Put your dumb update ideas in this thread, please.
58 replies, posted
[QUOTE=Equidistratic;20586173]New sentries isn't a very good engineer update idea IMO.[/QUOTE]
But it would be a great way to mix up the gameplay of the Engie.
Heavy update run #2:
SOCK PUPPETS!
+Make you run FASTER
+Humiliation Death Animation!
+Pummel your foes to death WITH SOCKS
+THEYRE SOCK PUPPETS
-Lower damage
-10% slower swing speed...So that they dont rip.
[QUOTE=ASmellyOgre;20582600]
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[/QUOTE]
Tesla Coil anyone? (Red Alert reference)
[IMG]http://images3.wikia.nocookie.net/cnc/images/9/9c/Tesla_Coil.JPG[/IMG]
My Dream in an image.
GODDAMNIT VALVE MAKE ENGINEER A TERRAN MARINE GODDAMN.
[IMG]http://i47.tinypic.com/214vbpk.png[/IMG]
[QUOTE=Hazard Fox;20586541]Tesla Coil anyone? (Red Alert reference)
*img*[/QUOTE]
Oh, I like those christmas trees!
You know those self winding automatic watches? Give one to Spy. Only invisible whilst moving.
Multiclassing (excellent idea for this specific thread)
Any 2 classes can be combined.
Examples:
Pyro-soldier would be like TFC pyro.
Pyro-demo would get napalm grenades for fiery area denial.
(all pyro-infused classes would be resistant or immune to fire)
Spy-sniper would be a sniper that has to rely on stealth, not quick trigger finger. Also not useless at close or medium range if can attack undetected.
Soldier-demo would get arced rockets, or grenades that explode on contact with anything, and mixed tactics of area denial and offense.
Engineer-medic would be an engineer that specializes in healing, and his buildings would be able to use ubercharge.
Engineer-demo would get buildables especially good for area denial, like tripmines or enemy detectors.
Engineer-spy would infiltrate enemy bases to give access there for teammates. Could also steal buildings from enemies. Stealing is basically faster building that removes the enemy engineer's ownership of the building.
Spy Heavy: Death incarnate.
[QUOTE=Cheesedragon;20586155]Good idea, but doesn't the Demo already drink XXX Moonshine?[/QUOTE]
The Demo drinks scrumpy.
Snipers Saxton Hale kit from Mann co.
Includes: Hat, 'Stache and Fists! (And chesthair in the shape of Australia)
Buffs HP of the wearer to 4500
Replaces all weapons.
Soldier Update Run #2:
Burning Maggot Juice!
+Drink to increase damage resistance to everything for 10 seconds!
+Throw on enemies or floor to create a short lasting pool of fire!
-Lose your shotgun!
-Pool of fire affects both teams! (oh ho the griefening shall begin)
-After initial 10 seconds of buffed resistance you AUTOMATICALLY light up in flames!
[QUOTE=Herr Sven;20588801]Snipers Saxton Hale kit from Mann co.
Includes: Hat, 'Stache and Fists! (And chesthair in the shape of Australia)
Buffs HP of the wearer to 4500
Replaces all weapons.[/QUOTE]
Primary fire is Hippie punch. Does 50 damage per hit.
Secondary makes the user perform a flawless roll. Makes you roll as fast as a demo charge. Does 100 damage when ramming into someone.
[QUOTE=Ana-;15457768]So i had to express my feeliengs about unlocks heres my thoughts with pics
[B][U]The dual-grenadelauncher, replaces grenade launcher
[/U][/B]
You dual wield grenadelaunchers, but it comes with a trade-off, -50% reloading speed!
[IMG]http://filesmelt.com/Imagehosting/pics/ad6a998ceab1d89c664ff48754455769.png[/IMG]
[B]Pros:
[/B]
+ 50% more damage
+ 200% more ammo
+ Crits on headshot
[B]Cons:[/B]
- Reloading takes forever
- Moving speed reduced by 80%
- Health reduced by 30%
- 50% reloading speed
[B][U]The minipipebomblauncherbelt, replaces pipebomb launcher[/U][/B]
[IMG]http://filesmelt.com/Imagehosting/pics/43a602ca092c9b00ff36cc2152285ba3.png[/IMG]
You have more ammo than your regural pipebomb launcher, but each pipebomb has -30% damage
[B]Pros:[/B]
+ More ammo
[B]Cons:[/B]
- 30% less damage than normal stickies
[B][U]The scottish whiskey, replaces bottle[/U][/B]
[IMG]http://filesmelt.com/Imagehosting/pics/2ed5377ebcccffed1db5116c978ae147.png[/IMG]
When thrown, people will be covered in scottish whiskey, now if you manage to hit the enemy with your whiskey bottle you get a 100% crit
[B]Pros:[/B]
+ Crits on players who have whiskey sprayed all over them
+ Can take a sip and become indestructible for 15 seconds, takes long to recharge
[B]Cons:[/B]
- No crits if player isn't covered in whiskey
- 50% damage reduced if player isn't covered in whiskey
- Health slowly drops down unless medic heals you back
- Walking speed reduced by 50%
- No real use over the regural weapon[/QUOTE]
Demomanamomed is the 10th class.
[img]http://img159.imageshack.us/img159/4093/snesrocketlauncher.png[/img]
[b]The Super Scope[/b]
+Crits on headshots
+150% rocket speed
+If pointed directly at a powerful light source harms the entire enemy team
-10% blast radius
-20% clip size
a gordon freeman class :v:
[img]http://www.tmhunt.com/portfolio/gordon.jpg[/img]
[QUOTE=s.n.;20601198]a gordon freeman class :v:
[img]http://www.tmhunt.com/portfolio/gordon.jpg[/img][/QUOTE]
That's pretty impressive of a model. Could maybe be an event class, for those who preorder EP3?
[QUOTE=Equidistratic;20601605]That's pretty impressive of a model. Could maybe be an event class, for those who preorder EP3?[/QUOTE]
Gordon is on the orange team and can't use voice commands.
[QUOTE=mars7a;20601844]Gordon is on the orange team and can't use voice commands.[/QUOTE]
He also has every single weapon from every Half-Life game available.
[QUOTE=ASmellyOgre;20602523]He also has every single weapon from every Half-Life game available.[/QUOTE]
And his model is awesome
(brain: quick make a good comment!)
And....ughhhh.... he has fire resistance unless fired at the head.
Also if he uses teleporters, or touches teleporters, or even THINKS sbout teleporters, they break and kill every teammember, exept for other gordons.
[QUOTE=latin_geek;20602586]And his model is awesome
(brain: quick make a good comment!)
And....ughhhh.... he has fire resistance unless fired at the head.
Also if he uses teleporters, or touches teleporters, or even THINKS sbout teleporters, they break and kill every teammember, exept for other gordons.[/QUOTE]
There is a resonance cascade every time he goes near a teleporter in use.
[B]Mann Co. Super Spinach:[/B] Secondary item which can be used by both Engie and Scout.
[B]Engie version:[/B] Replaces Engie Pistol, passive effect, secondary fire with any weapon makes Engie pick up whatever of his buildings he's facing. Very useful for movin' that gear up.
[B]
Scout version:[/B] Acts like Bonk!, except Scout's muscles grow ridiculously oversized, making his Bat do 100% crits for a predetermined length of time (can be changed depending on feedback). Good for skirmishing attacks.
And as an added bonus; the antithesis of the Direct Hit.
[B]
Bazooker (perhaps Noob Tube):[/B] The Direct Hit's evil twin. Whereas Direct Hit shoots rockets that are 80% faster (1960 Hammer units per second), deal 25% more damage (base damage 112), and have 70% less splash radius (roughly 40 Hammer units) than the regular Rawkit Lawnchair, as well as mini-critting on airborne targets, the Bazooker fires rockets that have a 55% larger blast radius (206 Hammer units), at the cost of dealing 35% less damage (base damage 58) and travelling 40% slower (660 Hammer units per second).
However, the real beauty of the Bazooker lies in the Mini-Crit Multiplier function it employs. This means it deals more damage depending on how many enemies it hits. If the rocket damages at least 3 people, it deals mini-crit damage (135% of 58 = 78), and each additional person the explosion affects increases the mini-crit value by 15% (4 people hit turns the 135% into 150%, making the base 58 into 87). This can come in handy for house cleaning, wiping those annoying Spycrabs off the Control Point, not to mention it could potentially turn the tide in an Arena match that went badly for your team. However, the Multiplier maxes out at 195%/7 people/113 damage, as all good things have to have limits. One more thing to mention is that the Bazooker has another defining drawback: it has little to no knockback, thus making it very hard to juggle or rocket jump, which forces you to make an almost class-defining decision: do you wish to savage large groups at the cost of decreased mobility (Bazooker), eliminate precision targets at the cost of blast radius (Direct Hit), or do you want to fly like a bird whilst still packing a deadly punch? (Rocket Launcher)
For clearer information, here's the statistics of the Rocket Launcher, the Direct Hit, and the Bazooker, for comparison's sake.
[B]Rocket Launcher[/B]
[U]Base damage:[/U] 90
[U]Max ramp up:[/U] 125% (112 damage)
[U]Max fall off:[/U] 53% (48 damage)
[U]Mini-crit:[/U] 122
[U]Critical Hit:[/U] 270
[U]Speed:[/U] 1100 HU/sec (HU = Hammer Units)
[U]Splash Radius:[/U] 133 HU
[B]Direct Hit
[/B][U]Base damage:[/U] 112
[U]Max ramp up:[/U] 125% (140 damage)
[U]Max fall off:[/U] 51% (57 damage)[U]
Mini-crit:[/U] 151
[U]Critical Hit:[/U] 338
[U]Speed:[/U] 1960 HU/sec
[U]Splash Radius:[/U] 40 HU (allegedly the width of a functioning Teleporter)
[B]Bazooker[/B]
[U]Base damage:[/U] 58
[U]Max ramp up:[/U] 125% (72 damage)
[U]Max fall off:[/U] 52% (30 damage)
[U]Base mini-crit:[/U] 78 (activate via 3 player hit, 15%+ added to base damage per extra player hit)
[U]Max mini-crit ramp up:[/U] 195% of base damage (113 damage)
[U]Critical Hit:[/U] 174
[U]Speed:[/U] 660 HU/sec (Fun fact: Demoman's Chargin' Targe accelerates him to 750 HU/sec, meaning that a Sword 'n' Boarder could outrun a Bazooker rocket)
[U]Splash Radius:[/U] 206 HU
All in all, the Bazooker specialises in the elimination of tight-knit groups, thus causing disarray in the enemy ranks, in exchange for sacrificing an important aspect of Soldiery.
[B]Important note:[/B] Mini-Crit Multiplier doesn't stack mini-crits with Buff Banner, even though the Bazooker has potential for harvesting "Rage" for the Banner. Gunboats are useless when used with Bazooker, so it's best to use Shotgun instead, or reap the whirlwind via the Buff Banner. Overall stats of the Bazooker require peer review, so if you think a certain statistical value requires tweaking (blast radius, damage, speed, multiplier value, etc), post the stat value with your specified alteration of it. In other words, if you think one of the values is overpowered or underpowered, change it and post your reply.
[QUOTE=s.n.;20601198]a gordon freeman class :v:
[IMG]http://www.tmhunt.com/portfolio/gordon.jpg[/IMG][/QUOTE]
download link?
[QUOTE=Flyingman356;20607448]download link?[/QUOTE]
Agreed, and who's animations does it use?
scout by the looks of it, but I just want it for gmod posing
[QUOTE]
download link?
[/QUOTE]
[QUOTE]
Agreed, and who's animations does it use?[/QUOTE]
your both foolish. Look at the properties its from a portfolio, so its just going to be something someone modeled for fun and to show of there skills it not made for tf2 just happens to have the same style.
[url]http://www.tmhunt.com/portfolio/[/url] (look at the bottom)
[QUOTE=s.n.;20601198]a gordon freeman class :v:
[img_thumb]http://www.tmhunt.com/portfolio/gordon.jpg[/img_thumb][/QUOTE]
I decree this to be the best fan made half life player model ever.
Bomb addon to engy buildings. When building gets sapped, instead of stalling, it blows up the moment the sapper is placed.
Pros.
Spy dies trying to sap a building
Con.
He gets away with it
The hornets nest.
Sentry replacement.
Instead of being a singe sentry defending a set area. The Hornets nest makes use of area identification.
The nest spawns several flying drones that explode on contact with the enemy.
Each upgrade ass more drones and they fly faster.
Drones can be shot down causing them to explode when they hit the floor, dealing non-discriminating damage to anything.
You can also air blast the drones, causing them to fly in a straight line and explode on contact with the nearest thing.
Destroying the nest will cause the drones to explode in mid air.
Guns.
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