• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
[QUOTE=Smirnoff Joe]Ever heard of nocollide? You could have it nocollide with the world, and stay in that spot. It's simple, and it wouldn't collide with the world when popping in and out of the ground.[/QUOTE] Oh, excuse me sir, but I've been playing GMod and developing Lua stuff enough to know what nocollide is. But please show me how you can avoid the turret to be seen through a thin floor, like in 2fort? [img]http://img510.imageshack.us/img510/3168/wutct6.png[/img] Plus, it wouldn't be a real hole, so grenades wouldn't go through, and anyway it would look ugly.
Blaster Gun, replacement to Scatter gun 10% overall damage reduction 20% of damage done to an enemy splashes out to nearby people, does not affect the enemies who are being shot. Secondary fire shoots two round at once, but depletes four ammo. The numbers may have to be tweaked a little. The Almighty Crowbar 20% slower attack rate 50 metal is used in upgrading a sentry with each hit Secondary fire automatically heals your own sentry by half at the cost of 40 HP, can only be used in close proximity of your sentry. You lose HP because you swing so hard you break an arm :keke: Secondary can only be used once per life.
Only two from me: Engineer: Ammo Crate It acts exactly like the Spawn health/ammo things, but refills your ammo instantly, and refils your health at around 25& slower than the normal dispenser. Spy: Cardbord box Yes, metal gear style. The box allows the spy to crouch at the same speed as he runs, and gives him an extra 45 HP when equiped ( Increases his total HP, like the backburner does to the pyro ) And is also flame resistant. But, it limits the spys' line of sight, and makes him more visible, and the box is uniquiped when the spy enters water with it. The only way to get it back after that is Via a dispenser/cabinet.
[QUOTE=_Kilburn]Oh, excuse me sir, but I've been playing GMod and developing Lua stuff enough to know what nocollide is. But please show me how you can avoid the turret to be seen through a thin floor, like in 2fort? [img]http://img510.imageshack.us/img510/3168/wutct6.png[/img] Plus, it wouldn't be a real hole, so grenades wouldn't go through, and anyway it would look ugly.[/QUOTE] Perhaps you could make it so when the sentry is underground, it's kind of disapears? And you make an animation with just the sentry popping up? Let me draw a picture to show you guys. [img]http://www.filecram.com/files/lolol.png[/img]
That could work. The hitboxes would have to vanish in this mode, too.
[QUOTE=_Kilburn]Oh, excuse me sir, but I've been playing GMod and developing Lua stuff enough to know what nocollide is. But please show me how you can avoid the turret to be seen through a thin floor, like in 2fort? [img]http://img510.imageshack.us/img510/3168/wutct6.png[/img] Plus, it wouldn't be a real hole, so grenades wouldn't go through, and anyway it would look ugly.[/QUOTE] Valve is magic they'll find a way :D
I'm joining this damn train. [b]Sheller Gun[/b] The sheller is equipped with something no other sentry has: a blast shield out front. The shield will cause all weapons to deal half damage, and explosions will be nullified. As the sentry targets enemies, the shield moves with it, lowering the effectiveness of an ubercharge attack. However, sappers will cause the sentry to drop its shields while sapped, and it will take double damage from behind. Stickies can also be placed on the back of the gun and will deal double damage. Level 1 fires similar to a regular sentry. Level 2 fires a higher damage shot as slow as level 1. The shot will deal 40 extra damage per hit. Level 3 provides the sentry with a large riot shield like shield that will block most shots to the front. [b]Shield Generator[/b] A shield generator restores health and ammo like a regular dispenser, except instead of restoring metal, it will build its own ubercharge. When players in its range begin to take damage, it will activate its ubercharge on all players nearby. If no players have taken damage for 4 seconds, it shuts the ubercharge down and begins to restore it. Ubercharge restores at a rate of 0.1 seconds of uber per second, to a maximum of 10 seconds of ubercharge. Could be a useful element for offensives. [b]Jump Pad[/b] A powerful replacement for the teleporter. The Engineer can build two jump pads in any location for 125 metal each. Jump pads will require charge. Once they are fully charged, any player who steps on it is launched into the air as high as a soldier's rocket jump. This allows regular players to reach areas normally reserved for soldiers and demomen. The jump pad charges faster than teleporters.
The Homerun Bat idea (see first pages) is awesome. It maybe needs a little nerf, but I DO WANT oneoneone
[QUOTE=CrazyChcken]Valve is magic they'll find a way :D[/QUOTE] Clipping planes. But it would still not be worth it, unless you give it something really special.
For the sniper you should be able to sit in a chair drink coffe to shoot faster
Soldier should have a rocket launcher designed for rocket jumps, it does less damage, has a higher knockback, a slightly lower speed. It's got a modified crit which will give you 100% more height from a rocket jump.
[QUOTE=money]For the sniper you should be able to sit in a chair drink coffe to shoot faster[/QUOTE] Silly Sniper, Coffee is for Scouts.
[QUOTE=brian0149]Silly Sniper, Coffee is for Scouts.[/QUOTE] Or even better, make the Sniper able to replace the Scout's coffee with piss jars by getting near their resupply rooms.
All I can think of is the complete opposite of the Spy's sapper, except the Engie gets it and if he puts the anti-sapper on his buildings, they became stronger/have more health. Also a sapper that if put on one building, small arcs of energy get put on all nearby buildings and damage them too.
[QUOTE=Samiam22]All I can think of is the complete opposite of the Spy's sapper, except the Engie gets it and if he puts the anti-sapper on his buildings, they became stronger/have more health.[/QUOTE] Overhealing the buildings? That's not a bad idea.
Here's a Spy thing: The Clamp. Instead of sapping buildings, it saps objectives! Place a Clamp on a control point, and it can't be captured by the enemy. Clamp a Payload, and it won't move. If the Intel gets clamped, they can't pick it up. But Clamps can be destroyed by Scouts, and have weak health, so about 3 whacks with a Bat, and it's off. It also has a high-pitched beep to alert enemies of clamped objectives. It'd be quite useful for defense, just travel to your point, clamp it, and it's that bit easier to defend. Oh, and you can only have one Clamp deployed by the player at any one time.
[QUOTE=Max of S2D]Overhealing the buildings? That's not a bad idea.[/QUOTE] Yeah, seeing as most engie buildings die crap easy.
Only if you leave them behind. That's why Engie players are extremely paranoid. The paranoia is VITAL for playing Engie, as Spies and Soldiers can ruin your evil plans. When turtling, a Soldier can exploit splash damage to hit you without hitting the constantly-being-repaired T3 Sentry you're hiding behind, whilst destroying your Dispenser in the process. Once you nom the dirt, that Sentry is as down as Jack Thompson's approval rating. So you gotta make a position where the Soldier can't hit you with splash damage, where the T3 Sentry's hitboxes soak it all up.
Scraper : Pistol Replacement for Engie. Uses Metal instead of its own ammo. Uses up 20 metal and shoots 10 small magnetic metal pieces doing 2 dmg each and curve extremely slightly to home onto the target. They would have to be fairly close to where the bullets were going to hit for it to home in. Shooting sappers take off 1/4 of its health and can repair buildings. Shoots at 1 shot per second.
[QUOTE=Smirnoff Joe]Here's a Spy thing: The Clamp. Instead of sapping buildings, it saps objectives! Place a Clamp on a control point, and it can't be captured by the enemy. Clamp a Payload, and it won't move. If the Intel gets clamped, they can't pick it up. But Clamps can be destroyed by Scouts, and have weak health, so about 3 whacks with a Bat, and it's off. It also has a high-pitched beep to alert enemies of clamped objectives. It'd be quite useful for defense, just travel to your point, clamp it, and it's that bit easier to defend. Oh, and you can only have one Clamp deployed by the player at any one time.[/QUOTE] What about attackers? Where is your God now?
[b]Hey guys the scout's up next so let's work with him.[/b] Valve wants some ideas again. [b]Split Gun[/b] Think of this like a Scattergun, but the number of shots it fires is directly dependent on the distance you are from enemies. If you're about the distance of the bases in 2fort, it will fire only one shot. Closer and it'll fire two. Get even closer and that doubles. Closer still and it becomes eight shots. Etc. The split gun's damage per shot is also relative to the scout's distance, with more damage from farther away (so as to make those single shots helpful.) Ammunition does not change depending on these factors. The split gun deals less damage and has a lower chance of criticals. [b]Tagger[/b] This pistol fires darts that deal little damage to enemies, but will trail red feathers for about ten seconds, around corners and in any general location. This could be used to pursue fleeing enemies or keep track of your intelligence. The tagger holds only five shots per magazine and deals 35% less damage. Players also have a higher chance of dealing critical hits to tagged enemies. [b]The Socker[/b] Get it? Boston Red Sox, Socker? Nevermind. The socker is a high quality wooden bat with a very special difference. While on a contested control point, carrying an objective, or contesting a cart, the Socker has a large knockback against enemies and a 50% increase in damage (that's 45-60 damage for you keeping score.) Regardless of location, the Socker swings slower than the regular aluminum bat and has a reduced chance of criticals.
... [b]HOLY FUCKIN' FUCK NUGGETS, SCOUT IS NEXT?! FAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAP etc.[/b] No but seriously, fuckin' awesome.
Alrighty, here's some for Scout, since he's gonna be on the point next. Scattergun unlock: Sluggah. The Sluggah doesn't deal as much damage, but it has powerful knockback depending on range. At long range, it knocks back as far as a Sentry shot. At medium range, it knocks back a few metres. At point blank, it knocks back with the force of a backstab. It'd be a blast using the Sluggah on enemy Snipers on 2fort. Just sneak behind them, BLAM! them off the battlements. It also has good stuff for defending a point, or making sure the enemy doesn't get on to stop you capping. Pistol unlock: Nailer. The Nailer is just like the Sniper's SMG, except a bit more accurate, for long range attack, and it has a Flaregun-style falloff method. It is near-useless for point blank encounters, as it deals the highest damage at long range. Useful for helping take out enemy installations. Bat unlock: Homerunner. This bat doesn't deal as much damage, and swings slower, but your cap speed increases to 3x, and each hit disorientates the victim for 1.5 seconds, meaning they can't fire, a bit like the Tank's punch from L4D. It's good for helping cap points, and can be used in conjunction with the Sluggah to mess 'em up, and knock 'em away. [QUOTE=TINCAN]What about attackers? Where is your God now?[/QUOTE] Well, let's just say that the Sapper is for offense, and Clamp is for defense.
The spy detector could be like sunglasses or something, but you couldn't detect cloaked spy´s with it. Okay I Couldn't make anything else up (Loh-oo-se-her) so I just improvised... [b]Edit:[/b] Okay got it, The Spy's could have somekind of a zapper that stops the enemy's for a while....... (please tell me if this is just another stupid idea of mine)
Ah, you speak of a Taser, no?
2 ideas both for engie: Telporter would be able to go in both directions, but has a limited teleport length. Any gun could be worse like deal less damage or no crit in exchange for more metal capacity. EDIT: Another one for engie! The sentry could be something that always has the same lvl 1 gun (or worse) but you could equip it with guns from the dead! Pyro flamethrower = Pyro sentry! Heavy minigun = Minigun sentry! If it would be to overpowered you could make it have ammo, or just that the gun would break after enough shooting.
That idea's been tossed around by many in the past. Doesn't seem too practical though.
I liked my pun...
[QUOTE=Smirnoff Joe]That idea's been tossed around by many in the past. Doesn't seem too practical though.[/QUOTE] yea thought that too... I just like customizing stuff :) EDIT: Why are most of the ideas based around making spy's even more underpowered, just making the gun better, og just making it a little bit different with nothing special or making a gun that has nothing to do with that class! Proximity mines for soldier? GO DEMOMAN IF YOU WANT THAT. Slower movement for scout in exchange for heavier firepower? GO HEAVY INSTEAD! Ok the engineer's wrench has a lot of things it could do. You could carry more metal, upgrade faster, build faster un-disguise spy's (i think it's to overpowered though, and makes pyro void) or it could overheal the sentry when banging at it! Actually that would make the engineer even more engineery as he would have to stay in the base to overheal.
[QUOTE=Fleshmonger]yea thought that too... I just like customizing stuff :) EDIT: Why are most of the ideas based around making spy's even more underpowered, just making the gun better, og just making it a little bit different with nothing special or making a gun that has nothing to do with that class! Proximity mines for soldier? GO DEMOMAN IF YOU WANT THAT. Slower movement for scout in exchange for heavier firepower? GO HEAVY INSTEAD! Ok the engineer's wrench has a lot of things it could do. You could carry more metal, upgrade faster, build faster un-disguise spy's (i think it's to overpowered though, and makes pyro void) or it could overheal the sentry when banging at it! Actually that would make the engineer even more engineery as he would have to stay in the base to overheal.[/QUOTE] 1) We've been following Valve's (relative) model of three trade offs, or weapons that are just as good as the others, each within this criteria: - Primary: Similar with a slight change - Secondary: Something entirely different - Melee: More support. 2) The wrench could give extra metal with every hit.
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