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	<title>Comments on: TF2 Gets Unlockables</title>
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	<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/</link>
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		<title>By: Gekonody</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-52524</link>
		<dc:creator>Gekonody</dc:creator>
		<pubDate>Sat, 31 May 2008 12:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-52524</guid>
		<description>Hey, the new weapons are &lt;i&gt;not&lt;/i&gt; more powerful than their previous brethren - it&#039;s a tactical choice:

New gun: Heals you when you hit them, but can&#039;t crit.
New healer: Gives 100% crit, doesn&#039;t give invincibility.
New saw: Gives über-boost, is slower.

It&#039;s a tactical choice you&#039;ll have to take, it&#039;s not upgrading - it&#039;s options</description>
		<content:encoded><![CDATA[<p>Hey, the new weapons are <i>not</i> more powerful than their previous brethren &#8211; it&#8217;s a tactical choice:</p>
<p>New gun: Heals you when you hit them, but can&#8217;t crit.<br />
New healer: Gives 100% crit, doesn&#8217;t give invincibility.<br />
New saw: Gives über-boost, is slower.</p>
<p>It&#8217;s a tactical choice you&#8217;ll have to take, it&#8217;s not upgrading &#8211; it&#8217;s options</p>
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		<title>By: Marmic</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-33361</link>
		<dc:creator>Marmic</dc:creator>
		<pubDate>Wed, 26 Mar 2008 02:50:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-33361</guid>
		<description>I like the idea of having the spy be able to turn sentries against their creators. Another thing that they could do is have it so that the spy can put a limited number of sappers and have it so everything that he put a sapper on turns off when he choses, and the buildings would stay off for about 10 seconds or so, the sappers would be one-shot, but the engies would not be able to take them off.</description>
		<content:encoded><![CDATA[<p>I like the idea of having the spy be able to turn sentries against their creators. Another thing that they could do is have it so that the spy can put a limited number of sappers and have it so everything that he put a sapper on turns off when he choses, and the buildings would stay off for about 10 seconds or so, the sappers would be one-shot, but the engies would not be able to take them off.</p>
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		<title>By: Rock, Paper, Shotgun: Irish Puzzle Farmer &#187; Blog Archive &#187; TF2 Medic Unlock Scrapped?</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-29813</link>
		<dc:creator>Rock, Paper, Shotgun: Irish Puzzle Farmer &#187; Blog Archive &#187; TF2 Medic Unlock Scrapped?</dc:creator>
		<pubDate>Mon, 10 Mar 2008 08:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-29813</guid>
		<description>[...] Remember that Team Fortress 2 Medic Overhealer unlockable we were all waiting for? The one that let the good Doktor double his buddies&#8217; maximum health, at the expense of uber-charges? Oh, how I dreamed of a Heavy resistant to a Sniper&#8217;s headshot. [...]</description>
		<content:encoded><![CDATA[<p>[...] Remember that Team Fortress 2 Medic Overhealer unlockable we were all waiting for? The one that let the good Doktor double his buddies&#8217; maximum health, at the expense of uber-charges? Oh, how I dreamed of a Heavy resistant to a Sniper&#8217;s headshot. [...]</p>
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		<title>By: poullos</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18589</link>
		<dc:creator>poullos</dc:creator>
		<pubDate>Thu, 24 Jan 2008 13:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18589</guid>
		<description>I think they should incorporate all this under a different mode. I myself welcome these changes but, I know a lot of people who want to play a more straight forward game. Not to mention it looks like a new game from the existing one. I don&#039;t want to see it like the weapons market they did in CSS(filtered in server lists). Make it a different mode so people know before hand what to choose/not choose.

P.S: I love this game and I think valve will perfect it even more. :)</description>
		<content:encoded><![CDATA[<p>I think they should incorporate all this under a different mode. I myself welcome these changes but, I know a lot of people who want to play a more straight forward game. Not to mention it looks like a new game from the existing one. I don&#8217;t want to see it like the weapons market they did in CSS(filtered in server lists). Make it a different mode so people know before hand what to choose/not choose.</p>
<p>P.S: I love this game and I think valve will perfect it even more. :)</p>
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		<title>By: Nick</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18573</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Thu, 24 Jan 2008 10:07:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18573</guid>
		<description>You&#039;ll still know what each class does.. I&#039;m guessing they aren&#039;t going to massively change the roles.</description>
		<content:encoded><![CDATA[<p>You&#8217;ll still know what each class does.. I&#8217;m guessing they aren&#8217;t going to massively change the roles.</p>
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		<title>By: wyrmsine</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18561</link>
		<dc:creator>wyrmsine</dc:creator>
		<pubDate>Thu, 24 Jan 2008 07:07:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18561</guid>
		<description>Hypocee - &quot;It’s not a question of balance or structure; if they roll this forward they will be literally dismantling, class by class, all that hard work they put into communicating with the player.&quot;

I prefer to think of it as evolving the language.  It&#039;s certainly going to elevate the debate;  certainly I&#039;ll be pissed off every time I misjudge an opponent&#039;s abilities and have some quiet time in the respawn queue to fume... 

Looking forward to it - I could use a couple new excuses to have fun like a n00b.</description>
		<content:encoded><![CDATA[<p>Hypocee &#8211; &#8220;It’s not a question of balance or structure; if they roll this forward they will be literally dismantling, class by class, all that hard work they put into communicating with the player.&#8221;</p>
<p>I prefer to think of it as evolving the language.  It&#8217;s certainly going to elevate the debate;  certainly I&#8217;ll be pissed off every time I misjudge an opponent&#8217;s abilities and have some quiet time in the respawn queue to fume&#8230; </p>
<p>Looking forward to it &#8211; I could use a couple new excuses to have fun like a n00b.</p>
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		<title>By: Richard</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18558</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Thu, 24 Jan 2008 05:42:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18558</guid>
		<description>@Chemix &quot;awwwe, good boy, you brought me a bat&quot;

lol :)

I also like the sniper camouflage idea - though making it even more cartooney with eye holes and the like :)</description>
		<content:encoded><![CDATA[<p>@Chemix &#8220;awwwe, good boy, you brought me a bat&#8221;</p>
<p>lol :)</p>
<p>I also like the sniper camouflage idea &#8211; though making it even more cartooney with eye holes and the like :)</p>
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		<title>By: Chemix</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18553</link>
		<dc:creator>Chemix</dc:creator>
		<pubDate>Thu, 24 Jan 2008 04:03:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18553</guid>
		<description>Yay for something to expand the lifespan of the game, almost like an expansion pack, but in the size of a Bethesda downloadable, but better in one crucial way, IT&#039;S FREEE!

My thoughts:
1. Heavies are going to be fucking hard to kill: bonus their ammo remains the same, meaning they won&#039;t be minigunning for anything more than a little past half their lifetime. 

2. &lt;strong&gt;Sentry Gun that can Walk&lt;/strong&gt;- Imagine being able to choose to not have the rocket launcher, but instead stick with the level 2 sentry, but have it able to move, possibly while shooting, possibly while not being able to shoot, but still, capable of slowly walking from point to point, possibly faster as a level 1 sentry (fetch anyone? Go get the scout boy, go get im... 1 minute later ... awwwe, good boy, you brought me a bat, thank you)

3. Alternate Spy Gadgets- I really like the idea of actually picking identities and taking them (making the other player vulnerable to team damage), from a previous post here, but I think it&#039;d be semi-easy roundabout to turning on team damage for almost a whole team, which sorta makes the pyro lose alot of it&#039;s value. Something more or less able to be spammed would be a limited supply version of the sapper, that would turn sentries against their engi builders and such and convert dispensers to poison allies and heal enemies (enemies and allies of the dispenser&#039;s builder), but one would only have say 2, and no other sappers for that life, and they would die with the spy like stickies, returning the devices to normal function. Alternatively, a grapple would be very useful for surprising enemies (particularly if the spy can spread out on the ceilling rather than dangle).

4. Pyro Flamethrowers- Napalm, does less initial damage but keeps burning till they die, get healed or find water. Greek Fire would be an interesting alternative where it would go out in time, but water would make it burn worse (explosion perhaps?), but the ammo would be very limited (80 or something, with slightly less then current range). Either way, I&#039;d like the option for a smoke grenade, it wouldn&#039;t have far range, maybe even dropped like a ninja&#039;s smoke bomb (with appropriate muffled dialog), but it would allow for a covered escape (pyro runs without a medic are almost suicide runs now) or confusion to burn people with, &quot;smoke before FIRE&quot;

5. Dynamite sticks as an alternative to stickies, very limited ammo, but BIG boom... maybe a dangerously short fuse to make it difficult to spam... mmmm, probably make a good drop on death weapon to screw with meleers, but hell, I like melee.... who knows

6. Sniper Camouflage- no NOT a cloak, sniper camouflage as in literal cover, like a barrel, a crate, a box, a false part of a wall, something that if you look at for more than a second you&#039;d think was fishy, but something that&#039;d you&#039;d not notice at a passing glance unless you looked back. In exchange, no SMG, but more sniper ammo.</description>
		<content:encoded><![CDATA[<p>Yay for something to expand the lifespan of the game, almost like an expansion pack, but in the size of a Bethesda downloadable, but better in one crucial way, IT&#8217;S FREEE!</p>
<p>My thoughts:<br />
1. Heavies are going to be fucking hard to kill: bonus their ammo remains the same, meaning they won&#8217;t be minigunning for anything more than a little past half their lifetime. </p>
<p>2. <strong>Sentry Gun that can Walk</strong>- Imagine being able to choose to not have the rocket launcher, but instead stick with the level 2 sentry, but have it able to move, possibly while shooting, possibly while not being able to shoot, but still, capable of slowly walking from point to point, possibly faster as a level 1 sentry (fetch anyone? Go get the scout boy, go get im&#8230; 1 minute later &#8230; awwwe, good boy, you brought me a bat, thank you)</p>
<p>3. Alternate Spy Gadgets- I really like the idea of actually picking identities and taking them (making the other player vulnerable to team damage), from a previous post here, but I think it&#8217;d be semi-easy roundabout to turning on team damage for almost a whole team, which sorta makes the pyro lose alot of it&#8217;s value. Something more or less able to be spammed would be a limited supply version of the sapper, that would turn sentries against their engi builders and such and convert dispensers to poison allies and heal enemies (enemies and allies of the dispenser&#8217;s builder), but one would only have say 2, and no other sappers for that life, and they would die with the spy like stickies, returning the devices to normal function. Alternatively, a grapple would be very useful for surprising enemies (particularly if the spy can spread out on the ceilling rather than dangle).</p>
<p>4. Pyro Flamethrowers- Napalm, does less initial damage but keeps burning till they die, get healed or find water. Greek Fire would be an interesting alternative where it would go out in time, but water would make it burn worse (explosion perhaps?), but the ammo would be very limited (80 or something, with slightly less then current range). Either way, I&#8217;d like the option for a smoke grenade, it wouldn&#8217;t have far range, maybe even dropped like a ninja&#8217;s smoke bomb (with appropriate muffled dialog), but it would allow for a covered escape (pyro runs without a medic are almost suicide runs now) or confusion to burn people with, &#8220;smoke before FIRE&#8221;</p>
<p>5. Dynamite sticks as an alternative to stickies, very limited ammo, but BIG boom&#8230; maybe a dangerously short fuse to make it difficult to spam&#8230; mmmm, probably make a good drop on death weapon to screw with meleers, but hell, I like melee&#8230;. who knows</p>
<p>6. Sniper Camouflage- no NOT a cloak, sniper camouflage as in literal cover, like a barrel, a crate, a box, a false part of a wall, something that if you look at for more than a second you&#8217;d think was fishy, but something that&#8217;d you&#8217;d not notice at a passing glance unless you looked back. In exchange, no SMG, but more sniper ammo.</p>
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		<title>By: Pwnzerfaust</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18546</link>
		<dc:creator>Pwnzerfaust</dc:creator>
		<pubDate>Thu, 24 Jan 2008 03:08:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18546</guid>
		<description>If this is anything like the CoD 4 system of unlocking weapons and such, then I&#039;ll be super pissed. I sucked at CoD 4 at first; not because I was particularly bad, but because everyone had more awesome weapons than I did and the default weapons weren&#039;t worth a damn.

If this is more like Battlefield 2 weapon unlocks, I&#039;ll be less pissed. BF2 handled the unlockables system well, I think, in that the unlockable weapons were only a little better than the default loadout. Yeah, people with unlockables had a slight advantage, but nothing serious enough to make the newer players completely inferior to everyone else.</description>
		<content:encoded><![CDATA[<p>If this is anything like the CoD 4 system of unlocking weapons and such, then I&#8217;ll be super pissed. I sucked at CoD 4 at first; not because I was particularly bad, but because everyone had more awesome weapons than I did and the default weapons weren&#8217;t worth a damn.</p>
<p>If this is more like Battlefield 2 weapon unlocks, I&#8217;ll be less pissed. BF2 handled the unlockables system well, I think, in that the unlockable weapons were only a little better than the default loadout. Yeah, people with unlockables had a slight advantage, but nothing serious enough to make the newer players completely inferior to everyone else.</p>
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		<title>By: Gulag</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18520</link>
		<dc:creator>Gulag</dc:creator>
		<pubDate>Wed, 23 Jan 2008 22:49:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18520</guid>
		<description>Can&#039;t fucking wait.</description>
		<content:encoded><![CDATA[<p>Can&#8217;t fucking wait.</p>
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		<title>By: cereal_killer</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18500</link>
		<dc:creator>cereal_killer</dc:creator>
		<pubDate>Wed, 23 Jan 2008 20:22:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18500</guid>
		<description>I, for one, welcome our new loadout overlords.  As someone who plays TF2 on a fairly regular basis (3-5 hours a week) I am by no means &lt;i&gt;bored&lt;/i&gt; by the current classes, but it will be interesting to see additions and variations to play.  At this point I&#039;ve come to expect tactics from classes in certain situations (e.g. i&#039;m a pyro going after a demoman, he&#039;ll run backwards and try to sticky me.)  

I wonder two things:

Will the new loadouts be visible parts of the character models?  Maybe the new medic gun will be a different color or shape.  

Will servers be able to disable the new loadouts feature?  I bet there are already purists who will yearn for the &lt;i&gt;original&lt;/i&gt; TF2 action.

In any case, I would trust Valve with my firstborn son, so hopefully they don&#039;t let me down.</description>
		<content:encoded><![CDATA[<p>I, for one, welcome our new loadout overlords.  As someone who plays TF2 on a fairly regular basis (3-5 hours a week) I am by no means <i>bored</i> by the current classes, but it will be interesting to see additions and variations to play.  At this point I&#8217;ve come to expect tactics from classes in certain situations (e.g. i&#8217;m a pyro going after a demoman, he&#8217;ll run backwards and try to sticky me.)  </p>
<p>I wonder two things:</p>
<p>Will the new loadouts be visible parts of the character models?  Maybe the new medic gun will be a different color or shape.  </p>
<p>Will servers be able to disable the new loadouts feature?  I bet there are already purists who will yearn for the <i>original</i> TF2 action.</p>
<p>In any case, I would trust Valve with my firstborn son, so hopefully they don&#8217;t let me down.</p>
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		<title>By: Stick</title>
		<link>http://www.rockpapershotgun.com/2008/01/23/tf2-gets-unlockables/comment-page-2/#comment-18498</link>
		<dc:creator>Stick</dc:creator>
		<pubDate>Wed, 23 Jan 2008 20:14:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=972#comment-18498</guid>
		<description>Heh. I swear they&#039;re running office betting pools at Valve for every announcement, however minor.
&quot;What are the odds of 3746 people losing their heads and going nuclear with doom-laden speculation?&quot;
&lt;i&gt;&quot;Pretty darn high?&quot;&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p>Heh. I swear they&#8217;re running office betting pools at Valve for every announcement, however minor.<br />
&#8220;What are the odds of 3746 people losing their heads and going nuclear with doom-laden speculation?&#8221;<br />
<i>&#8220;Pretty darn high?&#8221;</i></p>
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