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Heavy Update Discussion

Heavy Update Discussion

posted Aug. 12, 2008 02:36:29 PM by    StumbleUpon Toolbar  


THE UPDATE IS LIVE!!!

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

-Added 3 Heavy unlockables: Natascha, The Sandvich, The Killing Gloves of Boxing

-Added 35 new Heavy achievements

-Added Arena game mode: 5 arenas (Lumberyard, Ravine, Well, Granary, Badlands)

-Added 2 new maps:
Badwater Basin, a new payload map
cp_steel, a community map by Jamie "Fishbus" Manson

Changes:
-Added server map timeleft to upper right of scoreboard
-Added new firing sounds to The Backburner
-Removed the Custom Tab in the serverbrowser, and added the Tags field to the base Internet Tab
-Increased The Kritzkrieg's uber-charge rate bonus from 10% to 25%
-32 player servers can now support an extra slot of SourceTV
-Made the freezecam item panel description easier to read
-Players now broadcast whether they chose a team directly or use autoteam
-Added proper handling of cart blocking recognition to Payload maps

Bug fixes
-Fixed bug where switching from flaregun-wielding Pyro to another class meant you didn't get a full ammo loadout on first spawn
-Fixed Spy watch arm not using team skins
-Fixed weapon switching preventing you from using secondary attacks for a 0.2s window after the primary became available
-Fixed players getting stuck in a bad animation state when class switching while spinning the minigun
-Fixed a loophole that allowed players to pickup weapons of other classes
-Fixed a bug that resulted in players earning more crit chance bonus in large, single damage events than they are supposed to
-Fixed an issue with the floating HUD +X health indicators that resulted in them appearing incorrectly
-Fixed a bug which caused the minigun spinning & firing sounds to occasionally stop while the Heavy was still firing
-Fixes the Loadout player model panel causing the in-game player facial animation to perform incorrectly
-Fixed spectators not having the target ID labels display correctly
-Fixed the cart alarm sound occasionally getting stuck on in Payload maps



From TeamFortress.com

We've been a little quiet for the last week as we've put the finishing touches on the Heavy update. We thought the Pyro pack was the biggest we'd be doing for a while, due to the large changes to the Pyro, but the Heavy update has turned out to be even bigger. In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new arenas for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards.

The community-made map included in the Heavy update is cp_steel, by Jamie 'Fishbus' Manson. After the Pyro update we received a lot of email telling us how wrong we were in our choices, and cp_steel was an easy next choice due to the way it dominated the suggestions. If you're firing up your email right now to tell us that we never get anything right, please include suggestions of what map(s) we should be looking at next.

We'll be updating A Heavy Update site with more info daily. Stay tuned!



A Heavy Update

Day 1: The latest community map: cp_steel

A complex Attack/Defense control point map, with some unique gameplay. Unlike most TF2 maps, capturing a control point modifies the layout of the map, opening and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices around how they'd like to assault the final point. Should they use Scouts and Soldiers to rush the final point with only the routes they start with? Should they go for the side control points and open up more routes to the final? Should they capture extra points to shut down the defender's routes? The many choices keep the map interesting for a long time, providing a wide variety of experiences in a game.



Day 2: The Killing Gloves + Heavy Achievements

The unlockable for the Heaviest pugilists out there is the K.G.B. Any time a Heavy kills an enemy with the K.G.B he receives five seconds of guaranteed critical hits. This crit-boost can be used to punch and kill further enemies, extending the boost time. Alternatively, the Heavy can switch to another weapon and use the boost to take out an enemy at range. The Heavy's slow movement speed, and the K.G.B's slower swing speed, make it a risky prospect.



Day 3: The new payload map: pl_badwater

Badwater Basin is a Payload map focusing on more open spaces and less chokepoints than Gold Rush. (A) Right out of the gate is a multi-level area where the Blu team needs to control the high ground while moving the cart through a tunnel below. This open area has few natural choke points, allowing Scouts, Soldiers, and Demomen to move creatively through the space, forcing the Red team to rapidly respond to choices made by Blu. (B) As the track winds its way into tighter spaces, vertical control becomes more important. Each successive checkpoint requires the Blu team to take control of defensive positions above the track, usually occupied by Red Engineers. (C) Eventually the track winds down and a large basin which the Blu team must assault from all sides in a final push to destroy the Red base.

Unlike Gold Rush, where the track is split into three separate stages, Badwater Basin uses a single large stage with several checkpoints. As a result, the Blu team is highly encouraged to push the cart hard after beating their way through the Red defensive line.



Day 4: The new unlockable minigun: Natascha

The Heavy's second unlockable, Natascha, slows enemies with her bullets. Anyone damaged by her will move slower for an instant, encouraging them to find cover or turn and face the Heavy, mano-a-tiny-itty-bitty-mano. Unfortunately, Natascha is slightly weaker than Sasha, so she takes longer to finish off a victim. As a result, Natascha's great against fleeing cowards, such as Scouts & Medics, and less great against anyone actively trying to kill her master. Heavies that like to jump around corners and surprise groups of startled enemy crybabies will also find her very useful, although they should look for a Sasha-wielding enemy Heavy before they leap.



Day 5: Arena mode! 2 brand new arenas + 3 reworked classics (well, badlands, and granary)

TF2 Arena keeps the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Where other game modes lean towards a broad overall strategy for the team over a number of lives, Arena concentrates on the specific tactical choices the teams make in a single fight.

Arena features smaller maps that play out in shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has unlocked and been captured. Rounds tend to be very fast and highly competitive, with an emphasis on your team’s class makeup and your plan to counter the opposing team’s class choices. Arena mode is great for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls.



Day 6: Meat The Sandvich: see the video here

The Sandvich is the Heavy’s first unlockable. It tastes as good as it looks and heals 120 health. Like in real life, the decision to eat a Sandvich must not be taken lightly; The Heavy is completely vulnerable during the four second eating process, and his loud, happy sounds of vigorous chewing will draw enemies like tiny ant cowards to a picnic. OF DEATH. On the bright side, the Heavy’s Sandvich supply is unlimited, so his only real concern is being caught short while enjoying this delicious edible device. The Sandvich is a great tool for a Heavy defending an area, as it gives him the ability to replenish health between enemy waves without having to abandon his post. Similarly, an offensive Heavy without a Medic can step back from the front line and grab a quick snack before resuming his rampage. Beware, however: the Heavy must set aside his shotgun to take the Sandvich, and enemy Snipers are much more dangerous for a Heavy wielding only a minigun.



Here is the achievement list:
(removed due to text limit)


Comments on this story

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Vyzov Vyzov on 08/12/2008 (permalink)

[url]http://www.playitreviewit.com/forums/showthread.php?t=49[/url]

cp cp on 08/13/2008 (permalink)

[quote]The unlockable for the Heaviest pugilists out there is the K.G.B. Any time a Heavy kills an enemy with the K.G.B he receives five seconds of guaranteed critical hits. This crit-boost can be used to punch and kill further enemies, extending the boost time. Alternatively, the Heavy can switch to another weapon and use the boost to take out an enemy at range. The Heavy's slow movement speed, and the K.G.B's slower swing speed, make it a risky prospect.[/quote]

Maybe the Heavy's "POW!" taunt will be an instant kill a la the Pyros Hadouken

Vyzov Vyzov on 08/13/2008 (permalink)

CP We are already having this discussion in another thread. The one I linked.

BlackScarab BlackScarab on 08/13/2008 (permalink)

I don't think he cares.

Also, he's a waste of a player slot.

cp cp on 08/13/2008 (permalink)

News Item != PC Discussion

Vyzov Vyzov on 08/13/2008 (permalink)

But everyone is discussing it there, and nobody is discussing it here.

cp cp on 08/13/2008 (permalink)

Weird, I only see magets in the thread you linked.

BlackScarab BlackScarab on 08/13/2008 (permalink)

MAGGOTS!

If God had wanted you to live, he would not have created me!

cp cp on 08/14/2008 (permalink)

No update yet..

SquirrelTactics SquirrelTactics on 08/14/2008 (permalink)

I will discuss this update here!!

BlackScarab BlackScarab on 08/14/2008 (permalink)

[quote]Badwater Basin is a Payload map focusing on more open spaces and less chokepoints than Gold Rush. (A) Right out of the gate is a multi-level area where the Blu team needs to control the high ground while moving the cart through a tunnel below. This open area has few natural choke points, allowing Scouts, Soldiers, and Demomen to move creatively through the space, forcing the Red team to rapidly respond to choices made by Blu. (B) As the track winds its way into tighter spaces, vertical control becomes more important. Each successive checkpoint requires the Blu team to take control of defensive positions above the track, usually occupied by Red Engineers. (C) Eventually the track winds down and a large basin which the Blu team must assault from all sides in a final push to destroy the Red base.[/quote]

[url]http://steamgames.com/tf2/heavy/badwater.htm[/url]

cp cp on 08/14/2008 (permalink)

Interesting

[quote]Unlike Gold Rush, where the track is split into three separate stages, Badwater Basin uses a single large stage with several checkpoints. As a result, the Blu team is highly encouraged to push the cart hard after beating their way through the Red defensive line.[/quote]

I wonder how many total checkpoints there are.. Gold Rush has 7; a recent update allows for more than 3 checkpoints in a Payload stage

BlackScarab BlackScarab on 08/14/2008 (permalink)

Or there are only 3 but they give you like 20 minutes to get from one to the other and it really is just that huge.

Also, those screencaps of the map itself look like a lot of fun. I wonder if a Soldier could rocket jump from the cart tracks up to the higher levels.

Lint of Death Lint of Death on 08/14/2008 (permalink)

The sentries must've been disabled in order to make that second screenshot :o

I still find it utterly fascinating that every map with attack/defense has RED, the team of 'warm' and more 'aggressive' colors, on defense and BLU, the team that uses 'cool' colors and smooth surfaces, on offense. I wonder why Valve made that decision?

cp cp on 08/14/2008 (permalink)

BlackScarab said:

Or there are only 3 but they give you like 20 minutes to get from one to the other and it really is just that huge.



Also, those screencaps of the map itself look like a lot of fun. I wonder if a Soldier could rocket jump from the cart tracks up to the higher levels.





I was hoping to see a Heavy unlock sneak peak in one of the shots

ghostbear ghostbear on 08/14/2008 (permalink)

The new map looks awesome!

Rogue Rogue on 08/14/2008 (permalink)

This should be amazing. Haven't played TF2 in a while, but the Heavy is my favorite one.

BlackScarab BlackScarab on 08/14/2008 (permalink)

I bet those sons of bitches are going to make us wait until Monday and Tuesday for the Shotgun and Mini-gun replacements. I bet tomorrow will reveal the new game type.

cp cp on 08/14/2008 (permalink)

BlackScarab said:

I bet those sons of bitches are going to make us wait until Monday and Tuesday for the Shotgun and Mini-gun replacements. I bet tomorrow will reveal the new game type.





I hope tomorrow is shotty replacement. Monday will be the either the maps or the minigun replacement. The latter seem pretty huge in my opinion.

Deadend Deadend on 08/14/2008 (permalink)

I am guessing the minigun update would either give a shield to the front or life-leech, something to make Heavies less Medic reliant.

Shotgun replacement I could see it doing something to slow people down.

Stupid Fat Hobbit Stupid Fat Hobbit on 08/15/2008 (permalink)

A hardly ever play Heavy, and I'm still as giddy as a schoolgirl about these announcements. It's the teasing that does it. Damn you Valve!

hotcod hotcod on 08/15/2008 (permalink)

but the problem there is that if you make the heavy less medic reliant he will become even better when with a medic and you don't want to say make healing the heavy a bad thing... so i'd like to see a gun that dose more damage but means the heavy can't be over healed or uber chraged while using it... meaning when using the gun other targets are best for healing... or somthing along those lines

Hemalin Hemalin on 08/15/2008 (permalink)

[URL]http://steamgames.com/tf2/heavy/natascha.htm[/URL]

Oh hell ya, new minigun slows on hit with -25% damage.

cp cp on 08/15/2008 (permalink)

I'm very curious about the shotgun replacement now.

TheKeck TheKeck on 08/15/2008 (permalink)

I would love slower enemies. :D

TheKeck TheKeck on 08/15/2008 (permalink)

cp said:

Day 6: Release!!!!!!!



HA HA HA!!! Great joke!! :p

Lint of Death Lint of Death on 08/15/2008 (permalink)

Man, I'm not sure what to think about Natascha. On one hand, this sounds like absolute Hell for Scouts. If she hits one, he's ruined. On the other, that's a pretty serious drop in damage when one considers the risk of encountering a Pyro ambush or a Sasha-Heavy.

I still need my Pyro weapons (maybe I'll just go and whore those out...), so I doubt that I'll be playing Heavy much either way.

Libuke Libuke on 08/15/2008 (permalink)

cp said:

I'm very curious about the shotgun replacement now.





Sandvich!



That or it will be a fourth item given to the heavy.

cp cp on 08/15/2008 (permalink)

Libuke said:

Sandvich!



That or it will be a fourth item given to the heavy.





I wouldn't even consider a fourth weapon. Then everyone would complain that the medic and pyro did not get a fourth

RGetz RGetz on 08/15/2008 (permalink)

I've been trying to play a Pyro for the Achievements and my Medic roommate has not been very happy about it, it'll nice to get back into playing a Heavy again.

cp cp on 08/15/2008 (permalink)

I hope it isn't the stupid sandwich thing everyone is talking about

hotcod hotcod on 08/16/2008 (permalink)

quesiton... how in hell dose this make the heavy less medic reliant?

Karnov Karnov on 08/16/2008 (permalink)

The Heavy achievements are out:
[url]http://steamgames.com/tf2/heavy/kgb.htm[/url]

They seem pretty reasonable, surprisingly there's no "Do one jillion damage" version.
Here's a couple of interesting ones:
Konspicuous Konsumption: Eat 100 sandviches.
Show Trial: Kill an enemy with a taunt.

Shadowstorm Shadowstorm on 08/16/2008 (permalink)

Karnov said:

The Heavy achievements are out:

[url]http://steamgames.com/tf2/heavy/kgb.htm[/url]



They seem pretty reasonable, surprisingly there's no "Do one jillion damage" version.

Here's a couple of interesting ones:

Konspicuous Konsumption: Eat 100 sandviches.

Show Trial: Kill an enemy with a taunt.





[QUOTE]Spyalectical Materialism: Kill or assist in killing 10 cloaked spies.[/QUOTE]



If you can find me, mwuahahhaa.

SquirrelTactics SquirrelTactics on 08/16/2008 (permalink)

It will be interesting to see how maps with 80% heavies playing will work out...

BlackScarab BlackScarab on 08/16/2008 (permalink)

Lots of killing but slow moving progress.

RogueHunter RogueHunter on 08/16/2008 (permalink)

Karnov said:


They seem pretty reasonable, surprisingly there's no "Do one jillion damage" version.



Technically, there is one, the "Heavy Industry: Fire $200,000 worth of minigun rounds in a single life."
That translates to 1000 rounds, according to the $200 per bullet specified in the "Meet the Heavy"

Also, there's the Heavy side of the Medic's Big Pharma, getting 20 kills while being healed by the same medic in one life (for both people, not just the heavy). That was a bitch to get as a medic (I had previously done it with Orange, but it was a one time thing, it seems), with the requisite 50000 people that are gonna be trying for these achievements Tuesday (right?), it's gonna be harder.

EDIT: oh yeah, I am so gonna be playing Spy alot once the update goes up. Spy, Sniper and Pyro will be my classes of choice, except I will switch to medic for those that need/want any of the achievements that require a medic.

FoodNipple FoodNipple on 08/16/2008 (permalink)

Looks like the Heavy achievement are going to be fairly difficult to farm, there's not a lot of quick and easy ones.

OrangePulp OrangePulp on 08/17/2008 (permalink)

Actually, that $200k achievement comes in 6 seconds. Seriously, if you watch "Meet the Heavy", he says it costs $400k to fire the gun for 12 seconds. The reason being for each "bullet" you fire from your 200 ammo, it actually shoots multiple bullets. Although, I guess they could just mean 200 per one ammo; 1000 in a life is definitely better than 6 seconds of firing.

Vyzov Vyzov on 08/17/2008 (permalink)

OrangePulp said:

Actually, that $200k achievement comes in 6 seconds. Seriously, if you watch "Meet the Heavy", he says it costs $400k to fire the gun for 12 seconds. The reason being for each "bullet" you fire from your 200 ammo, it actually shoots multiple bullets. Although, I guess they could just mean 200 per one ammo; 1000 in a life is definitely better than 6 seconds of firing.





Meet the heavy information isn't accurate.



From the TF2 Wiki



..that Heavy's minigun fires 4 shots per 1 ammo point and it takes him 20 seconds of nonstop firing to run out of ammo, meaning that "Sasha" only fires 2400 rounds per minute and not 10000 as the Heavy says in Meet the Heavy?

BlackScarab BlackScarab on 08/18/2008 (permalink)

Where the fuck is my Monday update?!

BlackScarab BlackScarab on 08/18/2008 (permalink)

Hahah, those silly Valve sons of guns. They changed it to say "Coming Monday-ish".

Bravo Valve, bravo.

Spectre7 Spectre7 on 08/18/2008 (permalink)

How hard could it possibly be to post a single page with some freakin' ad copy?



Sometimes you mystify me, Valve.

cp cp on 08/18/2008 (permalink)

The update is out, the new maps look great, especially Lumberyard.

BlackScarab BlackScarab on 08/18/2008 (permalink)

So basically this is a Counter Strike mode or Search and Destroy mode (for you Call of Duty folks).

1 life, and if you die, you don't come back until the next round.

It makes sense they would make this mode, I mean Counter Strike is still one of the top FPSs being played to this day.

I suspect there will be QQing about having to wait and watch when you die from people who are not familiar with this type of gameplay, but I'm sure it will pass over time. I know a lot of people who hate Counter Strike because of the stop and go type of play.

TheKeck TheKeck on 08/18/2008 (permalink)

So, yeah, like Scarab said, it's Counter Strike mode. I always hated Counter Strike. :(



So, when did the achievements get their descriptions? Seems to be pretty reasonable. I guess the shotgun replacement is the "sandvich"?

Shadowstorm Shadowstorm on 08/18/2008 (permalink)

I love Hardcore S&D on CoD4, so I think I'll like this very much.

BlackScarab BlackScarab on 08/18/2008 (permalink)

If the shotgun is the sandvich, which I'm guessing heals them slightly? That will be huge during Arena mode and also the first week of the Heavy update. I figure there will be plenty of Heavies but maybe only 1 or 2 medics.

We shall see.

Lint of Death Lint of Death on 08/19/2008 (permalink)

I am so stoked for the new Arena mode. Lumberyard looks wonderful.

Lance Uppercut Lance Uppercut on 08/19/2008 (permalink)

BlackScarab said:

If the shotgun is the sandvich, which I'm guessing heals them slightly? That will be huge during Arena mode and also the first week of the Heavy update. I figure there will be plenty of Heavies but maybe only 1 or 2 medics.



We shall see.





Perhaps it's a new taunt for the Heavy.

Vyzov Vyzov on 08/19/2008 (permalink)

New Update is out. Sandvich is the first unlockable, replaces the Shotgun. Heals 120 health, takes 4 seconds to eat. Also, New "Meet The" video is out. It's Meet The Sandvich.

[QUOTE][/QUOTE]He was a good lunch who played by the rules, until the rules robbed him of everything he ever loved. Now he's lettuce, tomato, cheese, bread, and a mysterious slice of meat, marching down your throat and straight to hell. He'll satisfy your hunger. FOR REVENGE!

Deadend Deadend on 08/19/2008 (permalink)

Oh, that is a good solution.

GigaFuzz GigaFuzz on 08/19/2008 (permalink)

Achievements now have descriptions as well. Most are as you would have thought from the filenames.

[url]http://www.steampowered.com/tf2/heavy/kgb.htm[/url]

Lance Uppercut Lance Uppercut on 08/19/2008 (permalink)

That is a really good trade-off. The heavy can stick around the front lines easier, but gives up its support weapon for it.

TheKeck TheKeck on 08/19/2008 (permalink)

So, my concern is that the Heavy will have sandviches to stick around longer, but it will exacerbate his ammo problem.



Edit: On the other hand, I guess a heavy seems to do ok with a medic on him, who doesn't give ammo either.

GigaFuzz GigaFuzz on 08/19/2008 (permalink)

TheKeck said:

So, my concern is that the Heavy will have sandviches to stick around longer, but it will exacerbate his ammo problem.



Edit: On the other hand, I guess a heavy seems to do ok with a medic on him, who doesn't give ammo either.





The Heavy's fallen foes drop ammo, whereas they don't drop health. I love seeing a flamethrower or rocket launcher on the floor in front of me when I'm bingo on ammo.

FoodNipple FoodNipple on 08/19/2008 (permalink)

Oh God, the severs are filled with Heavies, I've never gotten so many headshots as a sniper before.

GigaFuzz GigaFuzz on 08/19/2008 (permalink)

I got my first Pyro achievements just now. Topped the scoreboard pretty easily. :)

cp cp on 08/19/2008 (permalink)

And it's live. I updated a little late because I was moving.

Deadend Deadend on 08/19/2008 (permalink)

It must be a bad time to be a spy right now...

Lance Uppercut Lance Uppercut on 08/20/2008 (permalink)

Deadend said:

It must be a bad time to be a spy right now...





But a great time to be a sniper. All these slow moving targets = more headshots.

Vyzov Vyzov on 08/20/2008 (permalink)

Deadend said:

It must be a bad time to be a spy right now...



Not really, It was like fish in a barrel for me. Free kills!

roboninja roboninja on 08/20/2008 (permalink)

Lance Uppercut said:

But a great time to be a sniper. All these slow moving targets = more headshots.





Too bad the sniper achievements are not already out, it would be a field day getting some with all those heavies.

Shadowstorm Shadowstorm on 08/20/2008 (permalink)

Deadend said:

It must be a bad time to be a spy right now...





Hah! Not really! Au contraire, it was actually quite easy to get a lot of kills, especially on Badwater Basin - sheesh, I am impressed with that map. So many hiding spots.

RandoM51 RandoM51 on 08/20/2008 (permalink)

Deadend said:

It must be a bad time to be a spy right now...





Great time to be a spy, at least until more people figure out the new minigun. Once they do it will be even worse to be a spy.



new minigun=best spycheck weapon in the game.

roboninja roboninja on 08/20/2008 (permalink)

RandoM51 said:

Great time to be a spy, at least until more people figure out the new minigun. Once they do it will be even worse to be a spy.



new minigun=best spycheck weapon in the game.





Never thought of it that way before. If they slow, they are a spy. You do not even need to pump the ammo into them.

Lint of Death Lint of Death on 08/20/2008 (permalink)

Shadowstorm said:

Hah! Not really! Au contraire, it was actually quite easy to get a lot of kills, especially on Badwater Basin - sheesh, I am impressed with that map. So many hiding spots.





Playing as Medic I noticed they put in tons of little nooks specifically for allowing us to hide behind a corner.

RandoM51 RandoM51 on 08/20/2008 (permalink)

roboninja said:

Never thought of it that way before. If they slow, they are a spy. You do not even need to pump the ammo into them.





Yep, makes it obvious to anybody in the area that you are a spy and the slow down makes you easier to hit and makes it harder for you to escape.



I'd say that just about every time I got hit by that gun as a spy last night I died. Usually it was with me at near point blank range to the heavy anyways, so not like I was going to get away.