From the new TF2 blog:
http://www.teamfortress.com/post.php?id=1670
Its been dressed up as a 'get the comunity involved to show them how we do things' task, but I think they have basically gone down the whole unlockables route, but have no idea on what to do for some classes. I could see this comming. The Sniper, Spy and Heavy are always goign to be very difficult to mod without breaking, as their current weapon set is critical to their gameplay. any unlocks muct be different enough to be worth while, yet similar enough not to change the class...
Its quite difficult too, if you stick to the rules. You need to make a weapon that gives the heavy an advantage when hes on his own, but that goes when their is a medic...
Soemthing like a minigun that works the same, but has a gyro powered health dispencer on it, so when its spinning (i.e. the heavy is walking slowly, spinning his gun or fireing) it dispences health back into him. This could be stopped the moment a heavy is healed by a medic, and the gun could have disadvantages to balance things like slower fire rate or lower damage?
Unfortunately for Valve, they are just goingt o get millions of requests from idiots going "OMG the heavy should so get a gun that gives him 600 health and has zero spin up time, and doesnt slow him down when he walks!!!"
http://www.teamfortress.com/post.php?id=1670
Its been dressed up as a 'get the comunity involved to show them how we do things' task, but I think they have basically gone down the whole unlockables route, but have no idea on what to do for some classes. I could see this comming. The Sniper, Spy and Heavy are always goign to be very difficult to mod without breaking, as their current weapon set is critical to their gameplay. any unlocks muct be different enough to be worth while, yet similar enough not to change the class...
Its quite difficult too, if you stick to the rules. You need to make a weapon that gives the heavy an advantage when hes on his own, but that goes when their is a medic...
Soemthing like a minigun that works the same, but has a gyro powered health dispencer on it, so when its spinning (i.e. the heavy is walking slowly, spinning his gun or fireing) it dispences health back into him. This could be stopped the moment a heavy is healed by a medic, and the gun could have disadvantages to balance things like slower fire rate or lower damage?
Unfortunately for Valve, they are just goingt o get millions of requests from idiots going "OMG the heavy should so get a gun that gives him 600 health and has zero spin up time, and doesnt slow him down when he walks!!!"