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I feel power spy tf2 line
I feel power spy tf2 line









i feel power spy tf2 line

This is cool, and I’d like to keep the sharing, but I don’t think we can make the classes feel as different as I’d like them to with only one unique weapon per class. The idea there is that each class just gets one unique weapon, and shares two with the other classes. Since a class is defined by a) its stats and b) its weapons, and since the stats are pretty much already worked out, this means we need to rethink the weapons. This also jives with my current favorite weapon, the parasol, which is the ever clever spy taking what she’s given and making something new and cool out of it. Another way to think about this is that the spy is based around out-thinking, the scoundrel around out-maneuvering, and the soldier around being a beast. So that gives us a description of each of the classes. Lastly, the soldier has the short end of the stick right now as far as cool things go, and since the backstabbing scoundrel sounded like she could be based around one or two moves, I decided to have the last continuum be versatility vs specialization. Scoundrels sound like backstabbing badasses, whereas spies are much more noir and covert, so that gave me a continuum of twitchy, reactionary play as opposed to a style of play relying more on forethought. I was trying to think of different ways a fast & flimsy character could be played in the game, but the names scout and spy were eliciting much the same reaction form me, so I decided to rename the scout to the scoundrel. From our original design doc we already had one of these continua, so I slapped that baby on while I tried to think of some other things to distinguish the classes.Īs I said earlier, the scout and spy play almost identically right now, except the scout has stupider weapons so there is really no reason at all to play them. In order to make each of the classes sufficiently different, there are three continua, and each class is at the extreme of two and in the middle of the other. The idea is that each of the sides of the triangle represents a continuum for one trait. I like drawing shapes so to solve things I made a triangle: Taking that as my predicate, the Scout and the Spy are the top offenders, as they both fall into the “light agile guy” niche, and the Soldier is basically useless, due to his slow speed and the fact that enemies don’t play a big enough role yet for his higher HP to matter. Classes shouldn’t just be aesthetic, (in our case, red vs green vs blue), but should actually have completely different playstyles. At least in my eye, I see classes as a way for the player to have a different experience in going through the game. The classes in S-NET don’t really seem to serve their role. We originally decided to have three or four weapons for that same reason: Five and six are probably just too many.īear with me while I stop talking about weapons for a few paragraphs. Since a lot of the game is focused on being creative with what weapons you have, and using them in a way that requires some finesse, I don’t think that giving six weapons to a class is really the way to go. That makes two of the classes have five guns instead of three, and one of the classes have six guns instead of three. I’m a bit dubious of this idea for the reason that I think it may overcomplicate the weapon system - as the majority of the weapons have no obvious secondary function, the things we’ve been thinking up are basically a second gun.

i feel power spy tf2 line

We implemented a right click function to the grapple gun a while ago, which made it much more handy, and as it doesn’t really make sense for one gun to require a different control scheme than all of the others, adding rclick to all the guns seemed the way to go. So a thought we’ve been tossing around for the last little while is to have each of the three weapons a class gets have some sort of secondary function, triggered by right clicking.











I feel power spy tf2 line