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.
So the Demoman and Solider are getting three unlockables each next week, and there’s a seventh weapon that will go to whoever kills the other one more. They racked up 2.7 million kills of each other in the first sixteen hours of this competition, and currently the Soldier’s in the lead. I was trying to remember what I hoped the Demoman and Soldier unlockables might be, a year and a half ago, so I dug it out of the archive.
Both my suggestions for replacement melee weapons encourage and reward mid-air whacking after propelling yourself at the enemy with your explosives. I strongly suspect this seventh unlockable weapon, the one that could go to either class, is a melee weapon that critical-hits if used during or shortly after a rocket- or sticky-jump: it’s niche enough not to give the class it goes to a large advantage, and it’s one of the few areas of common ground between them.
My only suggestion for the Grenade Launcher at the time was its complete and permanent removal. I still hate it, but if I had to take a guess at a viable replacement, it’d be kind of cool to have one whose charges stuck to players and walls, detonating after a short delay regardless of enemy contact. Less useful for direct hits, but more useful for injuring pursuers while retreating. Here’s the others:
Wee Creepers: sticky-bombs that roll slowly towards nearby enemies, faster the closer they are. If an enemy’s close enough, they’ll follow him at Demoman walking-speed (very slightly slower than most classes). He can only lay four at a time, and they stop for a while if shot.
Why? Almost every situation involving these conjours an entertaining mental image.
Why not? This would allow players on your own team to screw you over by luring stickies towards you. It’s hard to say how much of a problem that would be, because to an extent it would require the enemy Demoman’s co-operation. If you’re close enough to them to lead them at walking speed, he’s probably just going to blow you up straight away.
The Good Stuff: alternate whiskey bottle which, if not yet smashed, temporarily adds 50 health when doing the drinking taunt – even if it takes him above his usual maximum. The boost decays over fifteen seconds, during which time the Demoman is also immune to fall-damage. The bottle always crits while the Demoman has been airbourne for more than a second.
Why? Bracing yourself for a good sticky-jump, whacking people at the end of it.
Why not… that swingy dynamite he had in the first trailer! I’m only guessing, but I would think that made it too easy to take out an Engy, all his kit and everyone defending him without actually entering line-of-sight. The swinging charge-up animation was interesting, though – I wonder if you had to stay still during that.
Last Ditch Digger: broken trench-shovel whose damage and attack-rate are proportional to the amount of health the Soldier has lost.
Why? Apart from encouraging unlikely comebacks, it makes rocket-jumping spade-attacks more effective. And fun things should always be made more effective.
Imploder: rocket launcher whose blasts suck people in rather than knocking them away. The actual damage radius is smaller than a standard rocket, but the ‘suck’ radius is larger than either.
Why? Lets the Soldier cluster large groups of people into a tight space for maximum damage, but sacrifices his ability to juggle enemies, keep them at bay or rocket-jump – though some wall-climbing and ceiling-sucking is doable by firing the rockets above you.
Skeet Shooter: shotgun which only and always crits on airbourne opponents. Can be drawn, fired and holstered by pressing Right Mouse, whichever weapon the Soldier is currently holding.
Why? If you manage that, you deserve a crit.
Why not… grenades! Hey, good idea! It looks like Valve completely forgot to put these in TF2, despite how fun it is to get killed by speculatively flung munitions bouncing arbitrarily around corners by trigger-spamming morons! Thank God we reminded them!
Why not… heat-seeking rockets! Because aiming highly explosive projectiles to hit within a few meters of a target is still too hard! Not only should the modicum of skill required to play a Soldier successfully be removed, but it should be removed by an unlockable weapon that only the most skillful players will earn. Perfect!
Why not… a rocket-launcher that’s more powerful but has to be reloaded more often? Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Let’s not exacerbate either.
The rest of that post was here. War Were Declared is from, apologies for shakeycam, this.
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