Well. Not revealed. Sort of mentioned as a possibility. Maybe.
A small note at the bottom of this article on Maximum PC mentions that Valve, which I think I’m going to start calling “The Valve”, are considering adding upgrades to the engie’s dispenser and teleporter, no doubt due to my very recent complaints that I suck at playing engie. The Valve sure looks after me!
The upgraded teleporters would have a much faster recharge time, while the super-dispensers would heal injured players faster. No mention if these upgrades are achievement based or what, and frankly, even if I knew, I wouldn’t tell you. I’ve given you enough news lately and haven’t gotten a single thank-you.
I think a cool feature would be a dispenser that ubers you. The drawback would be that it would take a half hour to build up the charge and once you were invulnerable you couldn’t actually go anywhere.
Also, for much better writing and thoughts on the new Medic Booster Pack headed our way, see Tom Francis’s great post here. It mentions me, making it even better than great.
36 responses so far ↓
1 Christoph // Apr 17, 2008 at 1:56 pm
Thank you :)
2 b4dboyz- // Apr 17, 2008 at 2:08 pm
Well the news you post is on almost every other site I frequent. So once I get to your site, it’s old news.
:0)
3 Trid3nt // Apr 17, 2008 at 2:32 pm
Don’t worry, it’s useful to me, Thanks man!
4 nmanguy // Apr 17, 2008 at 2:57 pm
Valve is just afraid that the masses who frequent this blog will rise up and attack them on their forums, so they just preempted it by giving in to Chris’s demands for making engineers better.
Also, HOW YOU POSE GUN IN HAND! Just kidding. I already know about the no collide tool.
5 [@] Chronos[Ha-G] // Apr 17, 2008 at 3:01 pm
“I think a cool feature would be a dispenser that ubers you. The drawback would be that it would take a half hour to build up the charge and once you were invulnerable you couldn’t actually go anywhere.”
So, depending on the uber’d person in question, you’d basically have an invulnerable sentry…?
Seriously though, thanks for the info - I don’t have nearly the patience to find this stuff myself.
While I was typing this, I thought of something for the engineers, whenever they get their new achievements. Perhaps they could get different loadouts for their sentries? Like, perhaps swapping out the rocket launcher for a flamethrower? Or even an entire change - a sentry gun that has a pitiful main gun, but it comes with a special zapper that automatically shuts off any uber in sight? Hmmm…
6 Phil // Apr 17, 2008 at 3:05 pm
A long overdue thankyou, Chris! I check back here daily, and rarely am I without informative entertainment :)
These new rewards are looking cool - Engie’s my favourite class and new stuff would be very much welcomed.
7 Mike // Apr 17, 2008 at 3:25 pm
You get no ‘thank you’ until I see these nude pictures which you’ve tagged :)
8 Pentadact // Apr 17, 2008 at 4:20 pm
I would like a teleporter exit which catapaults the teleportee forwards and up. It’d be like a free rocket jump for all. You could place it in front of the train carriages during setup on Well, and start flinging people across early.
Obviously the Engy would see a projected arc of flinginess when choosing where to place it.
9 trapped // Apr 17, 2008 at 4:47 pm
Of course, thanks Chris! C’mon now, you know your fans well enough by now, right? We’re like hyperactive little toddlers: we love to scream and complain and argue but deep down we love you.
:)
10 [@] Chronos[Ha-G] // Apr 17, 2008 at 4:57 pm
Oooh! Another thing I just thought of - perhaps an anti-spy detector? Within a certain radius around itself, any cloaked spies are decloaked, and any disguised spies are revealed. Maybe you can build that, but the tradeoff is no dispenser or something.
11 >_ // Apr 17, 2008 at 5:27 pm
I would want something to replace the teleporterss. They are only useful on certain maps, and on those maps they become prime targets or are largely ignored. I want a combine-wall style floor mounted wall pr0jector. That does 2 things, is capable of stopping an enemy character from passing through it (but not block off an area larger than a dispanser does, I dont want to use my dispenser as a wall anymore.) and stops splash damage from passing through it. Thus it can serve as some shielding for your sentry, at least until the projector is destroyed/sapped. Bullets, grenades and rockets would pass through it normally. Another possibility making making it explode the rocket/grenade as it passes through it, damaging the projector as it does so, but I think that might get too annoying for demos and soldiers. Disguised spies can pass through it with impunity. For another slot (since a teleporter is really 2 slots) is an alarm. The alarm is tied to my alternate idea for the turret though. <.< Basically if you have played with SLAMs from HL2: DM or Garry’s mod its a little laser that is waist high, mounted on the wall.
For the Dispenser, I want one that passively repairs a module that it right next to it. (but not destroy sappers) I cant really think of anything else for it. Maybe replace it with an ammo turret that flings ammo at friendlies? :D
An alternate turret idea is a little turtle turret, that looks like a little armored turtle on the ground, a little bigger than a. It is essentially invulnerable, it cant be destroyed by sappers. The problem is that it only deploys when the alarm arms it, and it only deploys for 15 seconds, also it can be destoyed when deployed. If the alarm is destoyed or sapped, the turret will never deploy. A cloaked or disguised spy can pass the alarm. A demo can probably easily destroy the alarm from an angle for most positions, or just trigger the alarm after the turret is surrounded by stickies. Soldiers can do something similar, but they may want to wait to be ubered before trying.
I like Pentadact’s idea though. It would be like deployable SMBCastle catapults.
12 chris g // Apr 17, 2008 at 5:36 pm
Thanks for stealing my spy detector idea. ;) Though I think the sure fire way to show the detected spy would a glowing ring around their feet like they just came out of a teleporter.
13 Dan // Apr 17, 2008 at 6:27 pm
The upgrades would have disadvantages… perhaps the new dispenser could hold less metal or would charge metal slower. In which case I would be a greedy little engie and not use the new one.
Can’t think of a good disadvantage for a faster teleporter, except maybe players who use it have to stand on it longer to teleport or can’t move for a bit after teleporting (or maybe teleporting hurts you?)
How about a teleporter that heals you a little or gives you a (very) short uber when you go through it? The amount it heals/ubers could be determined by how far it sends you (so you couldn’t put a entrance next to an exit). That would be pretty neat. Makes that “step in the swirly thing, it has mystical healing properties!” spray have some merit to it.
And next… a flamethrowing sentry!
14 Baggie // Apr 17, 2008 at 7:28 pm
You don’t need a disadvantage to the teleporter, or any other upgrade. It’s a reward for getting good at one class. Look at the medic ones and the only bad thing is the ubersaw is 20% slower. Everything else is better, as a reward for being good at the class.
Also, I’d be all for a flame thrower sentry. It combines both my favorite classes!
15 Ledd_Bate // Apr 17, 2008 at 8:01 pm
I think I’ve thanked you before in an old email during the “Concerned” days, but thanks again anyway. Your blog(s) are a helluva lot more entertaining than most out there.
16 [@] Chronos[Ha-G] // Apr 17, 2008 at 8:15 pm
New syringe gun is incapable of criting.
New ubercharge no longer gives invulnerability.
Those look like bad things to me.
Seriously, this isn’t an rpg - Valve is intentionally giving each weapon a tradeoff so the game remains balanced (They’ve stated so themselves). The reward is getting the ability to switch up your loadout and change how the class plays somewhat; not getting a superior weapon overall.
So, back to point, yeah - the upgrades DO need disadvantages, so they’re not just better than the original.
17 Norman // Apr 18, 2008 at 12:11 am
http://img525.imageshack.us/img525/225/barneyintf2bn3.jpg
18 Crane // Apr 18, 2008 at 1:47 am
Can I just say that a spy detector would really screw over an already almost-unusable class?
And a sentry that removed ubers would basically stop what is often the only thing that breaks a sentry-nest full of demomen.
19 sortie // Apr 18, 2008 at 3:06 am
What the fuck is going on here, there used to be 3 or 4 comments but now it’s like everybody comments and thus drowning my comments in the masses! D:
Anyways all the other sites post the news too, however what I like is your opinion on the subject, not the actual news.
20 Pentadact // Apr 18, 2008 at 4:01 am
Robin confirms that this is what they’re experimenting with at the moment, to CS Nation:
http://www.csnation.net/viewnews.php/9458
Strongly suggests Engie Unlocks are next. He does need to be made more fun, but I thought they’d use these to encourage people to play under-played classes first. The Engie’s the most-played.
21 Lack_26 // Apr 18, 2008 at 4:25 am
Thanks for the news, also I demand a turret which the engineer can get into.
22 DeCreaux // Apr 18, 2008 at 4:40 am
I’ve only played the PS3 version, so maybe things are a bit better ballanced or maybe the people play fairer, or something, but I don’t want to see character upgrades or expansions, I want to see map hack/exploits repaired/fixed! Yes, some are fun and add a bit to the game, but most are annoying, exploitive, abused, and generally break the balance of the map and interupt the flow of the game AND the flow of the fun. Maybe I don’t play video games enough for my voice to matter (at the top of my play for TF2 I only played a few hours a day, typically I play a few hours a week). I love the game, but the exploits/hacks are becoming ridiculous, and sometimes I have to stop playing because it’s stopped being fun and started being tedious.
23 [@] Chronos[Ha-G] // Apr 18, 2008 at 7:03 am
Yeah, the PC version has had a slew of updates since release, whereas (to my knowledge, anyway) the console versions have gotten MAYBE one. That’s part of the reason I try to get the pc version of a game over any other versions.
(Also, I vastly prefer mouse control.)
24 [@] Chronos[Ha-G] // Apr 18, 2008 at 7:13 am
Forgot to put this in my previous post -
I don’t think spies are unuseable - hard as hell to play effectively, yeah. But I’m just throwing ideas out there - I visualize the detector having MAYBE a 3 foot radius (or less) around itself. I seriously doubt they’ll ever put one in game, frankly.
Same goes for the uber-zapper. I imagine it having maybe the level 1 sentry gun as its MAXIMUM weapon on it, and it also is weak as can be. It would essentially require either people around it to ACTUALLY defend against enemies, or another sentry gun. On a side note, if for some reason they do ever put it in, I suspect that one (or more) of the other upgrades that comes down the pike will help counteract it. But again, I highly doubt they’ll put the uber-zapper in game at all. Just thinking up things.
25 Grigoriy // Apr 18, 2008 at 8:33 am
An uber zapper in conjunction with a couple level 3’s and what do you have?
Invincible sentry nest as long as the engi’s are attentive, and people keep an eye on the demos. This sort of scenario of a sentry nest happens often on a team with competent defense, and really only an uber in conjunction with a spy sapping (So engi’s can’t repair, they have to remove the sapper) can take out the turrets manageably. But get a spy detector and an uber-zapper and you’ve got something pretty unbalanced when other engi’s can just compensate.
26 noclip // Apr 18, 2008 at 9:12 am
For spies, I’d want an upgraded disguise kit that allowed you to walk through enemy players, but cut your cloak time down to 5 seconds to compensate. Also, an upgraded sapper that takes 5 seconds to attach, but takes control of the sentry for your team (and the Engineer can’t destroy it).
27 Suraj // Apr 18, 2008 at 9:38 am
One of the “achievements” would be placing a dispenser near the person every time he asks for it :D
28 [@] Chronos[Ha-G] // Apr 18, 2008 at 1:03 pm
Hmmm…I still like the anti-uber idea, but you’re right Grigoriy; That’d be pretty much impossible to get by. Perhaps it takes a full minute to charge up between each shot or something? In the meantime, it’s just a pathetic sentry gun? That’d prevent just the disorganized medic and other guy from taking it down themselves, but allow an organized team the ability to still take it down? Again, I’m just throwing ideas out here.
29 Lemonpieman // Apr 18, 2008 at 2:06 pm
Sorry Chris, thanks.
30 shake // Apr 18, 2008 at 2:54 pm
Thank you very much! I loved Day 15 of Nondrick’s life so much! Oh wait, it’s not up yet.
Nevermind.
I guess thanks for the other news I never hear about on other sites, though.
Seriously, though, the first fourteen days of Nondrick’s life are amazing, I need more.
31 Mr_Wizard // Apr 18, 2008 at 7:20 pm
A little off topic, but for the pyro’s alternate flame gun, I had a wacky idea. He wields a rocket engine. <_< Basically, when it fires, your speed going backwards increases (going with the thrust) while your speed going forward is slowed (against the thrust). Problem with that is it kind of steps on the toes of the Scout.
32 Dan // Apr 18, 2008 at 9:20 pm
Hmm I thought the upgrades were like weapon changes for the medic, but now that I read it more carefully it looks more like sentry upgrades but for other buildings.
33 Grigoriy // Apr 19, 2008 at 9:53 pm
I see what you’re getting at Chronos, but I think the best way of getting rid of a disorganized “solo” H/M or S/M combo is to kill the medic with a spy, a sniper or a scout. After all, if they’re disorganized, it shouldn’t be too hard since they’ll be away from the team.
I regularly play as spy, and a combo is usually so focused on advancing, I can kill the power class and the medic dies very easily to the revolver. 3 hits, and he’s gone. Of course, an organized team won’t fall so easily to a spy but I can usually take down the medic at least (Since he’ll be more still and complacent).
34 mr. Brit // Apr 20, 2008 at 2:42 am
I don’t think they mean medic style upgrades, I got that you would be able to upgrade your ’spenser and tele to level 3 like a sentry. I dunno if I’m right but I think that’s what it was talking about.
35 fermaroloViem // Oct 1, 2008 at 3:57 pm
I just want to take some money! :)
Press here
36 Recent Faves Tagged With "thevalve" : MyNetFaves // Mar 1, 2009 at 2:05 pm
[…] public links >> thevalve women bloggers First saved by JonRouston | 9 days ago Engineer Upgrades Revealed! First saved by mcfw2012 | 11 days ago Extreme Work Study. First saved by ithinkihaveacat | 13 […]
Leave a Comment
To cut down on spam, any comment posting a link will be held for moderation. If you'd like to post a link, please paste it into the "website" field and direct others to click your name. Thanks.
You can also cut down on spam by not spamming my comments section. If you have nothing to say, please, don't say anything. Thanks.