• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Rather than the Team Fortress custom forum being spammed with ridiculous unlockable ideas, we'll store them all in this thread! :eng101: -Soldier -Scout -Demoman -Engineer -Sniper -Spy
A silenced pistol for the spy. Slower firing, Less damage, but it won't take down his disguise.
An infinite cloak for the Spy. ... provided he stays 100% still.
Demoman - tripwire mines Sniper - Auto sniper but only minimal damage and no chnce of crit, not even in head Spy - A clock tha goes outta power very fast but reloads as fast as the normal cloak runs out.
[QUOTE=Loch]An infinite cloak for the Spy. ... provided he stays 100% still.[/QUOTE] I'd say it spends as fast as he is moving, like if he stays still it is infinite, if he moves it spends, you know, Crysis style :rolleye:
[QUOTE=Funnycat]I'd say it spends as fast as he is moving, like if he stays still it is infinite, if he moves it spends, you know, Crysis style :rolleye:[/QUOTE] This. OR that a second cloak that doesn't make you invisible. BUT it makes you invincible and that you can walk through enemies (like you can with your own team mates) For half the time of the regular cloak. This was from pendadact's blog by the way. [b]Edit:[/b] Oh and another great idea he had was for the soldier. The last resort shovel. No damage when full health, but the less health you have the more damage it does.:4chan: It supports the idea of rocket jumping AND is also balanced because it doesn't do any damage with full health.
after going through and watching all the "Meet the ..." videos, i think the engineer is gonna get a beer for an upgrade. Because in Meet the Engineer, he has a bottle of "Blue Streak" and in Meet the Sandvich, there are some bottles of "Red Streak".
Engineer - A radar that shows the enemies from a small range, ofcourse it can't detect spyes :q:
[QUOTE=ali3n92]Engineer - A radar that shows the enemies from a small range, ofcourse it can't detect spyes :q:[/QUOTE] Why would he need that?
[QUOTE=mynames2long]Why would he need that?[/QUOTE] To see if enemies are coming and tell he's teammates, also to see if he needs to stay with his sentry to fix it when a major attack comes!
Thank you so much for making this thread. Tired of seeing this forum spammed with all these ideas, several of which are stupid, and maybe 1 of which will ever be implemented.
Engineer: - [b]Double-Barreled Shotgun[/b], or [b]Boom Stick[/b] It'd be like the Scatter Gun, only not as fast and would need to reload every shot like the Sniper's Sniper Rifle. But it'd do a lot of damage up close. Also fitting of the character. - [b]Acoustic Guitar[/b] Melee replacement for the Pistol. Because hitting sentries and dispensers with a Guitar wouldn't make any sense. Taunt would be playing a riff on it, kind of like the Pyro does. - [b]Power Wrench[/b] Aside from maybe an increased crit rate, allow us to upgrade sentries faster by putting more metal into each hit, and remove sappers faster. As for the buildables, only thing I can think of that wouldn't be unbalanced would be teleporters that recharged faster.
A sentry that does more damage when the enemy is further, and less damage when the enemy is close
I'd rather have the tranq pistol from FF. Yes, you heard me Fortress Forever. It was one of the things I liked. Single bullet, extreme disorientation and slow-down. It makes it easier for the spy to kill someone who is alone. If I remember the TFC tranq was different, you had more than one bullet and it would only shake your screen.
Spy [b]Ability to climb and stick to walls and roofs[/b] Replacement for the sapper, this ability will help the spy be more secretive in sneaking past and ambushing people. He could jump down from roofs and effectively take out members of the opposite team, ninja style. :3 [b]Silenced Pistol[/b] Doesn't remove the spies disguise, but does less damage than the revolver. [b]Poisonous injection[/b] Replaces the knife, instead of being an instakill, it doesn't remove the disguise and it damages the enemy and the same rate as the flamethrower. The victim must find a health pack or else they will slowly die.
Sniper: [b]Dingo[/b]: anti-materiel rifle that always crits when it hits an engineer's building, but against people it never crits and only does half the normal damage. [b]Hand Cannon[/b]: Unlockable for the SMG, bigger and louder revolver than that of the spy, it has a slower rate of fire than the regular revolver and has less carried ammo but does slightly more damage. [b]Boomerang[/b]: Unlockable for the kukri, does less damage than the kukri as a melee weapon, but secondary fire allows it to be thrown. However it can only crit when it's thrown and during the time it takes the boomerang to get back to the sniper, he has to stand still and is completely defenseless. [b]Bolas[/b]: A new weapon for the sniper, the sniper twirls these in his hand and throws them at enemies. They do no damage, but if they hit someone at the legs, then they slow down for about six seconds. The sniper only carries 12 of these and they are only good for distances of about twenty feet. Careful aim is needed as they are easily dodged. Healing cuts the slow down process to three seconds. Demoman: [b]Thumper[/b]: This grenade launcher's grenades only do half of the damage of the normal grenades, but the grenades explode on contact with anything, giving the demoman something that's more direct than the regular grenade launcher. Can be thrown back with the pyro's air compression but it would be a bit harder since they travel in an arc and explode on contact. [b]Dynamite Pack[/b]: Unlockable for the sticky launcher, the dynamite pack from the alpha. After the demoman throws the TNT it explodes with about as much force as three sticky bombs. The bomb then splits up into four smaller dynamite sticks that deal about 23-37 damage each. Good for taking out clusters of enemies or buildings. The demoman carries seven of these. The TNT pack can be air compressed or shot away, but the smaller TNT sticks can only be air compressed. [b]Glassgow[/b]: For the bottle, rather then a crit doing more damage, glass shards stick to the enemy and deal 7 damage every second that lasts for ten seconds. Has a skull and crossbones instead of the xXx. Scout: [b]Splitter Gun[/b]: Unlockable for the scattergun, always and never otherwise crits against airborne enemies and makes them fall to the ground. Good so you can stop enemies trying to rocket jump or double jump onto places you don't want them to, it also makes the scout somewhat more of a teamplayer as it stops enemies from hurling themselves over a large area of the map and annoying your teammates. [b]Pitcher[/b]: does no damage, it is a mini-baseball pitching machine that can shoot up to 10 baseballs that can distract a sentry before it is destroyed. It has 50 HP, good so that the scout doesn't have to rely on the team to get past a sentry or so he or another teammate can do damage to the sentry. Baseball's are shot out at the same rate as the demoman's sticky launcher, and they can be compression blasted back by the pyro. [b]Strikeout[/b]: This bat has a feature in which the more health the scout loses, the more damage this bat does. If the scout has full health than the bat will deal less damage than the regular bat, but if he has lost half of his health it's damage will increase considerably. It looks like a wooden bat with a nail driven through it. Has an attack rate between the regular bat and the medic's bonesaw, and it's held with two hands. It's good for a last-ditch weapon if you have no escape. [b]Bear Traps[/b]: New one-use item for the scout, they don't have an attack but the scout can set them down and when an enemy steps on it they lose 10 HP and cannot move for five seconds. They are small to make them less noticable and are in a rusty team color of the scout. The scout carries five of these, and it takes two seconds to lay one of these down.
[b]Spy.[/b] [b]Pistol replacement: Dartgun.[/b] Holds 6 shots like the old one, does less damage, but can deal damage over time like a Pyro, except it can't be extinguished by water. [B]Sapper replacement: EMP.[/B] Temporarily disables all machines for 5 seconds in a radius equal to that of a control point. Can be thrown from a short distance, with a 3 second delay before activating. Does no damage, so is best for working in conjunction with allies. [B]Knife replacement: Katana.[/B] Deals better damage (the classic 45-85), but has a slower swing. Backstab has same effect, only it looks more awesome (blade coming through the chest, and a shocked look on your victim's face), and restores 33% cloak battery. [B]Disguise Kit replacement: Cigars.[/B] When you smoke it, a large smoke cloud will appear, covering a large area, with roughly the same diameter as the 2fort bridge, lasting for 12 seconds. In the smoke, no-one can see, even Sentries, on BOTH sides, and it could cause lag for old machines. Thankfully, you have infinite cigars. But on the other hand, each Cigar you smoke will damage you for 25 Health, and Pyro's can use their Airblast to take 3 seconds off of the Smokescreen effect. However, as another plus, smokescreens extinguish and stop ALL fire, rendering a Pyro's Backburner or Flaregun useless. Finally a chance to fight back. But you cannot use disguises. [B]Scout.[/B] [B]Scattergun replacement: Bolt Rifle.[/B] Holds 6 shots like the Scattergun, deals less damage, but can be iron-sighted to slow an enemy down until he is healed. Basically a fusion of Natascha and the Sniper Rifle, except without a hail of bullets or charged shots. Yet again, good for teamwork, but a change from the usual hit-and-run tactics. [B]Pistol replacement: Tommygun.[/B] Has a clip of 30, same damage per shot as the Pistol, except with less accuracy, and automatic fire. Not too good for the medium-long range shootings of the old pistol, but can compliment a Scattergun very well. [B]Bat replacement: Sandy.[/B] A sturdy wooden bat, with slightly weaker hits (23-43, like Axtinguisher) than the ordinary aluminium bat, but the secondary fire can be held down for a stronger hit (60-100), but slows you down whilst charged. Crits are common with primary hits, but are non-existant in secondary, for obvious reasons. Yet again, a diversion from the ol' hit-and-run. Also, when set on fire, Sandy will make your weapons deal 100% crits for as long as the fire burns. This encourages you to take on enemy Pyro's. [B]Engineer.[/B] [B]Shotgun replacement: Railgun.[/B] 6 shots, like old Shotty, more accurate, normal damage, alternate fire charges the round to push an enemy back with the blast. Charged blasts do less damage, though, and draws energy from an energy bar. Simply clicking alt-fire will just force them back with the force of an Airblast, and draw off one quarter of the energy, whilst holding it down for 5 seconds will force them back very fast, and drain all the energy in the bar. The energy recharges over time, but can be topped up by Dispensers, cupboards, and health packs. Mediguns recharge the battery as well. [B]Pistol replacement: Raygun.[/B] Fires deadly energy rings (25-30 at point blank, 15-20 at medium range, no long range because the rings decay at long distance), at a rate of 5 per second, with a battery of 100 (no need to reload). When an enemy dies from Raygun fire, he gets vapourised, and only the skeleton remains. A fun weapon, but has two flaws: Overheating and non-functionality underwater. Firing the Raygun for 3 seconds straight will make it overheat and stop working until it cools down, which takes 8 seconds. When in water, however, the Raygun cools down immediately, but don't fire it while in the water. If you do, you get vapourised yourself. [B]Wrench replacement: Blowtorch.[/B] An alternation to the Wrench, with a different way of repairing buildings. instead of repairing in chunks, it repairs in a constant stream, like the Medigun, repairing faster than a Wrench does. And as it heals in a stream, it deals damage in a stream at 50 DPS (weaker than Wrench hits per second), with less crit chance, but can convert each damage point into metal. So Wrench is for defensive Engineering, whilst Blowtorch is for rapid repairs and resource replenishment. [B]Sentry replacement: K-9.[/B] A Sentry that can move, yet is slightly weaker than a stationary one. All 3 versions (Tier 1, Tier 2, and Tier 3) follow the Engineer, and will call out for repairs when damaged, which sounds like a robotic whine, and shows up as a gear in a speech bubble on the screens of all nearby Engineers. Level 1 is faster than Engie, and fires its gun at nearby enemies like a normal Sentry. Level 2 is now just as fast as Engie, has more firepower and health, and will growl at any nearby disguised Spies, though it doesn't attack them unless they aren't cloaked or disguised. Level 3 is now slower than Engie, has lost the Spy sensor, but now has much more health and much more firepower, including rockets. Good for offense, but not quite so for defense. [B]Dispenser replacement: Cooler.[/B] A lesser Dispenser that you can carry around in weapopn slot 6. Everyone around you receives Health and Ammo (and energy of all kind), although slightly less than a normal Dispenser. But you don't get any of the stuff unless you hold down the primary fire, which keeps you still until you let go of the LMB. The Cooler cannot be sapped unless the Engineer is using it himself, or the Engineer is dead and has dropped it. [B]Teleporter replacement: Displacer.[/B] A Teleporter gun, which fires an entrance (primary) and an exit (secondary), that has no charge-up time, but has a transit time of roughly 5 seconds, from entrance to exit, and the telepoints (teleporter entrance/exit) take 2 seconds to charge up and fire. If an Engineer dies, both telepoints are destroyed, and anyone in transit will die by falling through a team-coloured dimensional void. The transit method used in the Displacer has proven to be relatively safe (only 1 out of 10 transits result in a telefrag), but the device, however, has not. Weapons fire will damage the dimensional breach. Do not submerge the Displacer in water, even partially (Seriously, don't. It WILL explode.). Do not touch the operational end of the device. And most importantly, do not let the Heavy sit on it. [B]Sniper.[/B] [B]Sniper Rifle replacement: Matilda.[/B] A long-range crossbow, with no headshots, but makes you invisible when not moving and wielding Matilda. Good for stealthy elimination. [B]SMG replacement: Winchester.[/B] Same as the old Shotgun, except more accurate, with a slightly longer reload. [B]Kukhri replacement: Machete.[/B] Has a slower swing, and after 5 whacks, a Zone meter fills up. Upon activation, the Sniper enters the Zone, where every shot from the secondary weapon hits the exact point where the big team-coloured crosshair is, and all hits are as if they were shot at point blank. Being in the Zone lasts for 15 seconds, so make EVERY shot count. Also, the Zone creates a fisheye effect on the screen, and secondary fire on either Winchester and SMG will zoom in. [B]Soldier.[/B] [B]Rocket Launcher replacement: Missile Launcher.[/B] Same clip, less damage, missiles are guided. Isn't that all we could ever need? [B]Shotgun replacement: Jetpack.[/B] Something completely different. It keeps you airborne, and allows you to reach good vantage points. With the Jetpack equipped, the Soldier has something that looks like two big cartoon fireworks connected to a gas tank attached to his back. The longest you can keep the Jetpack going for is 8 seconds, and then there's a 12 second recharge time. One way to conserve fuel is to jump before you jet, and short bursts help too. One thing that isn't too good about the Jetpack is that it slows you down. And if you die in mid-air, your Jetpack keeps on going until you run out of fuel, allowing for some amusing aerobics, and potentially distracting players. [B]Spade replacement: Gravedigger.[/B] Slower swing, weaker initial damage, poisons enemies for 100 damage over 10 seconds, and hitting corpses with it will bury them and give you 1 point. [B]Demoman.[/B] [B]Pipe Bomb replacement: TNT.[/B] Weaker damage, but can stick to players. It can be good for doing to an enemy Engineer what Master Chief does to Grunts. [B]Sticky Bomb replacement: Spider Mines.[/B] Lay them down, and when an enemy enters their sensor radius, they'll spring up out of the ground, and a second later they'll zip towards you at Scout speed and explode. You can only lay down 6 at a time, and remote detonation is no longer implemented to them, but the increased damage per mine is more than worth the sacrifice. Also, they don't vanish when you die. [B]Bottle replacement: Tabasco.[/B] Decreased damage, taunt adds belching fire (a real whole-hearty belch of fire, instead of the pansy burp that escapes his lips when he knocks back his scrumpy), and each hit with it adds to a Napalm meter. After 4 hits, it is full, and when you taunt with it this time, all your bombs will set people on fire when they explode. Fire-bombs are signified by a team-coloured fire effect on them. The fire-charge effect will only last as long as 20 seconds, but the firebomb effect for deployed bombs lasts until they are blown up. That was a lot. And all in 4 hours, too! Do you all like any of them?
[QUOTE=Smirnoff Joe][b]Spy.[/b] [b]Pistol replacement: Dartgun.[/b] Holds 6 shots like the old one, does less damage, but can deal damage over time like a Pyro, except it can't be extinguished by water. [B]Sapper replacement: EMP.[/B] Temporarily disables all machines for 5 seconds in a radius equal to that of a control point. Can be thrown from a short distance, with a 3 second delay before activating. Does no damage, so is best for working in conjunction with allies. [B]Knife replacement: Katana.[/B] Deals better damage (the classic 45-85), but has a slower swing. Backstab has same effect, only it looks more awesome (blade coming through the chest, and a shocked look on your victim's face), and restores 33% cloak battery. [B]Disguise Kit replacement: Cigars.[/B] When you smoke it, a large smoke cloud will appear, covering a large area, with roughly the same diameter as the 2fort bridge, lasting for 12 seconds. In the smoke, no-one can see, even Sentries, on BOTH sides, and it could cause lag for old machines. Thankfully, you have infinite cigars. But on the other hand, each Cigar you smoke will damage you for 25 Health, and Pyro's can use their Airblast to take 3 seconds off of the Smokescreen effect. However, as another plus, smokescreens extinguish and stop ALL fire, rendering a Pyro's Backburner or Flaregun useless. Finally a chance to fight back. But you cannot use disguises. [B]Scout.[/B] [B]Scattergun replacement: Bolt Rifle.[/B] Holds 6 shots like the Scattergun, deals less damage, but can be iron-sighted to slow an enemy down until he is healed. Basically a fusion of Natascha and the Sniper Rifle, except without a hail of bullets or charged shots. Yet again, good for teamwork, but a change from the usual hit-and-run tactics. [B]Pistol replacement: Tommygun.[/B] Has a clip of 30, same damage per shot as the Pistol, except with less accuracy, and automatic fire. Not too good for the medium-long range shootings of the old pistol, but can compliment a Scattergun very well. [B]Bat replacement: Sandy.[/B] A sturdy wooden bat, with slightly weaker hits (23-43, like Axtinguisher) than the ordinary aluminium bat, but the secondary fire can be held down for a stronger hit (60-100), but slows you down whilst charged. Crits are common with primary hits, but are non-existant in secondary, for obvious reasons. Yet again, a diversion from the ol' hit-and-run. Also, when set on fire, Sandy will make your weapons deal 100% crits for as long as the fire burns. This encourages you to take on enemy Pyro's. [B]Engineer.[/B] [B]Shotgun replacement: Railgun.[/B] 6 shots, like old Shotty, more accurate, normal damage, alternate fire charges the round to push an enemy back with the blast. Charged blasts do less damage, though, and draws energy from an energy bar. Simply clicking alt-fire will just force them back with the force of an Airblast, and draw off one quarter of the energy, whilst holding it down for 5 seconds will force them back very fast, and drain all the energy in the bar. The energy recharges over time, but can be topped up by Dispensers, cupboards, and health packs. Mediguns recharge the battery as well. [B]Pistol replacement: Raygun.[/B] Fires deadly energy rings (25-30 at point blank, 15-20 at medium range, no long range because the rings decay at long distance), at a rate of 5 per second, with a battery of 100 (no need to reload). When an enemy dies from Raygun fire, he gets vapourised, and only the skeleton remains. A fun weapon, but has two flaws: Overheating and non-functionality underwater. Firing the Raygun for 3 seconds straight will make it overheat and stop working until it cools down, which takes 8 seconds. When in water, however, the Raygun cools down immediately, but don't fire it while in the water. If you do, you get vapourised yourself. [B]Wrench replacement: Blowtorch.[/B] An alternation to the Wrench, with a different way of repairing buildings. instead of repairing in chunks, it repairs in a constant stream, like the Medigun, repairing faster than a Wrench does. And as it heals in a stream, it deals damage in a stream at 50 DPS (weaker than Wrench hits per second), with less crit chance, but can convert each damage point into metal. So Wrench is for defensive Engineering, whilst Blowtorch is for rapid repairs and resource replenishment. [B]Sentry replacement: K-9.[/B] A Sentry that can move, yet is slightly weaker than a stationary one. All 3 versions (Tier 1, Tier 2, and Tier 3) follow the Engineer, and will call out for repairs when damaged, which sounds like a robotic whine, and shows up as a gear in a speech bubble on the screens of all nearby Engineers. Level 1 is faster than Engie, and fires its gun at nearby enemies like a normal Sentry. Level 2 is now just as fast as Engie, has more firepower and health, and will growl at any nearby disguised Spies, though it doesn't attack them unless they aren't cloaked or disguised. Level 3 is now slower than Engie, has lost the Spy sensor, but now has much more health and much more firepower, including rockets. Good for offense, but not quite so for defense. [B]Dispenser replacement: Cooler.[/B] A lesser Dispenser that you can carry around in weapopn slot 6. Everyone around you receives Health and Ammo (and energy of all kind), although slightly less than a normal Dispenser. But you don't get any of the stuff unless you hold down the primary fire, which keeps you still until you let go of the LMB. The Cooler cannot be sapped unless the Engineer is using it himself, or the Engineer is dead and has dropped it. [B]Teleporter replacement: Displacer.[/B] A Teleporter gun, which fires an entrance (primary) and an exit (secondary), that has no charge-up time, but has a transit time of roughly 5 seconds, from entrance to exit, and the telepoints (teleporter entrance/exit) take 2 seconds to charge up and fire. If an Engineer dies, both telepoints are destroyed, and anyone in transit will die by falling through a team-coloured dimensional void. The transit method used in the Displacer has proven to be relatively safe (only 1 out of 10 transits result in a telefrag), but the device, however, has not. Weapons fire will damage the dimensional breach. Do not submerge the Displacer in water, even partially (Seriously, don't. It WILL explode.). Do not touch the operational end of the device. And most importantly, do not let the Heavy sit on it. [B]Sniper.[/B] [B]Sniper Rifle replacement: Matilda.[/B] A long-range crossbow, with no headshots, but makes you invisible when not moving and wielding Matilda. Good for stealthy elimination. [B]SMG replacement: Winchester.[/B] Same as the old Shotgun, except more accurate, with a slightly longer reload. [B]Kukhri replacement: Machete.[/B] Has a slower swing, and after 5 whacks, a Zone meter fills up. Upon activation, the Sniper enters the Zone, where every shot from the secondary weapon hits the exact point where the big team-coloured crosshair is, and all hits are as if they were shot at point blank. Being in the Zone lasts for 15 seconds, so make EVERY shot count. Also, the Zone creates a fisheye effect on the screen, and secondary fire on either Winchester and SMG will zoom in. [B]Soldier.[/B] [B]Rocket Launcher replacement: Missile Launcher.[/B] Same clip, less damage, missiles are guided. Isn't that all we could ever need? [B]Shotgun replacement: Jetpack.[/B] Something completely different. It keeps you airborne, and allows you to reach good vantage points. With the Jetpack equipped, the Soldier has something that looks like two big cartoon fireworks connected to a gas tank attached to his back. The longest you can keep the Jetpack going for is 8 seconds, and then there's a 12 second recharge time. One way to conserve fuel is to jump before you jet, and short bursts help too. One thing that isn't too good about the Jetpack is that it slows you down. And if you die in mid-air, your Jetpack keeps on going until you run out of fuel, allowing for some amusing aerobics, and potentially distracting players. [B]Spade replacement: Gravedigger.[/B] Slower swing, weaker initial damage, poisons enemies for 100 damage over 10 seconds, and hitting corpses with it will bury them and give you 1 point. [B]Demoman.[/B] [B]Pipe Bomb replacement: TNT.[/B] Weaker damage, but can stick to players. It can be good for doing to an enemy Engineer what Master Chief does to Grunts. [B]Sticky Bomb replacement: Spider Mines.[/B] Lay them down, and when an enemy enters their sensor radius, they'll spring up out of the ground, and a second later they'll zip towards you at Scout speed and explode. You can only lay down 6 at a time, and remote detonation is no longer implemented to them, but the increased damage per mine is more than worth the sacrifice. Also, they don't vanish when you die. [B]Bottle replacement: Tabasco.[/B] Decreased damage, taunt adds belching fire (a real whole-hearty belch of fire, instead of the pansy burp that escapes his lips when he knocks back his scrumpy), and each hit with it adds to a Napalm meter. After 4 hits, it is full, and when you taunt with it this time, all your bombs will set people on fire when they explode. Fire-bombs are signified by a team-coloured fire effect on them. The fire-charge effect will only last as long as 20 seconds, but the firebomb effect for deployed bombs lasts until they are blown up. That was a lot. And all in 4 hours, too! Do you all like any of them?[/QUOTE] I like them all except for the Engineer's Cooler and the Demoman's Spider Mines. EDIT : [quote]gets vapourised, and only the skeleton remains. [/quote] YES PLEASE
ENGINEER Shotgun -> Nail gun, something similar to the SMG Pistol -> Maybe some sort of radar, as others have said. Wretch -> Something that quickens build time, but lessens damage. S.G. -> A short range flamethrower turret, each level the flame gets stronger, at LV 3 the flame strength stays the same, but installs an attachment similar to the original LV 1 S.G. that shoots bullets. Same health upgrade as original S.G. and has a quicker reaction time. Dispenser -> A small device that heals teammates (and disguised spy's) health. It dispenses health at the same rate as the original and heals in a large area. Teleporter-> Basically, a larger teleporter , that has a greater teleporting radius. It has less health, and a slightly longer recharge time. Could be controlled when to teleport, I'm not sure about that though. If that were to happen, any grenades, sticky grenades, or enemies within the teleporter radius, would be teleported as well as teammates. SPY Revolver -> Silenced Pistol. It does not uncloak or remove your disguise, and has a distinguishing team color muzzle flash. Sapper -> Magnetic Sapper. This devise is not able to be knocked off, it disables the device it is attached to, including other magnetic sappers. It makes the building useless for a semi-long duration but does no damage. This can be used in conjunction with regular sappers. Not usable when cloaked. Knife -> Garrote. (from the false spy leak) Strangles the target, rendering team chat + mike. chat unusable. It is not an instant kill, and this does not remove your disguise. This is not usable when cloaked. Disguise -> Fine as it is... Other -> Improved speed, and limited flame resistance(or at least visual). -> The ability to prime your knife by holding the fire button. -> The spy is now able to restore their cloaking meter at supply cabinets. DEMOMAN Grenade Launcher -> A weapon that has the same range and arc as the flare gun, but is more suited for ranged combat. Explodes on impact, but does less damage, and has a smaller explosion radius. Sticky Grenades -> Proximity Mines. They either explode, or can be used in conjunction with the engineers radar. (Or both!) Bottle -> Ta Good Stuff (better naming lol). Makes the demo slightly slower, and more resilient to damage and makes him sway as he is walking (Like drunk people!) Other -> Make grenades and sticky bombs destructible. SNIPER Sniper Rifle -> Headshot = Instant kill always, does not charge, still has laser sight. Has a better rate of fire and clip size (of 4) at the expense of damage output. SMG -> I don't know... Kukri -> A different sword that has a slower swing speed, slightly longer range, and inflicts more damage. SOLDIER Rocket Launcher -> A smaller rocket launcher, that has eight rockets, it can rapidly fire, but does a little more than half the damage of the normal rockets. The rockets also have a small spread. Sadly, lessens the soldier's ability to rocket jump. Has a smaller explosion radius. Shotgun -> An M1 Garand, or some other rifle. It is good over medium distances, and has a limited spread. Does significant damage. Trench Shovel -> Bayonet attached to the above weapon. Works as secondary fire, only with the rifle, not shotgun. SCOUT Scattergun -> Maybe a slightly stronger SMG? Like in Beta? I'm not sure, the scattergun fits him quite well. Pistol -> Baseball. Can be thrown as a distraction for sentries. Bat -> Again this fits Scout well... I'm not sure. Edit: Smirnoff Joe Likes - EMP, It sounds useful. - Cigars, Adds a nice new element to the game. Possibly swap with cloaking instead? Either way, it's awesome! - Sandy, I like the idea of the improved hits when on fire, but after you are extinguished, the bat could do half damage? - Railgun, sounds cool and can help the engineer become more aggressive, and gives Engineer that needed range. - Raygun, Sounds cool, seems practical. - Blowtorch I'm not sure, It just is a good idea! Maybe it can add a burn effect? Dislikes -Just the K-9, it sounds cool, but personally i think it should have more disadvantages. Criticism on my work would be much appreciated. Thanks for reading!
a replacement for the revolver that has a 5-10 second shot time, but allows building and people to be temporarily seen through walls, during the 5-10 seconds, the spy can not move, I'm not really sure if it should break disguise or not,
[b]Engineer:[/b] Screwdriver: Replaces the wrench, repairs buildings much slower but has a faster swing speed and can backstab. Diaper changing station: Replaces the dispenser, overheals any teammate who has been recently attacked by an enemy heavy. Cannot heal heavies.
[QUOTE=Alba Meira]Engineer: - [b]Double-Barreled Shotgun[/b], or [b]Boom Stick[/b] It'd be like the Scatter Gun, only not as fast and would need to reload every shot like the Sniper's Sniper Rifle. But it'd do a lot of damage up close. Also fitting of the character.[/QUOTE] Maybe the taunt could make him shout "This is my BOOMSTICK!"
[url=http://forums.facepunchstudios.com/showthread.php?t=595908]Don't forget the pattern.[/url] Anyways, following even more patterns, I bet that the next class will be sniper or spy. Idea for spy: Revolver: S.A.P.: Semi-Automatic Pistol, shoots faster than revolver, and reloads faster, but has less range and does less damage even per clip. Is white. Sapper: Intel finder/Fast control point capture: Highlights enemy intel package through walls for 3 seconds making spy vulnerable for this time, or captures control points twice as fast, but makes spy totally vulnerable until control point is fully captured. Knife: Soul Hider: is slower than butterfly knife, and does half damage on side/front attacks, but recharges spy cloak by 50% every successful backstab, and attacking any other side of enemy causes him to get 10% more damage from other weapons. Good for getaways with the revolver or S.A.P..
[QUOTE=Daimao]I like them all except for the Engineer's Cooler and the Demoman's Spider Mines.[/QUOTE] Nice. I guess you didn't like the Cooler idea because it could be sapped, was it? Or was it the need to activate it for yourself to use it that turned it down?
[QUOTE=_Kilburn] Diaper changing station: Replaces the dispenser, overheals any teammate who has been recently attacked by an enemy heavy. Cannot heal heavies.[/QUOTE] That would be awesome! I'd love to hear the engy say "Diaper changing station comin up" "someone's sappin mah diaper changin station!" I thought of a spy upgrade: Improved disguise kit. It allowes you to pick a secondary or melee weapon as part of your disguise. Yes it would be extremely annoying but... um... ok maybe not
I always thought of the Engineer having a Riot Shield building of some sort. for like a quick frontal assault or something, you could quickly whip up a riot shield as like a last-second defense for/against the payload or to guard that Kritzkrieg Ubered Heavy. I also thought that the wrench upgrade should be so that the mroe metal you have (probably storage increase on that too), the more chances you have of getting critical hits.
[b]Spy:[/b] Tweaks: Spies no longer need help with regenerating their cloak - thanks to the new update. When dropping your disguise, be it through using a weapon or manually dropping it, there will be a cloud of smoke surrounding your face for 2 seconds. This cloud of smokes negates sentry detection. Improved backstab recognition. When you disguise as an enemy, you will hold that person's currently held weapon. If said person is dead, then a weapon will be chosen at random. You can now taunt when disguised and to your enemies you will be taunting as your disguised class with the held weapon. You can now see the name of the person you are disguised as. There will be an arrow on the screen pointing in the direction of the person you are disguised as. This arrow will be similar to the intelligence location arrows. Standing still while cloaked should drain the cloak at 50% of the normal rate. Standing still, while uncloaked, will regenerate your cloak faster than when moving. The Medic runs at 107% whilst the Spy will run at 105% now. The Suppressed Pistol: An alternative to the Revolver. Your disguise will be lost as soon as the enemy attacks you. The accuracy of this gun will be a little lower than the Revolver to compensate for the silenced advantages. There will be no damage indicator when using this gun. This gun will have a total of 21 bullets. 7 bullets per clip. 3 clips. Damage: 30-50. No critical hits. The Double Piercer: An alternative to the Butterfly Knife. This does not kill enemies instantly, but it pierces the target two times. The first pierce is never a critical, the second will always be a critical. The first strike is immediate and it takes one second to complete the second. If the enemy turns around before your second hit then it will deal normal damage. Your disguise will be lost as you begin the second strike. If you attack from the front the damage will be slightly higher than the standard knife. Attacking from the side will deal the same damage as the front. Damage: 50-80. 160 critical damage. One downside to using this knife is the noisy machine-like sound when slicing because of the motors pushing down the second blade. Achievements: Revolver Revolving: Kill a total of 50 people with your Revolver. Got Your Back: Backstab a total of 1000 people. Leecher: Steal 100HP from an Engineer's Dispenser and/or from a Medic in one life. Mega Leecher: Steal 250HP from an Engineer's Dispenser and/or from a Medic in one life. Not So Fast: Backstab a total of 5 Scouts. Doctor No: Backstab a total of 10 Medics with an Ubercharge or Kritcharge ready, but undeployed. The Only Spy Left Standing: Backstab a total of 10 Spies. Rogue Agent: Kill a total of 10 Spies with your Revolver. Espionage Tactics: Have an enemy Medic Uber or Kritcharge you. System Crashes: Sap a total of 8 buildings in one life. System Error: Sap a total of 100 buildings. Stab 'N' Sap: Stab an enemy Engineer and immediately Sap his buildings nearby. Sap 'N' Stab: Sap an enemy Engineer's Dispenser and Sentry and immediately Backstab him. Rusty Plan B: Damage an enemy with your knife and then switch to your Revolver to kill them. Secret Plan B: Damage an enemy with your knife and then switch to your Suppressed Pistol to kill them. A Silenced Serial Killer: Kill a total of 50 people with your Suppressed Pistol. The Man With a Plan: On Dustbowl, capture the second Control Point, in any Stage, within 15 seconds of your teammates capturing the first. Gentlemen: Disguise as every single class and kill every class once. Severing Thrust: Kill an enemy with the Knife taunt. Electrical Fire: Destroy 3 enemy Engineer buildings within 5 seconds of the previous one being destroyed. Local Murder: Kill 3 enemies in the same general area. Wanted: Invisible Man: Kill a total of 1000/1,000,000 enemies with your Revolver and Knife. Prosecutors Will Be Backstabbed: Backstab 10 enemies capturing one of your Control Points. Russian Prejudice: Backstab a total of 50 Heavies. German Prejudice: Backstab a total of 25 Medics. Double Prejudice: Backstab a Medic and then immediately Backstab the patient. French Bread: Kill a Heavy in any way and pick up his sandwich to refill your health.
[QUOTE=Smirnoff Joe]Nice. I guess you didn't like the Cooler idea because it could be sapped, was it? Or was it the need to activate it for yourself to use it that turned it down?[/QUOTE] The fact that it replaced the Dispenser turned me off and the fact that it's the same as the Dispenser, only that this one can deploy faster. Cooler = deploy, wait, redeploy Dispenser = deploy, destroy and harvest metal, redeploy So it's kinda the same, but you can't sentry tank with the cooler.
[u]Wrench Unlockable[/u] Crits like any other melee weapon, but when it crits on a friendly building it repairs twice as much. The downside is, its crits do not affect enemy players and it does slightly less damage against them, but the regular repair rate is still the same.
Reposted from locked thread - Here is idea for RPG replacement - JetJump RocketLauncher (JJ RL) Damage redused to 30% No crit rockets Rocketjump high increased to 165% Rocket Speed increased ro 125% JJ is good choise when you want to split enemies(medic and heavy), or just to fly high with less damage. Oh and shotgun one Airborner Normal damage redused to 50% When equipmented, soldiers fall slower after rocket jump for better shootout.However makes soldier very good target for snipers. Does 200% damage to target if shooted in air after rocket jump.
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