Archive for January 23rd, 2008

23 Jan / 10:25 am

TF2 Major Medic Changes Unveiled

Tendril posted a Joystiq link to our IRC channel this morning that broke some of the clouds surrounding the new “major gameplay changes” to TF2. It looks like some guys from PC Gamer Blog were at Valve’s headquarters getting the latest scoop. I think they were surprised by what was in store for them when Valve revealed some of the upcoming changes to TF2.

medic.gif

But the biggest news is this ‘large-scale modification’ Valve teased us about a few weeks back. It’s even larger scale than I’d thought.

Starting with just two new items for the Medic, Valve are going to be gradually rolling out new, unlockable weapons for every class. These will be alternative versions of their current loadouts that, once unlocked by earning a certain number of achievements, you can pick and choose from on a new ‘Loadout’ menu.

Joystiq sheds a little more light onto the situation.

The first earned weapons is the Overhealer. Unlocked by earning 35 achievements, the “gun” can permanently raise an ally’s health to 200% (the current medic tool temporarily boosts health to 150%). Citing balance concerns, Valve said they may remove the invulnerability-granting Ubercharge from the Overhealer.

Both articles also mention a new gameplay type, Goldrush, to go along with a brand new map to be released at the same time as Badlands. Sounds kinda like spazball, but with a track and only two teams. PC Gamer Blog gives the following description,

One team must escort a small mining cart through a series of Dustbowl-like map segments. The cart moves faster the more Blue players are near it, but stops entirely if even one Red player is in range. Blue have to escort the cart all the way to Red’s headquarters within a certain timelimit.

Valve has stated in previous articles that they plan to have these new changes out in the next two months. So sometime in the next 6 months we may see these changes.