The Pyro class is next in line to receive an Achievement and unlockables upgrade in Team Fortress 2, Valve has confirmed.
The last class to receive the upgrade goods was the Medic, whom can now receive unlockable weapons for collecting specific Achievements based on its healing abilities.
For example, earn all 36 of the Medic's achievements and you can get your hands on The Ubersaw, "which will take damage done in melee attacks and convert it directly to ubercharge." We're expecting equally useful fiery additions for the Pyro.
Valve plans to roll out the unlockable weapons system for the other TF2 classes in the future.
Speaking to PC Gamer, Valve also revealed that the 'Meet the Sniper' video is next in line on its comedy trailer release list.
Awesome news. Pyro is my main, so when there were teams with more medics than offense classes, I was pretty screwed. I've been long waiting for something to give the pyro a bit of range, but Valve'll have to sacrifice the flamethrower for that, surely.
Awesome news. Pyro is my main, so when there were teams with more medics than offense classes, I was pretty screwed. I've been long waiting for something to give the pyro a bit of range, but Valve'll have to sacrifice the flamethrower for that, surely.
Probabely a gun that shoots blobs of burning napalm.
By it's very nature the Pyro is meant to be the ambusher, which neccessitates short-range. It's to discourage people from zerging with Scouts, Spies and Demomen which is a common tactic on CP maps. Heavy, Soldier and Medic would be considerably less useful without the Pyro's unique style.
Like the Medic's new weapons, the Pyro should get an update that makes it's role more strong and diverse at the same time. The Blutsauger allows a Medic to heal themselves whilst contributing to combined team damage. The Kritzkrieg makes the ubercharge more useful for taking out a large number of enemies rather than merely breaking through a load of Engineer defenses. The Ubersaw gives Medics a good reason to heal other Medics so they survive long enough to all build up charges.
If we generalise this pattern to the Pyro, I'm expecting a weapon that makes having Pyros working together more practical, an anti-Pyro weapon(the Pyro's suit stops them taking damage once they are out of fire already) and a counter against the most common cause of death for a Pyro which I reckon are explosives.
Weapons I think would fit into this would be an Oil-thrower weapon that causes a target to be slowed and take more damage from fire, prevents knock-about and rocket jumps but doesn't shoot anything else. A shotgun that scatters glowy counter-measures which prematurely detonates rockets, pipe bombs and sticky bombs to stop being taken out by Soldiers and Demomen before you can get close. Last there could be an axe that steals ammo so Heavies and other Pyros are more limited in their pwn power.
Well I like them, but I expect the final result will be quite different; though I reckon they will stick to the template of making the class more likely to team up with others of the same class, to have some kind of survivability against it's most common threat and to have something to generally assist the team.
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