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Incase they mega disliked a certain Item? I don't know... :/

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Tue Apr 21, 2009 1:42 pm 
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Rebbykins mentioned seeing a hats slot this morning, and that there were going to be BIG updates before the sniper.

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Tue Apr 21, 2009 2:02 pm 
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Hat thing;

Interesting

Very interesting

Quote:
According to Kotaku it now looks like each class will not only be getting new optional headgear, but also some extra gear slots for grenades, PDAs and even buildings. How exactly these extra items will be added into the game remains to be seen however, though Valve hasn't yet commented on the story.

Other possible additions coming to Team Fortress 2 in the future include RPG-like weapon add-ons to improve stats. It looks like players will soon be able to beef up the firing rate, clip size and critical chance of their weapons, possibly even levelling them up over time.

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Tue Apr 21, 2009 3:13 pm 
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 Post Post subject: Re: Sniper ahead!
 
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I wonder if the spy will get goggles that will allow him to see through walls a certain distance? That would be most useful for cloak timing.

The perma-delete thing is so you can create new custom weapon loadouts presumably, judging by what Skillers's links say.

EDIT: Stats reset button! It does not reset achievements, but it does mean I can 'fix' my pyro stats hopefully!

EDIT2: Fortunately I checked the steam forums too. Seems it resets everything, like play-time, etcetera.

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Tue Apr 21, 2009 3:19 pm 
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 Post Post subject: Re: Sniper ahead!
 
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Steam Forums wrote:
"TF_Wearable_Headgear" "Headgear"
"TF_Unique_Headgear_Scout" "Batter's Helmet"
"TF_Unique_Headgear_Sniper" "Tooth Belt"
"TF_Unique_Headgear_Soldier" "Soldier's Helmet"
"TF_Unique_Headgear_Demoman" "Fro"
"TF_Unique_Headgear_Medic" "Medic's Helmet"
"TF_Unique_Headgear_Pyro" "Pyro's Helmet"
"TF_Unique_Headgear_Heavy" "Football Helmet"
"TF_Unique_Headgear_Engineer" "Mining Helmet"
"TF_Unique_Headgear_Spy" "Spy's Helmet"


That's the headgear. I like the sound of the Fro.

The backpack apprantly has 50 slots, and everything uses one. 3 weapons/class would make 27. 9 hats would make 36.

TBH, I hope they don't make it so you have limited amounts of unlocks, TF2 doesn't suit inventories.

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Tue Apr 21, 2009 4:01 pm 
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 Post Post subject: Re: Sniper ahead!
 
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This sounds lame ¬_¬

Why are they trying to turn it into some wort of wierd RPG/FPS hybrid thing...?

Honestly... Why are they just trying to ruin an awesome game with all these extra poiintless things like weapon level ups and limited unlocks/amalgamation weapons and stuff :/ Just going to make the gamne have "too" much stuff to do :/

I don't like where it's heading atm.

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Wed Apr 22, 2009 11:15 am 
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 Post Post subject: Re: Sniper ahead!
 
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You do not have to use them, it will depend on your style of play I am guessing. Just like not everyone likes all the new unlocks and do not use them, but other people do like them and use them. I reckon it will not have that major an impact other than making the game more fun.

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Wed Apr 22, 2009 1:43 pm 
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Yeah, but if they give some sort of definitive benefit, if you don't use them you're not going to be able to compete with people who are using them are you?

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Wed Apr 22, 2009 2:09 pm 
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It will give you a benefit depending on your style of play. And a disadvantage at something else I expect. Like giving the Scout the sandman but removing his double jump. I expect there will be many variables on this, maybe things like weight (slowing your class down), accuracy, who knows.

I reckon it will work out well.

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Wed Apr 22, 2009 2:34 pm 
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Yeah, it will probably be something like +X% one thing -X% something else. It will allow more personalisation of classes to suit your own play style, which I like.

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Wed Apr 22, 2009 6:25 pm 
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I would HATE if it chaged offence/defence stats... Maybe speed a little bit...

But changing offence/defence stuff is just wrong imo... Unless like the Heavys hat gives like another second of Uber or something, thats a bit different... But if its like "Decreases damage from flame weapons" I would hate it :/

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Thu Apr 23, 2009 9:19 am 
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DHR-107 wrote:
I would HATE if it chaged offence/defence stats... Maybe speed a little bit...

But changing offence/defence stuff is just wrong imo... Unless like the Heavys hat gives like another second of Uber or something, thats a bit different... But if its like "Decreases damage from flame weapons" I would hate it :/


A decrease in damage from flame weapons for example, could be countered by say, taking more damage from other attacks, or being unable to extinguish flames as quickly, or having slightly less health, or even a decrease in his already slow speed.

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Thu Apr 23, 2009 9:31 am 
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Yeah, but it makes to too much like an RPG style of play... Which would suck a bit :/

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Thu Apr 23, 2009 9:33 am 
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DHR-107 wrote:
Yeah, but it makes to too much like an RPG style of play... Which would suck a bit :/


But the point is that you do not have to if you do not want to. The current weapons when the update comes out will probably be the best 'all-rounders'. If you want to go to certain extremes depending on your style of play, you can take the management a bit further.

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Thu Apr 23, 2009 9:42 am 
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Met's got it right. You don't need to use them and it won't disadvantage you, but you can use them to tweak the classes to your style of play.

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Thu Apr 23, 2009 12:03 pm 
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I think DHR's point is that, yes, you don't have to do it.
But other people will, and that will affect you

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Thu Apr 23, 2009 5:45 pm 
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So do the current unlocks for the classes. I do not think the impact will be that major.

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Thu Apr 23, 2009 7:22 pm 
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It won't affect you badly. If you chose not to use them, you just don't get the added customisation. It's not like Valve will release things that make you undoubtabley more powerful (I hope), especially things with no drawback.

Though when it comes down to it, we're all just guessing and grasping at straws anyway.

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Thu Apr 23, 2009 7:42 pm 
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BAM

Making with teh funnies, Valve wrote:
When we started working on TF2, 22 years ago...

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Tue May 05, 2009 11:31 pm 
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the second example totally confused me xD

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Wed May 06, 2009 12:59 am 
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Schlurbi, the second example means when you get killed by someone who you were not attacking and whom you could not possibly kill (for example, a sniper really far away). When players are unable to do anything about dying like that, it makes them rage, basically.


And then some more.

http://www.teamfortress.com/post.php?id=2479

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Wed May 06, 2009 6:59 am 
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so its the same as every class. you can also get killed by a scout you werent fighteing with...
IMO and that is really to DHR now:
The spy isnt Overpowered, as spy you have to get close to an enemy, you have to get behind him, you have to stab him on the right place, you have to be careful with other players watching you. The Sniper is the real overpowered class. He stands on his high camping place, aims, wait 5 seconds and: "Boom!" - "RAAAAHHHH" a heavy dies with one shot aswell, and the hitboxes of the heads are big enough, you dont have to get aim 100%

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Wed May 06, 2009 8:59 am 
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none of the classses are overpowered. I don't see why people always complain about classes, they're all balanced.

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Wed May 06, 2009 9:04 am 
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They are all balanced, and are designed to be strong against some classes and weak against others.

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Wed May 06, 2009 9:45 am 
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it was just for DHR, i am the one saying on the server: "There are no overpowered classes!" xD

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