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Old 07-29-2008, 02:19 PM   #64
EngeeMan
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Join Date: Sep 2007
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Quote:
Originally Posted by Peon
1) Medic infections
2) The MedPack that heals you to 100% instantly
3) The Super-Shotgun
4) The IC cannon
5) The tranq gun
6) The death feign
7) The rail gun
Do Scouts remove Spy disguises in TF2? I don't even know...
9) Detpacks
10) Pipe grenades
11) Movement skills
12) The Hunted
13) A whole bunch of CTF
14) Fortresses
15) The super-nailgun (if the syringe gun works good on SGs, I'll retract this one)
16) Nades
17) And last but not least, EMPs, napalm, MIRVs, concs, nail grenades, caltrops (I know they're gone from FF too, but there's something else now), and gas grenades.

I wonder if I forgot anything?
3) Seriously?
10) Still there.
11) Still there. Unless you mean 'ability to exploit movement glitches' then you're right.
13) That's a map thing. It doesn't have to do with the gameplay. If you want more of that gametype, make more maps for it.
14) That's a map/style thing. Look at the custom map CTF_MACH4. It looks almost exactly like the old barren fortresses of the older games.


Gameplay/Abilities
1) Medic Invulnerability Charge
2) Healing Teammates at a distance
3) Spy cloaking
4) Scout double-jumping
5) Pyro usefullness
7) Medic Kritzkrieg ability
Pyro air-blast deflection/push ability
9) Usable melee abilities for all classes
10) Dispenser healing ability
11) Payload Gametype
12) Critical Hits

Weapons
13) Scattergun
14) Pistol
15) Stickybomb Launcher
16) Medigun
17) Syringe Launcher
1 Revolver
19) Submachine Gun
20) Flaregun

Presentation
21) Individual voice acting and personalities for each class
22) Nemesis/Dominating
23) Scoreboard based on 'Points' not K/d ratio
24) In-game voice chat

Still have 7 more class updates to go along with whatever new gametype they are working on and any other additions.
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