Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
The new unlock system -whereby players are awarded a random weapon they may or may not already have every few hours – is terrible. I love it. Because very suddenly, it awarded me the Huntsman. I certainly lust more fiercely after some of the Spy unlocks, but the bow and arrow is probably the newest thing in this update. I punctured a few Scouts on Arena: Sawmill before a friendly Pyro happened to run past flaming wildly, and caught my arrow on fire. Ace! I shot a Scout with it. Ace! He caught light. Ace! He burned to death. Ace!
The Huntsman taunt involves thrusting an arrow rather nastily upside an imaginary victim’s guts. I plan to engineer a situation in which this victim is not imaginary.
It really grates not being able to work my way towards the unlocks I want, though. It undermines the main driving force unlocks bring to the game: progression. Since it came up in the comments to the last post, my ideal system would let players pick an unlock to work towards, and tell them how many points they have to score to earn it – 500 for the Huntsman, say. Then there’d be a little toggleable bar on the HUD showing their cumulative progress towards achieving it.
The sneaky Spy buffs in this update make him worth spamming even without the new unlocks: dressing as an enemy Spy, now that you appear to be wearing a mask, genuinely fools most players right now. It won’t last to that extent, but it’s nice that only one of his disguises is truly fallible now. Even their health is beyond suspicion, now: he appears as injured as the person he’s pretending to be, so no more blasting team-mates for being conspicuously half-dead.
I’m looking forward to using enemy teleporters, though I’d still love an unlock that let me use them in reverse: jaunt from the exit to the entrance. Speaking of which, Doctor Disaster’s Spurious Sentry Spraypaint is still better than anything Valve came up with for the Spy.
It is a source of sadness to me that the Spy’s killing joke – his fatal taunt animation – is the swishy knife fencing one. I’d suggested his flicked cigarette should permanently ignite anyone it hits, because it just seems classier. It is a source of some glee, though, that his murderous fencing can be performed invisibly: I taunt-stabbed a Sentry, then its Engineer, without being revealed.
This, too, makes me beam. Taunt a few times with your disguise kit out.
It’s early to judge, but I’ve taken a powerful enough dislike to Pipeline that I’m actively avoiding servers running it. It seems to have some uncircumnavigable chokepoints and the open areas don’t inspire me somehow.
Arena, on the other hand, is not as hateful as I remember. I can still never forgive a system that asks anyone, ever, to sit out a round. But it’s only happened once, and so far I’m really liking the two new maps: Sawmill and Nucleus. As I said before Arena first revealed itself to be terrible, the map format fundamentally appeals to me: last man standing deathmatch, with a single time-release capture point to bring things to a head if they drag on. The server we played on at lunch permitted teams of at least 11, so no whole team had to sit out, but individual players still did, and the next time that’s me, my renewed tolerance for this nonsense will end.
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