![]() ![]() It makes perfect sense, fits Demoman well, looks unique and really changes up how Demoman looks but at the same time is instantly recognisable and you can still obviously tell it’s still the Demoman. One of my personal favorites is the Cool Breeze, an item that changes the Demoman’s pants to a Scottish kilt. KILL IT WITH FIREīut let’s stick to actual in-game items for now. And aside from the occasional Madcap, most of them look really great. And boy, hat creators really have a lot of imagination when it comes to coming up with stuff: Steam Workshop is loaded with all sorts of crazy things that deserve to be in the game. A lot of people have actually made a living by creating Team Fortress 2 items that have then been added to the Mann Co. The majority of hats that have been added to the game since 2010 have been community-made. HATS ARE(USUALLY) VERY CREATIVE, GOOD-LOOKING AND FIT THE GAME I think they are an important core element of Team Fortress 2, and here are the reasons why: ![]() Where do I stand in all of this? Well, while I would appreciate it if Valve focused on other stuff from time to time, I actually really enjoy cosmetic items. “Towering Pillar”? Pfft, please, check out THIS pillar! And a lot of people have gotten sick of hats as of late: It seems every even slightly major update includes dozens of hats, but only like 3 new weapons and maybe 1 or 2 new maps. The amount of cosmetic items in this game is somewhat ridiculous: It’s easily in the hundreds, maybe soon approaching thousands, which is why hats are a common subject of jokes when it comes to TF2. The Fed-Fightin' Fedora is not visible on Force-A-Nature Scouts due to the Bolt Boy overriding their slot, despite not taking up the hat slot.If there is anything Team Fortress 2 is known for, aside from it’s wacky cartoony graphics and colorful cast of characters, it’s Hats.A blueprint for a Scout Robot was visible in the Engineer Update Teaser.This taunt is also used instead of a drinking animation for Bonk Scouts.The Scout Robots have a custom taunt in which they smack their bottom at the player when holding the Scattergun and smack their bottom with the Bat when equipped.Similar to other giants (except giant Medics), Giant Scouts have unused footstep sounds unique to them (named giant_scout_step01-04.wav).There is an unused "Scout bat" icon in the game's files.He is so fast that his AI does not know how to cope with such speed, and thus will fly off of ramps and hit walls constantly because the AI cannot react quick enough. He clocks in at a maximum speed of 3200 HU/s and can run from the robot spawn on Bigrock to the bomb hatch in under 15 seconds. ![]() Through removing the speed limiter, Major League has been found to move ridiculously quick. Weirdly, it receives thrice the amount of received airblast push force, and also lacks the extra size increase that every other Boss Robot created by Valve possesses. Seven unused Scout Robot templates exist:Īnd a "Major League" Boss Scout-bot that is as fast as a Super Scout, with the ability to rain Sandman balls on any unfortunate player in its sight.Jumping Sandman Scout, Giant Bonk Scout, and Giant Jumping Sandman Scout do not use correct names in-game.When under the effects of Bonk! Atomic Punch, Scout Robots will not be stunned by gate captures and continue moving so without issue when the effect wears off.When under the effects of Bonk! Atomic Punch, the phasing trail only aligns with the Scout Robot's feet instead of the whole body.They appear only in Wave 3 of Metro Malice (Operation Two Cities, Mannhattan). Occasionally they have a hard time deploying the bomb as they are forced to jump even while doing so. They can easily jump to higher areas to dodge enemy fire, so they should be treated with huge caution. The Giant Jumping Sandman Scout is even more dangerous than its smaller counterpart, being able to jump higher than normal with a faster ball recharge rate and deal significantly higher damage. Moves at the same speed as a regular Scout ![]()
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