
Instead of the Heavy being able to spin this gun up without firing, it had a secondary fire mode that did less damage but had the same vampire effect as the Blutsauger. See, the thing is that if you really think about it, teleporters are a major weakness for the Engineer creating them. As shown in this STAR video, your teammates are like oblivious breadcrumbs betraying awesome teleporter placements to eagle-eyed enemies.ģ. In practice, playtesters quickly abandoned these noble gestures of teamwork to just plop it somewhere that benefited only them and then never build an entrance, aka the exact same playstyle I endorse with the new Eureka Effect. The plan was that he could leave his teleporter entrance for teammates and not take up a charge himself (or alternately, get his charge stolen from him by an oblivious scout). Instant Teleport – A secondary weapon that would allow the Engineer to teleport directly to his teleporter exit. Their absence deprives the game of an amazing form of jumpstart that punctuates the gameplay with high moments of awesome where a single worthy player takes center stage for eight glowing seconds.Ģ. The ultimate stalemate-breakers that can destroy the most entrenched sentry nests, mow down an entire defense with endless crits, or suck if it’s the Vaccinator. It almost makes the Medic less useful as a presence on the battlefield, especially since he can no longer deploy the game-changing Ubercharges. Valve even removed the Dispenser maintaining Overheal for the same reason. People with doubled health could appear anywhere, at any time, not just when the Medic is actively focused on them. Teammates with permanent Overheal would very badly break the delicately-balanced health economy in TF2. While that balances it out on paper, in practice I can definitely see where both of those stats would lead to incredibly stalemated matches. Overhealer – A double-barreled Medigun, the Overhealer would heal teammates same as the regular Medigun but its overheal wouldn’t decay. I decided the theme was “independent film director.”ġ. This seems as good a time as any to show off my Medic loadout from the now-deceased TF2 Beta. I won’t discuss the Beta Overdose because I already did in this older article. So for this article, I’m going to dig back into the annals of Valve’s unexplained-but-rejected concepts and try to discuss why I think they weren’t up to snuff. For every Repair Node and Facestab Knife that got a blog post describing its downfall, there are a few generically-named beta weapons that didn’t even get a custom model. Thing is, we don’t always get to hear the rationale behind why they didn’t make the cut. Through avenues such as item schemas and the TF2 Beta, us players have had the ability to witness a lot of these ideas get introduced and later bite the dust. From the moment Brotherhood of Arms and then its replacement Invasion was completely excised, Valve showed themselves committed to the possibility of axing whatever needs to be axed in the name of quality. Not everything Valve playtested for TF2 made the cut.
