The TF2 Guard Dog

Recommended Videos

T5seconds

New member
Sep 12, 2009
461
0
0
Jinx_Dragon said:
First off, it isn't a valve page so that alone should tell you something. As everyone and their dog has pointed out.
Second, it is over powered. That is one of the beauties of TF2... every class is equally useless!

Not that I wouldn't mind seeing some more classes added, there is a good potential there to expand on the game, but the obvious question still remain. How do you make a class that brings some use to a team in set situations but at the same time is mostly useless outside of those situations? Particularly a class that hasn't already got that niche filled by a pre existing class.

It is a good mental game though: what class would you make and how would you ensure it is equally useless?
How would this class be over powerd???
 

Jinx_Dragon

New member
Jan 19, 2009
1,274
0
0
Lets see, lets see....
First off it is a dog and very likely to have a high base speed. If you can chase down scouts, even if you use rocket boosts, you have a speed greater then theirs. This makes the scouts speed bonus, the core of that class, obsolete. Given that you have the same health as a scout, speed of a scout and higher fire power of a scout you now become more powerful then that whole class.

The primary weapon is on par or just a little lower then the heavies weapon being a massive fire rate which is a benefit only the heavy should hold. I can only judge by pictures here but it seems likely that it doesn't have the slow down effect and when coupled with a faster base speed could easily make this weapon more useful then the heavies main, which is the heavies core advantage.

These two alone have made two classes in the game weaker. Rolling these elements into a single class ensures that the two in question will be loose their uniqueness which allows them to better fill the niche they are meant to be filling. Oh and it won't matter you don't have as much health as the heavy at that point. Speed can be better, used right, then health ever could be if you can hit their flanks fast and hard. I am giving away part of my trade secrets as a combat engineer in that bit of wisdom.

Your secondary weapon could actually play a interesting part into the game but it further weakens the medic which has already taken a small blow by the heavy dropping sandwich. Unlike the heavies sandwich, which is the equivalent of a pill bottle, the dog will be able to drop a super sized medkit. To use the same step up I mentioned below, yeah I am strange and write posts in all sorts of order, added with the faster speed and fire power this carrying 'weapon' makes you more combat efficient then the medic which eliminates the largest down side of working with a medic: He is incapable of defending himself or assisting you while he is healing you.

This doesn't even touch on the metal aspect which looks interesting at first glance but would make engineers like me a little too strong if used well. You could argue that two engineers can be good together, and yes they can, but they don't eliminate each others weaknesses to a great extent. They are still only moderate in defensive fire-power, speed and health. This K9 unit, though I am assuming you can drop the metal your carrying and pull out a gun, means the engineer has faster, heavier hitting, help yet still doesn't loose the build a gun to level two capacity.

Rocket boosted melee also over powers the characters melee but if properly balanced it would actually be a benefit they should have. I can understand why they would want to do it this way. Dogs are a melee based creature, seeing they haven't opposable thumbs, so you would want a benefit to the melee to try and make this their primary method of attack. I think it having a strong melee and a way to get in fast and furious should be the niche it is striving for so I won't fault this heavily.

The skill? I have to give them some credit for not just suggesting you have the ability to detect spies, completely obsolescing a whole class. Still if used correctly, and very likely it will be the primary use of this ability, it will seriously damage the spies class. After all you don't really need to know where the other classes are, snipers are going to be where range benfits them the most. Engineers will be in more defensive choke points. Heavies will stick with medics and likely try to become the front line... and so forth. Spies... spies try to get behind you, they are the ones to watch.

Overall this class weakens the standing of: Scout, Heavy, Pyro, Medic and Spy. Yet the biggest 'balance' factor of this game has been making classes useless outside of their niche as I have said. This is over all a fast moving, moderate to high damaging, high fire-rate, moderately healthy class capable of a few unique tricks. Those 'stats' alone make it better then all the other classes without throwing in the two special abilities it has (tracking and ammo/heath carrying) to further tip the balance. Other words: it is capable of operating far more effectively out of the desired role then any other class.

There are a few good ideas in this class but it needs work to make it plausible for the game setting... If I had to make a suggestion on this class:
Replace the primary weapon with a form of bark attack. I was thinking stun but that would make you too powerful indeed, but maybe a slowing effect could give a good balance. This classes niche should be a heavy and fast melee attack. Removing all real range ability would force it into this position better then what it is now.

Lower the health a little, a frontal attack with this class should be suicide. Force them to use the benefit of a higher base speed coupled with 'rocket powered' lunge attacks to strike from the back and flanks. It is after all the tactic used most by canines you know, worry a enemy from the flanks and rear and then retreat while your pack mates with guns hit them as they turn to deal with you.

The skill needs tweaking too, but the suggestions I keep thinking on are all... well too much of a under-power. Then I am over balancing into the over-powered spectrum with anything I come up to make it even more useful. I do know one thing, water should be able to 'shake off' the pursuit of the canine somehow.
 

Jinx_Dragon

New member
Jan 19, 2009
1,274
0
0
Unique map classes:

I can't help but shake the feeling that Valve needs to add maps with unique class tags. That is these classes can only be played in certain maps, maybe even limited by map settings so you can have classes that are either vital to the map objectives or capable of being greatly over powered in some sole aspect but balanced as there is only ever one of them on the map at any time.

This could just be because I want VIP maps to come back and the one remake of a VIP map I played failed so badly in the execution. Likely as they didn't have the VIP class and had to go with a standard class carrying intel... which was very susceptible to snipers. The VIP class, for those who are not old like I, was a unique class that one person was randomly selected to play at the start of the round. It had a ton of health but having only a pistol for defence ensured it required team members to keep alive. If killed would result in failure, if 'escaped' would result in success.

Ponders some sort of shield bearer class, 'gunner crew' class and other such things....
 

maddhatter190

New member
Mar 26, 2009
8
0
0
tf2 was always at its most balanced in the beginning before valve started adding updates to change each class's role. now with every successive update we find our selves with an even greater imbalance. i dont think there has been a single update that hasn't contained at-least one hilariously broken weapon. So i would not be surprised if they did eventually add a 10th class as silly as this one as it would be the next logical step up in terms of unbalancing the game. ( and the class would be hilariously overpowered or underpowered)

though i got some serious LOLs from the fan art even the grammar errors were a good chuckle
 

Dusty Donuts

New member
Jul 16, 2009
928
0
0
Well, if they wanted to balance the spy disadvantage, why don't they give him a scent bomb or something that completely messes up the dog's tracking system.
 

TimeLord

For the Emperor!
Legacy
Aug 15, 2008
7,508
3
43
Lemur_Ninja said:
I just checked... It's official. Team Fortress 2 will now have a guard dog.
No it wont, its fake

http://guarddog.50webs.com/update_02.html
 

SteakHeart

New member
Jul 20, 2009
15,098
0
0
The only thing that ruined the illusion for me was that you could see the dog's ears in first person view. Otherwise, I could've thought it was real. I so wish Valve would use this like they did with CP_Steel and add it to the game.

And as long as i'm dreaming, i'd like 60 bucks.
 

Zenode

New member
Jan 21, 2009
1,103
0
0
What about make the Engineer update contain the guard dog replacing the SG?

The Guard dog will patrol a ceratin radius and fire/attack intruders to this radius?

or

replace the Dispenser

The Guard Dog will patrol a certain radius and dispatch health and ammo to nearby teammates (to balance this and make sure the Medic isn't being replaced make the radius fairly small, (no uber,s kritz etc) and The health is only given out either at a slower rate than the medics or at regular intervals i.e. every 7 seconds.
 

SirMax

New member
Dec 24, 2008
31
0
0
A billion people said:
Omg it's real because it was linked on the blog
It's still hosted off of the blog. It still has poorly made fake screenshots. Notice the terrible light maps and tiny tiny door in the Sniper one. And the wrong colour HUD. And the HUD with missing elements in the first image. And the half absent HUD in the third. And the fact that the viewmodel is zoomed in third person, not first person. And so on (that said, it's better than most of the fake screenshots you see for these updates).

Notice also this.

http://tf2.com/post.php?id=1704

Notice the lack of those weapons in the actual Spy update.
 

slipknot4

New member
Feb 19, 2009
2,180
0
0
TheRedLucario said:
If this is real, it will surely have the best "Meet the" video. Seriously, how more awesome can you get with a dog with rocket launchers. Fucking rocket launchers.

Well, if they did the same with llamas, then it'd be more awesome.....
I r in your profile, Stalking your posts.
A cat with a rocket launcher
 

Galaxialconda

New member
Oct 19, 2008
211
0
0
You are aware that if Valve does take that idea, then they are likely to edit some of the Guard Dogs abilities so that they won't ruin the other classes gameplay.
Valve are a clever company, have a little faith.
 

L3m0n_L1m3

New member
Jul 27, 2009
3,049
0
0
I thought this was real for a while. It took my friend about an hour to convince me it wasn't.
 

AroLombardi

New member
Apr 16, 2009
1,080
0
0
slipknot4 said:
I r in your profile, Stalking your posts.
A cat with a rocket launcher
Or a LUCARIO with a RPG! FUCK YEAH!

And if you're stalking me again, you are definitely gonna starve soon. I hardly post anymore.