![]() When applied to a vehicle, it would boost the speed of the vehicle which it was applied too. Crucial for a huge attacking push or getting defenders on the Zone quickly after they have respawned. An offensive building.Ī weaker version of the bunker that was meant to give players minimal cover.Ī defensive building meant for giving cover for players.Ī device that could be used to resupply ammuntion, health, and grenades in exchange for Resources.Ī replacement for the teleporter. You could unlock technology that would upgrade it's AI and make it more accurate, increase trigger radius, and faster response to the laser designator.Ī device that disables any enemy equipment it is attached too. Used for blocking vehicles from driving into areas.Īn sentry gun that comes in two types plasma, and rocket. Gives one-hundred resources every twelve seconds, and divides this amount by the amount of players on your team, and then distributes it to each teammate. There are some buildable objects, includingĪ device used for harvesting resources from a resource zone. Usually good for getting a nice position over the enemy. It can double-jump and stick onto the sides of walls, but you can't climb them or double-jump while sticking to walls. And right-clicking would launch a stickybomb.įocused highly on being incredibly mobile, at the cost of not having very accurate weapons or anything to build besides the basic Resource Pump and Respawn Station. Only has one weapon, Dual Semi-Automatic Pistols. There are several classes present in this incarnation, most of them are evolved versions of their respective counterparts from Team Fortress Classic. This made sure that regardless of which team you're on, you will always have to keep control of something. This means that players who may prefer defensive action could defend something even without being on the defending team. This means that in attack/defend, attackers could have a few allies trying to keep control of the Resource Zone so the team has a constantly flow of resources to help fuel the objective. Resource Zones usually are areas that both teams focus on. However Invasion had side goals that helped fuel the "core" objective of attacking/defending Control Zones. Often the focus of maps were Control Zones, which function pretty similarly to Control Points in the final game. Maps revolved around classic Team Fortress gameplay setups, such as attack/defend and control points. Invasion does not have rounds, but Acts, which besides the name is basically the same thing. Gameplay is primarily based in collecting resources, which are gained through collecting from Resource Pumps, killing enemies, and destruction of enemy buildings. There are two teams, the Humans and the Aliens. Like with multiple other early designs of TF2, it was cut for varying and unclear reasons. Team Fortress 2 Invasion is a "steampunk", Tesla and War of The Worlds inspired first-person shooter developed by Valve Corporation, one of the proposed sequels to Team Fortress Classic. ![]()
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