No Overhealer for Medics

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No Overhealer for Medics

Post by Archon » Mon Mar 10, 2008 10:25 am

read this on rock, paper, shotgun:

Remember that Team Fortress 2 Medic Overhealer unlockable we were all waiting for? The one that let the good Doktor double his buddies’ maximum health, at the expense of uber-charges? Oh, how I dreamed of a Heavy resistant to a Sniper’s headshot.

It is not to be, at least if THIS post on the Steam forums is true.
No details on the Pyro’s unlockable weapons yet, sorry. We’re still focusing on the Medic, and the underlying system. Your fire axe will be happy to hear that the Overhealer didn’t work out as well as we wanted it to, and won’t be making an appearance.
So, apparently, says TF2 co-overlord Robin Walker. It’s all too easy to imagine that Heavies and Soldiers rushing around with double-health presented an unstoppable force, but I do feel a little pang at having to remain Sniper bait.

Presumably a different unlock is planned. Care to speculate upon what it could be? I bet you do.
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Re: No Overhealer for Medics

Post by DeafOfficeWorker » Mon Mar 10, 2008 11:32 am

The return of the pyro's fire rocket would be nice...or incendiary grenades! :twisted:
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Post by v.o.c » Mon Mar 10, 2008 12:03 pm

one word would be nice................MIRV
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Re: No Overhealer for Medics

Post by Nanite » Mon Mar 10, 2008 12:58 pm

[quote="DeafOfficeWorker";p="78222"]The return of the pyro's fire rocket would be nice...or incendiary grenades! :twisted:[/quote]

No nades, it would upset the balance. I can see the incendiary rockets though. Maybe at the expense of the shotty.
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Re: No Overhealer for Medics

Post by Tickles » Mon Mar 10, 2008 1:05 pm

I can't see it at the expense of the shotgun. The axe and shotgun would still be there. It's to hard to speculate what they have in store for the other classes. I don't think they'd increase the limit of weapons one can carry from 3. It will most likely be a pick and choose from main weapons. Like the pyro can only choose the flamethrower or the rocket and the soldier can only choose his rockets or another weapon. I think the melee and offhand will still be the same. Hard to tell until it's actually here. Having both the flamethrower and rockets available to the pyro would be a bit much.

It doesn't matter really, either way they'll balance it. I just want the achievements to come, those are fun to do, adds a bit more to the game.

Does this mean the update is going to be delayed more? Seeing as how they may have to remove and add some new achievements now, if they had some that involved the over heal. There hasn't been an official release of the new achievements so I'm not sure what they entail.

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Post by Archon » Mon Mar 10, 2008 1:38 pm

the new weapons are primary weapons, you will only be allowed 1 of the new weapons at a time. so whatever they would add for the pyro, you would have to replace the current flamethrower to use. there will be a weapon select screen like class selection, so you can choose which you want to play with each round or respawn.

the new achievments are tied into the new wepaons, you unlock the new weapons by getting the achievements. it will no doubt delay the addition of the new weapons/achievements, but i guess/hope they will roll out goldrush sometime before that.
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Re: No Overhealer for Medics

Post by Reipin » Mon Mar 10, 2008 1:52 pm

There are bound to be certain people who will cry that they cannot use an unlockable due to achievements. Can almost guarantee that :) I know I will never be able to unlock a sniper or spy weapon, although I am totally fine with that :)

I wonder if the unlockables will become unlocked automatically each time a new pack is released (i.e. medic weapons can only be used via achievement unlocks until the next class patch comes, then medic weapons are auto unlocked for all).

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Post by Nanite » Mon Mar 10, 2008 2:23 pm

[quote="Archon";p="78245"]the new weapons are primary weapons, you will only be allowed 1 of the new weapons at a time. so whatever they would add for the pyro, you would have to replace the current flamethrower to use. there will be a weapon select screen like class selection, so you can choose which you want to play with each round or respawn.

the new achievments are tied into the new wepaons, you unlock the new weapons by getting the achievements. it will no doubt delay the addition of the new weapons/achievements, but i guess/hope they will roll out goldrush sometime before that.[/quote]

If that's the case the Pyro weapon would have to be bad ass for me to pick it over the flamethrower.
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Re: No Overhealer for Medics

Post by DeafOfficeWorker » Mon Mar 10, 2008 3:28 pm

[quote="Reipin";p="78246"]There are bound to be certain people who will cry that they cannot use an unlockable due to achievements. [/quote]

I don't know. This system has been successful in a bunch of games over the past couple of years. It's almost expected that an FPS have unlockables now. I don't think they need to change a thing about TF2, but I'm willing to give it a try.
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Post by Archon » Mon Mar 10, 2008 3:31 pm

[quote="Nanite";p="78259"]If that's the case the Pyro weapon would have to be bad ass for me to pick it over the flamethrower.[/quote]
i would guess the pyro would get different types of flamerthrowers. longer range, shorter burn time/less damage or shorter range, longer burn/more damage. something like that. i dont think they will give the classes radically different weapsons as they wouldnt want to change the roles the classes are designed for.
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Post by l3eeron » Mon Mar 10, 2008 3:59 pm

My idea of logical unlockables:


Spy - feign - tranquilizer gun

engy - destruction damage (blow up buildings to hurt enemies) and give armor with wrench

pyro - fire rockets and long range flamer

scout - super nail gun and caltrops

Demo - detpack and some kind of special smoke/flash nade

Sniper - different scopes and bullets, boomerang for medium range attack

Soldier - berserker mode, ???

Heavy - speed burst (sprint), give armor to team mates, drop ammo


Just thinking aloud......

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Re: No Overhealer for Medics

Post by So Uncivilized » Mon Mar 10, 2008 5:00 pm

I don't know about changing the pyro weapons; I was looking over the stats pages the other night and it seemed to me that the shotgun and axe were fairly weak in comparison to the other weapons (yes, TheCarpe, I said IN COMPARISON); I think that is to compensate for the destruction wrought by the flamethrower. It would seem to me that changing the secondary or melee weapon would result in nerfing the flamethrower, which I would not prefer.

I am thankful that Valve does spend their time testing. I am appreciative of the demo and soldier nerfs, after a while. Being a bi-polar pyro (destruction)/engineer (order) player, I am finding that I do slightly better as a pyro and am more useful with the dispenser than I was before (definitely working on keeping that dispenser closer to the front lines these days!)

SU

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Re: No Overhealer for Medics

Post by TheCarpe » Mon Mar 10, 2008 5:49 pm

[quote="So Uncivilized";p="78294"]I don't know about changing the pyro weapons; I was looking over the stats pages the other night and it seemed to me that the shotgun and axe were fairly weak in comparison to the other weapons (yes, TheCarpe, I said IN COMPARISON); I think that is to compensate for the destruction wrought by the flamethrower. It would seem to me that changing the secondary or melee weapon would result in nerfing the flamethrower, which I would not prefer.

I am thankful that Valve does spend their time testing. I am appreciative of the demo and soldier nerfs, after a while. Being a bi-polar pyro (destruction)/engineer (order) player, I am finding that I do slightly better as a pyro and am more useful with the dispenser than I was before (definitely working on keeping that dispenser closer to the front lines these days!)

SU[/quote]

I know what you're talking about, but you gotta keep in mind a couple things about the Pyro. The Flamethrower is his primary weapon, so of course it gets much more kills than the shotgun and axe. Look at the Soldier and Heavys secondary and melee weapons and you'll see the same thing. Furthermore, the shotgun is only good for anything if its reasonably short range, that is, also within range of the much more effective flamethrower. I only tend to use the shotty when a Scout or something runs out of my range, or to pepper far off enemies to do 3-4 hp damage to a couple of them and feel like I'm helping the team a bunch. The fire axe is probably the most neglected of melees, because the Pyro thrives with his OTHER weapons at the range melees are normally used. 90% of Pyros who get in your face will flame you, 8% will shotty you, and 2% are people like me ;)

I guess the point I'm trying to make is that the shotgun and axe are not "weak", they are simply overshadowed by the flamethrower as the most logical choice when the Pyro has an enemy in his range. The Pyros shotgun is plenty powerful, and, well, do I really need to give you mty opinon on the fire axe?

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Post by l3eeron » Mon Mar 10, 2008 6:03 pm

[quote="TheCarpe";p="78304"]Boomerang FTW :D[/quote]

:D

Wouldn't that fit the game's theme perfect!


If anyone has played NeoTF, you'd agree with me that there are so many options, it's way too hard to even try to guess what they're gonna do. Not to mention they have some really creative people working at valve

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Re: No Overhealer for Medics

Post by So Uncivilized » Mon Mar 10, 2008 6:09 pm

I understand what you mean about the fire axe being underutilized; I am still working on my own melee techniques, if you could call it that. I usually end up flailing around then either switching back to the 'thrower or getting flattened.

I was talking about this:

http://www.steampowered.com/status/tf2/tf2_stats.php

Under 'Average Damage Per Hit Per Weapon', the flamethrower is at the bottom (I suspect they don't count after burn damage?), the fire axe is the lowest of the melee weapons and the pyro shotgun is pretty darn close to the bottom. I think that the pyro's saving grace is the mayhem they can cause and that they can impact multiple opponents.

Ah, what do I know, I am terrible at analyzing statistics... :P


SU

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