I liked the idea of Dudley the Dud Rocket for his melee unlock.
[u][b]The Maggotizer:[/b][/u]
Throw this heavy black metal ball onto a control point (cart too) and any enemy within a 512 unit diameter (sticky bomb blast size) will have their weapon firing speed halved. It replaces the shotgun and it does no damage to the enemy. Good for aiding your team in capturing/defending a point, bad for yourself; because you don't have a back up weapon.
[QUOTE=LoserMan255;16334370]Yes, so now lets give the engineer a medieval cannon, instead of a sentry that will reload 5 minutes, but has larger damage, thats the compensation. Seriously, leave this to Valve, guys[/QUOTE]
If we left everything to valve, we wouldn't have some of the awesome stuff we have now.
[QUOTE=got logic?;16384091]If we left everything to valve, we wouldn't have some of the awesome stuff we have now.[/QUOTE]
wait, what?
[QUOTE]If we left everything to valve, we wouldn't have some of the awesome stuff we have now.[/QUOTE]
WAIT...............WHUT
that gone i will REPOAST:
Any people here who played through fallout 3 and got all wepons *hehe* will remember the MISS LAUNCHER, the miss launcher traded the straight line of fire that the normal launcher had for an arc and greater damage SOO rocket arcs and less ammo or but does more damage eg 10 percent more or has a bigger splash *bigger splash is bad idea but come on its viable*. OR THE ROCKETS ARE FASTER *DING!*
RAWKET jump is insanely useful so im not touching it
FOR SHOTTY: i propose a way of dealing indirect damage that is weaker than the demos nades and stickies, they are called MAGGOT/NAPALM MINES, napalm mines light the person on fire plus some low damage or the maggot mines are purely explosive so just damage also the soldier/teamates can trip the mine so that they can mine jump, they take time to set up e.g 1~2 seconds and appear to the enemy like a cloaked spy to his teammates so that they are see through but visible
Shovel: shovel is awesome but underused as is so we need either a nice upgrade/tradeoff or a complete replacement, so for tradeoff theres Mine/rocket on a stick normal damage (DUDLEY THE DUD), MASSIVE DAMAGE on crit on the hit person and splash damage and knockback to soldier+surrounding people equivalent to a normal rocket ; After explosion the stick can only do 60 percent damage and wont be refilled until respawn. For complete replacement would be the shell-shocker, a throwable that decreases the damage of the hit person/people instead of increasing damage dealt on them or slows them down and makes them deaf for a while.
Thompson SMG is a nice idea, but it must not have the round drum magazine and the compensator, if you know your WW2's then you know thompson is good as shit in auto fire without the 1-inch wonder we call the compensator, m1 garand is bad idea, gives sniping ability to a class that doesnt need it
i think new unlocks should encurage rocket jumping somehow. i would put an idea forward but i have none =(
I think Valve won't touch rocketjumping, it's powerful enough already. It'd be dumb to see Soldiers bouncing all around at incredible speeds.
Dudely's a good idea.
I think something like this would fit the soldier.
A mortar with a tripod:
-3 rounds.
-Fires relatively straight, but is less accurate than the rocket launcher
-Does less damage
-Faster round
-Small knockback
-However when you crouch, the tripod goes down, the rounds begin to arc, but are more accurate, do more damage, and have larger knockback.
-Though setting up the mortar takes a couple seconds, you are completely immobile when set, and firing speed slows. Leaving the soldier vulnerable to spies and snipers.
This would allow the soldier to be used defensively, changing the role.
I think Valve should make the rocket jumping more advanced with the new unlock.
They should add a RL that has cheaper rocket jumps. Right now you really need a medic if you want to get around quickly. Either that or soldiers could get some kinda 'take less damage for a bit' unlock. Just anything to make rocket jumping without a medic cost less health.
[QUOTE=GetCatTonight;16401704]They should add a RL that has cheaper rocket jumps. Right now you really need a medic if you want to get around quickly. Either that or soldiers could get some kinda 'take less damage for a bit' unlock. Just anything to make rocket jumping without a medic cost less health.[/QUOTE]
How about that ration idea so they can heal themselves after a jump?
Too much like the sandvich. That's about all I would have against it, though :I
[b]The Normandy[/b] - Replaces Rocket Launcher
You maggots want explosions? Do you like watching pieces of the sorry son of a wimp go flying? Do you per chance happen to like capturing points? Well then this is your beach-head. As long as you attempt to capture an objective within the last 3 seconds you will have a whole 25% higher critical rate, enough to kill those useless maggots on the other team! Not into capturing? Never worry! Your crit rate will jump if you've defended an objective recently. If you're currently on a contested point, your critical rate will remain 25% higher until the three seconds after you step off.
But if you don't think that control points do anything at all, you'd be right! They're useless and rotten! The future is in briefcases! Your critical hit rate will be enhanced while you are holding the intelligence, and for three seconds afterwards, should you manage to drop it somehow. Alternatively, you'll receive a three second boost for defending your intelligence. "But mister Soldier, I'm not a big fan of your magic weapon with no downsides!" Well you're wrong! I am [i]sir[/i] and you will address me as such, or end up wearing a yellow sunday dress out there. And furthermore, as long as you're using the Normandy, you will deal 15% less damage, which means those big fat heavies will be more of a pest. You'll also lose some of your air time while rocket jumping, so no easy way out for you!
[i]In layman's terms, 25% extra critical rate within three seconds of standing on a contested point, holding, or defending intelligence at the cost of 15% damage and some of your rocket jump. Perfect for a defending soldier or an offensive player. Not so effective for those who cause chaos to enemies.[/i]
[QUOTE=Yobdren;16403673][b]The Normandy[/b] - Replaces Rocket Launcher
You maggots want explosions? Do you like watching pieces of the sorry son of a wimp go flying? Do you per chance happen to like capturing points? Well then this is your beach-head. As long as you attempt to capture an objective within the last 3 seconds you will have a whole 25% higher critical rate, enough to kill those useless maggots on the other team! Not into capturing? Never worry! Your crit rate will jump if you've defended an objective recently. If you're currently on a contested point, your critical rate will remain 25% higher until the three seconds after you step off.
But if you don't think that control points do anything at all, you'd be right! They're useless and rotten! The future is in briefcases! Your critical hit rate will be enhanced while you are holding the intelligence, and for three seconds afterwards, should you manage to drop it somehow. Alternatively, you'll receive a three second boost for defending your intelligence. "But mister Soldier, I'm not a big fan of your magic weapon with no downsides!" Well you're wrong! I am [i]sir[/i] and you will address me as such, or end up wearing a yellow sunday dress out there. And furthermore, as long as you're using the Normandy, you will deal 15% less damage, which means those big fat heavies will be more of a pest. You'll also lose some of your air time while rocket jumping, so no easy way out for you!
[i]In layman's terms, 25% extra critical rate within three seconds of standing on a contested point, holding, or defending intelligence at the cost of 15% damage and some of your rocket jump. Perfect for a defending soldier or an offensive player. Not so effective for those who cause chaos to enemies.[/i][/QUOTE]
These updates are going to be Hell for me.
Have a repost
[b]Screaming Eagle[/b] (Replaces Shotgun)
What do you lolly-gaggers think you're doing standing around on the ground for? You're weak, that's what! One good shot and bam, you're dead! Well what's harder to hit than a ground target? An air target. But you might be wondering what you do to replenish that extra health you lose from a rocket jump. Well consider this: you don't need a rocket to get up a short wall. The Screaming Eagle is a rapid firing shotgun with enough kick to bounce you into the air.
What's this mean for you? This means you can get over small obstacles and even higher than any other class if used right. When fired you're launched opposite the direction you're firing from. One shot means little air, but rapidly firing off shells increases your velocity exponentially. This means you can earn some extra launch time on those rocket jumps, and for you sissies that don't know how to land right, you can even reduce the damage you take from falls by firing off a few shots at the right time.
I know what you bleeders are thinking, "There has to be some sort of a catch." Well there is! The size of the rounds means that your shotgun can only carry four shells before having to reload, and the shells will become highly ineffective at long ranges, so consider getting close to that wimp the next time you see him.
[b]The Bleeder[/b] (Replaces Shotgun)
So what if you can't get close enough to your opponent so that you can't see the whites of the eyes as his conscious fades from them and he bleeds his last drop of blood. What if you want to slow them down so you can take your time in finishing him off. Well I have the weapon for you. The Bleeder will severely cripple an enemy. When it hits their blood will rush immediately to wherever they were injured, right out of their legs and arms.
You might have heard enough medical mumbo-jumbo from that german wussy, so let me make this clear. Anyone you hit with this weapon will be slowed down to 75% their regular speed, and if that's not enough for you, they will also not be able to fire their weapon as fast or as accurately until they get their speed back. It's the perfect crime. Not to mention, anyone you hit with this will leave a trail of blood with them so that if they get away, you'll still be able to find them and continue to beat them to death like the scum they are, the filthy scum that must be purged!
But making them bleed comes at a price. First, your shots will last less time and deal less damage on wounded targets, meaning that you can't keep doing this. Second, you'll have reduced damage regardless of their health. But the upside is that you won't be able to fire as fast, so you can watch as the life drains out of them and savor every second.
[QUOTE=Yobdren;16403852]Have a repost
[b]Screaming Eagle[/b] (Replaces Shotgun)
[b]The Bleeder[/b] (Replaces Shotgun)[/QUOTE]
And it is suddenly, delicious.
A Tiny Force-A-Nature, and a Natascha.
[i]You are all weak, you are all BLEATERS.[/i]
It fixes two of the major problems with the soldier: he can't ascend without taking damage, and he isn't fast enough to follow an enemy.
[QUOTE=Ekalektik_1;16382784]Nah, Soldier should get an M1 Garand. +100% clip size, -40% damage, 75% faster reload, no rocket jumps. Sounds reasonable to me, expecially since Soldier wanted to fight in WWII. It would just make sense.
EDIT: It might say 200% clip size since the rocket launcher has 4 rounds and the M1 has eight. Who knows.[/QUOTE]
I want an M1 Garand as his replacement for the shotgun.
Same damage as the Shotgun, just without multiple pellets per shot. When you reload, you eject the clip and shove a new one in. All ammo loaded would be lost, just like the Force-a-Nature. Maybe mini-crits when you're rocket jumping or your enemy is in the air due to your rocket's knockback.
[QUOTE=Al_Borland;16404029]just like the Force-a-Nature.[/QUOTE]
What about something that doesn't happen?
[QUOTE=PunchedInFac;16327903]AUTOMATIC WEAPONS ARE OUT OF THE QUESTION
Being a soldier is about forcing yourself to become more manouverable by rocket boosting/jumping and giving the soldier three projectile weapons is also bad since it gives the player three long range options to choose from. the maggot killer just turns this into COD4 with the gun and melee button, be more damn original for gods sake, look at the soldiers weaknesss and think up weapons that are similar to his current playing style[/QUOTE]
The unlocks are also intended to revamp it, like the Huntsman is supposed to encourage snipers to be more offensive, and the Cloak and Dagger is to encourage spies to be more patient and wait for the right moment.
[QUOTE=Yobdren;16404124]What about something that doesn't happen?[/QUOTE]
What do you mean?
[QUOTE=Al_Borland;16404730]What do you mean?[/QUOTE]
Reloading the FAN doesn't throw shells away
[QUOTE=Yobdren;16404767]Reloading the FAN doesn't throw shells away[/QUOTE]
It does, if you've got 1/32 and you reload, you'll have 2/30 instead of 2/31.
Sorry, that "all ammo would be loaded would be lost" part was a typo.
[QUOTE=got logic?;16384091]If we left everything to valve, we wouldn't have some of the awesome stuff we have now.[/QUOTE]
Like what, the Sandman and the Energy Drink?
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