Friday, August 8, 2008

Team Fortress 2 unlocks


The new Medic, Pyro and Heavy weapons and achievements turned to be a great step to make TF2 more challenging, to bring back players who got bored, to expand customization (and players’ satisfaction) and specially to extend the game’s life.

But how to think on 27 all new weapons keeping the balance, class personality and good game play? In the following posts I will give some suggestions.

As a bonus, I’m also suggesting the return of the hand grenades, so appreciated in TF and TFC. But each class would have only one unique type of grenade, and 2 units of it. This option could be unlocked if the player complete all the old generic achievements, for instance. 

For the classes already "upgraded", I would suggest these hand grenades:

- Medic: Concussion Grenade – small damage, but throws away and stuns the enemy. Can be used by the Medic for "Concussion Jump", allowing him to follow Soldiers or Demomans into the enemy base. Looks like the WW2 German stick grenade. ^^


- Pyro: Napalm Grenade – like in the previous installments, works for area denial. Look: the Pyro already have these grenades in his player model.


- Heavy: Nail Grenade – the hand grenade of the Soldier in TF1 and TFC. Although I feel a Smoke Grenade would be more useful, the problem with these is the lag caused by the smoke particles. 


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