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Team fortress 2 weapons
Team fortress 2 weapons








team fortress 2 weapons
  1. Team fortress 2 weapons full#
  2. Team fortress 2 weapons portable#
  3. Team fortress 2 weapons free#

The Engie sees the projected arc before placing, obviously, so he can see where they’ll end up. Telepault: teleporter exit that launches the teleportee forwards and upwards, in the direction the Engy places it.

team fortress 2 weapons

Here, he can do this without sacrificing his vital metal income, and partially protect that forward station against Spies by associating a degree of uncertainty and fear with sapping them. Why? The constant need for metal to take care of your Sentry leads most Engies to put their dispensers directly next to their gun, dissuading them from setting up a useful recharge point for their team’s forward troops.

Team fortress 2 weapons full#

It looks exactly like a healing-only dispenser to enemies (so traditional dispensers are still safe to sap/attack), but to the Engie’s team, it appears as a cardboard box full of dynamite, with dispenser decals drawn on in crayon. The booby-trap explodes with the force of a crit rocket if sapped or damaged in any way, only damaging enemies. Mini Dispensers: Engie can build three smaller dispensers: one that only supplies ammo/metal, one that only heals, and a third that’s a booby-trap. This is often more fun to do, and to fight against, than holing up beind a level-three hitting it repeatedly. Why? Lets you play a harrassment Engy: reaping kills by quickly erecting small sentries in unexpected places, and moving them before the enemy has time to strategise around them. If the Engy is also using the Shield Spanner, the Sentry’s shield is lost when he picks it up, but can be re-applied after deployment. It takes one second to snatch up and three seconds to re-deploy elsewhere. While carrying the Sentry, the Engy moves at 75% speed and neither he nor the Sentry can fire, but the Sentry is safe from damage.

Team fortress 2 weapons portable#

Portable Sentry: mini Sentry that can never be upgraded past level 1, but which once built, the Engineer can pick up and carry with him. A shielded Sentry is resistant to many of the best ways of taking down an ordinary one (Sticky pile-on, point-blank Heavy, sap-and-stab) but vulnerable to attrition.

Team fortress 2 weapons free#

Once they’ve set their stuff up, the Engy is free to roam around setting up dispensers elsewhere, helping out other Engies, and flanking those who attack his own stuff. Why? For fatalistic Engies bored of baby-sitting. It can also add a much weaker shield to the buildings of friendly Engies. The Spanner can remove them, but again, not repair the damage. Sappers take a very long time to eat through the shield, and don’t disable the building until they get through it. The Spanner can repair neither the shield nor your buildings, so once they’re up, there’s no point hanging around. Shield Spanner: when whacking your own full-health structures, this thing builds up an uber-like protective shield around them that can absorb a few hundred points of damage before the structure itself is damaged at all. I also have some ideas about how this stuff should be unlocked, but they tie in to another major change I’d like to see, so that’s for another post. They’re wrong, but still: there’s no substitute for trying this stuff. If I’d never played TF2 and you just described it to me, I would have said the Spy’s near-perfect disguise system was absurdly overpowered, but today people groan that it’s virtually useless. Partly because this is more interesting to talk about, and partly because I don’t think you can just intellectualise about balance and call the problem solved. I’m more interested in ideas that would make you think about and play a class differently, than in trying to ensure everything is perfectly and exactly balanced. I hadn’t originally planned on illustrating them – for reasons I hope will be obvious once you see my illustrations – that just kind of happened. Then I realised there are 29 of them, and did it anyway. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Obviously we’ve all thought about this a bit at one point or another. Valve even gave me a special sparkly Equalizer (similar to the Last Ditch Digger here) and a lovely shoutout in the Solider update. Since then, some weapons have been added that have similar concepts to these. Update: This post was written in May 2008, when only the Medic had new weapons.










Team fortress 2 weapons