TF2 Blog Update: The Repair Node

Sliver

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A new (massive) post over at the TF2 Blog has given some insight into what is going on with the Engineer update, and what problems they are facing with it. They also discuss the Repair Node, why it was cut and what some alternatives are.[br]
We're plugging away at the Engineer update. He's an interesting class to work on, because he creates a larger footprint in the game than any other class. This means we have a lot of options to work with, and the resulting set of ideas is truly daunting. Since we've already built and playtested some things that haven't worked out (with no false modesty, I think we've mastered the art of rapidly making things that aren't fun), we thought it might be interesting to give you some of our failed experiments.[br]The first was a new building internally known as the Repair Node. We gave Engineers the ability to replace any current building (teleporter entrances and exits were considered one building for this) with the Repair Node instead.
[br]The entire post is a really interesting read, and can be seen here.
 
As always - a very in depth look into how much effort Valve put into their games.

Anyone here part of the Beta? Did you get to use the Repair Node and was it ok?
 
Maybe they'll eliminate the engineer class entirely and just make it an overhead RTS-style view where you build towers.
 
they shouldve kept that node, but im sure whatever the came up with is a lot better.
 
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