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Traditionally, Valve have maintained impossibly motionless poker faces about what they have planned in the longer term for Team Fortress 2 [official site] updates – something which helped to build insane degrees of anticipation back in the day, as we prayed and begged for videos and comics and guns and hats. These days, Overwatch seems to absorb most of the air in the room, and in addition TF2 is so fatted with stuff> that it’s hard to get too excited about this or that being tweaked. That’s why the latest round of patch notes are semi-notable: they’re telling us what they’ve got in the pipeline before it gets sprayed into the game, as opposed to the usual after. … [visit site to read more]
Videogames that are a decade old tend to be pretty well locked-down, which is a nice way of saying that their developers stopped paying attention to them years ago. Not so with Team Fortress 2, however. Valve announced in a TF2 blog post that new balance changes are coming to the game in a "major update," and this time around it's actually telling people about the update before it goes live.
"In the past, we've made blog posts about changes we've already shipped or stuff we've tossed onto the smoldering scrap-heap of failed ideas," Valve wrote. "This time—based on your feedback—we're going talk about changes while we’re still working on them."
The list of changes, "based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing," is not complete, but is instead a "sneak peek" at what Valve is moving toward. Some changes, to both items and classes, are still being worked on and aren't "ready for review," and some that are listed may be changed prior to the update's release.
Valve is also "going deeper" with some classes than others. The Scout, for instance, will see a number of changes: The triple-jump enabled by the "Atomizer" bat, for instance, "is just too strong" because opponents don't see the bat and thus can't anticipate the Scout's enhanced jumping ability until it's too late. Because of that, the update will require that the bat be deployed, rather than simply carried, in order for the triple-jump ability to be used. It will also suffer a 50 percent "deploy time penalty" in order to prevent a "quick-switch by-pass."
The Engineer, on the other hand, is getting far less attention: The only listed change for that class is that the "Rescue Ranger" weapon will consume metal (at a 4:1 metal-to-health ratio) when used to make ranged repairs to buildings. Previously, ranged repairs with the weapon required no metal, which made it a little too powerful.
Ahead of the update, Valve is inviting player feedback as it tunes and finalizes these and other changes. "Hearing from you helps us prioritize our work and influences the direction the game moves in."
A rollout date for the latest TF2 update hasn't been set.
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