Common: Another (another) custom unlockables... w/ picture!
47 replies, posted
Alright guys, at first, this was meant to be a joke, and nothing except a gig.
But since someone started posting their own custom weapon, I decided that this should be the place where you guys can upload all your TF2 custom items. Preferably with images and details on it.
[b]Template:[/b] [url]http://willhostforfood.com/access.php?fileid=86763[/url]
[b][i]Fonts you will need:[/b][/i] [url]http://www.garrysmod.org/downloads/?a=view&id=56954[/url]
[b]Please thank this guy: [u]xZippy[/u] for this thread:[/b] [url]http://www.facepunch.com/showthread.php?t=806055&highlight=scout+melee+unlock[/url]
[i]Note: Weapon types in the .psd could be: Primary Weapon / Secondary Weapon / Melee Weapon. And the name, please make up something unique.[/i]
Here's mine:
[b]NEW:[/b]
[IMG]http://i174.photobucket.com/albums/w92/Powerchu/FlamingRiot2.png[/IMG]
[b]EDIT[/b]: Yes, i fail at photoshopping...
[b]Flaming Riot[/b]
[i]Stats:[/i]
Neutral attributes:
1) When taunting, the Medic will aim his Medi Gun at himself and blow himself with a blast of cool medicine - giving him 10% buffed/perma health. (A bit like the Kritzkrieg taunt.)
2) Instead of 100% critical chance or invulnerability, this baby gives the Pair 130% speed. (Useful for Pyro, Heavy or Soldier.)
Positive Attributes:
1) When equipped (using it), this Medi Gun gives the user 12% more speed.
2) Medi Gun gets 110% rate of healing
Negative Attributes:
1) -5% Max Health
2) 80% Rate of overcharging.
Pros: Harder to get hit. Faster speed means more time to destroy/kill.
Cons: No increased attack or godmode. Medic have lesser health, meaning he will get killed easier, and inevitably getting your Pyro mate killed.
"If Medic uses this" stats:
Health - 175 to 165
Speed - 107% to 119%. Ubercharged - 160% (overpowered)
Taunt Buff - 17 hp increaased
Basically, this medi gun is good for a Pyro/Medic pair, where the Pyro (with his extreme speed) can tear down defenses with his flamethrower.
And if anyone is kind enough to help me make a better image, you will get a pancake.
[b]OLD:[/b]
[media][IMG]http://i174.photobucket.com/albums/w92/Powerchu/FlamingRiotunlockables.png[/IMG][/media]
Who rated me dumb? Fuckshit.
I like it.
112% and 12% seem like pretty arbitrary numbers, though.
i would really hate this to be in the game. :3:
I can see this happening. Maybe.
But there would be medics getting ubered (regular invuln) then taunting, shooting needles everywhere with blutsauger and ubersawing with 3 seconds of krits. The taunt would be overpowered in some cases.
[QUOTE=Exorcyst24;17507945]I can see this happening. Maybe.
But there would be medics getting ubered (regular invuln) then taunting, shooting needles everywhere with blutsauger and ubersawing with 3 seconds of krits. The taunt would be overpowered in some cases.[/QUOTE]
Keep in mind it takes about a second to swap weapons, meaning you only get like two seconds.
Also it seems a little...Odd to lose 22.5 points of health. Think things through first, maybe?
This seems rather overpowered.
I'm assuming the 180% speed is just 180% base speed of the class in question. Let's look at a few things:
[list]Scout runs at 133% normally. With this, he'd run 248% speed.
[*]Medic runs at 107% normally. Equipped, he's now running at 120, almost as fast as a scout. With it used on him, he runs at 193%. Equipped AND healed, he's now running at 216%, or there abouts.
[*]Pyro, Demo, Engi, Spy, and Sniper run at 100% normally. With this, they now run 180%. Almost 50% faster than a normal scout, and 30% faster than a Bonk!'d scout.
[*]Soldier walks at 80% normally. With this, he's now running at 144%. 11% faster than a normal scout.
[*]Heavy strolls along at 77%. Now he's faster than a scout when not spun up, at a whopping 139%. Spun up, he putzes at 49%.[/list]
You have made every class faster than a normal scout. Oh, and added crits for 3 seconds after taunting with it. And for only -15% (22.5) health and a -25% to your ubercharge rate? Well overpowered. If you're going to speed all the classes up to 180%(which would ruin the balance already worked on all the classes), remove ubercharge completely. Think about how that would effect gameplay: You now have an uber running at you faster than a scout can run most of the time. Until you get to heavy. Beyond this, you've INCREASED the rate of healing an extra 15%.
To balance this, let's take a look at our quick little bunny: Low health, low damage output, but extremely fast. So that's what we should do with this to preserve balance best.
[list]Drastically decrease the speed increase. Soldier under the effects of this medigun shouldn't be faster than scout. The other class could run about that speed, but that's pushing it. Let's make it 125% speed.
[list]Increasing the using medic's speed is fine so that he can keep up with his patients. Bump his speed up to scout's, whatever that percentage would be.[/list]
[*]Do NOT increase healing rate. Decrease it. The value would have to be played with, but decrease healing rate.
[*]The health change and 3 seconds of crits on taunt seem like they were just tacked on to try and balance the weapon. Why not just not change the medic's health, or drop it to 125, the scout's health? Drop the crit-taunt entirely.
[*]Remove ubercharge entirely. Ubercharging AND speed boost is well overpowered, even going up against sentries and being blasted into the air.[/list]
If someone says anything about my lists, I don't really care, it keeps things coherent for me and I prefer them to line breaks.
I think that's way overpowered.
This post was actually meant to be for lols.
But since people are complaining about its overpowerness, i gonna change it
[editline]05:58PM[/editline]
[QUOTE=biodude94566;17508151]This seems rather overpowered.
To balance this, let's take a look at our quick little bunny: Low health, low damage output, but extremely fast. So that's what we should do with this to preserve balance best.
[list]Drastically decrease the speed increase. Soldier under the effects of this medigun shouldn't be faster than scout. The other class could run about that speed, but that's pushing it. Let's make it 125% speed.
[list]Increasing the using medic's speed is fine so that he can keep up with his patients. Bump his speed up to scout's, whatever that percentage would be.[/list]
[*]Do NOT increase healing rate. Decrease it. The value would have to be played with, but decrease healing rate.
[*]The health change and 3 seconds of crits on taunt seem like they were just tacked on to try and balance the weapon. Why not just not change the medic's health, or drop it to 125, the scout's health? Drop the crit-taunt entirely.
[*][b]Remove ubercharge entirely[/b]. Ubercharging AND speed boost is well overpowered, even going up against sentries and being blasted into the air.[/list]
If someone says anything about my lists, I don't really care, it keeps things coherent for me and I prefer them to line breaks.[/QUOTE]
Erm, on top it says: "Soldier under the effects of this gun shouldn't be..." and below it says, "Remove ubercharge entirely". Care to explain to a bad reader? So that i can change the attributes and edit the weapon model.
[QUOTE=biodude94566;17508151]This seems rather overpowered.
I'm assuming the 180% speed is just 180% base speed of the class in question. Let's look at a few things:
[list]Scout runs at 133% normally. With this, he'd run 248% speed.
[*]Medic runs at 107% normally. Equipped, he's now running at 120, almost as fast as a scout. With it used on him, he runs at 193%. Equipped AND healed, he's now running at 216%, or there abouts.
[*]Pyro, Demo, Engi, Spy, and Sniper run at 100% normally. With this, they now run 180%. Almost 50% faster than a normal scout, and 30% faster than a Bonk!'d scout.
[*]Soldier walks at 80% normally. With this, he's now running at 144%. 11% faster than a normal scout.
[*]Heavy strolls along at 77%. Now he's faster than a scout when not spun up, at a whopping 139%. Spun up, he putzes at 49%.[/list]
You have made every class faster than a normal scout. Oh, and added crits for 3 seconds after taunting with it. And for only -15% (22.5) health and a -25% to your ubercharge rate? Well overpowered. If you're going to speed all the classes up to 180%(which would ruin the balance already worked on all the classes), remove ubercharge completely. Think about how that would effect gameplay: You now have an uber running at you faster than a scout can run most of the time. Until you get to heavy. Beyond this, you've INCREASED the rate of healing an extra 15%.
To balance this, let's take a look at our quick little bunny: Low health, low damage output, but extremely fast. So that's what we should do with this to preserve balance best.
[list]Drastically decrease the speed increase. Soldier under the effects of this medigun shouldn't be faster than scout. The other class could run about that speed, but that's pushing it. Let's make it 125% speed.
[list]Increasing the using medic's speed is fine so that he can keep up with his patients. Bump his speed up to scout's, whatever that percentage would be.[/list]
[*]Do NOT increase healing rate. Decrease it. The value would have to be played with, but decrease healing rate.
[*]The health change and 3 seconds of crits on taunt seem like they were just tacked on to try and balance the weapon. Why not just not change the medic's health, or drop it to 125, the scout's health? Drop the crit-taunt entirely.
[*]Remove ubercharge entirely. Ubercharging AND speed boost is well overpowered, even going up against sentries and being blasted into the air.[/list]
If someone says anything about my lists, I don't really care, it keeps things coherent for me and I prefer them to line breaks.[/QUOTE]
I think by overhealed he means ubercharged. The uber is the 180% speed boost.
If taunting gave you permanent health them why add the take away health?
It should take away 10% health, the taunt heals you like the sanvich, yet takes time to taunt so people could get you as you are healing.
Just hide in your base and taunt away!
Overcharge? You mean Ubercharge?
Overcharge was weapon that was supposed to be todays kritzkrieg,but they have abandoned it.
[QUOTE=powerchu;17509417]Erm, on top it says: "Soldier under the effects of this gun shouldn't be..." and below it says, "Remove ubercharge entirely". Care to explain to a bad reader? So that i can change the attributes and edit the weapon model.[/QUOTE]
I mean that the effects of the weapon shouldn't make the second slowest class faster than the fastest class.
[QUOTE=Kalinium;17509448]I think by overhealed he means ubercharged. The uber is the 180% speed boost.[/QUOTE]
I seem to have read over the Overcharged is 180% speed, but I would have assumed that meant overhealing would produce it, not that the ubercharge is the speed change.
Taunting for something doesent work, expect maybe a kill taunt.
I wouldnt want to see myself taunting for a buff every time i spawn.
I want a medigun that stops the medic or partner being knocked back via airblast, sentry ect.
Trade off could be less time ubercharged or something, maybe down to 5 seconds.
Uber that makes the Medic and the Ubered class made out of really dense material.
[b]Pros:[/b] Uber lasts twice as long.
[b]Cons:[/b] Medic and Uberee(?) move at 50% speed and fire 50% slower.
[b]Defensive Uber. [/b]
I know, dumb idea.
[QUOTE=ifaux;17525693][media][img]http://i33.tinypic.com/kb3hhk.jpg[/img][/media]
yeaaaaaaaaaaaaa[/QUOTE]
UNABLE TO DISGUISE? AND KNOCKBACKS?
Go be a scout D=
Seriously, what is a spy without his disguise? i think you meant "remove the ability to CLOAK".
p.s. Lol, a melee weapon.
\\
[QUOTE=Neckbeard;17521331]Uber that makes the Medic and the Ubered class made out of really dense material.
[b]Pros:[/b] Uber lasts twice as long.
[b]Cons:[/b] Medic and Uberee(?) move at 50% speed and fire 50% slower.
[b]Defensive Uber. [/b]
I know, dumb idea.[/QUOTE]
Actually, it's quite possible, although i don't see why the uber makes us fire 50% slower. I mean, if you uber a sniper... O_O So i guess a defensive medigun could be,
Pros: Invulnerability 2x longer
Cons: Move at 65% speed and health decreases by 3hp/s for 10 second (total - 30hp lost) after Ubercharged, (healing doesn't work, the medigun mess with the internal body system yo!) seems plausible.
\\
[QUOTE=TheForeigner;17519123]Taunting for something doesent work, expect maybe a kill taunt.
I wouldnt want to see myself taunting for a buff every time i spawn.[/QUOTE]
Hm, thanks for the response. Well, its time to get on the Photoshop, edit, post and get off the computer. I have to start a long week.
actually I did mean cloak, a bit tired.
thinking of other things, like a knife that when you backstab someone it insta-disguises as them. Dunno. A smoke-watch? ;p
You know what? I am going to make this thread avaliable for everyone to post their custom unlockables, WITH PICTURES. And some details on it and why you think it should be included; adding this to OP
[QUOTE=ifaux;17526771]actually I did mean cloak, a bit tired.
thinking of other things, like a knife that when you backstab someone it insta-disguises as them. Dunno. A smoke-watch? ;p[/QUOTE]
Insta-Disguise would actually be pretty cool, kinda like the stealth consumes from Prototype.
[QUOTE=ifaux;17526771]actually I did mean cloak, a bit tired.
thinking of other things, like a knife that when you backstab someone it insta-disguises as them. Dunno. A smoke-watch? ;p[/QUOTE]
^Agree with Takeout, Insta-disguise knife is pretty cool, so that our problem with camping engys could be solved...
Smoke-watch is kinda redundant. Its useless and is expensive for lower performance rigs. Besides, what if a Pyro comes?
*working on Insta Disguise Knife*
[b]Edited:[/b] DONE!
[IMG]http://i174.photobucket.com/albums/w92/Powerchu/Consumer.png[/IMG]
[b][u]Consumer[/u][/b]
[i]Stats:[/i]
[b]Neutral attributes[/b]:
1) This knife gives the Spy the ability to insta-disguise (Instantly! no smokes!) after a backstab.
[b]Positive Attributes[/b]:
1) 30% Faster firing rate
2) Speed increased by 5% *without disguise*
[b]Negative Attributes[/b]:
1) -15% damage for all frontal stabs.
2) Removes the ability to cloak
[b]Pros[/b]: 30% faster firing rate means the the Spy can backstab more people while changing their disguises immediately after a backstab. The overall speed of a Spy is also increased, so that infiltration is not that difficult.
[b]Cons[/b]: No ability to cloak basically means 10x times harder to infiltrate into the enemy base. Also, due to the curve the Consumer have, it have 85% damage for all frontal stabs.
[b]Overall[/b]: This may seem overpowered at first glance, but beware! Mastering this elegant butterfly-knife is no easy task. The Spy is still in deep-shit when faced with a Pyro, and no cloak means Sniper kicking your ass and saying goodbye to your head. However, in the hands of a swift player, this knife is deadly, and may even piss Gabe off. Use at your own risk.
I am quite happy with how the photoshopped knife turns out. Its 2 knives combined into one elegant one.
:O That thing might consume us all!
[b]INTRODUCING...[/b]
[IMG]http://i174.photobucket.com/albums/w92/Powerchu/MobileSapper.png[/IMG]
[b]The Mobile-Sapper![/b]
[i]Stats:[/i]
[b]Neutral attributes[/b]:
1) This Sapper grants the Spy ability to throw sapper under buildings.
[b]Positive Attributes[/b]:
1) When the grenade is sliding, it will disable all buildings nearby. The furthur the building, the more time it takes to degrade.
[b]Negative Attributes[/b]:
1) -20% firing rate
2) +30% time to degrade buildings (L1 Sentry - 5 secs, L2 Sentry - 8 secs, L3 Sentry - 10 secs)
[b]Pros[/b]: This is only useful for those who wants to distract the engineers and disable buildings for a short while so that your team members can move on. I don't see any pros with this one.
[b]Cons[/b]: It takes alot of time to degrade, and the delay between switching weapon and making throwing another is long. Use at your risk.
[b]Overall[/b]: Bah, I'm a bit tired now, basically, this is a distraction Misc.
Btw...
[b]Bonus:[/b]
[media]http://i174.photobucket.com/albums/w92/Powerchu/EMPGrenade.png[/media]
[i]View above first:[/i]
[b]Pros:[/b] [sp]The best l33t weapon ever. However, it is only owned by someone in Valve. Who?[/sp]
[b]Cons:[/b] [sp]This weapon... wait... I don't see red text! Holy shit![/sp]
I haaaateeee yooou :argh:
I'm gonna counter your mobile sapper with a.. REV SAPPER 600!
[QUOTE=ifaux;17528512]I haaaateeee yooou :argh:[/QUOTE]
I love you!
A Sapper that is tethered to the Spy's glove via elastic band.
[QUOTE=Neckbeard;17528629]A Sapper that is tethered to the Spy's glove via elastic band.[/QUOTE]
You do know this ain't a request topic. But thats a neat idea, kinda like Sam's PDA and Fallout 3's PIPBOY 3000.
So what it does?
On a side note,
This guy from: [url]http://www.facepunch.com/showthread.php?t=820404[/url]
gave me a good idea...
[QUOTE=Keychain;17520020]Valve will punish all who use this and award those who haven't with literal backpacks that go on the player's misc slot.
Called "Moralist's Trusty Bag"[/QUOTE]
And a MISC item will finally be borned. (not a misc weapnon)
[IMG]http://i174.photobucket.com/albums/w92/Powerchu/Moralist.png[/IMG]
Hehe.
[QUOTE=powerchu;17528656]You do know this ain't a request topic.[/QUOTE]
Hurp de durp :downs:
Sorry, you need to Log In to post a reply to this thread.