You may have seen them before, and i knew old TF2 was a different game altogether, but reading the IGN preview has made me realise just how different it was. We all knew about old 'realistic' TF2, the old commander, and so on. But its still quite jarring to read about. Just look at these quotes.
Half of it makes me think i'm reading about Battlefield 2, with talk of minimaps, reviving and commanders:
http://www.actiontrip.com/previews/teamfortress2.phtml
Interesting reads.
Half of it makes me think i'm reading about Battlefield 2, with talk of minimaps, reviving and commanders:
Playtesting showed us that people loved being revived almost as much as Medics loved to revive them, but that it was a chore for Medics to find the people who needed them, so they weren't doing it as much as they'd like to. So we've added features to the Medic's radar, and to the Commander's HUD, to find the nearest team-members who need healing. Now Commander's can see when a team-member is dying, can select the nearest Medic, and order him to revive the player. The Medic's radar shows him/her exactly how to find the dying team-member.
While other parts just make me think wat :Again, the Medic's ability to revive team-members is a good example. Currently our playtesting's showing that it is too powerful, but we don't want to simply remove it. The gratitude players have for the Medic who just revived them is too good to lose.
IGNPC: The description of being able to load a machine gun while another player fires it really conjured up a lot of great team feelings for gamers out there -- what other similar experiences do you have planned for gamers?
RW: There's a variety of specific interactions between classes. The machine gun itself is built by an Engineer before being manned by the gunner and belt-feeder. Rangers can drag dying teammates to Medics for revival, which is extremely useful when enemy Snipers are trying to bait the Medics out into the open. The Officer uses smoke grenades to obscure the enemy's vision, spots them with his Infra-Red goggles, and then relays their positions to team-mates, and so on.
http://uk.pc.ign.com/articles/078/078043p1.htmlIGNPC: The proximity boosting features of the officer are a great addition to the teamplay universe. How has that been working out so far in testing?
RW: It's taken some interface support before players have really begun to appreciate it, but it's working out nicely. It doesn't take much incentive for players to move around together, so we've found it didn't need to be as powerful as we thought it did.
http://www.actiontrip.com/previews/teamfortress2.phtml
Interesting reads.
Last edited by Spidery_Yoda (2009-04-23 10:48:58)