Team Fortress 2 Receiving Unlockable Items, New Gameplay Mode, New Maps Soon
According to PC Gamer, the items will become available as gamers earn class-specific achievements. As the Medic will be the first class to receive specialized achievements, it will also be the first to receive new items.
One of the two Medic-specific items will be the Overhealer, which permanently doubles a target's health capacity. To balance this, Valve is considering increasing charge time for an Uber when it is equipped. Another possibility is that the company may remove the Overhealer's Uber capability altogether.
Currently, the plan is to allow gamers access to the Overhealer when they earn about half of the 35 Medic-specific achievements, with the other as yet unannounced item unlocked after the criteria for all the achievements have been met.
The items will be available via the new Loadout menu, suggesting that gamers will not be able to easily swap between the gameplay-altering tools in the midst of battle.
Goldrush, the second of the two forthcoming maps, sports a new escort-oriented gameplay mode. In it, the Blue team must escort a mining cart from one side of the map to the other. The more Blue are around, the faster the cart moves. However, it stops dead in its tracks if even one Red is in the vicinity, with the ever-moving point of conflict is said to make a solid defense rather tricky.
The two new maps, Badlands and Goldrush, are now expected to arrive in just over a month, with the Medic achievement pack and gameplay slated to hit before then. In true Valve spirit, which appears to be unaffected despite the studio's crushing defeat at the hands of Team Shacknews, the content will be provided for free to owners of the PC version.
At present, the company is unsure when or if it will release the content for the Xbox 360 and PlayStation 3 editions of Team Fortress 2, which are only available in The Orange Box.
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Hopefully this is a server-side variable like the new gun pricing crap in CS
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Doubtfull, valve have been pretty mean when it comes to letting server operators define anything in TF2.
They have removed a fair few cvars to stop things like instant respawn, no critical hits, friendly fire, 32 player servers etc, but mods have been release to allow those things to be enabled or disabled anyway.-
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Pyro's cant burninate their own team, even with FF on. In fact, you need one around as they become the best anti spy class around, seeing as shooting teammates isn't a good idea.
Valves statement about it breaking the game was just pure crap, same as their reason for blocking 32 player servers in the browser.
Luckily, people got around it. -
I played the Quake 3 Fortress mod on pubs with friendly fire on, it's not as crazy as you think. And that game was MUCH FASTER than TFC, with full grenades and everything. On FF servers, pyros learn to control their shit. Spy checks are 'understood', you fire you gun in the air when entering the flagroom or standing near a sentry gun, etc. Griefers were non-existant since the mod wasn't that popular.
Also Q3F is the only game I've seen with varying degrees of FF -> Full Team Damage, Reduced Team Damage, or Armor Damage only. I thought armor damage only was a good compromise between punishing spam, and preventing griefing.-
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Well, a similar concept would be if you could only hurt your teammates down to 25% health by FF. That's a good compromise to me. No one wants their teammates at low health, so it discourages you to spam. However, in the event of accidents and intended griefing, actual teamkills are prevented since you can't deal a deathblow to them.
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