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 Post Post subject: Predictions for TF2 weapon upgrades
 
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I was just wondering what weapons will be released for the other classes- we have already had the Medic's (Medic ftw!!!!) and there is more to come for the other classes. In this topic, you can comment on predictions and even make your own predictions.
Here are mine:
Scout- shotgun with faster reload but a lower damage output
a deagle which is more powerful than the old one but has a slower reload time
a baseball bat with a nail through it ;) more damage but no crit

Soldier- remote controllable rocket launcher (secondary fire controls the rockets)
rifle of some sort- M4a1 possible that is like the Sniper's sub-machine gun but more powerful but in accurate
grenades, he has grenades on him but he doesn't use them so he could use just 2 which could be like a demoman grenades but much more powerfulbut can hurt the soldier just like his rockets can

Pyro- a flamer that can be charged up to unleash a huge tongue of flame but has to be cooled down afterwards (hold and release secondary fire)
a poison gas launcher, same range as a flamethrower but the Pyro will be immune as he has his gas mask and his team can't be hurt and like flames, the poison takes your health down but can be cured with a Medic or a medi pack
an air guitar

Heavy- a much more accurate minigun with a drop in fire rate and damage output
two shotguns at once, they are tiny and light to him but a slow reload rate
brass knuckles

Demoman- smaller grenades which are harder to see if they are fired at you but less powerful
proximity mines which are slightly weaker
bagpipes

Sniper- a more powerful zoom on the sniper rifle which can be manually controlled using the scroll on a mouse but damage output is slightly reduced
his hat oddjob style, it bounces of walls and returns to him or comes back to him after going through someone, one hit kill but highly inaccurate, like a rocket it travels in a straight line and has a slow speed

Engineer- improved shotgun reload but less powerful
dual pistols, slower reload but more firepower, he is from Texas you know ;)
a crowbar, applies metal slightly faster but is lees powerful than the wrench and has a low crit ratio

Spy- silenced revolver, the standard revolver is really loud so the Spy can now do his job even better, but it has a serious drop in firepower
sappers are much faster but can be taken down by one wrench blow
invisibility attacks, you can attack whilst cloaked ehich lasts for 15 secs but you flicker for 2 secs when you strike with any weapon and your cloak takes 45 secs to fully charge back up not 30.

Those are my predictions (some are pretty stupid), what do you guys predict/think?

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Thu Jun 05, 2008 10:10 pm 
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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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I think the ideas you have come up with are interesting, however very unlikely considering Valve want everything balanced etc.

I believe Met said the Pyro was next? (I was afk when he said)

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Fri Jun 06, 2008 4:49 am 
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I would like to see a napalm spray for the Pyro - similar to the alternative fire mode of the flamethrower in Turok 2. Or like the below image:

Image

That way he could shoot over objects or leave hot liquid fire stuff on the floor for a while.

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Fri Jun 06, 2008 5:39 am 
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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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Invisible spies being able to attack is instant failure in the causes of balance. Invisble spies are bad enough. Due to a fixed glitch on the 360, spies could remain invisible for the entirity of a match, much to a lot of peoples annoyances. It'll never happen.

My ideas, just breifly:

Scout:
Improved range with Scattergun, but even slower reload time (or could go the other way and be weaker, less accurate but faster realod time)
Pistol will probably stay pretty much the same... Slight upgrade to maybe duals, but slow reload time.
Baseball bat will be improved with a larger hitting arc, more overall damage but no crits.

Soldier:
I like the idea of remote missiles, however, it could prove to be very unbalanced depending on if they are able to be shot down etc. I reckon they will just have an increased speed, less power and no crits.
His shotgun would be the same upgrade as everyone else... Possibly triple barralled for more power, but a very slow reload rate, no crits.
His shovel could be replaced with a larger heavier item (Like is rocket launcher barrel) which does more damage, but no crits.

Pyro:
Again, i think playing with the flamethrower too much is asking for trouble. However, i think a larger range with the cool down could work, but it would only be ale to be fired every 10-20 seconds or so.
His shotgun upgrade same as soldier, except maybe has a flame assist in it... So it sets people on fire but the fire only takes off 20% hp maximum before going out.
Fireaxe was ingeneous anyway! Im proved "firepower" or maybe an incendary axe, which also sets people alight, but again, no crits.

Demoman:
More "Bounciness" I reckon. Less fire power (obviously) and no crits, but bounce for a much longer period (I'm thinking like a bouncy ball) that explodes on contact or proximity to a foe.
Smaller, less obvious proximity mines, which do much less damage, but are generally more useful. These stay after you die aswell... (Engi's stuff does, so why not bombs?)
Whisky bottle should be replaced by the bagpipes xD

Heavy:
More bullets, less firepower. Maybe a similar but slightly faster fire rate, but less accurate.
Shotgun with triple barrel again.
Knuckle Dusters sounds good, but remember hes russain, so I'm thinking more like nails or just bits of metal on his hands...

Engineer:
We pretty much know hes getting building upgrades (to Dispensers and Teleporters) but I doubt his weapon slots will change that much. Why would you use a crowbar to make something too? O.o

Sniper:
Not a lot can really be upgraded on the Sniper primary gun. Maybe a super slow charging double shot or something... But that would be overpowered, as I think the sniper is anyway.
His secondary gun def needs upgrading, more bullets xD
The "club" (Or machete, which it looks more like) is pretty decent anyway... But maybe an upgrade so it boosts the recharge time of the sniper rifle? Kinda like the medics Uber Saw...

Spy:
Invulnerability when invisible, but only lasts for 10 seconds and does not stop flame damage.
Silenced pistol sounds very good
Butterfly knife cant really be upgraded... Apart form maybe a significantly faster, but less powerful strike.
Zappers act faster, but are much weaker... Makes sense.

Theres my ideas then xD... I dont like the spies ones too much, but heh, came up with these in about 5 mins xD

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Fri Jun 06, 2008 8:34 am 
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If you look at the ingame weapon select screen, all classes get 3 upgrades, except the spy who only gets 2 (sapper stays the same). The pyro is next. I like the idea of a longer ranged weapon, like that napalm launcher, which would have the downsides of being less powerful and harder to hit with.

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Fri Jun 06, 2008 10:03 am 
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Yeah. I liked the thought of a napalm launcher for the Pyro - obviously it will cause long lasting damage (after all, Napalm Sticks to Kids) but the further away the person is; the more it spreads, the less damage it does, and obviously if you're aiming for something that's moving quite fast then you probably won't stick a chance. I doubt this will be an upgrade but I can always wish for something like this!

;)

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Fri Jun 06, 2008 10:29 am 
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I really want to know what they're going to do with the pyro, it is in need of upgrades quite a lot. I'm hoping for a longer range secondary weapon personally. If they introduce a flamethrower that doesn't crit, I won't be using it unless it is absolutely awesome, lol. Too many times I kill with a massive crit string of win!

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Fri Jun 06, 2008 10:34 am 
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I find that I get tonnes of crit's when playing as the Scout.

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Fri Jun 06, 2008 10:59 am 
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Crits are based on 3 things;

Base weapon crit chance
Amount of time alive
Amount of kills/points gained this life.

The scattergun has a very high base chance, which is why scouts crit like crazy. You find engineers and medics tend to crit a lot because they survive a long time and get lots of points.

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Fri Jun 06, 2008 11:13 am 
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I never knew that! That's quite interesting :)

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Fri Jun 06, 2008 11:16 am 
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i want a full auto version of the Barret 50.cal
or Leonard cohen

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Fri Jun 06, 2008 2:35 pm 
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"We've almost completely wrapped up the next big release for Team Fortress 2, which will focus on the Pyro class, along with the Meet the Sniper movie. We've spent time looking at how the recent Medic release went, and have rolled feedback from that release into the new item designs for the Pyro and into the design of the achievements required to unlock those items. One item, shown here in concept form, will be the Axtinguisher. Although it does about half of normal damage to standard run-of-the-mill non-burning enemies, once you light someone on fire the Axtinguisher will guarantee a critical hit.

Along with all of the new content, we're also going to be making some significant changes to the Pyro class for everyone, regardless of whether they have unlocked any new items."

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Sat Jun 07, 2008 7:04 am 
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The Axtinguisher... sounds like a good idea. Heavies out to watch out then- a Pyro could light him up then Axtinguish him in about 2 seconds... unless the hit rate of the Axtinguisher is pretty slow.
Hopefully they are looking into a much more ranged weapon for the Pyro because at the moment, his range is limited to close up ambushes.

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Sat Jun 07, 2008 8:14 am 
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Thats the whole point of the Pyro... hes to opposite of the Sniper tbh...

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Sat Jun 07, 2008 9:04 am 
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And the weapon looks awesome!

Image

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Sat Jun 07, 2008 12:05 pm 
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Sweeeeeet! I want that!

DHR, While it may be the point to be short range, he is the only class in the game that lacks any for of long range attack, and the sniper gets his short range machine gun thing, which while crap, is just as bad at short range as a pistol at long range. If the pyro had a pistol rather than a shotgun, it would be a bit of an improvement IMO.

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Sat Jun 07, 2008 1:08 pm 
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An improvement to the Pyro they could be making is to make the flames you "see" actually be where the flames actually "are" because atm the flames you "see" do not match where the flames actually "are" if you see what I mean...
Everyone can agree though... the Pyro needs a much better ranged weapon because like Skillers said, even the Sniper, who is best at long range combat, has a weapon that is okay for close range combat. So the Pyro in turn should get a better long range weapon, it doesn't have to be really good but something better than a shotgun like a pistol would do... but a little better than an ordinary pistol...

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Mon Jun 09, 2008 5:51 pm 
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Yeah, the pyro hit detection has needed fixing for aaaaages!

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Mon Jun 09, 2008 7:54 pm 
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the ability to bhop would be nice

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Tue Jun 10, 2008 7:54 am 
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Isn't bunnyhopping considered an exploit?

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Tue Jun 10, 2008 8:07 am 
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Bunny hopping is most certainly an exploit, in both CSS and TF2 for that matter. Just TF2 is better and stops it.

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Tue Jun 10, 2008 11:13 am 
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Any bunny hopping you try to do will get you killed anyway-a decent Sniper can pop you out of the air with a headshot if you jump across his field of vision.

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Tue Jun 10, 2008 1:06 pm 
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Skillers wrote:
Bunny hopping is most certainly an exploit, in both CSS and TF2 for that matter. Just TF2 is better and stops it.

In my opinion, TF2 is better than CSS- it's funnier and a lot more fun to play.
(Sorry to double-post)

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Tue Jun 10, 2008 5:52 pm 
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LOL, yeah, it is more fun, suits my play more too.

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Tue Jun 10, 2008 6:06 pm 
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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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Joined: Tue May 27, 2008 7:04 pm
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Location: Right in front of you, waiting for you to blink...
Steam Login Name: jordanowenwynn
Also it gives a lot more flexibility in what type of gameplay you can have, so if you are used to running around fast and capturing things, then running away at the sign of an enemy, then the Scout is for you. If you like ambushing people and setting them on fire and love watching them burn down then Pyro is for you. If you like to be cowardly or hang back and pick people off from a distance then a Sniper is for you (no offence, just hate cowardly Snipers). If you love to mow everyone down then Heavy is for you.
Overall, it appeals to a lot more people whereas the only thing that can sets you apart from someone else in CSS is your weapon or skin...

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Tue Jun 10, 2008 6:53 pm 
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