TF2's Heavy Class Next to Get Achievements, Unlockable Weaponry
by Aaron Linde and Chris Faylor, Jul 01, 2008 8:27pm PDTThe third of Team Fortress 2's nine classes to receive class-specific achievements and unlockable weapons will be the Heavy, developer Valve has revealed.
One of the goals of the upcoming update will be to "make the Heavy more viable when he has no Medic to pair with," TF2 director Robin Walker wrote on the game's blog. However, he noted the key challenge is to enhance the Heavy without changing its role relative to the other classes, especially in the fabled Heavy-Medic combo.
Other variables to consider include the tactical pros and cons of the lumbering giant, such as the Heavy's limited mobility while firing and the minigun's spin-up time.
Class-specific achievements and unlockable weapons first hit the Medic class in April, followed by the Pyro class update in mid-June. The company plans to eventually bring the changes to all of the game's nine classes, referring to the shift as a "a large scale modification to the core of the game."
No timeline was provided for the Heavy update's expected release.
"We're really excited about where TF2 will be going over the next year," Walker told Shacknews earlier this year.
While the free tweaks and additions only currently apply to the PC version of the class-based multiplayer shooter, Valve has stated its hope to detail its support for the Xbox 360 and PlayStation 3 editions of TF2 in the near future.
"We'll probably be making some announcements pretty soon on what will happen with the 360 stuff," Valve marketing VP Doug Lombardi teased back in May. "Unfortunately I don't know that any of that will make it to the [externally developed] PS3 [version]."
Thanks to Gnerma and TheIneffableBob for the tip.
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Comments
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It's a shame that every server I hit has teams that consist of six medics and 26 pyros, I uninstalled last night, maybe I'll try it out again after these changes hit.
melee = Brass knuckes
secondary = some type of bullet proof helmet. something to make him sprint but not fire weapon
primary = tripod set up to shoot more accurately, but cant move
i could forsee a trampoline to jump on too
I think the heavy is pretty balanced already, i dont know what they can do to make him not over the top, just speed really
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HIDE, COWARDS!!!!!!
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I'm hoping for the Pyro.
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A gun that can create a force field while not firing - firing the gun would 'charge' a battery (maybe the barrel spinning would generate electricity or something -could add a cool visual effect ala kritzkrieg). You would have to keep the barrel spinning (moving slow) to keep the force field activated. I don't know how large the bubble would be, but not very large. Would it only be frontal, frontal + sides, all around, exposed only on the top (so scouts can jump on top of heavy and kill him?)? Still not sure. The graphic effect would have to be light to not kill everyone FPS if multiple heavys are present.
Would it be instant, or take time to deploy?
The force field would block the medigun ray, and firing the gun would remove overhealing at a constant rate - so those heavy's would be more useful, but less with a medic. I'm still not sure if this is a big enough drawback.
It would allow the heavy to strategically retreat from the midst of a battle. Some other applications include 'tanking' a sentry gun fire while others damage it, blocking a corridor from enemy fire while teammates retreat, occupying a control point while waiting for the cavalry, protecting others from a uber if there's a narrow enough corridor, keeping intelligence safe while it lies on the ground.
The field effect wouldn't last more than 5-10 seconds.
I think it feels the 'Heavy' character, as its role is to take damage while keeping control of an area with fire.
I also think that a leaked pic from a new gun (http://img185.imageshack.us/img185/743/1214920677372ko7.jpg) would fit pretty well. Maybe slower fire rate than the current sasha, but more concentrated.
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Its all well and good unbalancing a class every other month for a week or so, but when the core gameplay is so devoid of anything fun it needs more attention.
The game still has stalemate/sudden death itis. Respawn timers are still a rediculous mechanic when you think about other ways to solve the problem. The capture system is utterly devoid of variety (even goldrush suffers. Its just a moving CP that suffers with the same issues the static CP's do) and is partly to blame for the molasses many games devolve into. Random crits are still the most retarded feature of any FPS I have ever seen.
TFC got many things wrong, but the base mechanics of how the game played out was done right.
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Therefore, the heavy's upgrade should be a way to heal himself. This could be accomplished by a) trading ammo for health, b) "health box" find skill, like the barbarian's find potion skill in Diablo 2 where he has a chance to find health packs in enemy corpses, c) doing something else that heals him where he can't attack at the same time. Maybe causing health packs to respawn faster, or dispensers to heal faster.
Reading the blog, one of the questions asks how they can improve the heavy when he doesn't have a medic. Fuck that. He shouldn't be improved in that way. That should be the downfall of the heavy. He's a fierce motherfucker when he's got a medic, when the medic dies he should be kind of SOL. That's why he's more tactical and he needs to pay attention and protect his medic. He shouldn't be walking out into major open spaces where he or his medic can be picked off by a sniper and he should be communicating with the rest of his team to keep the spies off his back. Sometimes I think Valve forgets this game is supposed to be about teamwork even though its in the name of the game. :(
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Usually after the cart has past the first checkpoint, I'll switch to soldier or some other class, though.
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It's gone off Fileshack now.
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