Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Tuesday, August 19, 2008

Update: Heavy - Weapons

Now that all three have been revealed, I've been able to delete the individual posts and combine them into one comprehensive guide on the Heavy's three new weapons. Descriptions and photos were taken from Valve's blog.

1. The Sandvich (He'll satisfy your hunger - for revenge!)

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. "Meet The Sandvich" video can be seen here.


2. Natascha (Now Sasha - don't be jealous)

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.


3. The Killing Gloves Of Boxing (In this corner - the defending Russian heavyweight)

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.

Friday, June 20, 2008

Pyro Upgraded Weapon: Flare Gun

One of the three new upgrades to the Pyro's arsenal, as well as the first unlockable weapon via the completion of achievements, is the Flare Gun; the second most useful upgrade to the Pyro. The Flare Gun is a large red pistol, limited to flare in it's chamber at a time, and carries an approximate four second reload time, it sets the target on fire as well as inflicting some contact damage. A significanly more useful long-range weapon than the standard shotgun in some cases while being a useless short-range weapon in others. EXTREMELY useful against snipers, who need to keep their distance and hide in the shadows, as well as engineers that must maintain close proximity to their structures, but scouts, with a small health reserve (although you'd need very good timing and accurace) are vulnerabule as well as medics (for obvious reasons). It is however, useless against other Pyros (fire-proof), heavies (large health reserve). As for soldiers and demomen? Well. . . that depends on how much remaining health they have as well as your accuracy. Spies will avoid you at any cost, but if you do happen to shoot a cloaked spy, finish him off, he hasn't long to live anyway.

The Pyro's Compressed Air Shot

As you know by now, TF2 has a new trio of weapons to add to it's Pyro class, The Backburner, Flare Gun, and The Axetinguisher. But in my opinion the most useful update to the Pyro's arsenal is the ability to fire a shot of compressed air from the standard Flamethrower, an upgrade given to all players without the need to fufill any achievements. Along with now being able to send Demomen and Soldiers' grenades, sticky-bombs, and rockets back at them; the compressed air gives the Pyro a chance to seperate medics from their partners as well as set enemies ablaze and quickly blast them away to avoid close-range damage. This, of course, is possible only with the sacrifice of 25 ammunition points and is therefore limited to only eight uses before the need to seek metal, and combined with the standard use of the Flamethrower, it can quickly render the weapon dry.