Team Fortress 2's (Supposedly) Secret Beta

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bobknowsall

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(Search bar approved, by the looks of it)

I was idly flicking through PC Gamer earlier today, and read about a closed beta that Valve is running. Apparently they're using pro TF2 players to test out and approve possible updates/fixes to the game. I find this claim a little dubious, but I still figured I should share it with you guys. Some of the rumoured experiments were:
A pair of gloves for the Heavy which increase his running speed. (I can understand how someone could think that up, but why?)
A wrench which quickly builds, but cannot upgrade, for the Engineer. (Which would arguably benefit Engineers on the offensive, as Lv. 1 "harassment" sentries are a very common tactic)
And last, but certainly not least, a fireproof suit for the Spy. (I'm an avid Spy player, but I'm actually hoping that one isn't true. A suit that hides the fact that you're burning, maybe? It'd be more balanced.)

It all seems a bit cloak-and-dagger, I must say. Have any of you heard similar rumours?
 

Hybridwolf

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Aug 14, 2009
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Sounds all intresting, except it'll be PC only, until episode 3 is out. Thats my time keeping system for the TF2 update on the consoles.
 

Ninja_X

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Levski7 said:
Fireproof suits? NO! Too many updates are ruining the fragile balance of the classes! A fast heavy is like a flying shark in that it would know no competition... on the contrary, the wrench is cool.
All the updates and new weapons have been fair and balanced so far.

Just gives you a different way to play the class.
 

bobknowsall

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TriggerUnhappy said:
A link would be appreciated, sounds a little fishy. (ie fake)
The PC Gamer site is usually a few days behind the mag when it comes to publishing articles, so that link might be a while. It sounds pretty fishy to me too, hence the lack of certainty in my original post.
 

Nevyrmoore

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The gloves would only make sense IF you give it a decrease in damage potential. And not a small one, it would have to be significant and only gives speed increases when in use. The wrench sounds okay for the reason you gave. I'm still thinking of a disadvantage to give the spy for that suit, though. Or maybe it shouldn't be included.
 

dthvirus

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bobknowsall said:
(Search bar approved, by the looks of it)

I was idly flicking through PC Gamer earlier today, and read about a closed beta that Valve is running. Apparently they're using pro TF2 players to test out and approve possible updates/fixes to the game. I find this claim a little dubious, but I still figured I should share it with you guys. Some of the rumoured experiments were:
A pair of gloves for the Heavy which increase his running speed. (I can understand how someone could think that up, but why?)
A wrench which quickly builds, but cannot upgrade, for the Engineer. (Which would arguably benefit Engineers on the offensive, as Lv. 1 "harassment" sentries are a very common tactic)
And last, but certainly not least, a fireproof suit for the Spy. (I'm an avid Spy player, but I'm actually hoping that one isn't true. A suit that hides the fact that you're burning, maybe? It'd be more balanced.)
1. Maybe. It should replace his Shotgun as a Razorback-esque weapon. Maybe the Heavy can actually be fast enough to start a fight, because right now, he can't fight enemy players on his terms. The actual speed boost might be to around or slower then Soldier speed?
2. I'd like this. I once wiped out a Medic/Pyro combo running my intel with a surprise L1 Sentry and my trusty Shotgun. Never underestimate the power of confusion. How about make it build faster, but only hold 100 metal? I kinda need my teleporters working as fast as I can.
3. I don't think this would work. You'd have to mask the 'burning' contact sound. And at Flamethrower range, the Pyro could simply walk into his suspect to confirm, assuming the Spy isn't dead by then.

EDIT: Fixed #1.
 

bobknowsall

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dthvirus said:
3. I don't think this would work. You'd have to mask the 'burning' contact sound. And at Flamethrower range, the Pyro could simply walk into his suspect to confirm, assuming the Spy isn't dead by then.
Masking the sound would probably be a simple affair, but I get where you're coming from. Having played as Spy for a good while, I think the real use of it would not be avoiding direct attacks from Pyros, but avoiding the quick deaths that result from being ignited right in front of a massive group of enemies.
 

Sfumato

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The spy suit should be more along the lines of:

%-50 (EDIT: fire) damage to spy while equipped, lose disguise when on fire.

Or:

Fire does not appear on burning spy, but gives -20 health.

Something like that.
 

dthvirus

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bobknowsall said:
dthvirus said:
3. I don't think this would work. You'd have to mask the 'burning' contact sound. And at Flamethrower range, the Pyro could simply walk into his suspect to confirm, assuming the Spy isn't dead by then.
Masking the sound would probably be a simple affair, but I get where you're coming from. Having played as Spy for a good while, I think the real use of it would not be avoiding direct attacks from Pyros, but avoiding the quick deaths that result from being ignited right in front of a massive group of enemies.
I see what you mean. The Spy would still be a bit obvious though, because he needs to extinguish himself quickly or the afterburn will get him. Here's some possible features (No, it won't have all the features):

> Flame needs to do > 50 damage in order to ignite.
> The fire effect will be hidden for the first 2.5 seconds after being 'ignited'.
> Afterburn time is lowered.
 

Nevyrmoore

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dthvirus said:
bobknowsall said:
dthvirus said:
3. I don't think this would work. You'd have to mask the 'burning' contact sound. And at Flamethrower range, the Pyro could simply walk into his suspect to confirm, assuming the Spy isn't dead by then.
Masking the sound would probably be a simple affair, but I get where you're coming from. Having played as Spy for a good while, I think the real use of it would not be avoiding direct attacks from Pyros, but avoiding the quick deaths that result from being ignited right in front of a massive group of enemies.
I see what you mean. The Spy would still be a bit obvious though, because he needs to extinguish himself quickly or the afterburn will get him. Here's some possible features (No, it won't have all the features):

> Flame needs to do > 50 damage in order to ignite.
> The fire effect will be hidden for the first 2.5 seconds after being 'ignited'.
> Afterburn time is lowered.
Some downsides will still need to be added, otherwise everyone would just use it and never get caught.
 

AlphaOmega

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They doubled medic's automatic regeneration to something like +6/sec (+2 now iirc) and the bluttsauger now has a -2hp/sec effect (so you end up with 4 still) btw.

Not sure aboutthe values but medic gets a slight buff.
 

curty129

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I disprove of the non-upgrading super sped up sentry building wrench. If it was a map with only one possible entrance to get to the other side of the map, or anywhere you need to go. A few of these super human engies and you're bloody fucked. You'd only need one engie if he had a dispenser and a respawning ammo pack nearby.
 

Contun

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I think the Engineer should have a nail gun that can repair from a distance.
Combat wise it'd be like a Medics Syringe gun.

And perhaps Spys could have throw able sappers or multi-building sappers with longer sapping timers....
 

DtDust

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What i would like to see is a Wrench option where you could build 3 sentries, but they are ALL lvl 1 max and need to be a minimum distance from each other, so they are more vulnerable and requires a lot more Engie movement. they should do a spy-watch upgrade where you can have it drain twice as fast, but fire wont show up (Still take damage) or replace the revolver with something like "BONK! Atomic Punch" where the effect is it puts out and prevents fire for a set amount of time, but has to be refilled after every use.