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Team Fortress 2 Information Revealed

by Steve Gibson, Mar 22, 2007 9:59pm PDT
Related Topics – Team Fortress 2, , Steam, Valve, Sony

Finally some new details about Team Fortress 2 have been revealed. Here is most of the information released via this PC Action magazine out of Germany via German site via this thread via Steam Forums via Blues and now on to you:

- There won't be "normal" grenades anymore. Valve thinks that they unify the different classes too much. - Unlike in Fortress Forever, teleporters are kept in Team Fortress 2. The ammo dispenser will make a comeback as well. - There will be a personalized statistics system. For example, you could see an in-game message like "Hey, you've never played your class as well as today - keep it up!" - Valve thinks that classes in other games are a joke. "Where's the difference between me choosing a M16 or an AK-47 rifle?", asks Robin Walker. - It would be technically feasible to let owners of a PC, XBOX 360 and PS3 play against each other. Whether this feature makes it into the final game is still uncertain and depends on Sony and Microsoft. - Valve received very few threatening letters because of TF2's comic design. - Owners of multicore processors will get additional, undisclosed, graphics details.
Ah yes, and a rundown of the classes: Scout: Shotgun, pistol, baseball bat. Soldier: Rocket launcher, shotgun, shovel. Pyro: Flamethrower, shotgun, fire axe. Demo Man: Sticky bomb slingshot, grenade thrower, broken bottle. Heavy Weapons Guy: Machine gun (mini gun), shotgun, fists. Engineer: Shotgun, pistol, wrench. Medic: Machine pistol, healing ray, bone saw. Sniper: Sniper rifle, machine pistol, club. Spy: Revolver, cigar case (PDA for switching your disguise), knife. If you havent had a look at the Team Fortress 2 teaser and Team Fortress 2 trailer have a look.





Comments

25 Threads | 51 Comments

  • CS doesn't have classes, and that's an incredibly poor analogy for that fact alone... he should have simply said "Any game where there are only three weapons worth using is fucking pointless and weak" and they then should have jettisoned Gooseman into deep space for his crimes against humanity.

    I'm not too sure about the unified grenade change as I actually remembered it to be a balancing situation... most classes had secondary specialized grenades and all but the scout had no primary grenades... (he had caltrops in their stead)... they could pull it of successfully if they do something interesting but if they simply modify damage values or scale I would find it to be a silly reduction. On the same hand the Demo and HW had primary nades and more powerful/spammy MIRVS, so it will be interesting to see if they simply remove primary nades alltogether and leave them with specialized versions only... which I imagine Valve would do, as they are cheap like that.

    Can you imagine running soldier duels with an inventory full of nail grenades? Fucking laughable...

    Healing Ray? Wtf is that? Also, how on earth was the "infection" and "healing" mechanic of the original TF's Medic melee attack "broken" or incomplete? It worked perfectly and made the Medic an even more suitable offensive support class than his super nailgun and conc's allowed him to be...

    I do like how they all have distinct melee weapons now, but if they aren't functionally disparate and are simply superficial viewmodel changes that would be rather dissapointing.

    Also, the spy used to have a tranquilizer gun.... if the revolver is simply damaged based I'm going to be real dissapointed... if you were a good spy you could pretty much fuck everyone up by tranq'ing them over and over as you circle strafe raped them with your shotties...


  • this will be mine, oh yes, it will be mine. With all this extra content, and TF2, and my new rig, i think i am ready to give the half life 2 universe a second try. Was I the only one that thought the core adventure of Half Life 2 was far less original than that of HL1? It just got to me that in a "realistic" setting, so many creatures looked exactly the same with little to no variation for long spells. Did the head crabs eat a whole slew of identical looking people or something? I will give it another go though when this pack is released...