• Major Update Speculation: V8: Rise of the Machines!
    10,002 replies, posted
[video=youtube;LvZhRUsKNG4]http://www.youtube.com/watch?v=LvZhRUsKNG4[/video]
[QUOTE=Whiskered;37728374]Why not to give a mirv stick bomb launcher? You may put 4 bombs, each with tiny range and damge, and after explosion they realese 3 tiny granades, with tiny dmg, splash and short fuse. Still need some tweaks but it might be fun.[/QUOTE] I had an idea to make a Trip-Bomb Sticky Launcher. Like, set X amount of mines, then right-click to place a trigger. If someone trips the trigger, all of the mines go off. The downside (aside from not being able to manually detonate the mines) would be something like the trigger (or maybe the bombs would work better) glows and is generally really noticable.
I've been thinking about some additions to make a few weapons a bit... better? I've been playing with a lot of weapons people tend to cast aside and forget about. Let's take the Claidheadm'hor and the Sun-on-a-Stick. Claid: By looking at other weapons' attributes, I can along a few that might work as bonuses for the Claid. Like: -ON HIT: xx% of charge. -ON KILL: xx% (or full) charge. -Retains it's charge if the player canceled it. (Like when you can airblasted or when the 101 Demoknights set was released, you could cancel your charge and it wouldn't deplete) -Each head adds charge rate. (Eyelander concept. At 4, you would charge faster then the Persuader) Sun-on-a-Stick: The problem with this weapon is that you have to rely on a teammate to light someone. -Crit (or mini-crit) while on wearer is on fire -ON HIT: Resets afterburn -ON HIT: Set enemy on fire briefly (without afterburn) (Mostly cosmetic): Enemy melts on kill, both the Sun and the Volcano. OR change the weapon to be like a Sandman-type bat. ALT-FIRE: Launches a ball that sets the enemy on fire (with shorter afterburn obviously) However, for the alt-fire and the 3rd option, the Crit on burning enemy would have to be changed. I dunno, just throwing out ideas. I like both of these weapons.
[QUOTE=alpha00zero;37730262] OR change the weapon to be like a Sandman-type bat. ALT-FIRE: Launches a ball that sets the enemy on fire (with shorter afterburn obviously)[/QUOTE] Alt-fire: Take the Sun off and chuck it at someone?:zoid:
Oh oh!, I got an idea, when you hit a burning target with the sun-on-a-stick instead of critting it stores a fireball to be fired later. Kind of like a flare.
[QUOTE=alpha00zero;37730262]I've been thinking about some additions to make a few weapons a bit... better? I've been playing with a lot of weapons people tend to cast aside and forget about. Let's take the Claidheadm'hor and the Sun-on-a-Stick. Claid: By looking at other weapons' attributes, I can along a few that might work as bonuses for the Claid. Like: -ON HIT: xx% of charge. -ON KILL: xx% (or full) charge. -Retains it's charge if the player canceled it. (Like when you can airblasted or when the 101 Demoknights set was released, you could cancel your charge and it wouldn't deplete) -Each head adds charge rate. (Eyelander concept. At 4, you would charge faster then the Persuader) Sun-on-a-Stick: The problem with this weapon is that you have to rely on a teammate to light someone. -Crit (or mini-crit) while on wearer is on fire -ON HIT: Resets afterburn -ON HIT: Set enemy on fire briefly (without afterburn) (Mostly cosmetic): Enemy melts on kill, both the Sun and the Volcano. OR change the weapon to be like a Sandman-type bat. ALT-FIRE: Launches a ball that sets the enemy on fire (with shorter afterburn obviously) However, for the alt-fire and the 3rd option, the Crit on burning enemy would have to be changed. I dunno, just throwing out ideas. I like both of these weapons.[/QUOTE] I like the Claidheam as it is, even without the shield, since it does have additional range. But if it [b]had[/b] to get a buff, I'd say make it have faster stickybomb charge speed (maybe +50% for 2.0s instead of 4.0s for maximum charge), in order to have some [b]actual[/b] use for any Secondary weapon. As for the Sun-on-a-Stick (which, unlike the Claid, [b]obviously[/b] needs a buff), I think it should have the Alt-Fire, as you've said, but with a damage requirement that requires 50 damage with just the Sun-on-a-Stick in order to get a fireball (the fireball itself obviously (shouldn't) count towards the fireball damage-requirement). [code]The Claidheamh Mòr [+] +50% faster stickybomb charge time [+] 0.5 sec increase in charge duration [-] No random critical hits [-] -15 max health on wearer Maximum Stickybomb Charge Time: 2s (-2s) ---------- The Sun-on-a-Stick [+] When Heat is full, alt-fire to launch a fireball that burns opponents [-] -25% damage penalty [-] No random critical hits Fireball does 15 base damage, and inflicts normal afterburn. Fireball disappears on contact.[/code]
I'd like to see the Sun on a Stick have a use-to-charge-projectile mechanic. Right now, it just isn't used, but if you had to deal, say, 300 damage with it (as a melee), at which point your alt fire would be charged and could be used, then people would have a reason to actually melee with it. Said alt fire should actually do something useful (compared to sandman's ball, or the wrap assassin's ball), since you actually have to work for it. Maybe have it be a lower range projectile than a sandman ball, but deal 70 dmg instantly at "close range", 100 dmg instantly at "mid range", and 100 dmg + normal afterburn at "long range". Said ranges would have to be relevant to overall effective range. Or heck, something new, like the sun falling off onto the ground, and creating a fireball that sits for a period of time, but only lights enemies on fire if they touch it. Not exactly like it could be spammed, especially if you limit it to 1-deployed-per-person-at-a-time. I dunno, I just think it looks pretty cool, so it aught to have a decent set of stats.
[QUOTE=ObiWonTwo;37730691]I'd like to see the Sun on a Stick have a use-to-charge-projectile mechanic. Right now, it just isn't used, but if you had to deal, say, 300 damage with it (as a melee), at which point your alt fire would be charged and could be used, then people would have a reason to actually melee with it.[/QUOTE] I think Valve should adjust the Sun on a stick so that it functions almost exactly like the Manmelter except instead of crits, It should deal more damage with each afterburn collected and then reset when a hit is missed. Probably capping out at 4-5 afterburns
There appears to be some item server issues.
[QUOTE=wickedplayer494;37730759]There appears to be some item server issues.[/QUOTE] I havn't had my loadout since 2 PST. I must be unlucky since it usually never lasts more than a hour or two...
Said issues are now rectified.
In regards to buffs, someone really needs to make the Razorback even remotely usable. Does it really have to break each time a spy attempts a stab? I've never, ever seen a life be saved by that thing. At the very least, let it not-help indefinitely.
I thought of a Spy knife idea that's absolutely identical to the default knife, but gibs victims upon backstabs. It'd be a purely novelty item, like the apoco-fists. Or, they could make it like: Upon backstab: Small explosion around victim No explosive damage to self Cannot backstab while disguised Now that's obviously OP because it seems super convenient against close groups of Snipers, but I just threw together some stats, I dunno. Don't be a downer on me. CONSTRUCTIVE CRITICISM YAAAAY
[QUOTE=BigJoeyLemons;37731867] Cannot backstab while disguised [/QUOTE] This makes it a bit UP
[QUOTE=BigJoeyLemons;37731867]I thought of a Spy knife idea that's absolutely identical to the default knife, but gibs victims upon backstabs. It'd be a purely novelty item, like the apoco-fists. Or, they could make it like: Upon backstab: Small explosion around victim No explosive damage to self Cannot backstab while disguised Now that's obviously OP because it seems super convenient against close groups of Snipers, but I just threw together some stats, I dunno. Don't be a downer on me. CONSTRUCTIVE CRITICISM YAAAAY[/QUOTE] How bout instead of explosions we make it a shock wave of fire, it'd encourage the idea of a guy covering a sniper or a sniper group having at least one watcher lest one of them be dead and the rest of them chasing a giggling spy whilst on fire.
I've mentioned this before, but TF2 REALLY needs a dance taunt.
Scout needs to do the running man and pyro needs to do classic disco moves. That's all I got.
[QUOTE=ThatSwordGuy;37732863]I've mentioned this before, but TF2 REALLY needs a dance taunt.[/QUOTE] Engy's already got two. Shotgun and high five.
[QUOTE=Pocket Medic;37732912]Engy's already got two. Shotgun and schadenfreude.[/QUOTE] It's not enouuuuuugh
[QUOTE=Quinnjdq;37732901]pyro needs to do classic disco moves.[/QUOTE] You mean Demo :v:
[QUOTE=Quinnjdq;37732901]Scout needs to do the running man and pyro needs to do classic disco moves. That's all I got.[/QUOTE] Nah, Pyro needs to do this (1:54) [media]http://www.youtube.com/watch?v=l33c_0oB1xY[/media] [editline]20th September 2012[/editline] Also Spy should do this (3:35 - 3:42) [media]http://www.youtube.com/watch?v=IFabjc6mFk4[/media]
So, has anyone else noticed that the Triad Pack was almost literally an item pack for the Pyro (stat-wise) that Valve decided to shuffle around to other classes for absolutely no reason? The Heater only needs "while firing" instead of "while deployed" to work as a flamethrower, the Guillotine could remain exactly like it is and just use the Saxxy animations for throwing, and the Neon Annihilator is already a Pyro weapon even though it really shouldn't be. The Red-Tape Recorder is the only weapon in the pack that actually fits the class it was given to. I really hope Valve doesn't start doing this shit more often, further blurring class distinction for no particular reason.
Huh? That's like saying the Cow Mangler was made as a pyro weapon
I love that Red Tape Recorder; it's about time Spy got a cool new sapper. I never use stock sappers now.
[QUOTE=PimpinDemopan;37734381]I love that Red Tape Recorder; it's about time Spy got a cool new sapper. I never use stock sappers now.[/QUOTE] Me either. I like causing chaos and making Engineer's squirm. It's nice you have some breathing room too if you sap n stab, since the sentry will be mid build animation when the Engy gets backstabbed. It's a good unlock, a nice alternate playstyle to Spy, and pending some minor bugs, I think it'll be one of those like YER and Kritz. (90% of the time when it destroys a building it counts the sapper as being destroyed, which is why you hear the sound and don't get any points or see a kill icon)
Errr I always use the vanilla sapper. Only switch to the Red Tape when there's teamwork going on and I know I'm not going to destroy everything at once, i.e. pybros, mutliple engineers and such.
yea, the RTR falls apart to Homewrecker Pyros, I'd say that's a huge counter to it, even moreso than the regular sapper.
I hate that damn red tape recorder, it removes all upgrade progress (level and metal) on my buildings while I'm off getting more metal.
And that's what I love about it; a good way to piss Engineers off. Of course there are still the bugs, like the dispenser still working while being downgraded. Speaking of its bugs, I don't think I've seen the buggy level 2 combat mini-sentry the RTR sometimes makes. Any screenies of it?
Yeah, but I hate when engineers rebuild their stuff so fast. Red Tape doesn't seem to sap dispenser's metal reserves. Even though downgrade makes it dispense less metal at a time, it's still enough to quickly re-build the sentry back to lvl3.
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