. If I&#8217;d never played TF2 and you just described it to me, I would have said the Spy&#8217;s near-perfect disguise system was absurdly overpowered, but today people groan that it&#8217;s virtually useless. They&#8217;re wrong, but still: there&#8217;s no substitute for trying this stuff.</p>
<p>I also have some ideas about how this stuff should be unlocked, but they tie in to another major change I&#8217;d like to see, so that&#8217;s for another post.</p>
<p><center><strong>Engineer</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2529776532/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3145/2529776532_1df82976cf.jpg" width="368" height="500" alt="engineer-shieldspanner" /></a></p>
<p><strong>Shield Spanner:</strong> when whacking your own full-health structures, this thing builds up an uber-like protective shield around them that can absorb a few hundred points of damage before the structure itself is damaged at all. The Spanner can repair neither the shield nor your buildings, so once they&#8217;re up, there&#8217;s no point hanging around. Sappers take a very long time to eat through the shield, and don&#8217;t disable the building until they get through it. The Spanner can remove them, but again, not repair the damage. It can also add a much weaker shield to the buildings of friendly Engies.</p>
<p><strong>Why?</strong> For fatalistic Engies bored of baby-sitting. Once they&#8217;ve set their stuff up, the Engy is free to roam around setting up dispensers elsewhere, helping out other Engies, and flanking those who attack his own stuff. A shielded Sentry is resistant to many of the best ways of taking down an ordinary one (Sticky pile-on, point-blank Heavy, sap-and-stab) but vulnerable to attrition.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529773466/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3131/2529773466_f739bc75cb.jpg" width="500" height="438" alt="engineer-portablesentry" /></a></center></p>
<p><strong>Portable Sentry:</strong> mini Sentry that can never be upgraded past level 1, but which once built, the Engineer can pick up and carry with him. While carrying the Sentry, the Engy moves at 75% speed and neither he nor the Sentry can fire, but the Sentry is safe from damage. It takes one second to snatch up and three seconds to re-deploy elsewhere. If the Engy is also using the Shield Spanner, the Sentry&#8217;s shield is lost when he picks it up, but can be re-applied after deployment.</p>
<p><strong>Why?</strong> Lets you play a harrassment Engy: reaping kills by quickly erecting small sentries in unexpected places, and moving them before the enemy has time to strategise around them. This is often more fun to do, and to fight against, than holing up beind a level-three hitting it repeatedly.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2528956797/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3020/2528956797_31863c32eb.jpg" width="500" height="325" alt="engineer-mini-dispenser" /></a></center></p>
<p><strong>Mini Dispensers:</strong> Engie can build three smaller dispensers: one that only supplies ammo/metal, one that only heals, and a third that&#8217;s a booby-trap. The booby-trap explodes with the force of a crit rocket if sapped or damaged in any way, only damaging enemies. It looks exactly like a healing-only dispenser to enemies (so traditional dispensers are still safe to sap/attack), but to the Engie&#8217;s team, it appears as a cardboard box full of dynamite, with dispenser decals drawn on in crayon.</p>
<p><strong>Why?</strong> The constant need for metal to take care of your Sentry leads most Engies to put their dispensers directly next to their gun, dissuading them from setting up a useful recharge point for their team&#8217;s forward troops. Here, he can do this without sacrificing his vital metal income, and partially protect that forward station against Spies by associating a degree of uncertainty and fear with sapping them.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529775480/" title="Engy: Telepault by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2053/2529775480_ba3bd28ab4.jpg" width="335" height="500" alt="Engy: Telepault" /></a></center></p>
<p><strong>Telepault:</strong> teleporter exit that launches the teleportee forwards and upwards, in the direction the Engy places it. The Engie sees the projected arc before placing, obviously, so he can see where they&#8217;ll end up. Teleportees are immune to fall damage until after they land, and trajectories that end in killer chasms like those on Hydro are considered invalid placements and disallowed. The nametag for the entrance pad indicates that it&#8217;s a telepault and, in addition to displaying its recharge progress, quotes something like &#8220;Safe landings: 3/5&#8221;. Players can crouch on the tele entrance to choose to be teleported normally.</p>
<p><strong>Why?</strong> I think the virtue of a Heavy being flung over a train is self-evident.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529776028/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2376/2529776028_8916d04bdb.jpg" width="445" height="363" alt="engineer-laserpointer" /></a></center></p>
<p><strong>Laser Pointer:</strong> replacement for the pistol &#8211; switches Sentry to manual mode while equipped, where it will not fire on anyone automatically, but will shoot whatever the Engy points the laser at when he clicks Fire.</p>
<p><strong>Why?</strong> Lets the Engy spy-check and prioritise targets better, at the expense of automatically firing on unexpected enemies, and of being ready to repair the sentry when it&#8217;s damaged.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529775784/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2201/2529775784_0993e15d6e.jpg" width="500" height="404" alt="engineer-neutraliser" /></a></center></p>
<p><strong>Neutraliser:</strong> techy shotgun firing sparkly blue electronic charges which defuse Stickies, knock off Sappers and drain enemy ammo &#8211; but do no damage at all. Defuses a Sticky in two shots at medium range, one at close (close enough to hurt if it went off). Sappers take four shots at medium, two at close.</p>
<p><strong>Why not&#8230; a flame-thrower Sentry!</strong> I think the real question is: why?</p>
<p><strong>Why not&#8230; an ambulatory Sentry!</strong> It kind of removes the strategic element of deciding where to put it. And would be rather costly to impliment.</p>
<p><center><strong>Pyro</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2528968711/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3235/2528968711_a683f75c58.jpg" width="500" height="481" alt="pyro-napalm" /></a></p>
<p><strong>Hmphalm Hmphs:</strong> shotgun that fires napalm globs. They do no damage, but each successive shot slows the target slightly more, adds a few seconds onto their burn duration if you then ignite them with the flamethrower, and renders them unable to put out any flames by jumping in water. Needs reloading after every shot, and this takes a short while.</p>
<p><strong>Why?</strong> The Pyro shouldn&#8217;t have an effective long-range weapon, but could use a way to catch opponents, slow their escape to safety and force tougher opponents to seek healing rather than waiting for the flames to die.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529787472/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2109/2529787472_4f482763a9.jpg" width="463" height="500" alt="pyro-fireaxe" /></a></center></p>
<p><strong>Hire Hmph:</strong> a longer, heavier fire-axe that always critical-hits against burning opponents, but takes twice as long to swing.</p>
<p><strong>Why?</strong> The Pyro could do with a satisfying way to end a fight, particularly when there are allies around who usually get the credit for killing those who would have burned to death if left alone. But it shouldn&#8217;t be easy &#8211; she/he&#8217;s got to get even closer than usual, to an opponent who knows he/she&#8217;s there.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529787128/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2035/2529787128_e442ef09aa.jpg" width="406" height="500" alt="pyro-inferno" /></a></center></p>
<p><strong>Hmpherno:</strong> flame-thrower with a more fierce but briefer burn, whose forceful stream can be used as a makeshift jetpack if pointed directly down. The force also means he/she cannot move forwards while firing normally, and while firing heat builds up in the weapon that will eventually cause the Pyro to explode in a large and dangerous fireball. Five seconds of uninterrupted fire is enough to blow him/her up. Ten seconds is enough for a nearly-full heat bar to entirely dissipate.</p>
<p><strong>Why?</strong> The Pyro needs a little more tactical flexibility, lends him/herself well to comedy, and was born for a firey suicide option. This also means (s)he can propel her/himself into an area quickly by walking into it backwards whilst holding fire &#8211; to which the drawback is hopefully obvious.</p>
<p><strong>Why not&#8230; a longer range flame-thrower!</strong> A class with its defining limitation removed is a class improved, as my grandmother used to say.</p>
<p><strong>Why not&#8230; smoke grenades!</strong> Not being able to see is fun!</p>
<p><strong>Why not&#8230; ignitable oil slicks!</strong> You spray an area with oil, then set light to it, and it burns for a while. Leads to exciting wait-around for the enemy team!</p>
<p><strong>Why not&#8230; the napalm rocket-launcher from TF!</strong> Then we could give the Soldier a flame-thrower, the Spy could have Sasha, and we could save everyone the confusion of having to pick a class!</p>
<p><center><strong>Heavy</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2528960841/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3278/2528960841_87eb86b852.jpg" width="500" height="391" alt="heavy-luba-and-kiska" /></a></p>
<p><strong>Luba &#038; Kiska:</strong> knuckle-dusters, knock the target flying but never crit.</p>
<p><strong>Why?</strong> Pow!</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2528960469/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2207/2528960469_ce35de15a3.jpg" width="468" height="500" alt="heavy-tatyana" /></a></center></p>
<p><strong>Tatyana:</strong> mini-gun with an electromagnetic coil built around its motor which sucks in weapons from fallen enemies (or friends) any time the barrel is spinning. The added weight leaves the Heavy unable to move at all while firing. He can still move while spinning the barrel.</p>
<p><strong>Why?</strong> Lets the Heavy perpetuate a winning streak by avoiding running dry on ammo, but hinders his rate of advancement so that it&#8217;s not easy to exploit this on offense.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529777310/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2385/2529777310_840473d685.jpg" width="437" height="500" alt="heavy-sonya" /></a></center></p>
<p><strong>Sonya:</strong> very obviously stolen Scout Scattergun to replace the standard shotgun. Obviously in that the Scout&#8217;s ripped-off hand and forearm are still danging from the triggerguard.</p>
<p><strong>Why?</strong> I don&#8217;t have a good justification for this.</p>
<p><strong>Why not&#8230; an assault rifle!</strong> The most boring weapons in all of first-person-shooterdom! Much of TF2&#8217;s design philosophy apparently stemmed from the notion that one guy just firing a lot of bullets at another guy is about the least interesting interaction two players can have.</p>
<p><center><strong>Soldier</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2529782406/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3211/2529782406_b033b95e37.jpg" width="500" height="426" alt="soldier-lastditch" /></a></p>
<p><strong>Last Ditch Digger:</strong> broken trench-shovel whose damage and attack-rate are proportional to the amount of health the Soldier has lost.</p>
<p><strong>Why?</strong> Apart from encouraging unlikely comebacks, it makes rocket-jumping spade-attacks more effective. And fun things should always be made more effective.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529785262/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3096/2529785262_3943aa8280.jpg" width="366" height="500" alt="soldier-screamer" /></a></center></p>
<p><strong>Imploder:</strong> rocket launcher whose blasts suck people in rather than knocking them away. The actual damage radius is smaller than a standard rocket, but the &#8216;suck&#8217; radius is larger than either. </p>
<p><strong>Why?</strong> Lets the Soldier cluster large groups of people into a tight space for maximum damage, but sacrifices his ability to juggle enemies, keep them at bay or rocket-jump &#8211; though some wall-climbing and ceiling-sucking is doable by firing the rockets above you.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529782734/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2131/2529782734_16f6e7a244.jpg" width="500" height="435" alt="soldier-skeetshooter" /></a></center></p>
<p><strong>Skeet Shooter:</strong> shotgun which only and always crits on airbourne opponents. Can be drawn, fired and holstered by pressing Right Mouse, whichever weapon the Soldier is currently holding.</p>
<p><strong>Why?</strong> If you manage that, you deserve a crit.</p>
<p><strong>Why not&#8230; grenades!</strong> Hey, good idea! It looks like Valve completely forgot to put these in TF2, despite how fun it is to get killed by speculatively flung munitions bouncing arbitrarily around corners by trigger-spamming morons! Thank God we reminded them!</p>
<p><strong>Why not&#8230; heat-seeking rockets!</strong> Because aiming highly explosive projectiles to hit within a few meters of a target is still too hard! Not only should the modicum of skill required to play a Soldier successfully <em>be removed</em>, but it should be removed by an unlockable weapon that only the most skillful players will earn. Perfect!</p>
<p><strong>Why not&#8230; a rocket-launcher that&#8217;s more powerful but has to be reloaded more often?</strong> Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Let&#8217;s not exacerbate either.</p>
<p><center><strong>Demoman</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2529781058/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2374/2529781058_c63d4d5574.jpg" width="500" height="375" alt="demoman-nogrenades" /></a></p>
<p><strong>Not A Grenade Launcher:</strong> here&#8217;s an idea for the grenade launcher: REMOVE IT. It is a twat. The Demoman&#8217;s other weapon, the sticky launcher, is probably the single most devastating weapon in the game, the trade-off ought to be that he has no quick direct attack if an enemy gets past his sticky trap and confronts him. Instead, there&#8217;s no trade-off: he&#8217;s tough, and if he can aim worth a damn, he&#8217;s got a quick to use weapon that&#8217;s nearly as powerful as the Soldier&#8217;s rocket-launcher and litters the place with deadly spam fire if he misses &#8211; or just if he feels like racking up a load of talentless arbitrary murders.</p>
<p><strong>Why?</strong> Why would anyone choose to unlock the ability to not have a grenade launcher? That&#8217;s the beautiful part; they wouldn&#8217;t have to! This excellent upgrade would be automatically applied to all Demomen <em>free of charge</em>.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2528963967/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2127/2528963967_c3b642cc5b.jpg" width="473" height="500" alt="demoman-creepers" /></a></center></p>
<p><strong>Wee Creepers:</strong> sticky-bombs that roll slowly towards nearby enemies, faster the closer they are. If an enemy&#8217;s close enough, they&#8217;ll follow him at Demoman walking-speed (very slightly slower than most classes). He can only lay four at a time, and they stop for a while if shot.</p>
<p><strong>Why?</strong> Almost every situation involving these conjours an entertaining mental image.</p>
<p><strong>Why not?</strong> This would allow players on your own team to screw you over by luring stickies towards you. It&#8217;s hard to say how much of a problem that would be, because to an extent it would require the enemy Demoman&#8217;s co-operation. If you&#8217;re close enough to them to lead them at walking speed, he&#8217;s probably just going to blow you up straight away.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529781972/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2243/2529781972_7f80f1d098.jpg" width="500" height="471" alt="demoman-goodstuff" /></a></center></p>
<p><strong>The Good Stuff:</strong> alternate whiskey bottle which, if not yet smashed, temporarily adds 50 health when doing the drinking taunt &#8211; even if it takes him above his usual maximum. The boost decays over fifteen seconds, during which time the Demoman is also immune to fall-damage. The bottle always crits while the Demoman has been airbourne for more than half a second.</p>
<p><strong>Why?</strong> Bracing yourself for a good sticky-jump, whacking people at the end of it.</p>
<p><strong>Why not&#8230; that swingy dynamite he had in the first trailer!</strong> I&#8217;m only guessing, but I would think that made it too easy to take out an Engy, all his kit and everyone defending him without actually entering line-of-sight. The swinging charge-up animation was interesting, though &#8211; I wonder if you had to stay still during that.</p>
<p><center><strong>Scout</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2528970607/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2169/2528970607_1235491d31.jpg" width="459" height="500" alt="scout-slugger" /></a></p>
<p><strong>Slugger:</strong> full-size two-handed baseball bat that does 150% damage, but precludes all other weapons.</p>
<p><strong>Why?</strong> It&#8217;s clearly an impractical trade-off, but I&#8217;d take it.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529785874/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2327/2529785874_0763663e93.jpg" width="351" height="500" alt="scout-critmagnet" /></a></center></p>
<p><strong>Freakin&#8217; Crit Magnets:</strong> pistol rounds that do no damage, but successively increase the chance that the next hit against the victim &#8211; with a weapon that actually deals damage &#8211; will be a critical. A full clip of direct hits gives a 100% crit chance. On close inspection, the projectiles stuck into the victim&#8217;s body are small nails each skewering a Post-It note with &#8220;Crit me&#8221; written on it.</p>
<p><strong>Why?</strong> It gives the Scout an option to be more of a team player, or to have the satisfaction of running at someone with his bat and knowing the hit will be a crit. It&#8217;s also kind of an interesting risk tradeoff to decide when to stop building up your next attack and actually make it.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529776846/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2218/2529776846_8a9f8e40d0.jpg" width="500" height="411" alt="scout-nutcracker" /></a></center></p>
<p><strong>Nutcracker:</strong> leaner Scattergun that always crits when fired directly down on a target from above, but never crits otherwise and has to be reloaded every two shots.</p>
<p><strong>Why?</strong> Funny? I should clarify the name, actually, in case it&#8217;s a British idiosyncrasy: here, &#8216;nut&#8217; means head, while &#8216;nuts&#8217; means testicles. It is the former that this weapon proposes to crack.</p>
<p><center><strong>Sniper</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2528954675/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2363/2528954675_7803b6fe89.jpg" width="312" height="500" alt="sniper-hobbler" /></a></p>
<p><strong>Hobbler:</strong> sniper rifle that reduces the victim&#8217;s movement speed by up to 50% if the shot hits below the waist, but only charges to halfway up the normal charge meter. Partially charged shots to the legs slow by proportionally less than 50%. Healing steadily restores movement speed.</p>
<p><strong>Why?</strong> Lets the Sniper be a help to his team in situations where he doesn&#8217;t have the time or skill to line up a perfect headshot.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529771844/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3190/2529771844_ab5514d51d.jpg" width="466" height="500" alt="" /></a></center></p>
<p><strong>Croc:</strong> Larger kukri that always crits against Spies, never otherwise.</p>
<p><strong>Why?</strong> Vengeance.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529772762/"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3140/2529772762_2c5bb0214d.jpg" width="445" height="368" alt="sniper-shooter" /></a></center></p>
<p><strong>Shooter:</strong> a larger and faster-firing revolver than the Spy&#8217;s, to replace the SMG.</p>
<p><strong>Why?</strong> I&#8217;m forever out-gunning Snipers at medium range when I play Spy &#8211; I&#8217;m hitting them too often for them to snipe effectively, and their SMG has nothing like my damage output at that distance. Much as I love doing this, the poor Aussies could use a break, and some classic Crocodile Dundee one-upmanship ought to do it.</p>
<p><center><strong>Spy</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/2529769902/" title="Untitled by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm4.static.flickr.com/3183/2529769902_6a14ed5637.jpg" width="500" height="481" alt="" /></a></p>
<p><strong>Man-Sapper 3000:</strong> useable on human targets &#8211; drains them of all ammo in a few seconds, and stays attached for five, or until an Engineer whacks it off. Target doesn&#8217;t get his ammo back when the sapper&#8217;s removed, he has to find more. Must be placed from behind, but does not break disguise. </p>
<p><strong>Why?</strong> Good for disabling whole groups of people without necessarily giving yourself away, can lead to comedy escapes from angry mobs of sparking melee enemies.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2528953411/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2015/2528953411_de6f48cd52.jpg" width="375" height="500" alt="spy-hackotron" /></a></center></p>
<p><strong>Hack-o-Tron 3000:</strong> replacement for the revolver, can hack any Sentry in line of sight from 10 metres away. Hacking takes ten secondsish, during which the Spy must remain still, and at the end of it the Sentry will be reprogrammed to only attack its creator. The Engineer sees his Sentry spark green during this time, so he knows someone nearby is a Spy, and he only has to kill the Spy before the process finishes to abort it. The Spy can remain in disguise throughout, but since he can&#8217;t move without breaking the hack, he&#8217;s conspicuous for that. The Engy can destroy his Sentry at any time during or after the hacking process, the only disadvantage of which is, well, he&#8217;s destroyed his own Sentry.</p>
<p><strong>Why?</strong> Firstly, I like the idea of seeing your Sentry spark and having to scan everyone nearby to spot who&#8217;s not moving. It&#8217;s an easier task for an Engy than de-sapping, because he only has one objective, but the danger is more worrying: losing both his Sentry and his life. Secondly, it&#8217;d be fun to find a great place to do this from, and watch the Engy scrambling about above or below trying to find you. Thirdly, realising you&#8217;re not going to find the Spy and scrambling for the Detonate control panel before it turns on you could be pretty tense. It has to be only the Engy it attacks once hacked, of course, or noob Engies could ruin the whole game for their team by letting a level-3 Sentry get hacked right in their base.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529770814/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2104/2529770814_8a47a67140.jpg" width="500" height="497" alt="spy-identity" /></a></center></p>
<p><strong>Identity Thief 3000:</strong> large knife that, when backstabbing, utterly shreds the victim and causes the Spy to quickly assume his identity. There&#8217;s a puff of smoke as usual, but it lasts only a moment rather than the several seconds that donning a disguise usually takes. The Spy cannot attack again with the knife until after this new disguise is assumed, so it&#8217;s slower for repeat-attacks.</p>
<p><strong>Why?</strong> For situations when you have someone on their own, but don&#8217;t know how long you&#8217;ve got until his team-mates show up. Disposes of the body and renders you inconspicuous in one quick move.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529788904/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2210/2529788904_24e9fd032f.jpg" width="480" height="500" /></a></center></p>
<p><strong>Ghost-o-matic 3000:</strong> replacement cloaking device which, instead of rendering the Spy invisible, allows him to pass through enemies for ten seconds, and absorb incoming damage. During this time he can&#8217;t attack or sap, and enemy fire drains his Ghost charge rather than his health &#8211; so it won&#8217;t last long if he&#8217;s under fire. When his Ghost charge runs out, the Spy is vulnerable but still can&#8217;t attack for two seconds, and he gives off a suspicious spark &#8211; so spy-checking isn&#8217;t any harder. Ghost-mode also takes two seconds to activate, and regenerates fairly slowly when not in use.</p>
<p><strong>Why?</strong> This lets him slip through very hairy or chaotic situations where enemies don&#8217;t have the time to look for Spies thoroughly, but in which he&#8217;d be killed in the crossfire if he was merely cloaked. The kind of crossfires this device would let the Spy get past are also the kind where one least needs his Cloak.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/2529770438/"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2312/2529770438_afdd34a9be.jpg" width="490" height="500" /></a></center></p>
<p><strong>Identi-Kit 3000:</strong> replacement for the Spytron 3000 cigarette-case: it&#8217;s a device in the same housing which, when pointed at an enemy, tells you their name and health. If disguised, the enemy with your name is tagged on-screen at all times, the way Medic-callers are to Medics. The drawback is that you can only disguise by pointing it at an enemy and pressing fire, rather than selecting a class freely with the number keys. You can do this while cloaked, naturally.</p>
<p><strong>Why?</strong> Allows the Spy to identify and eliminate injured targets with his pistol, and lets him strategise around his namesake. The loss of the &#8220;Am I dressed as him?&#8221; ambiguity is more than made up for by the many &#8220;Oh shit, that&#8217;s the <em>real </em>Duncan Disorderly!&#8221; moments.</p>
<p><strong>Why not&#8230; a dummy weapon that lets you make it look like you&#8217;re firing while in disguise!</strong> This would only increase the believability of your disguise for the brief period before people realised that a disguised Spy can now fire like a real team-mate. Thereupon, you&#8217;d still get spy-checked, it would just be incredibly arduous and tiresome for everyone else to do so.</p>
<p><strong>Why not&#8230; a silenced pistol!</strong> There&#8217;s actually nothing terribly wrong with this idea, it&#8217;s just not very useful. Obviously shooting people from an unexpected angle is a core tactic of the Spy, and I love doing it, but I don&#8217;t think people are pinpointing my location using the directional audio of their 7.1 home theatre surround-sound setup. I think they&#8217;re just turning around to find out where they&#8217;re being shot from, and <em>seeing me with their eyes</em>. If, like the four thousand people who&#8217;ve suggested this, you&#8217;re proposing a damage decrease as a trade-off, I wouldn&#8217;t touch it with a barge-pole.</p>
<p><strong>Why not&#8230; a weapon that can be used while cloaked or disguised!</strong> Because&#8230; just shut up. Just go away and think about what you&#8217;ve done.</p>
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