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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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It's not better, but different! Maybe one that doesn't break disguise but takes longer to use, meaning you can be easily spotted. Would be useful against engies, I'd imagine.

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Thu Aug 07, 2008 11:59 am 
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 Post Post subject: Re: Predictions for TF2 weapon upgrades
 
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moved to more aproiet section

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Fri Aug 29, 2008 7:31 pm 
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Cheers Wigouche... was looking for this!
So far gentlemen, we've had Medic, Pyro and Heavy updates. Some of our predictions were right (I recall somoene mentioning boxing gloves for Heavy) so let's carry on thinking and predicting. Spy weapons are probs all sorted now thanks to the fake Spy poster made by that guy, just need time to make them etc...
The next person they may give upgrades to is the Engineer: the Heavy used to rely solely on having a Medic around but now that he has his Sandvich, he can be a little more independent... the Engineer relies solely on his Sentry Gun and Dispenser to keep him alive... not that that is a bad thing, just think it would be better if the Engineer could have better weapons to help him out of a scrap if he gets caught up in a fight whilst running to his sentry or to build somewhere... as his shotgun and pistol are not really effective weapons to take care of Soldiers or Demomen. These new weapons could also help him fight off Demomen to stop them getting too close to his sentry and destroying it.
Pistol change: Magnetic repulsion device- can repel sticky bombs and rockets but uses up 50 metal each time it is used (uses metal for fuel or something). Probs better to repair sentry but is useful for when there are 5 sticky bombs by your sentry that will destroy it in one blow...
Wrench change: Spanner- can repair sentrys and build faster but slower swing time makes it only useful for repairing rather than fighting against anyone...
Useful upgrade: he can build up to a maximum of 2 sentries but 2nd one costs more metal to build and upgrade (200 to build, 400 metal to upgrade, double metal to repair), would be useful if there are lost of ammo packs or other engies around but difficult to maintain both sentries.
Anyone else got some ideas?

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Sat Aug 30, 2008 10:10 am 
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Dear Valve,

All I ask is of the following:

* Select the weapon of the class the spy is disguised as (but not able to use it obviously)
* Increase running speed to that of the medic
* Increase the cloak time by 10 seconds.

Amen.

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Sat Aug 30, 2008 1:02 pm 
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I wouldnt give up my soldier weapon crits for anything, to be honest not many weapons should lose crits because then you wont get that high point where you are pumping out crits.
I would like it if either the soldier did less damage but fired and reloaded faster or maybe less damage but a bigger ammo clip, they cant slow down the firing speed of the soldier because that would overpower the pyro air blast so thats out of the question.

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Sat Aug 30, 2008 2:37 pm 
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Dear Metritutus,
We at Valve understand your need and agree greatly that the Spy should be able to choose what weapon they carry when disguised as this will help the Spy blend in more as Engineers usually have their wrench out when around buildings, not their shotguns and Medics don't usually wield their Blutsauger much either.
The speed problem is also understood as the Spy can be following his prey for half of the map and not be able to get closer to stab him. For example, a Spy could be tailing a Sniper or an Engineer and not be getting any closer to him for a long time, by which time he can be easily noticed and killed for being too suspicious due to his speed.
The cloak time will probably not be increased by 10 seconds as that would probably be over the top but we will increase it by 5 seconds to help you go that extra bit of distance and will allow it to be charged up by a dispenser and completely charged by the locker in your spawn area.
We hope you will be happy with these Spy upgrades, as well as the new weapons that will be coming for him as well :)
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I hope that letter actually comes to you Met ;)

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Sat Aug 30, 2008 3:13 pm 
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Engy wont ever get 2 turrets. End of.

We already know hes going to have upgradable dispensers/teleporters... So thats probably going to be his major upgrade. I dont think Engy needs changin all that much, if you're good you can shoot stick bombs way anyhow...

Spy doesnt need anymore stuff. Its overpowered as it is in my opinion.

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Sat Aug 30, 2008 3:28 pm 
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Met, all of those spy things are overpowered, especially in combination. The weapon is one of the main ways of spy checking, the speed is a less obvious one, but also there (and a fast spy would slaughter everything). Extra cloak is just crazy, maybe easier to recharge, by a dispenser maybe.

I don't think Engies will ever get two turrets, it would just be insane nesting.

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Sat Aug 30, 2008 10:07 pm 
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I dont see a sensible alternative to an engys sentry... Bar it being replaced by something that would be helpful.

Would be interesting to have a fake sentry that blows up and kills spys when they try sap it 8)

But that won't happen either..

And I personally don't seem them being upgraded any time soon because I think spy and engi really don't need that much upgrading at all at the moment..

And about having something to get rid of stickies.. That kinda kills the idea of the pyro and destroys the idea of playing as a team if two classes can basically do the same thing.

BTW if no one noticed.. Check out all the meet the videos and you might see clues as to weapon upgrades.. Things such as the sandvich have appeared in the scout one i beleive and the flare gun supposedly in the sniper video.

The only other one I noticed was on the soldier one he was holding some grenades.. Dunno if thats anything to be curious about or not, but its an interesting idea to replace his shotgun with new types of explosives although this might clash with the demoman which makes me think its not really anything.

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Sat Aug 30, 2008 10:52 pm 
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The sniper one did contain the flare gun, but that was because it was released with the pyro update.

I think they introduced the sandwhich as everyone wanted something like it after seeing it the scout video.

An alternative for a sentry would be a tougher, less powerful sentry, I guess. Though I think the sidegrades will be for the weapons, leaving the sentry. They may upgrade the teles and dispenser though, as it has been mentioned in the past.

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Sat Aug 30, 2008 11:01 pm 
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Does anybody remember the sentry gun mod in Unreal Tournament 2004?

You could have powerful ground sentries, then lighter but faster firing ceiling sentries. They had about a quarter of the health or something, but they were very fast.

I reckon this would be a great addition.

That, or the ability to lay traps, like some form of laser trip wire and explosive... Back to the thing about people falling over again, it would be brilliant to just have a wire that people could trip over.

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Sun Aug 31, 2008 12:40 am 
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Yeah traps would be nice, or sentries that either don't need to turn so slowly or can move, or some sort of anti-spy device like they set spys on fire or something, but that would make them totally imba

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Mon Sep 01, 2008 11:56 am 
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a sentry that builds quicker and takes longer to destroy, but does less knockback and gives out less damage.

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Mon Sep 01, 2008 11:58 am 
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Sticky turrets you can stick to walls that are effective instantly but cannot be upgraded. How about that?

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Mon Sep 01, 2008 1:31 pm 
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That would be so awesome. Maybe an alternative fire of the wrench that allows you to pick up a level one sentry and attach it to a wall, but the other ones are too heavy. Would have to cost metal aswell (making the connection system).

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Mon Sep 01, 2008 1:34 pm 
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Good ideas guys.
Man-traps also seem likely for the Engineer- in his profile it says he became an expert in deadly contraptions and traps so he can set something like wire or soemthing around ot trip people up or a massive hole that one person can fall into (would be useful for Spies) but a giveaway being the ground slightly lower in that area (not too obvious, but just slight enough for you to notice if you actually look carefully). Teammates can pass over no problem but enemies fall in and die or get trapped there until the Engie shotguns them to death or they rocket/sticky/double jump out.

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Tue Sep 02, 2008 11:56 am 
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How about a sentry that aims for the person furthest away instead of the person closest...

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Tue Sep 02, 2008 12:04 pm 
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how would that b useful ?? ^ lol

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Tue Sep 02, 2008 12:05 pm 
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If one engineer had a normal sentry, and one engineer had a far sighted sentry, then they would be quite difficult to take out when there is a big rush! It might be an idea for it to only work outside of like a 5m radius from the sentry but give it some increase range also.

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Tue Sep 02, 2008 12:06 pm 
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I don't think the traps would be fair, TBH.

And it would allow pyros a much easier time :D

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Tue Sep 02, 2008 12:07 pm 
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an increas ranged low dam would b good as most maps the range often makes it difiicult to poition a sinfle turret to defend without having 1 way thy can come in though thts out of range

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Tue Sep 02, 2008 12:09 pm 
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Yeah,a longer range would probably be a great help, maybe a tougher sentry with a longer range that replaces level3, but doesn't have rockets and fires slightly slower.

I still don't think they will change the sentries, though.

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Tue Sep 02, 2008 12:15 pm 
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I reckon an engie upgrade would be...

Sentries that can only swivel about 270 degrees BUT
They can get crits...

That came to me whilst playing the crit evening lol

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Fri Sep 12, 2008 6:02 pm 
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Sapper update... saps slower but you can sap sappers to defend your teams stuff

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Fri Sep 12, 2008 7:55 pm 
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Sentries;

That would be interesting. maybe more of a penalty, though.

Sappers;

Doubt it would be used much, how many spies stay on your side of the line?

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