Is Time To Run, Niblets!

As I sit typing this, it is Monday, August 18th and I am awaiting the latest news on the looming “Heavy Update” for Valve’s landmark online team-based FPS Team Fortress 2. I’ve already seen the other four updates and am feeling kinda “meh” so far. The “Killer Gloves of Boxing” seem like a fair upgrade (I’m all for giving Melee attacks pure upgrades, as the Medic’s and Pyro’s have, for the most, been) and new maps are less exciting than weapons so I’m not losing my head over them. The Heavy’s new mini gun weapon “Natascha” has me worried. The reduced damage combined with a slowing effect on enemies it hits won’t (or at least it shouldn’t) affect his one-on-one interactions as long as the slowing effect is proportional to the damage reduction, so I’m more interested to see if this has a big impact on how the Heavy fits into the team. It could be the greatest support weapon of all time, the Heavy spraying bullets at whatever moves so Soldiers and Demomen can pick them off one by one, or it could prove to be completely useless, too passive to effectively benefit the team. However, despite these misgivings I am undoubtedly excited for what lies ahead: you and I, dear reader, are about to embark on a day by day trip through (most) of the first week on the Heavy update. We will document the ups and the downs, be there through the early nerfs and wait for the inevitable late fixes. We will experience it all. Is time to run, cowards!

Tuesday, August 19

Never before have I seen so many stray bullets fly across any TF2 battlefield. The early achievement glitches had me thinking that I’d be obtaining “The Sandvich” early but those hopes were soon dashed, not to mention I missed the first two hours of the update, and therefore prime achievement farming time, do to some computer maintenance I chose to partake it moments before the update dropped. I haven’t yet felt the effects of the “Natascha” minigun despite playing with several people already using it. My brother is convinced it needs balancing though I’m not sure. It seems too specialized to me at this point to warrant a major nerf. After achieving the Sandvich late in the day, I’m firm in the opinion that it’s a positive addition. I was initially resistant to it because it seemed too gimmicky, but now I see it as a balanced solution to the Heavy’s health problems. The new Arena mode is 100% fun. It’s like little Counter Strike-marshmallow bits in my TF2-Lucky Charms. I love it.

Wednesday, August 20

Had my first real experience with the new “Natascha” gun today. Overall, it doesn’t seem to be earth shattering. While it does improve some of the Heavy’s one-on-one interactions significantly, like with the Pyro and Scout (although those weren’t really much to worry about in the first place), it doesn’t do much for the rest. See, in one-on-one situations, Natascha only makes a real difference if your opponent’s offense is movement based, so Demoman, Engineer, Spy, and Sniper don’t really have to worry all that much because their methods of taking out enemies are, in general, indirect or instantaneous, leaving the Heavy with nothing to shoot at. Medic and Engineer are in trouble to an extent, but they didn’t really stand much of a chance solo against a Heavy anyway. Heavy versus Heavy, the slowdown is a non-issue, so it’s back to whoever starts spinning up first, or, because of Natascha’s lowered power lever, who has the Minigun equipped. Instead, Natascha seems more like a good support weapon; helps insure kills when double teaming, can save your teammates from incoming pyros, stall scouts, etc. Still, the weapon seems worth having regardless, and I’m going to do some extensive testing tomorrow to confirm these observations…

Thursday, August 21

My suspicions about Natascha have all but been confirmed. The slowdown effect is interesting, but I find myself wishing I had the extra damage of the Minigun more. Natascha’s uses are, it seems apparent to me, as follows: to help new players or those who don’t set their sensitivity high enough to follow fast-moving players, to cinch kills on retreating enemies, and to make killing Pyros easier. None of these, in my opinion make it a standard weapon suitable for all around use. Following enemies’ movement at full speed with the Minigun is something a player can learn with a some effort, retreating enemies can be killed faster with the increased damage of the Minigun, and as a Pyro gets closer to you, the more damage you’ll do to him, and you’ll be able to kill him before he kills you anyway. Natascha, then, is a weapon that offers specific advantages in specific situations, and it’s up to the player to judge those situations and implement it, and I’m sort of disappointed that we didn’t get something else that actually increased the potency of the Heavy—but then again, isn’t a weapon that can only shine in the hands of a skilled player the hallmark of a good competitive unlockable?

Friday, August 22

Missed a day. I got a chance to hang out with a friend I don’t see often because I live out of town and I took it.

Saturday, August 23

Played a lot of Arena today. As I said before, it’s like playing Counter Strike, but more fun. The persisting class-element plus the established “cartoony” atmosphere of TF2 take the “BOOM! HEADSHOT!” edge off the Counter Strike-style setting, while the action maintains the intensity; it’s intense but not intimidating. While there was an understandable torrent of Heavies earlier in the week, the community has quickly embraced the value of diversified teams in the new mode (as it should) and the result is a welcome option for a change of pace. The short, sweet bursts of action sprinkled into the average map rotations break up the often long, hard-fought wars of 2Fort’s capture the flag or Dustbowl’s inch by inch offensive crawl. It’s good. It’s real good.

Sunday, August 24

Well, it’s been a hell of a week (well, six days), and I’m very happy with what the Heavy update hath wrought. The new achievements are fun and don’t require going too far out of your way to complete. Instead, they focus on perfecting valuable skills and showcasing new additions to the game, like an effective update should. The Heavy’s new weapons complement his style and add another level of amusement with their gimmicks, like an effective update should. The new maps and “Arena” mode build on the standard style of action while introducing a new element that changes the game, like an effective update should. Valve has done a spectacular job with this content update for Team Fortress 2, and my hat’s off to them. I’ll have no problem occupying myself until the next update pack is released.

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