• Have we forgotten about the 10th class Valve mentioned?
    135 replies, posted
No, the new class is the Accountant.
Whatever it is (if there is one) it should re-inforce teamplay. I've noticed TF2 lacking this alot lately which is surprising as "team" is in the name.
[QUOTE=jivemasta;15289049] And fuck civilian, what the hell could it do?[/QUOTE] Maybe they will bring back the VIP mode from TFC. I can only hope... And don't give me that "payload is the same thing" crap.
The VIP mode was fucking awesome. Let me explain it:- There would be two teams. The assassins, and the gaurds. The assassins need to prevent the gaurds from escorting the civillian to safety. The civillian is actually a character that somone's playing. (He's horribly armed, though. Just a shitty umbrella) In "meet the sniper", the bobblehead he flicks at the beginning is actually a representation of what could be the civillian. (And as you know, killing important people with a rifle seems to be the sniper's specialty)
THE RANDOM CLASS BUTTON ( 0 ) There's already 10
[QUOTE=Ttubckid;15297328]It will be Gabe Newell. Prove me wrong[/QUOTE] But that will exceed the game's weight limit.
[QUOTE=TizzYcho;15305224]But that will exceed the game's weight limit.[/QUOTE] Oh snap. :dance:
The new class is Dracula
[QUOTE=Mckillyou;15305483]The new class is Dracula[/QUOTE] Maybe, it might be a hide and seek / keep away gamemode. I originally thought it was an unlockable item, because the solder's light up signs in meet the spy say "Found Dracula" and "Lost Dracula" on it.
[QUOTE=TizzYcho;15305224]But that will exceed the game's weight limit.[/QUOTE] ZING x9999999
Since no class is actually designated as the leader of the team, it would be logical for the 10th class to be some leader kind of type. This is the best idea I found on the Steam forums: [quote] New Class: Officer Yes I know another new class thread, I apologize ahead of time. Let me say that I think the game is pretty damn near perfectly balanced, and no new classes are really needed at all; but after reading several "new class" threads, I have been compulsively obsessing over the idea of designing a class that could actually intergrate with and compliment the other nine classes while simultaneously keeping with the theme of the game. I think this type of class could work, if it was extensively tested, percentages tweaked, abilities checked, etc. Just have a go, add ideas, turn up some flames, and all that sort of jazz. Thanks for reading through my obsessive-compulsive thread, if you so choose. OFFICER Support Class Primary Weapon: Sub Machine Gun (Sniper’s secondary weapon) Secondary Weapon: Luger (Same as other pistols, just looks different) Melee Weapon: Riding Whip (Does less damage per hit than an average melee weapon, but swings faster to make up the difference. *See Riding Whip Below) Health: 140 Movement Rate: Same as Medic Officer in a Nutshell: Alone, the Officer is not a very effective combatant; he can hold his own in a pinch but his strengths lie in his ability to strengthen his subordinate’s combat effectiveness. ABILITIES Presence: The Officer has a passive area of effect (like an aura) that boosts some basic ability of teammates around him, because it is passive, the boost cannot be dramatically huge or it would be overbalancing. Whatever his aura would be, he only has one, not a selection of auras to choose from. Some ideas for aura effects could be something like the following options: 5-10% increase in firing rate (fixed %, not a ranged %) 25% decrease in reloading time 2-5% increase in crit chance (fixed %, not a ranged %) 2-5% damage reduction Riding Whip: The Riding Whip is the tool the Officer uses to motivate his teammates thus increasing their abilities. Key aspects of the Riding Whip are: * 3 strikes on a teammate issues an “order” (See Orders Below) * has a meter associated with it called “Command” (like the Spy’s Cloak) * each strike on a teammate without a fully active order lowers the Command meter by an incremental amount * Once a player has received an order, further strikes upon them do nothing; it does not drain Command or Increase the Order's timelimit. (See Below) * a full Command meter can issue 3 orders (9 strikes) * the Command meter refills as fast as the Spy’s Cloak * Hitting a disguised enemy Spy does normal melee damage (3rd hit will not add a buff obviously) Orders An Order is a generic term used to describe the “buff” a teammate receives when struck 3 times by a Whip wielding Officer, provided that said Officer had enough Command to complete the action. * the Officer gets an icon indication over a teammates head or within the text box of the player’s name as to the number of strikes he has applied to said player (stacking Chevrons).. this---> ^ * uncompleted orders fade overtime. an uncompleted order is anything less than 3 strikes from a riding whip. it fades at the end of a given time (5-10 seconds?) * Each class gets an order that is specific and unique to itself. * Each order lasts 10 seconds. (may be less depending on how overpowered an order turns out to be) * When an Officer is killed, ALL active orders or uncompleted orders issued by him expire with him. (Loss of Morale) An order is one effect unique to each class. The following options are possibilities of that one effect. **So it’s one buff and never the other. Scout * Gets an additional Jump, making it a triple jump Soldier * Reloads 25% faster * Immune to his own Rocket Damage but can still rocket jump Pyro * Movement speed increased slightly * Flamethrower damage increased slightly Demoman * Immune to his own Stickies Damage (safe rocket jumps) * Charge time for Sticky gun 10-20% faster Heavy * Movement speed increased slightly * Can set Sasha up to spin faster Engineer * Building rate Increased 5-10% * More Metal received from Dispensers and dropped weapons Sniper * Sniper zoom power up charges 10-20% faster Medic * Heals players faster * Medic’s self healing ability heals more per tick, or just faster Spy * Cloaking meter drains slightly slower Officer * No effect Playing an Officer An Officer holds a very strategic place within the team. He must take Command of the situation and issue orders to the proper class at the precise time in order to insure victory. His Command regenerates slowly, so he must be careful with his decisions. An Officer’s place is directly behind an advancing wall of freshly buffed teammates, refreshing orders when available and taking potshots at the enemy when the opportunity presents itself. Because his orders die with him, he needs to be careful, he is a choice target indeed. Playing against an Officer An Officer’s strength lies in his ability to buff his team, kill him, and that strength dies with him. Miscellaneous * Enemy players would have a chevron icon that matches their team’s color over their head to identify that they are “under orders” and therefore buffed. (Except Disguised and cloaked Spies) * Officer has a thick British accent and screams a lot. He barks out harshly at other teammates when issuing orders. “You are a filthy lot!” “Right then, Off with you!!” “Don’t bodge this one up Mary!!” “Bloody Twit!! Get movin’!” Red Officer Concept [url]http://i232.photobucket.com/albums/ee246/ZeeGermans_TF2/RED_Officer.jpg[/url] BLU Officer Concept [url]http://i232.photobucket.com/albums/ee246/ZeeGermans_TF2/BLU_Officer.jpg[/url] I tried to think of everything, so it may have seemed a bit rambling...... I apologize again. However I think it is important for all those who wish to create new content for TF2, whether it be character concepts, 3D models, maps, textures, whatever... to keep in focus the initial design of the developers. Make your ideas fit within the context of the game. Valve gave us an amazing canvas to work from, use every inch. Thanks again, ZeeGermans [/quote] Of course he would need to be British :P.
British, he's got it!
[QUOTE=TizzYcho;15305224]But that will exceed the game's weight limit.[/QUOTE] :ughh:
[QUOTE=prop_dynamic;15306547]Since no class is actually designated as the leader of the team, it would be logical for the 10th class to be some leader kind of type. This is the best idea I found on the Steam forums: [quote]New Class: Officer Yes I know another new class thread, I apologize ahead of time. Let me say that I think the game is pretty damn near perfectly balanced, and no new classes are really needed at all; but after reading several "new class" threads, I have been compulsively obsessing over the idea of designing a class that could actually intergrate with and compliment the other nine classes while simultaneously keeping with the theme of the game. I think this type of class could work, if it was extensively tested, percentages tweaked, abilities checked, etc. Just have a go, add ideas, turn up some flames, and all that sort of jazz. Thanks for reading through my obsessive-compulsive thread, if you so choose. OFFICER Support Class Primary Weapon: Sub Machine Gun (Sniper’s secondary weapon) Secondary Weapon: Luger (Same as other pistols, just looks different) Melee Weapon: Riding Whip (Does less damage per hit than an average melee weapon, but swings faster to make up the difference. *See Riding Whip Below) Health: 140 Movement Rate: Same as Medic Officer in a Nutshell: Alone, the Officer is not a very effective combatant; he can hold his own in a pinch but his strengths lie in his ability to strengthen his subordinate’s combat effectiveness. ABILITIES Presence: The Officer has a passive area of effect (like an aura) that boosts some basic ability of teammates around him, because it is passive, the boost cannot be dramatically huge or it would be overbalancing. Whatever his aura would be, he only has one, not a selection of auras to choose from. Some ideas for aura effects could be something like the following options: 5-10% increase in firing rate (fixed %, not a ranged %) 25% decrease in reloading time 2-5% increase in crit chance (fixed %, not a ranged %) 2-5% damage reduction Riding Whip: The Riding Whip is the tool the Officer uses to motivate his teammates thus increasing their abilities. Key aspects of the Riding Whip are: * 3 strikes on a teammate issues an “order” (See Orders Below) * has a meter associated with it called “Command” (like the Spy’s Cloak) * each strike on a teammate without a fully active order lowers the Command meter by an incremental amount * Once a player has received an order, further strikes upon them do nothing; it does not drain Command or Increase the Order's timelimit. (See Below) * a full Command meter can issue 3 orders (9 strikes) * the Command meter refills as fast as the Spy’s Cloak * Hitting a disguised enemy Spy does normal melee damage (3rd hit will not add a buff obviously) Orders An Order is a generic term used to describe the “buff” a teammate receives when struck 3 times by a Whip wielding Officer, provided that said Officer had enough Command to complete the action. * the Officer gets an icon indication over a teammates head or within the text box of the player’s name as to the number of strikes he has applied to said player (stacking Chevrons).. this---> ^ * uncompleted orders fade overtime. an uncompleted order is anything less than 3 strikes from a riding whip. it fades at the end of a given time (5-10 seconds?) * Each class gets an order that is specific and unique to itself. * Each order lasts 10 seconds. (may be less depending on how overpowered an order turns out to be) * When an Officer is killed, ALL active orders or uncompleted orders issued by him expire with him. (Loss of Morale) An order is one effect unique to each class. The following options are possibilities of that one effect. **So it’s one buff and never the other. Scout * Gets an additional Jump, making it a triple jump Soldier * Reloads 25% faster * Immune to his own Rocket Damage but can still rocket jump Pyro * Movement speed increased slightly * Flamethrower damage increased slightly Demoman * Immune to his own Stickies Damage (safe rocket jumps) * Charge time for Sticky gun 10-20% faster Heavy * Movement speed increased slightly * Can set Sasha up to spin faster Engineer * Building rate Increased 5-10% * More Metal received from Dispensers and dropped weapons Sniper * Sniper zoom power up charges 10-20% faster Medic * Heals players faster * Medic’s self healing ability heals more per tick, or just faster Spy * Cloaking meter drains slightly slower Officer * No effect Playing an Officer An Officer holds a very strategic place within the team. He must take Command of the situation and issue orders to the proper class at the precise time in order to insure victory. His Command regenerates slowly, so he must be careful with his decisions. An Officer’s place is directly behind an advancing wall of freshly buffed teammates, refreshing orders when available and taking potshots at the enemy when the opportunity presents itself. Because his orders die with him, he needs to be careful, he is a choice target indeed. Playing against an Officer An Officer’s strength lies in his ability to buff his team, kill him, and that strength dies with him. Miscellaneous * Enemy players would have a chevron icon that matches their team’s color over their head to identify that they are “under orders” and therefore buffed. (Except Disguised and cloaked Spies) * Officer has a thick British accent and screams a lot. He barks out harshly at other teammates when issuing orders. “You are a filthy lot!” “Right then, Off with you!!” “Don’t bodge this one up Mary!!” “Bloody Twit!! Get movin’!” Red Officer Concept [url]http://i232.photobucket.com/albums/e...ED_Officer.jpg[/url] BLU Officer Concept [url]http://i232.photobucket.com/albums/e...LU_Officer.jpg[/url] I tried to think of everything, so it may have seemed a bit rambling...... I apologize again. However I think it is important for all those who wish to create new content for TF2, whether it be character concepts, 3D models, maps, textures, whatever... to keep in focus the initial design of the developers. Make your ideas fit within the context of the game. Valve gave us an amazing canvas to work from, use every inch. Thanks again, ZeeGermans[/quote] Of course he would need to be British :P.[/QUOTE] EGAD! That's a fascinating idea. Try to get that guy to post the idea to Valve. It might work...
He shouldn't be wielding a luger then, fix that.
Indeed. A Service Revolver would suffice, then, as his secondary... Also, the Riding Whip sounds a bit like a Bat with buffability. Although I think that the Orders should be issued with a single whack, rather than 3, and be able to issue more than just 3 orders at a time, maybe 6...
His taunt kill needs to be the...pistol...where he does the Arms at ease, then aims the pistol up, forward, then fires :v::hf::q:
[QUOTE=Black-Ice;15308267]His taunt kill needs to be the...pistol...where he does the Arms at ease, then aims the pistol up, forward, then fires :v::hf::q:[/QUOTE] A musket!
...Musket? This is Team Fortress 2, not Battlefield 1802.
[QUOTE=Smirnoff Joe;15308352]...Musket? This is Team Fortress 2, not Battlefield 1802.[/QUOTE] We have a fuckkin bow and arrow, you can shut up.
My bad... :ohdear:
We need a Cowboy. Guy with Medic like hair, and a huge chin. Cowboy hat. Goggogogogo.
[QUOTE=Neckbeard;15308397]We need a Cowboy. Guy with Medic like hair, and a huge chin. Cowboy hat. Goggogogogo.[/QUOTE] Engineer.
[QUOTE=Neckbeard;15308397]We need a Cowboy. Guy with Medic like hair, and a huge chin. Cowboy hat. Goggogogogo.[/QUOTE] [Img]http://upload.wikimedia.org/wikipedia/en/thumb/f/fe/Glenn_Quagmire.png/200px-Glenn_Quagmire.png[/Img]
[QUOTE=Jacklus;15277420]We did, even Valve told us Payload is the new Hunted.[/QUOTE] because valve can't change their mind
[QUOTE=The Epidemic;15308746]Engineer.[/QUOTE] Yeeee-haw!
it would be the pilot a midget with a little bi plane
If they add it, it's probably gonna be something to counter the Pyro, because right now it's too easy to be good at it. Even with the close range weapons.
I think the medic needs a main enemy, but I imagine that the class they teased is going to be part of a new gamemode (Not hunted, but something new that involves a new class.)
[QUOTE=lowkee3;15357327]I think the medic needs a main enemy, but I imagine that the class they teased is going to be part of a new gamemode (Not hunted, but something new that involves a new class.)[/QUOTE] Everyone. Or the Scout. At least for me. Medic Vs. Scout fights are often pretty even.
Sorry, you need to Log In to post a reply to this thread.