TF2: Meet The Sniper

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Ender
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TF2: Meet The Sniper

Post by Ender »

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Post by Hawkwings »

I like these videos. I think my favorite one is with the scout.
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Post by Mr Bean »

"Have a plan to kill everyone you meet"
Oh so true, the effort they put into these videos shows so well.

The question for me of course is how the hell they do the Pyro.. and when the hell they do the Spy.

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Post by Jericho Kross »

Now that was good. I amso buying TF2 this summer :D
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Post by Singular Intellect »

My favorite so far is heavy weapons guy...love his accent and attitude. :lol:
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Post by Ford Prefect »

I've enjoyed all of these; they're all very clever. The difference is that one is a job and the other is mental sickness!

Apart from the top notch character design and interesting look to the graphics, what really shines for me is the voice actors they got to do the team. They give what are usually faceless avatars of murder a lot of character. Even the idea that the teams are rival construction companies makes the whole game somewhat more fun to play.
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Post by Zablorg »

Ford Prefect wrote:Even the idea that the teams are rival construction companies makes the whole game somewhat more fun to play.
FYI, they're not actually building companies. They are in fact rival intelligence organizations that are pretending to be construction companies!
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Post by Andrew_Fireborn »

What I really loved? The Bobble head of the old civilian model. >_>

Damn, this is a lot sooner than I expected the stuff to be done. Figured the fall at the earliest. Then again I haven't been keeping up on the news. (And I still haven't gotten the damn ubersaw...)
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Post by 2000AD »

They even got a 'boom headshot' reference in there.

Man, I can't wait to see what they do for Meet the Pyro.
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Post by Ryushikaze »

Mr Bean wrote:The question for me of course is how the hell they do the Pyro.. and when the hell they do the Spy.
Subtitles for the Pyro, or an interpreter.

The spy, I agree, might be difficult to do. Have him give his spiel as all the other characters, perhaps?
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Post by Civil War Man »

I'm a fan of The Demoman

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Post by Ender »

Here is the listing of Pyro stuff. Awesome. That compressed air thing is going to revolutionize gameplay for pyros. At the very least the "pyros are easy prey for soldiers" dynamic is thrown completely out the window now. Further, OMGWTFBBQ means that the pyro taunt now does damage - that itself will change things as well because it essentially gives the pyro an extra weapon. But damn some of those achievements will be hard to get, the Medic ones were a lot easier. I guess that is why you need fewer to unlock.
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Post by Mr Bean »

Ender wrote:Here is the listing of Pyro stuff. Awesome. That compressed air thing is going to revolutionize gameplay for pyros. At the very least the "pyros are easy prey for soldiers" dynamic is thrown completely out the window now. Further, OMGWTFBBQ means that the pyro taunt now does damage - that itself will change things as well because it essentially gives the pyro an extra weapon. But damn some of those achievements will be hard to get, the Medic ones were a lot easier. I guess that is why you need fewer to unlock.
Are you kidding? The Pyro achievements are much easier to get. If you run around constantly flamethrowering constantly your going to get 10 of them in under a day just in normal play.

Things that look hard(Like Arsonist) will be easy considering all you need do is be sure to kill the teleports on end of round killing sprees you'll hit 50 in no time. Freezer Burn: I'm not sure how that will work out, but the only real hard ones are Got a Light and Clearcutter

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Post by Lonestar »

Bubble Boy wrote:My favorite so far is heavy weapons guy...love his accent and attitude. :lol:
Yeah, I was chuckling with the "Some people think they can outsmart me...maybe. But I've yet to meet someone who can outsmart bullet!" comment.
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Post by Uraniun235 »

I'm so glad those Pyro achievements are easier. I'm not sure I'll ever get some of those bloody Medic achievements.
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Post by Drooling Iguana »

I still like the Soldier. "And that's why from that day forward every time a bunch of animals get together it's called a zoo!

... Unless it's a farm."
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Post by Loner »

The Engineer one was also entertaining.
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Post by Civil War Man »

Ender wrote:Here is the listing of Pyro stuff. Awesome. That compressed air thing is going to revolutionize gameplay for pyros. At the very least the "pyros are easy prey for soldiers" dynamic is thrown completely out the window now. Further, OMGWTFBBQ means that the pyro taunt now does damage - that itself will change things as well because it essentially gives the pyro an extra weapon. But damn some of those achievements will be hard to get, the Medic ones were a lot easier. I guess that is why you need fewer to unlock.
Pyros do have some epic achievements. Fire and Forget (kill 15 players while you're dead) actually made me laugh out loud.
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Post by Mr Bean »

Civil War Man wrote: Pyros do have some epic achievements. Fire and Forget (kill 15 players while you're dead) actually made me laugh out loud.
If that said in "one life" yes Epic, however I'm pretty sure every pyro on the planet with more than two hours playtime qualifies for this one.

Speaking of which, come on Valve the've leaked the Engineer details(No word on weapons just class changes) why won't you toss those in as well?

(Class changes for engineers, everything is upgradable, a level 3 tel-porter recharges in 2 seconds for example, and a level 3 Dispensor is equivalent to a medic heal gun when standing next to it and has 400 ammo inside )

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Post by Jack_Ryan »

Holy hell, I must get this game.
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Post by Drooling Iguana »

I've had this game for months. I should actually play it one of these days.
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Post by Pablo Sanchez »

Mr Bean wrote:(Class changes for engineers, everything is upgradable, a level 3 tel-porter recharges in 2 seconds for example, and a level 3 Dispensor is equivalent to a medic heal gun when standing next to it and has 400 ammo inside )
2-second teleporters and medic-strength dispenser healing? That almost sounds too good to be true. They might be holding them back for playtesting, to see what they do to the game.
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Post by Mr Bean »

Pablo Sanchez wrote:
Mr Bean wrote:(Class changes for engineers, everything is upgradable, a level 3 tel-porter recharges in 2 seconds for example, and a level 3 Dispensor is equivalent to a medic heal gun when standing next to it and has 400 ammo inside )
2-second teleporters and medic-strength dispenser healing? That almost sounds too good to be true. They might be holding them back for playtesting, to see what they do to the game.
If it takes just as long to upgrade as the level 3 sentry gun and as much metal that's going to be a four minute build project. Also dispensers have small refill fields so you make yourself a stationary target while getting medi-healed. It makes pistoling someone off the gun impossible if true(Fun scout trick, aim at a engineer not totally behind his gun with your pistol, all you need is one lucky crit to seriously damage the gun or kill him so keep firing)

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Post by Pablo Sanchez »

Mr Bean wrote:If it takes just as long to upgrade as the level 3 sentry gun and as much metal that's going to be a four minute build project. Also dispensers have small refill fields so you make yourself a stationary target while getting medi-healed. It makes pistoling someone off the gun impossible if true(Fun scout trick, aim at a engineer not totally behind his gun with your pistol, all you need is one lucky crit to seriously damage the gun or kill him so keep firing)
With the teleporter, you usually build the entrance (the part that charges) immediately outside the spawn anyway, so you drop one and then go build at the front, and on your next death spend a rather short amount of time running between the spawn supply chest and the pad. The dispenser, which supplies metal, will pay for itself. I would actually think that the upgrade requirements for both devices would be higher than that of the gun for these reasons.
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Post by Mr Bean »

Pablo Sanchez wrote:
With the teleporter, you usually build the entrance (the part that charges) immediately outside the spawn anyway, so you drop one and then go build at the front, and on your next death spend a rather short amount of time running between the spawn supply chest and the pad. The dispenser, which supplies metal, will pay for itself. I would actually think that the upgrade requirements for both devices would be higher than that of the gun for these reasons.
1. Who says you don't have to upgrade the exit not the entrance?
2. Spies
3. Dispenser might have some requirment or extra high metal costs to upgrade.

WHAT these upgrades cost have not been stated, what a level 3 would have has been leaked.

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