• good weapon ideas for soldier and engi (sorry demo)
    61 replies, posted
[QUOTE=RaveRaze;16956947]But think about it, If you were playing Dustbowl one day, and you decided to take a stroll as a soldier your heading down to the second cap point on stage 2 and then, you see a heavy riding around in a car.[/QUOTE] i would picture it as a teleporter with a metal panel on top and some wheels and the user controls were it goes the heavy acts as a turret and shoots, i put this in because the biggest problem i have in tf2 is playing as a heavy and surviving till i get to the battle because by the time im halfway there i get backstabed
Engi should make liberty prime
[QUOTE=Zambies!;16966741]Engi should make liberty prime[/QUOTE] Over powered to the max. Also I think Ill make some gmod pics.
These ideas, sir, stink. Buffalo: Cool, so I, like, fire, reload (takes less than two seconds) and fire again, and I'm basically slowing them down endlessly? It replaces the Shotgun, so good thing it only does Shotgun dama-OWAIT! Golden Horseshoe: Stand at corner (camping sentry), spot enemy, throw Shoe. And suddenly that Soldier had to Shotgun your Sentry to death, AND it gives you more metal for repairs. No OP here. Robot: There is no proper bot AI, let alone having it function normally in a custom map. Traveller: Cool, do they have to agree before you can take them? If yes: this will them during the fight (griefing) if no: I'd do nothing but carrying around random players, go to some spot where nearly no enemies are, and go AFK. I'm not even going to touch the Zeppelin. Bunker Buster: Suggested way too many times, and it's still as stale as before. Paratrooper: This will share the Sandvich and Bonk's fate, good on paper, but nobody will use it, nobody. And you know it. You'd never trade in the shotgun for this. Equalizer: losing 125 HP as a Soldier isn't that bad, but for any other class (that isn't the Soldier/Heavy)...
Back when I used to go to the steam forums, somebody suggested a shovel unlock. The Equalizer. Exactly like you described it. I'm not accusing you of stealing it considering it seems like a weapon a lot of people could think of, it's just sketchy.
I'm telling yall' destructible walls as an engie buildable.
[QUOTE=Velguador;16967393] Paratrooper: This will share the Sandvich and Bonk's fate, good on paper, but nobody will use it, nobody. And you know it. You'd never trade in the shotgun for this. [/QUOTE] I'll have you know Sandvich is the most versatile item I am using.
zeppelin and destructible walls sounds awesome
Ideas suck ass except for the parachute
i like the robot idea, and why all the 09'ers?
Soldier weapons: Enhanced Homing RPG launcher. Fires 6 shots before reload but reload time per rocket is the same, meaning more firing, but longer reload. No critical shots, but locks on to a target quickly and gets around tight corners. Damage = same as regular RPG. Capacity = 6 rounds reload time = slow (~0.8 seconds per rocket) Replaces = regular RPG launcher Thompson SMG. 30 round drum-magazine fed. weapon has a chance to slow the enemy. Othewise, an average WW2 SMG. Damage = Medium, more than Snipers SMG. Capacity = 30 round drum-magazine Reload time = 1.6 seconds Replaces = Shotgun Shaving Razor Blade. Melee only, fast animation, slightly more damage than Spy. Causes enemies to bleed out 20 HP. Standard issue US Army shaving razor. Damage = medium(Somewhat higher than shovel damage) reload time = short(small weapon, fast swing) replaces = Shovel This is just on the spot, but I think they're somewhat balanced.
The Thompson should do quite a bit of damage, more than the Sniper's SMG.
[QUOTE=Odellus;16969584]The Thompson should do quite a bit of damage, more than the Sniper's SMG.[/QUOTE] Other than that, what do you think?
[QUOTE=clamo;16955565] [b]thanks for readin Clamo[/b][/QUOTE] You thanked yourself for reading something you wrote? :crossarms:
[QUOTE=alexk;16969166]i like the robot idea, and why all the 09'ers?[/QUOTE] Hey man, don't discriminate. Looking at it in the view of IF the weapons were released, I see it this way. Rocket launcher: Similar to natascha's use frequency. Paratrooper: The new razorback. The good people don't use it. Sword thingy: Awesome idea. Fits a different play style that, actually, seems to have synergy with the new rocket launcher (higher rocket jumps). Rocket jump, inflict self damage, kill. Will probably be looked down on, like the FaN.
[QUOTE=Dr Nick;16969442]Soldier weapons: Enhanced Homing RPG launcher. Fires 6 shots before reload but reload time per rocket is the same, meaning more firing, but longer reload. No critical shots, but locks on to a target quickly and gets around tight corners. Damage = same as regular RPG. Capacity = 6 rounds reload time = slow (~0.8 seconds per rocket) Replaces = regular RPG launcher [b]So the only downside is no criticals, having 6 rockets instead of 4 and you don't need to aim as well to hit someone directly?[/b] Thompson SMG. 30 round drum-magazine fed. weapon has a chance to slow the enemy. Othewise, an average WW2 SMG. Damage = Medium, more than Snipers SMG. Capacity = 30 round drum-magazine Reload time = 1.6 seconds Replaces = Shotgun [b] So the sniper's SMG but with 5 more bullets in a mag, does more damage and can slow? Disgusting[/b] Shaving Razor Blade. Melee only, fast animation, slightly more damage than Spy. Causes enemies to bleed out 20 HP. Standard issue US Army shaving razor. Damage = medium(Somewhat higher than shovel damage) reload time = short(small weapon, fast swing) replaces = Shovel [b]Wait, so it's got a faster swing than normal melee weapons, got a few more damage than a knife +20 dmg from bleedout? You'll need to expand on this, does the bleedout stack or what[/b] This is just on the spot, but I think they're somewhat balanced. [b]somewhat crappy[/b][/QUOTE] huh
[QUOTE=Dr Nick;16969442]Soldier weapons: Enhanced Homing RPG launcher. Fires 6 shots before reload but reload time per rocket is the same, meaning more firing, but longer reload. No critical shots, but locks on to a target quickly and gets around tight corners. Damage = same as regular RPG. Capacity = 6 rounds reload time = slow (~0.8 seconds per rocket) Replaces = regular RPG launcher[/QUOTE] Just the very idea of [I]any[/I] kind of homing rocket is overpowered.
[QUOTE=clamo;16956959]i would picture it as a teleporter with a metal panel on top and some wheels and the user controls were it goes the heavy acts as a turret and shoots, i put this in because the biggest problem i have in tf2 is playing as a heavy and surviving till i get to the battle because by the time im halfway there i get backstabed[/QUOTE] You don't listen footsteps alot do you?
[QUOTE=Teh Zip File;16976177]Just the very idea of [I]any[/I] kind of homing rocket is overpowered.[/QUOTE] Not if it only did 40 dmg and had the reload of the flaregun.
I had an idea. "The Jumppack" Level 10 Jumppack Replaces Pistol Allows the engineer to jump away from his chasers or someone who is attacking his sentry and winning. Exactly the same as the Long Jump Module from Half-Life . Pros: Allows easy escape Increases forward mobility Lets engys get to the front lines faster Cons: Replaces only long range weapon Uses 30 metal each time it is used Has 5 second cool down It is a passive unlock like the razorback. Appearence: Red/Blue tech strapped to his back, makes the pyros airblast sound and air comes out of two holes in the bottom. "Jenny" is painted on the back, and the Engineer sometimes says "Wooooooohoo!" "Yeeeehaw!" "when using it.
[QUOTE=Jacklus;16976100]So the only downside is no criticals, having 6 rockets instead of 4 and you don't need to aim as well to hit someone directly?[/QUOTE] As I said, you need to lock on. meaning waiting a moment before firing. Otherwise it acts just like a dumbfire rocket. [QUOTE=Jacklus;16976100]So the sniper's SMG but with 5 more bullets in a mag, does more damage and can slow? Disgusting[/QUOTE]Only reason I added the damage increase is because Odellus thought it was a good idea. And the chance of slowing is low. Like a critical shot, only happens once in a while. [QUOTE=Jacklus;16976100]Wait, so it's got a faster swing than normal melee weapons, got a few more damage than a knife +20 dmg from bleedout? You'll need to expand on this, does the bleedout stack or what?[/QUOTE]The bleedout doesn't stack, and it only does moderate damage. More than the regular shovel(which by the way is extremely underpowered) but not as much as the big ones like the Kukri or Wrench. Maybe a 20 dmg bleedout is too much but I think it should do something. I know for a fact that a lot of soldiers used their razors to cut the enemies throats during WW2. [QUOTE=Jacklus;16976100]somewhat crappy[/QUOTE] As I said, on the spot thinking.
A humorous idea for the Engineer would be a James Bond style it looks like X, but it's really a Y. A guitar that's really a wrench. Taunt to play a random guitar version of a TF2 themetune. (Perfect for modding, too. You could basically slap any song you wanted on it.) I'm not going to pretend I know a balanced stat setup for it.
get more scrap as engineer
soldier rocket launcher its in his mouth and he shoots rockets from there and having no rocket launcher means less weight to carry so he moves faster but reloading hurts you because you have to eat the rockets
[QUOTE=alexk;16969166]i like the robot idea, and why all the 09'ers?[/QUOTE] thank you your the first to like it
[QUOTE=NOT King Shit;16987682]soldier rocket launcher its in his mouth and he shoots rockets from there and having no rocket launcher means less weight to carry so he moves faster but reloading hurts you because you have to eat the rockets[/QUOTE] XD rofl cool ideer!
crit wrench when upgrading/repairing, and you crit on your building, it takes 25 metal but gives 50 metal, cons, doesnt do crits on humans
For Engie's Sentry alternative, Drones. The Drones are spider-like robots the size of level 1 Sentries, armed with lasers. These tiny killing machines follow the Engineer around. Drones have 60 health, each one dealing roundabout 45 DPS. It costs 60 Metal to build a Drone, and you can build a maximum of 3 at any given time. It takes 75% of the time it takes to build a level 1 Sentry to build a single Drone. One Drone on it's own is easy enough, they have low health and don't deal too much damage. In groups of three, however, they can be lethal if all of them target a single enemy. However, explosives can really spell a bad day for them, and the average Sniper can one-shot them with little effort. Applications include: mobile defense, assault engineering (you can be easily defended whilst to set up your forward base behind enemy lines), extra battlefield firepower, and many more.
the bunker buster and parachute things i could imagine using but with your second bit your basically re-iventing engies and making it a completely different class. i gave you a box.
[QUOTE=clamo;16955565]all righty then im new to the forums and i joined so that i could get feedback on these ideas. so if you have anything to say please reply the soldier replacement for rocket launcher: the bunker buster: a rocket launcher that does 35% less damage but has 45% more knockback, which means you can launch your enemies high into the air and watch them die from fall damage and you can rocket jump higher. Also it can hold six rockets at once instead of four but this means longer reload time. replacement for shotgun: the paratrooper: if you press jump while you are in mid air you will deploy a parachute which would make you fall slower and take no fall damage and allow you to guide your fall this will also be great because it would be easier to shoot in mid air. the downside is that it has a recharge time and is not a weapon so that means that you will only have your melee weapon after you run out of rocket ammo. replacement for shovel: The Equillizer : a broadsword that would do the amount of damage the soldier was missing. so if he had 5 health it would do 195 damage. But cannot crit and it has a 25% slower swing speed. the engineer replacement for shotgun: the buffalo: a double barrel shotgun that will slow your enemies down to crawl speed for 2 seconds with each shot. and it would make you fire slower to or do whatever your doing slower like if I click right now to put a zapper on a sentry it will put it on 2 seconds later, if im running away i will only move at crawl speed if i got shot. the downside is that it only does shotgun damage and only holds 2 shells. replacement for pistol: the golden horseshoe: basically a golden magnet on a rope its chargeable so that you can throw the horse show longer if it hit an enemy it will take all the ammo from the weapon they are currently holding so depending on how much ammo they have that's the amount of metal you get. and if you aim it at a friendly building it will pull you towards it. does no damage, there is no secondary or long range weapon for the engineer. replacement for wrench: Hammer: does the same damage as the wrench hit the exactly same way but build different things when equipped. instead of sentry: robot: a big metal plated British robot, speed of soldier carry's a blunderbus musket witch does 45 damage per shot holds 5 bullets slow reload time, no secondary weapon, has a mallet for melee witch does about the same damage as the shovel. Has 135 health instead of dispenser: the traveler: a little quick moving panel. Walk over to a class to carry it around on your back you get assists and also the character your carrying is invulnerable to back stabs. you can also carry around the enemy but they can aim down and kill you in a couple of shots. but the person you are carrying cannot move. also you can pick up and hold items like ammo and health and take them to people. no weapon. 100 health. cant jump instead of teleporter entrance: the zeppelin : a mini zeppelin that goes at the speed of the heavy, flies like in no-clip mode but cant pass through objects is equipped with bombs that can drop from the bottom of the zeppelin (note: bombs can only be dropped from right under the zeppelin) 4 at a time and only has 16 ammo. each bomb does the same amount of damage as a demoman grenade. secondary weapon is a pistol in the shape of turret, and if the zeppelin shot it explodes and does splash damage. Has 125 health. instead of teleporter exit: command center: a little place were there is a screen were the engi controls his contraptions. has 145 health. has no weapons. can only control one building at a time. if there is no command center the contraption the engi has built it will sit there and do nothing. But it can be still used to block an entrance/ exit. all the contraptions built by engi cannot pick up health/ammo off the field except for the robot. the other two must come back to the engineer for repairs. The engi can not move or defend himself or see around him while controlling a contraption. all contraptions can be zapped. all zappers can either be removed with a wrench or hammer. I have thought about putting an area that the contraptions/buildings must stay in to work and shut down if they get out of it would that make the engi to OP let me know what you think. thanks for readin Clamo[/QUOTE] What the fuck are you on?!
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