TF2 Blog Update - Designing The Sniper Pack

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TF2 Blog Update - Designing The Sniper Pack

Postby ad_hominem on Wed May 06, 2009 11:38 am

There's been a new update over at the official TF2 blog, talking a bit about the problems with designing the update for the forthcoming Sniper pack.

The Sniper has been a tricky class to update. In particular, designing an alternative to the Sniper Rifle has been a challenge. To understand why, we need to go back, way back, into the mists of time, when dinosaurs roamed the earth, and we started working on TF2. If it helps, you can listen to the Doctor Who Theme while you read...

In an effort to reduce some of the aggravation that other players feel towards the Sniper, we chose the goal of designing an unlockable that encouraged the Sniper to get a little closer to his target. We want him to give up some of his primary advantage in return for something else, so that enemies he kills feel like they were engaged with them, and feel like they could have survived if they'd just managed to fight a little better.


You can read the full post at the official blog, which also mentions the release of Gang Garrison 2.1 - the 8-bit TF2 game.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby stoopdapoop on Wed May 06, 2009 12:45 pm

22 years ago?
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby source-maps on Wed May 06, 2009 1:39 pm

stoopdapoop wrote:22 years ago?

joke/sarcasm

also>
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby vcool on Wed May 06, 2009 4:02 pm

I think this'll destroy the uniqueness of the sniper. Teh Snipah could take you out across the map; if he needs to get up-close-and-personal with his victims it'll defeat the purpose of the class, IMO. Snipers suck at close-range (most of the time) so why make him want to get close? If a player likes to play close offence they should choose another calss.

On the bright side, however, it's only an unlockable and its use is optional. :D
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby Surfa on Wed May 06, 2009 4:47 pm

vcool wrote:I think this'll destroy the uniqueness of the sniper. Teh Snipah could take you out across the map; if he needs to get up-close-and-personal with his victims it'll defeat the purpose of the class, IMO. Snipers suck at close-range (most of the time) so why make him want to get close? If a player likes to play close offence they should choose another calss.


Wait you must play with rubbish snipers offensive sniping is great fun and extremely useful when done properly, I love using the sniper up close (nothing beats no-scope headshots with the tf2 sniper). But yeah I don't think they should upgrade the close qualities of the sniper instead they should focus on the long-ranged aspect and maybe something to help with spies/scouts.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby vcool on Wed May 06, 2009 5:13 pm

Offensive sniping was my specialty when I used to play DoDS regularly.:P I can't do it in TF2, though. Besides, you can have so much more fun being pyro at close range. :D
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby source-maps on Wed May 06, 2009 5:20 pm

dont worry, the unlockables so far were great except the energy drink..
the sniper could use some weapons for game types like payload and arena
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby mat_de_b on Wed May 06, 2009 6:12 pm

It isn't going to be hand to hand close, its quite a clever trade off, as a sniper your gonna have to get a little closer (often during attacking or quick battles) but in return your gonna get more damage or something... it makes your more vulnerable but more powerful like many of the other unlockables...
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby Mortimer on Wed May 06, 2009 7:10 pm

I've only seen the scout drink actually help twice during the combat, otherwise it was rather pointless. I'm glad it was the last unlock-able of the scout. Now, I am somewhat glad that the sniper update is a little geared towards close combat.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby tundra_cool on Thu May 07, 2009 1:10 am

Call me crazy but it sounds awfully like a Killcam knock-off is on it's way.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby KommanderK on Thu May 07, 2009 1:18 am

... Theres already a killcam
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby tundra_cool on Thu May 07, 2009 1:45 am

KommanderK wrote:... Theres already a killcam


Not a 'Killcam' kill camera, but a sort of 'killer camera.' I'm talking about showing the sniper's point of view as he lines up his crosshairs then fires, not some phony smirk the models make after you've been killed.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby KommanderK on Thu May 07, 2009 2:22 am

that would totally disorient you and you wouldn't be able to control your character properly from someone elses view. the article was about making the other player NOT frustrated when against a sniper.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby Psy on Thu May 07, 2009 3:38 pm

KommanderK wrote:that would totally disorient you and you wouldn't be able to control your character properly from someone elses view. the article was about making the other player NOT frustrated when against a sniper.


...What? He's talking about a short replay of how you died from the killer's perspective whilst you wait to respawn.
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Re: TF2 Blog Update - Designing The Sniper Pack

Postby YokaI on Mon May 11, 2009 6:24 pm

So their solution to the sniper is to make him not a sniper?


Bold move.
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