Author Topic: TF2 Xcom team  (Read 3681 times)

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
TF2 Xcom team
« on: January 14, 2015, 04:49:34 pm »
I wonder with the current amount of weapon mods if it is possible to make a team carry similiar equipment like the TF2 Mercenaries

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: TF2 Xcom team
« Reply #1 on: January 14, 2015, 05:32:49 pm »
For those of us not familiar with TF2, you might want to be more specific as to what type of equipment you are referring to.

Offline CryptoCactus

  • Sergeant
  • **
  • Posts: 34
  • oh god how did this get here
    • View Profile
Re: TF2 Xcom team
« Reply #2 on: January 28, 2015, 10:21:51 pm »
For those of us not familiar with TF2, you might want to be more specific as to what type of equipment you are referring to.

There are 9 classes in TF2, with these default loadouts (primary/secondary/melee):

Scout - scattergun (shotgun), pistol, baseball bat
Soldier - rocket launcher, shotgun, shovel
Pyro - flamethrower, shotgun, fire axe
Demoman - grenade launcher, sticky (grenade) launcher, whiskey bottle
Heavy Weapons Guy - minigun, shotgun, fists
Engineer - shotgun, pistol, wrench (for building immobile sentries, and stuff)
Medic - syringe gun, medigun ("weapon" with a healing beam), bonesaw
Sniper - sniper rifle, smg, kukri
Spy - revolver, sapper (destroys machinery), knife

The engineer and spy also have special "weapons" - engineer has a pip-boy-like apparatus for choosing buildings, and spy has a) an invisi-watch, and b) a disguise kit.


The weapons could all be easily made, if they don't exist already (minigun, shotgun, knife etc. exist), except perhaps for the engie's and spy's specials. Medigun could more-or-less be made with OXC Extended.

That being said, I don't know how well TF2 would work in X-COM, except for laughs.  :D
« Last Edit: January 28, 2015, 10:24:01 pm by CryptoCactus »