Put your dumb update ideas in this thread, please.
58 replies, posted
Title. They're starting to clutter up the forum.
[highlight](User was banned for this post ("no" - Jimbomcb))[/highlight]
Trading
Oh wait.
That's only dumb because it don't exist.
Also no, you're like the 15th thread trying to do this, it will be locked, and more threads will be made
The headhunter:
200 damage on headshot + no charge
15 damage bodyshots
slower reload time
I know they already did sniper update, but they did say they were going through all the classes again.
I'll take your "word of the definite" opinion with a grain of salt, thanks.
portal gun
Gravity gun
10th class is chell
The Big Rig.
Level 69 Truck.
Drivable big rig for engie.
When blowing horn, it sends out wave of mini crits for entire team. (like buff banner)
Road Rage meter must be at max.
engie gets a sheild that blocks backstabs and prevents his snetries from BEng sapped bcuz spies r overpowers
also gard dog
All classes removed and replaced with Civilian.
No wait, this! [url]http://www.facepunch.com/showthread.php?t=903547[/url]
Six shooter pistol.
Taunting lets you drop it for metal.
Dual Six Shooters for the engineer
Guitar for melee.
Force-A-Nature V2
Fires 4.4 million shots at once, opposed to 14-20
Gives you a quadruple jump
Knockback launches you and your target across the map
0 reload time
999 damage to firer and target.
Replace Sniper's rifle with a Model 1887 shotgun since it's considered a sniper rifle.
Give spy invisible seeing glasses that allow him to see invisible enemy spies but the sun burns his retinas at an accelerated rate and he loses 1 hp per second
Goes with spy because James Bond wore some cool shades in one of his movies amirite?
[B]Hornets (Sentry replacement):[/B] A trio of small flying robots that follow Engie around. Hard to hit with explosive projectiles (and relatively hard to repair) due to their small size, but Snipers and Heavies will excel at smushing them. Each one has about 50 health, you can construct up to 3, and each one deals roughly 40-50 DPS with it's laser projectiles. A single Hornet isn't too effective against anything other than a low-health class, but with a trio of them, they can prove a powerful addition to the Engie's basic firepower, and credit to team. Hornets remain after Engie's death, and proceed to pursue their father's murderer with advanced artificial hatred.
I would post my idea here, but mine is so much better than everyone else's that it deserves its own thread.
I'm [b]sure[/b] everyone will agree when I make it.
Perfunctionator/izer: Sentry that builds and upgrades itself over time with no help from the engineer. downside is that build time is slower and upgrading cannot be accelerated. It can only be repaired by the engineer.
Good for setting up a home base while you go the frontlines to set up teles.
The Auto-Doctor: An upgrade path for the Dispenser. Heals at .65/.8/1 of a medics heal rate at levels 1, 2 and 3 respectively. No further upgrades. No ammo/Metal dispensed to discourage Dispenser camping.
The M.I.T (Multiple Ingress Teleporter) An upgrade path for the Teleporter with multiple entry points but one exit "hub", the entries are normal teles while the exit is a large pad consisting of three teleporters. Downsides: Takes longer to build and costs 250 metal to upgrade. When an entry is sapped its corresponding exit is also sapped. Similarly when an exit is sapped the entry is also sapped but the exit is unusable for the duration of sapping. (Needs Work but is a nice idea)
Ol' Screamer: An large Airhorn with a medium AoE effect that reduces the damage done by enemies in its range by about 10-30% depending on how close they were. Replaces the pistol.
Big Bad Batterin Ram: A melee replacement for the engie. It has a slower swing speed and lower damage but knocks people away a nice distance. Also repairs/upgrade at the same rate as the wrench though its slower swing speed means less metal is delivered per second.. Goes well with the perfunctionizer.
Jug o' firewater: Triple-X Moonshine! One swig and your wrenching arm gains one hell of a speedboost! But beware, as the hooch has a downside. Suddenly, spies! Thousands of them!
+ Speeds up wrench swing for 10 seconds - faster sapper removal / building / upgrading
- Blurs Vision
- All players appear to be enemy spies for duration
[img]http://www.pixeljoint.com/files/icons/tf2_engineer9197598680_iaza.gif[/img][img]http://imgkk.com/i/Qh8Ojw.png[/img] :smug:
Give Sniper a .357 Mag :smugdog:
[QUOTE=Meat;20569736]Jug o' firewater: Triple-X Moonshine! One swig and your wrenching arm gains one hell of a speedboost! But beware, as the hooch has a downside. Suddenly, spies! Thousands of them!
+ Speeds up wrench swing for 10 seconds - faster sapper removal / building / upgrading
- Blurs Vision
- All players appear to be enemy spies for duration[/QUOTE]
It may be because I just woke up not 10 minutes ago but thinking of this idea in execution sounds funny as hell
[QUOTE=Left4Meds;20567000]Replace Sniper's rifle with a Model 1887 shotgun since it's considered a sniper rifle.[/QUOTE]
The call of duty forum is that way ->
i think ill make that jug o' firewater as a buffbanner replacement, seeing as the animations dont need to be altered. Alcohol-fuelled rage = minicrits! and instakills demomen due to liver poisoning
[QUOTE=Meat;20569736]Jug o' firewater: Triple-X Moonshine! One swig and your wrenching arm gains one hell of a speedboost! But beware, as the hooch has a downside. Suddenly, spies! Thousands of them!
+ Speeds up wrench swing for 10 seconds - faster sapper removal / building / upgrading
- Blurs Vision
- All players appear to be enemy spies for duration
[img]http://www.pixeljoint.com/files/icons/tf2_engineer9197598680_iaza.gif[/img][/QUOTE]
This is actually a great idea- it aids the melee of a support class, like with what they did with the sniper.
The Bolt Gun- Replacement for Shotgun
[img]http://t0.gstatic.com/images?q=tbn:uquw9YB3gvQJ3M:http://www.allproducts.com/manufacture100/xinkai/pneumatic_nail_gun-l.jpg[/img]but with bolts.
+ Powerful medium to long-range attack
+ Upgrade/repair/rearm from a distance
- 1/2 to 2/3 (whichever is best for balance) metal placement rate
- Limited to 12 rounds per clip, 2 extra clips
- Half-second delay between shots
- No powerful short range due to lost shotgun
Flame Turret- Replaces normal turret
[img]http://www.isotx.com/uploads/InterfaceLeader/mec/mec2_2-11-08_02.jpg[/img]Like this, but more TF2-looking.
+ Fire damage lasts longer
+ Great for around corners
+ Bomb-resistant (1/2 damage from bombs)
- Weak against Pyros (Pyros are resistant to fire and can set the gas tanks on fire)
- No long-range turret
- Runs through ammo faster
- Not as powerful on individual targets once fully upgraded
Spah' Goggles and Wrench- Replaces Wrench
[img]http://i488.photobucket.com/albums/rr249/ASmellyOgre/SpahGoggles.jpg[/img]Blue and old-electronics-beige, baby! For clarification, the rim of the goggles will always be beige, but the lenses will look normal until you turn them on, at which point they become blue.
+ Enemy Spies glow, even if cloaked or disguised
- Lenses turn everything blue when they are turned on
- Decreased metal placement efficiency due to obscured vision
[QUOTE=elitestrider;20563788]The headhunter:
200 damage on headshot + no charge
15 damage bodyshots
slower reload time
I know they already did sniper update, but they did say they were going through all the classes again.[/QUOTE]
Wow, you managed to make something more useless than the Razorback.
[editline]09:56PM[/editline]
[QUOTE=ASmellyOgre;20582600]
+ Enemy Spies glow, even if cloaked or disguised
- Lenses turn everything blue when they are turned on
- Decreased metal placement efficiency due to obscured vision
- Cannot use any weapons aside from the wrench in conjunction with the goggles[/QUOTE]
The rest of your unlocks are good, but this targets and counters one specific class, while reducing the effectiveness of the user.
[QUOTE=ASmellyOgre;20582600]
Flame Turret- Replaces normal turret
+ Fire damage lasts longer
+ Great for around corners
+ Bomb-resistant (1/2 damage from bombs)
- Weak against Pyros (Pyros are resistant to fire and can set the gas tanks on fire)
- No long-range turret
- Runs through ammo faster
- Not as powerful on individual targets once fully upgraded[/QUOTE]
This would not encourage pyros to play. Also why not just get a pyro to do that? It would be a waste. But I like the bomb resistance.
[QUOTE=IForgotPassword;20584441][b]This would not encourage pyros to play[/b]. Also why not just get a pyro to do that? It would be a waste. But I like the bomb resistance.[/QUOTE]
This is a good thing.
[QUOTE=Meat;20569736]Jug o' firewater: Triple-X Moonshine! One swig and your wrenching arm gains one hell of a speedboost! But beware, as the hooch has a downside. Suddenly, spies! Thousands of them!
+ Speeds up wrench swing for 10 seconds - faster sapper removal / building / upgrading
- Blurs Vision
- All players appear to be enemy spies for duration
[img]http://www.pixeljoint.com/files/icons/tf2_engineer9197598680_iaza.gif[/img][img]http://imgkk.com/i/Qh8Ojw.png[/img] :smug:[/QUOTE]
Good idea, but doesn't the Demo already drink XXX Moonshine?
New sentries isn't a very good engineer update idea IMO.
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