TF2 Blog Update - Heavy Overload

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  • CSN NewsBot

    #1

    TF2 Blog Update - Heavy Overload

    The Team Fortress 2 team at Valve was just asking for it when they requested community feedback on how to improve the Heavy with unlockables. They have apparently received such an overwhelming response back that they're still not through reading all of your suggestions!



    Furthermore, the team is offering up a continued look at their thought processes when it comes to designing new unlocks and achievements for the classes. I'll provide the first one for you free of charge, but to see the rest you'll have to continue on after the break!
    • Does it affect the main weaknesses of the class? What could opponents do against an entire team of this class armed with your idea? Class balance is more a function of the weaknesses of each class than their strengths. Weaknesses provide population control, where the value of a counter class rises as a class's population rises. i.e. Snipers become more valuable the more Heavies there are on the enemy team. As a result, we're very wary of reducing a class's weaknesses.
    [break="more from the blog"]
    • How does it affect the core interactions between this class and other classes? To help here, it's useful to coarsely determine the standard interaction for this class and each other class at short, medium, long ranges, and varying terrain layouts, assuming roughly equal skill on each player's part. Then think about how your idea affects each of those interactions.



    • Does it also solve other goals we have for the class? We usually have several goals we're trying to achieve with a class, and ideas which solve multiples are more valuable.
    There's plenty more where that came from.
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