Hey there folks. I've been going through a TF2 craze right now, so it figures I would make something like this. Ever since someone made that Guard Dog class, I thought of a few ideas that would be neat additions to TF2.
As for balance, I wouldn't know how balanced these classes would be. Please tell me what you think!
As for balance, I wouldn't know how balanced these classes would be. Please tell me what you think!
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I like how you kept the concepts simple, and their roles easy to understand. That's something a lot of designers have trouble with doing, since it's so easy to come up with awesome ideas, but it ends up getting so complex or far from it's it's goal that it loses the point of making it.
That having been said, I've always liked the idea of a support class that uses items to help their teammates. It looks like what the Chef class does is provide immediate health to allies with a limited supply, unlike the Medic's gradual healing and infinite ammo. The Heavy can kind-of-sort-of already do this with the Sandvich, but it always gimps his ability to help himself for a short period of time, and since he's a major source of damage, that's giving up a lot. The Chef could be used in pinch situations or in the final push to win. (And who wouldn't love using a nail gun?)
I'm more or less iffy on the next idea. While I love flight classes, I get the idea that Valve intentionally avoided adding something like Air Support for both strategic balancing and environmental cohesion. Having the ability to fly already makes it so that you're avoiding a ton of damage for a short duration, rendering enemy melee weapons useless and making a difficult target for people to aim at. (That, and you'd be a major distraction. Who wouldn't want to kill the flying man first?) Secondly, Valve designs a lot of their maps with certain boundaries in mind. Aesthetically, you don't notice a lot of the hard boundaries that keep you from hitting the edge of the map or getting to the skybox because the environment is designed in such a subtly convincing way. You'd immediately start questioning why you can't sail straight over a building when you start hitting said boundary in mid-air, and that removes a good portion of the "feel" of the map. I say this because in flight, you'd have a lot of control as to where you're going, and a lot of time to absorb what's happening, as opposed to only being momentarily in the air while sticky or rocket jumping. (Immersion and environment are very important design aspects in making an official Valve anything, otherwise I'd say go crazy.) So as much as I'd love to take out some foos airborne, I'm afraid it won't happen outside of a fan mod. (I've actually seen some really cool model and design work for similar flight-based classes.)
Good stuff, I always like seeing design ideas.
That having been said, I've always liked the idea of a support class that uses items to help their teammates. It looks like what the Chef class does is provide immediate health to allies with a limited supply, unlike the Medic's gradual healing and infinite ammo. The Heavy can kind-of-sort-of already do this with the Sandvich, but it always gimps his ability to help himself for a short period of time, and since he's a major source of damage, that's giving up a lot. The Chef could be used in pinch situations or in the final push to win. (And who wouldn't love using a nail gun?)
I'm more or less iffy on the next idea. While I love flight classes, I get the idea that Valve intentionally avoided adding something like Air Support for both strategic balancing and environmental cohesion. Having the ability to fly already makes it so that you're avoiding a ton of damage for a short duration, rendering enemy melee weapons useless and making a difficult target for people to aim at. (That, and you'd be a major distraction. Who wouldn't want to kill the flying man first?) Secondly, Valve designs a lot of their maps with certain boundaries in mind. Aesthetically, you don't notice a lot of the hard boundaries that keep you from hitting the edge of the map or getting to the skybox because the environment is designed in such a subtly convincing way. You'd immediately start questioning why you can't sail straight over a building when you start hitting said boundary in mid-air, and that removes a good portion of the "feel" of the map. I say this because in flight, you'd have a lot of control as to where you're going, and a lot of time to absorb what's happening, as opposed to only being momentarily in the air while sticky or rocket jumping. (Immersion and environment are very important design aspects in making an official Valve anything, otherwise I'd say go crazy.) So as much as I'd love to take out some foos airborne, I'm afraid it won't happen outside of a fan mod. (I've actually seen some really cool model and design work for similar flight-based classes.)
Good stuff, I always like seeing design ideas.
Wow! That's a very thoughtful and highly enlightening comment! Thanks!
Anyways, I see what you're saying about the air support. The way I had in mind to work around the issue was to have him fly to a specified hight, so as he wouldn't be bumping against the sky barrier. Also when he goes into flight mode he would gradually rise up off the ground (something I forgot ro mention was that he uses a jet pack), meaning that he is still targetable by secondary weapons and some melee stuff for a breif period. Once in the air, he would be sniper fodder (since I forgot to mention, movent in the air is a bit loose) and would be vunarlble to rockets as well as pyro flare guns. One last thing I had in mind is that the fuel it takes to recharge as well as its consumption would be simular to the spy watch in terms of how fast fuel runs out and how long it takes to charge up again.
To me, that is a well balenced class, but then again I can understand why an air support class wouldn't make it. I mean not only would it require a lot of things to make it balanced to the other teams, we would also have to take into consideration the maps. How effective would an airial class be on a map like 2fort or Turbine?
By the way, thanks again for your input! It's always nice to get opinions from others to help formulate Ideas.
Anyways, I see what you're saying about the air support. The way I had in mind to work around the issue was to have him fly to a specified hight, so as he wouldn't be bumping against the sky barrier. Also when he goes into flight mode he would gradually rise up off the ground (something I forgot ro mention was that he uses a jet pack), meaning that he is still targetable by secondary weapons and some melee stuff for a breif period. Once in the air, he would be sniper fodder (since I forgot to mention, movent in the air is a bit loose) and would be vunarlble to rockets as well as pyro flare guns. One last thing I had in mind is that the fuel it takes to recharge as well as its consumption would be simular to the spy watch in terms of how fast fuel runs out and how long it takes to charge up again.
To me, that is a well balenced class, but then again I can understand why an air support class wouldn't make it. I mean not only would it require a lot of things to make it balanced to the other teams, we would also have to take into consideration the maps. How effective would an airial class be on a map like 2fort or Turbine?
By the way, thanks again for your input! It's always nice to get opinions from others to help formulate Ideas.
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