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axion
03-07-2008, 04:41 PM
Remember news of a new gun for the medic way back when? Well, it looks like the overhealer will never see the light of day. This is what he wrote in response to an e-mail sent to him by a player.
Sorry for the super late reply on this one. I’m getting a ways behind in my email right now.

Thanks a bunch for the long & detailed feedback. It’s always great to get feedback with this amount of time & thought put into it. We’re still thinking about the relationship between the Pyro & the core combat classes, in particular that of the Pyro & the Soldier. We’ve tried a couple of things in our internal playtests, but haven’t found anything we like enough to ship yet. The recent update to the flamethrower with the audio cue played when you’re hitting an enemy seems to have been a good step.

No details on the Pyro’s unlockable weapons yet, sorry. We’re still focusing on the Medic, and the underlying system. Your fire axe will be happy to hear that the Overhealer didn’t work out as well as we wanted it to, and won’t be making an appearance.

Robin.Posted here (http://forums.steampowered.com/forums/showpost.php?p=7368710&postcount=1) on Steampowered forums.

cp#
03-07-2008, 05:09 PM
Fix your post. Also this is good news. No need for super heavies

dirtbag
03-07-2008, 05:18 PM
If the overhealer is out, then I wonder what real changes we're going to see with the medic. Whatever they are, I wish they'd get them done so we can start seeing something for the other classes.

Lance Uppercut
03-07-2008, 05:33 PM
A beefier attack would be nice, or at least let those needles poison victims.

mos
03-07-2008, 05:42 PM
Poison needles would be great --kind of a weakened flamethrower.

Sazime
03-07-2008, 05:46 PM
Front paged.... I wonder why? Great for TF2 players, but does this seem odd to anyone else?

cp#
03-07-2008, 05:46 PM
Only because it still isn't fixed

saulob
03-07-2008, 05:55 PM
nice one :)

digitalErich
03-07-2008, 05:59 PM
Give the medic an ammo beam to resupply the soldiers and demos :)

Sazime
03-07-2008, 06:16 PM
Give the medic an ammo beam to resupply the soldiers and demos :)
Now that would be insanity.

Spectre-7
03-07-2008, 06:17 PM
It hasn't been announced yet, but here's the big change if anyone's interested... Valve noticed that medics are always dancing around to avoid fire and stabbings, so they took it to the next logical level -- they've integrated the "dancing" into a rhythm based mini-game. With the new update, the heal-gun will play music, and medics who dance in time with the beats will heal and regenerate their own health faster. They're also testing out having it prolong Ubers.

...and if ya believe that, I've got this lovely bridge to sell ya...

Dr.Finger
03-07-2008, 06:30 PM
Fixed the quote tags

LiquidRain
03-07-2008, 07:05 PM
It hasn't been announced yet, but here's the big change if anyone's interested... Valve noticed that medics are always dancing around to avoid fire and stabbings, so they took it to the next logical level -- they've integrated the "dancing" into a rhythm based mini-game. With the new update, the heal-gun will play music, and medics who dance in time with the beats will heal and regenerate their own health faster. They're also testing out having it prolong Ubers.

...and if ya believe that, I've got this lovely bridge to sell ya...
Up, down, left, right, shoot shoot shoot!

Vyzov
03-07-2008, 07:07 PM
Bridge for sale you say? That's exactly what my house needs. I'm looking for a nice little brick bridge, about large enough to cross a small stream.

Suicidal ShiZuru
03-07-2008, 07:22 PM
Front paged.... I wonder why? Great for TF2 players, but does this seem odd to anyone else?

Gaming news... Popular game... Very popular with site users... diaf...

Sazime
03-07-2008, 07:46 PM
Gaming news... Popular game... Very popular with site users... diaf...
Yeah, I'm not gonna continue to harp on it, but, it could be a slippery slope when it starts coming down to MMOs and other shooters, all I'm say'n. :)

Disgustipated
03-07-2008, 07:59 PM
God damn it. The overhealer was sounding really cool.

Also, Valve is right about the Pyro - Soldier relationship. 8 out of 10 times, the soldier, in a one on one, mano e mano fight, beats the shit out of the Pyro. Pyro's need to be close range combined with the Soldier's excellent splash damage = Pyro losing. Fixing this will be key.

dirtbag
03-07-2008, 08:06 PM
Yeah, I'm not gonna continue to harp on it, but, it could be a slippery slope when it starts coming down to MMOs and other shooters, all I'm say'n. :)

Well, we have our own server, so it's kind of a 'sponsored' game.

Lon Lon Rabbit
03-07-2008, 09:10 PM
God damn it. The overhealer was sounding really cool.

Also, Valve is right about the Pyro - Soldier relationship. 8 out of 10 times, the soldier, in a one on one, mano e mano fight, beats the shit out of the Pyro. Pyro's need to be close range combined with the Soldier's excellent splash damage = Pyro losing. Fixing this will be key.

I think they should DEFINITELY give the Pyro a rope and hook dealy like Scorpion from Mortal Kombat.

See a Soldier out of range? "MMMPHMPHMPHMMMMPPPH! (GET OVER HEEEEERE!)". Now you can burn him.

digitalErich
03-07-2008, 09:13 PM
Bring back fire rockets!!

PowPowHammer
03-07-2008, 11:04 PM
make the medic unlock so that hes a walking dispenser that only heals, no uber to balance it out or some other debuff

digitalErich
03-07-2008, 11:09 PM
Give the medic drop pods the heal for 400 total health and then despawn. He can fire and forget while keeping his attention on the heavy or pyro he's following. He gets one per life.

However, seeing as how you could drop these after a pyro runs through your ranks and quickly heal everyone, it might be overpowered. Make it so that it can only heal one or two people at a time maybe.

Varsity
03-08-2008, 01:28 AM
One tweak I know they were experimenting with was reducing splash damage from rockets that hurt their player. Attacking Pyros etc. would take the same amount of damage that the Soldier took.

MankoChu
03-08-2008, 02:44 AM
How about giving pyros a fireball shot. Right clicking would hurl a ball of flaming fuel (short range). If the fireball hits the ground the area will burn for a short time.

Lon Lon Rabbit
03-08-2008, 03:44 AM
How about giving pyros a fireball shot. Right clicking would hurl a ball of flaming fuel (short range). If the fireball hits the ground the area will burn for a short time.

That sounds cool, a big bob of napalm or something. Make it arc big time so if they aim real high they can shoot it long range, but because they're looking so high it will be hard to aim/keep enemies in sight.

Wasson_
03-08-2008, 04:29 AM
Right mouse accumulates pressure in his flamethrower, while held movement is slowed (slightly) and a distinctive sound, that of "pressure building". The longer the charge is held, the greater volume of ammo is consumed and the farther and larger the napalm discharge will impact. I'm thinking the pressure build is quick- so a pyro has a chance at getting at an escaping scout leaping about or - the soldier pummeling away with his rockets.

possibility...you hold it too long and it explodes setting everyone on fire in a short radius...potentially a suicide tactic.

lockwoodx
03-08-2008, 04:58 AM
The pyro needs water baloons filled with gasoline. Even better a blob of tar that covers a small patch of ground snaring anyone that walks through it that pyros are also able to ignite.

destoo
03-08-2008, 05:03 AM
Is this post related to this guy?

http://www.penny-arcade.com/images/2007/20070921.jpg

axion
03-08-2008, 06:19 AM
Sorry if the post was borked, I pressed enter thinking I was in the typing box, meanwhile it just sent it through...my bad.

Wackman3000
03-08-2008, 08:40 AM
How about giving pyros a fireball shot. Right clicking would hurl a ball of flaming fuel (short range). If the fireball hits the ground the area will burn for a short time.

Coolest thing I've heard yet! I think that would be great giving them a hadouken type fireball that maybe has big damage but moves slowly to allow people to get out of the way, or force them to get closer so you can burn them.

I would also say make it use a good amount of your ammo to compensate from a pyro overusing it.

Mason
03-08-2008, 11:29 AM
Is soldier vs pyro really that bad? The trick is that past a certain range, the soldier becomes worthless as well. Most classes have a strong advantage against pyros at that same medium range, either by having the firepower to keep him from clearing the distance (soldier, heavy) or by being able to backpedal and generally outperform the pyro's shottie (almost everyone else).

If they're going to improve the pyro's mid-range chances, I'd say that the sniper is a pretty good template. His machine gun is pretty effective, but is capped in its efficacy by its ammo supply, and so the sniper is given a fighting chance in disadvantageous situations without challenging his primary role.

I like the various napalm-splatter-esque ideas, but remember what it would do to spies if someone could ignite an area for any amount of time. Fun, but it doesn't shift balance in useful directions.

I'd say go with a squirt gun (super soaker?) of napalm and a lighter. It'd have two fire modes; first, with the lighter, it could ignite guys at medium range, doing light direct damage but with a moderate amount of damage over time. The second mode, without the lighter, would fire further and renew/increase the DoT on already flaming targets. This would help the pyro finish off escaping targets and deal with guys outside of flamethrower range without upsetting class balance, and would complement their primary role. Plus, evil.

Nessus
03-09-2008, 09:21 PM
I don't generally have that much problem with Soldiers when I'm playing as Pyro.

morose
03-10-2008, 07:23 AM
I don't generally have that much problem with Soldiers when I'm playing as Pyro.

Soldiers and Heavies both generally kill me as Pyro. I kinda figured that was part of the balance considering how badly I rape Scouts, Engies, Snipers, and Spies. Or was I confused about TF2 being focused on using the right weapon/class for the job?

Back on topic though, I'm kinda bummed they didn't find a way to make the Overhealer viable. Sounded like an interesting concept.

Wackman3000
03-10-2008, 02:31 PM
Back on topic though, I'm kinda bummed they didn't find a way to make the Overhealer viable. Sounded like an interesting concept.

Honestly, Im glad that they at least tested it and figured it wasn't viable than just throwing it unbalanced.

It just goes to show you how dedicated they are to this game and keeping it balanced and fun.

KamaItachi
03-10-2008, 04:33 PM
Soldiers and Heavies both generally kill me as Pyro. I kinda figured that was part of the balance considering how badly I rape Scouts, Engies, Snipers, and Spies. Or was I confused about TF2 being focused on using the right weapon/class for the job?

Back on topic though, I'm kinda bummed they didn't find a way to make the Overhealer viable. Sounded like an interesting concept.

I find as a pyro you have to choose your battles pretty carefully. The weaker classes don't pose much of a threat, but soldiers and heavies are, well... soldiers and heavies. Hit and run tactics, ambushes and softening up the big guys for your own team tends to work better.

You can't win every game by yourself. It's all about balance