For those of you that don't know, Tf2 is now free. Go get it.
Additionally, they've spent the last week adding the most
22 new weapons across 8 classes.
7 hats
2 misc items
2 action items
And 8 new "sets", Though only in so far as they're a collection of items, as they offer no "set bonus".
What I'm going to do is go through each of the updated classes, the new items they've received , how those items work in a "set", and possibly even suggest a set bonus myself, though mostly for luls.
These were actually released in days, but I'll go through them by class.. Makes more sense to me.
Scout
The #1 Fan
Pretty stuff:
| Bonk Boy Level 1-100 Wearable Hat |
Primary:
| The Soda Popper Level 10 Scattergun +25% faster reloading speed +50% firing speed -60% clip size No random critical hits Build 'hype' as you run When the hype meter is full, unleash mini-crits! |
Purpose: The Bastard offspring between FaN and Crit-a-Cola.
Quite literally the result of someone thinking "What if we wanted to have half the functionality of the Force-A-Nature, As well as the Crit-a-Cola?" Exactly this. At the cost of the FANs knockback (and therefore the triple-jump) and the ability to crit after a short animation, you gain a weapon that gives crits to ALL of your other weapons, without leaving yourself crittable. Plus this means you don't need to waste your secondary weapon slot on Crit-a-Cola. The catch? It needs to be charged up with a hype bar. Overall this is a fair trade, as the charge doesn't take that long. You can even swap weapons and keep the crit effect. A good addition to the arsenal.
Secondary:
| The Winger Level 15 Pistol +15% damage done -60% clip size |
Purpose: Burst fighting. Running in, hitting, retreating (reloading), rinse and repeat.
The Pistols estranged brother. Smaller clip, slightly more damage. The actual Clip size is now half, meaning 2 reloads in the time it takes the regular pistol to reload once.
I crunched some numbers though, and I can tell you that the smaller clip HALVES your DPS compared to the regular pistol after the first reload. Over an entire 32 shots you'll be looking to do about 3 quarters the dps output of a pistol, but obviously you'll have done 15% damage more across all those shots.
However, the increase damage can sometimes guarantee a kill against lower-health classes in that clip.
Melee:
| The Atomizer Level 10 Bat Grants triple jump. The third jump deals 10 damage when used. 30% slower firing speed -20% damage vs players |
Purpose: To give a Triple jump at the cost of some slight health.
Utterly useless as a weapon, but the triple jump effect has its purposes. This essentially functions as part of the exploit of the Boston Basher, only with a lower health cost (not 50% melee + a bleed effect..) and less utility as an actual weapon. It compensates for the lack of FaN jumping if you were to use the Soda Popper, but more interestingly it allows for a quad jump if you use it along with the regular FaN!
Weak Link: In this set the weak link is the Winger. With the lack of a good melee, and a primary that you maybe don't want out the whole time (lest you accidentally trigger the crits) a good secondary would be paramount. However, the Winger is by and large slightly worse than the pistol. Additionally, because of its smaller clip it can actually waste your Crit-time from a full Hype meter. This makes it highly undesirable as a part of this set.
Purpose: The sets purpose overall is to offer a little bit of the benefit of some of the other weapons, without taking up quite as many slots.
Set bonus:
To me, the set bonus pretty much HAS to have something to do with Bonk! Atomic Punch. Here we have a set that is essentially the Scout as a Cola-swilling super-hero. We have Crit-a-Cola, but no Bonk! So here were my thoughts.
1) When "Hype" effect in use, swapping to the Atomizer gives the Scout a Bonk! effect instead of mini-crits.
This would add a slight amount of utility to an otherwise unimpressive weapon. As it's tied into the Hype effect already it wouldn't really cause massive overpowered-ness, as there's always that period of détente when the scout has to get his bubbles fizzing again. As a point of balance it could be made this if the scout switches to the Atomizer while under the effect, he cannot switch out until the effect is over. Depending on just how overpowered a Scout that can heckle his weapons between crits and invulnerability is in 8 second bursts.
2) When reloading the Winger, gain a slight Bonk! effect
Soldier
The soldier didn't get one, but TWO sets of weapons and items.
The General's Formals
Pretty Stuff:
| Armored Authority Level 1-100 Wearable Hat |
| Fancy Dress Uniform Level 1-100 Uniform |
Secondary:
| The Mantreads Level 10 Boots -75% reduction in push force taken from damage Deals 3x falling damage to the player you land on |
purpose: Landing mario style on someones head
To be honest, they're a bit weird. You get up high you'll need to rocket jump, but unlike their brothers the gunboats the Mantreads offer no protection against self-rocket-damage, so you'll have to injure yourself twice to pull this off, unless you use the Rocket Jumper, but no-one uses that in all seriousness.
To be honest, they're a bit weird. You get up high you'll need to rocket jump, but unlike their brothers the gunboats the Mantreads offer no protection against self-rocket-damage, so you'll have to injure yourself twice to pull this off, unless you use the Rocket Jumper, but no-one uses that in all seriousness.
Melee:
| The Disciplinary Action Level 10 Riding Crop On Hit Ally: Boosts both players' speed for several seconds -25% damage done |
purpose: A close cousin to the Equalizer, this riding crop offers you the ability to boost your own and a targets speed. Useful to be used with heavies, demo's or other sollies, but the weakening of this as a main weapon upsets me slightly.
Whole Set: This feels very much like an "other" set. Made up of bits and pieces you might use occassionally but wouldn't exist in your main gear, as such I'm not really sure what to say. Don't use this set in all seriousness seems the best option!
Set bonus: Simplicity is often best..
Receive no damage from falls, but enemies landed on will still take the fall damage equivalent
Removes the biggest negative of the mantreads, turning it into essentially a backwards gunboats.
Whole Set: This feels very much like an "other" set. Made up of bits and pieces you might use occassionally but wouldn't exist in your main gear, as such I'm not really sure what to say. Don't use this set in all seriousness seems the best option!
Set bonus: Simplicity is often best..
Receive no damage from falls, but enemies landed on will still take the fall damage equivalent
Removes the biggest negative of the mantreads, turning it into essentially a backwards gunboats.
The Airborne Armaments
Pretty Stuff:| Jumper's Jeepcap Level 1-100 |
Primary:
| The Liberty Launcher Level 25 Rocket Launcher +40% projectile speed -25% clip size |
Secondary:
| The Reserve Shooter Level 10 Shotgun +15% faster weapon switch speed Mini-crits airborne targets for 3 seconds after switch -50% clip size |
Purpose: oh hello aerial crits, almost didn't see you there! This is actually a very good weapon, partly because it mini-crits any airborne target, meaning that jumpy-scouts are a bit messed up by it, and also because the weapon switch works well in pretty much any configuration.
Melee:
| The Market Gardener Level 10 Shovel Deals crits while the wielder is rocket jumping No random critical hits |
In itself, highly situational, but with the other two weapons... Yeah, you might be able to make something out of this. At least with the Reserve shooter you can more likely swap this out to crit-kill in the air.
Whole Set: A bit of an anti-air set, mostly I see this as being a "blast enemies into the air and shotgun to death" combination. Good fun. The Market Gardener is the weak link, as you wouldn't want to use it over some of the other solly weapons (eg. equalizer). So...
Set Bonus: If I were to attribute a set bonus, it would need to make up for the MG's weakness. Maybe...
1) Increases upward knock-back for all weapons, targets receive no greater fall damage.
So they're in the air for longer, and as such a greater victim to your weapons. Of course, only increasing upward movement to prevent you from blasting everyone off the map!
Additionally, the extra special treat is next, as it took me so long to write this damned thing!
Dr. Grordbort's Victory Pack
Pretty Stuff:
Primary:
A surprisingly versatile piece of equipment. 5 shot clip, no ammo requirement and the slightly lower damage makes this a rocket-jumpers best friend.
Additionally, the alt-fire is a surprisingly good sniper tool, or good for hitting cluster of enemies, or even turning you into a temporary "area sapper" against mutliple engis, for a friendly heavy to take out their nest!
Overall, a fantastic weapon, if a little bit strange!
Overall, a fantastic weapon, if a little bit strange!
Secondary:
| The Righteous Bison Level 30 Indivisible Particle Smasher Does not require ammo. Projectile penetrates enemy targets Projectile cannot be deflected. Deals only 20% damage to buildings |
Whole set: A very strange but actually quite well balanced set. You suffer immensly against enemy buildings, but gain an area clearing shot and a good backup weapon. I think the main weakness of the two weapons is the frequency with which they need to be reloaded. The Cow mangler is essentially a crappy rocket launcher with a large clip and a clip-clearing move, and the bison is a pistol with a small clip. Therefore...
Set bonus:
On Kill: Adds 1 Charge to each of your weapons.
So if you empty either, switch to the other and make a kill, that's one less reload you'll have to do next time! And if you kill with a melee weapon, or especially if you get several kills after alt-firing your whole clip with the Cow Mangler!
Pyro
No set here, so an honourable mention to the new flare-gun...
| The Detonator Level 10 Flare Gun Alt-Fire: Detonate flare. +25% damage to self |
I must say, I love the new Detonator compared to what they were banding around at one point in the Beta. Originally it increased the Pyro's weakness to explosives, so this is a lot better and makes a lot more sense. You can set multiple enemies on fire with the right click, and also Flare-Jump yourself.
However... I personally don't use it. With the recent update to make the original Flare Gun to always crit a target (regardless of range) it better compliments my set, and has actually become something of the corner-stone of its damage-dealing.
Demoman
One Thousand and One Demoknights
Pretty Stuff:
| Sultan's Ceremonial Level 1-100 Wearable Hat |
| Ali Baba's Wee Booties Level 10 Boots +25 max health on wearer +100% increase in turning control while charging |
Secondary:
| The Splendid Screen Level 10 Shield +20% fire damage resistance on wearer +15% explosive damage resistance on wearer Can deal charge impact damage at any range +70% increase in charge impact damage |
The charge damage is actually pretty good, and it tends to cause enemies to float in the air a second, making them prime for a follow up melee.
Melee:
| The Persian Persuader Level 10 Sword +100% increase in charge recharge rate All ammo collected becomes health No random critical hits |
Whole Set: Very balanced, each aspect saves the others. The slight weak link here is the splendid screen, as I know many prefer to use the original charging targe. Also arguable are the boots, as they're inferior to potential weapon that could be there instead, despite the health boost.
Set Bonus: I know I'll probably get no end of scorn for this... but...
All ammo collected becomes health
No, not again, instead of the sword having it. Currently on the sword it's way too over-powered, a demo can waltz across most battle-fields and survive nearly anything, just by swapping out his melee!
But an ability like that in the whole set? That'll make people make notice, and it'll force them to use this set for the purpose it already has!
Heavy
Black Market Business
Pretty Stuff:
| Capo's Capper Level 1-100 This dashing number will help you commit crimes of all kinds—except against fashion. |
Primary:
| Tomislav Level 5 Minigun +40% faster spin-up time This weapon has no barrel spin sound 20% slower firing speed |
Movement speed
self-healing
long spin-up time.
Secondary:
| The Family Business Level 10 Shotgun +40% clip size -15% damage done |
New weapons should do something different, allow for a different play style. Look at this, at the cost of doing extra damage, you can fire extra shots... Which you'd need to do because you do less damage.
Something more intelligent would be
"Reloads by a clip
-15% damage done"
So yes, you do less damage, but you can reload the WHOLE WEAPON a lot faster, but maybe the clip reload takes longer than a one shell reload? Just a thought.
Melee:
| The Eviction Notice Level 10 Boxing Gloves +50% faster firing speed -60% damage done |
Whole Set: Is a bit weak, only the Tomislav is really of worth and that's overcompensating to the max.
Set bonus: Would have to be something pretty astounding to warrant the use of the other 2 weapons over more useful lunchboxes and fists. Maybe a faster weapon switch speed? Or Give crits a bleed effect or something. Something that actually validates using the other two utterly useless weapons!
Sorry Engie...
Medic
Clinical Trial
Primary:
| Overdose Level 5 Syringe Gun Prototype -10% damage done Movement speed increases based on Übercharge precentage to a maximum +10% |
With an ordinary medi-gun, this might be an issue as it'll take an age to build up charge. Also, don't fault the loss of damage for faster move speed, it's actually more awesome than it looks! This increased move speed will mean it's easier to lead on enemies while filling them with needles!
Secondary:
Still not made up my mind on this weapon. The faster uber-build and faster healing are both great, but are they really worth the cost of over-heal and an uber-charge? If you're using the overdose then this is the weapon for you, as you can also grab rides from Scouts in order to get to the field more quickly, but everyone else? I'm unconvinced.
I mostly play something of a battle medic, fighting my way to the front and then healing, and I like the idea of being able to quickly heal an ally to full health before both of us rejoining the throng, but again I'm still not sure it's worth the overheal!
I mostly play something of a battle medic, fighting my way to the front and then healing, and I like the idea of being able to quickly heal an ally to full health before both of us rejoining the throng, but again I'm still not sure it's worth the overheal!
Melee:
| The Solemn Vow Level 10 Bust of Hippocrates Allows you to see enemy health. 'Do no harm.' |
A nice little effect, and can actually be damned useful if you're good at informing your team, or if you want to go in for a kill yourself. Makes fights a bit less of a mystery! Maybe not so good if you like the utility of the other melee.
+ubercharged target gains invulnerability when targetted, Medic still keeps normal effect.
-reduces ubercharge time to 5 seconds
Alternatively, a faster weapon switch could work too!
Sniper
Lawrence of Australia
Pretty Stuff:| Desert Marauder Level 1-100 Wearable Hat |
Primary:
Melee
| The Shahanshah Level 5 Kukri +25% increase in damage when health <50% of max -25% decrease in damage when health >50% of max |
Aim of Set: Seems to be a success-reward sniper, with elements of high risk-reward.
+on kill: Gain 25% max life, this can overheal at 12.5% max health a kill, still decays
+while overhealed: suffer no flinching when dealt damage.
-cannot be healed by other means
Essentially, if a sniper's "on a roll" they'll stay healed and even over-healed, with the main benefit meaning they can't be screwed over by lucky bits of shrapnel from a shotgun etc. Note, this would count for ALL weapons, whether the sniper, the shahanshah or something in the secondary (eg. The SMG)
Spy
The Man of Honor
Pretty Stuff:| Made Man Level 1-100 Wearable Rose A gentleman always has a flower handy to drop on an opponent's grave. |
| Cosa Nostra Cap Level 1-100 Wearable Hat If looks could kill, this dapper fellow would make your head an accomplice to murder. |
Primary:
| The Enforcer Level 5 Revolver +20% damage done 0.5 sec increase in time taken to cloak |
Melee:
| The Big Earner Level 1 Knife +30% cloak on kill -25 max health on wearer |
Whole Set: Doesn't really work, I mean, they're two different weapons for 2 different purposes. High face-to-face damage at the cost of sneakiness, or high reward sneakiness weapon, at the cost of the ability to go face-to-face.
Set bonus:
+instantly decloak
-Cloak drain increased to 1.5 rate
-louder decloak noise
My idea is a quick-surprise spy, you get in with a bang and if you haven't killed someone almost instantly then you'll probably be taken out. DR spys will be able to spring attacks right in the middle of a fight, and watch spys will be able to take out trailing enemies, but if they screw it up or fail to get back into cloak then they'll be even more vulnerable, due to slow recloak and less time IN cloak!
Basically, if you were focussing on the knife before, you can still do that, and the pistol becomes a backup, and if you were focussing on the gun, when you decloak you'll have the oppurtunity to do something more interesting.
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