Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
Remember melee unlocks are used in conjunction with other items/weapons to make your ends meet.
So... you got any ideas for Sniper?
I had an idea for the Engineer, until they fucked with the buildables.
I was thinking that an unlockable for the teleporter would be instead of a teleporter with however long recharge time, the engie build a hover-board station. They have the technology to teleport people from place to place, why not hover-boards? Anyway, the hover-boards would have enough so everyone could take one, and they'd go 25% faster than the scout. While on the boards they would not be able to take intel, cap points, or run the payload. It used purely for transportation.
Hoverboards sound cool, but they'd totally defeat the purpose of the Scout.
Here's an idea for Sniper. To replace his SMG, he could get a Shotgun. Also, his secondary weapons could be iron-sighted for higher accuracy. Both SMG and Shotgun would have less spread when iron-sighted, but would slow them down, like the scope of the Rifle. Another little Sniper buff would be that the SMG gets it's clip capacity increased to 30, and maximum ammo reserve increased to 90.
[QUOTE=rofl654]I had an idea for the Engineer, until they fucked with the buildables.
I was thinking that an unlockable for the teleporter would be instead of a teleporter with however long recharge time, the engie build a hover-board station. They have the technology to teleport people from place to place, why not hover-boards? Anyway, the hover-boards would have enough so everyone could take one, and they'd go 25% faster than the scout. While on the boards they would not be able to take intel, cap points, or run the payload. It used purely for transportation.[/QUOTE]
How about each class gains a 10% moving speed besides the scout? Scout would gain like, a 5% moving speed due to his already high 133% moving speed.
[QUOTE=Nerdboy]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.[/QUOTE]
the primary isn't just a slight change. It doesn't just change firerate and remove crits or something like that. They have special abilities. Natasha: Slower movement. Blutslauger: Vampire. Back Burner: 100% crit from behind.
How is Kritzkreig entirely different?
more support? What do you mean? Melee do something totally specific to the class. Medic's gives him uber. Heavy crit and pyro crit against fire.
There where no pattern in the classes. Everybody thought that spy where next. I don't think they follow pattern here either. More like they make what would fit.
For the sniper: a melee weapon that gives him temporarily 100% charge.
[QUOTE=Fleshmonger]the primary isn't just a slight change. It doesn't just change firerate and remove crits or something like that. They have special abilities. Natasha: Slower movement. Blutslauger: Vampire. Back Burner: 100% crit from behind.
How is Kritzkreig entirely different?
more support? What do you mean? Melee do something totally specific to the class. Medic's gives him uber. Heavy crit and pyro crit against fire.
There where no pattern in the classes. Everybody thought that spy where next. I don't think they follow pattern here either. More like they make what would fit.[/QUOTE]
That is a slight change. One or two things have been changed. The medic does not follow the pattern (wouldn't be a medic without the medigun anyway.) You're restating my point. The only thing that doesn't follow the pattern is the Medic.
If the Kritzcrieg WERE completely different, it'd probably have been like a Medicannon, which fired balls of healing energy, so it could heal in chunks. Either that or the big Syringe, mirroring the old TFC healing methodus.
[QUOTE=Nerdboy]For the sniper: a melee weapon that gives him temporarily 100% charge.
That is a slight change. One or two things have been changed. The medic does not follow the pattern (wouldn't be a medic without the medigun anyway.) You're restating my point. The only thing that doesn't follow the pattern is the Medic.[/QUOTE]
you cannot really say there is a pattern with the proff as 2 classes... And the slight change is not a slight change. they don't just deal more damage. As i said, the give you vampirism and slowing the enemy down. A small change is, as i said, extra firepower in exchange for slower fire rate or something like thatm which is most of the ideas here
[QUOTE=Smirnoff Joe]If the Kritzcrieg WERE completely different, it'd probably have been like a Medicannon, which fired balls of healing energy, so it could heal in chunks. Either that or the big Syringe, mirroring the old TFC healing methodus.[/QUOTE]
I like the medicannon idea.
Ah yes. I basically took the idea of the original healing device from TFC, and made it act like a long range weapon.
For Demoman, maybe a cluster bomb instead of a pipe bomb. You fire it, and it detonates after three seconds into smaller pipe bombs that scatter. Deals little damage per pipe bomb, and doesn't detonate on impact.
Ah yes, like the TNT he had in the old '06 demonstration movie, eh?
Sniper needs a cricket bat! No idea what it does though!
For the sniper
Not a sniper rifle
But a boomerang as the primary weapon which 1 hit kills them from further distances
And the secondary could be a barbeque - flavoured gun firing shrimp
And the melee weapon could be a koala... I ran out of ideas
:)
Boomerang would be better as secondary, IMO.
Well, i have an idea, not sure if this was posted but
1) A wrench that steals metal / ammo from whomever it hits ( like how medics get uber from the ubersaw )
2) A wrench that does damage based on metal
Hmmm, quite interesting concepts there.
I would like a "TFC soldier nail grenades"-launcher for the Demoman. It perfectly fits his role : defense and sentry destroying.
However I think it should shoot one grenade at the time, with a slow reload.
Useful for :
*Destroying turtling engis (to be effective you must throw the grenade right between the dispenser and the sentry, so it kills the engi and deals excellent damage)
*Stopping an enemy rush (throw it in goldrush, for example, so the enemies take damage until you're killed when they push the cart)
*Clearing a small room full of enemies (turbine or 2fort intelligence rooms, to destroy sentries and kill people)
I won't post stupid numbers for damage or rate of fire, since that's the real problem with balancing weapons, and I can't really do it. However, I think it's a good idea.
Here's an idea I posted in the Scout Update Megathread.
[QUOTE=Smirnoff Joe;13155107]I've an idea for his bat unlock, though. It's a little far-fetched, but it could work. The Safetybat would have the same damage per hit as the Axtinguisher, and have no crits, but making a kill with it would do something very useful. It would give you 5 seconds of invincibility, similar to the KGB's 5 seconds of crits. Plenty of time to run off with the Intel, get the hell outta the fray, or go on a killing spree. Like normal Ubers, you wouldn't be able to cap points while Ubered via Safetybat.
Sound practical and awesome, or is a half-Uber too overpowered?[/QUOTE]
GameQude thought that 5 seconds of Uber would be a bit overpowered, and in his words...
[QUOTE=GameQude;13156502]If he had 5 seconds of invincibility, he would go to the next guy, kill him, gain more, and keep that up until the enemy team is dead.[/QUOTE]
I kinda see his point, but I pointed out that only kills with the Safetybat would give the half-Uber, and then I realised that he might've been deducing that you could whittle down someone's health with the Scattergun and then deal the killing blow(s) with the Safetybat. So I thought maybe 4 seconds would be sufficient, but not too overpowered. Besides, he's probably thinking of a situation where all the enemy team is clustered in one spot, and the Scout just dives in, blasts some wigs, bonks them for Ubers, and basically goes postal. But I intended the Safetybat to be more of a hit-and-run weapon, with a nicely peppered piece of Scattergun Souffle for starters, a tasty Safetybat Steak for the main course, and a complimentary after-dinner UberMint for the road, which is important when you're dining-and-dashing, especially when you've just stolen the chef's intel.
[quote=smirnoff joe;13163671i] kinda see his point, but i pointed out that only kills with the safetybat would give the half-uber, and then i realised that he might've been deducing that you could whittle down someone's health with the scattergun and then deal the killing blow(s) with the safetybat. So i thought maybe 4 seconds would be sufficient, but not too overpowered. Besides, he's probably thinking of a situation where all the enemy team is clustered in one spot, and the scout just dives in, blasts some wigs, bonks them for ubers, and basically goes postal. But i intended the safetybat to be more of a hit-and-run weapon, with a nicely peppered piece of scattergun souffle for starters, a tasty safetybat steak for the main course, and a complimentary after-dinner ubermint for the road, which is important when you're dining-and-dashing, especially when you've just stolen the chef's intel.[/quote]
I am loving these puns!
Ah yes, I brew them myself. I've an affinity for this kinda stuff.
You're very good at it.
I mentioned a while ago "The Socker," a bat that would deal more damage and have increased critical rates against enemies while on an objective (even if you can't capture it.) When you aren't on an objective, The Socker will never score crits and will deal only 1/2 damage.
Does that include Intel? That'd be pretty cool.
Sniper melee weapon; a wooden cricket bat called "The Wom-bat" that does significantly less damage but has an arc of swing and disorients the player that is hit.
Sounds like a melee conc grenade. Awesome, but doesn't really fit the Sniper's line of work too well. It'd be good for Spy, maybe even Scout, sans the cricket bat, but for Sniper, doesn't really fit too well.
[QUOTE=Smirnoff Joe;13443705]Sounds like a melee conc grenade. Awesome, but doesn't really fit the Sniper's line of work too well. It'd be good for Spy, maybe even Scout, sans the cricket bat, but for Sniper, doesn't really fit too well.[/QUOTE]
A Sniper could use it to get away from close-ranged combat. Seems like he was just going for the name pun anyway.
For the Spy...
[b]Silenced Pistol:[/b] 15% less power than the Revolver but can fire while disguised .*
[b]Hack Tool:[/b] When placed on an Engineer building, it makes it that building against it's builder and the builders' team. Takes a couple of second to take effect. E.G. BLU spy places Hack the Tool on a RED sentry, the RED sentry acts like a BLU sentry. Same goes with other buildings...
[b]Hands:[/b] Sneak up behind an enemy and snap their neck without lowering your disguise. Plays an animation of you snapping their neck and dragging their body off making you vulnerable to attack. Animation lasts a few seconds.
*Yeah, yeah, very original...
[QUOTE=Nthatguy1337;13472575]For the Spy...
[b]Hack Tool:[/b] When placed on an Engineer building, it makes it that building against it's builder and the builders' team. Takes a couple of second to take effect. E.G. BLU spy places Hack the Tool on a RED sentry, the RED sentry acts like a BLU sentry. Same goes with other buildings...
[/quote]
I actually like that idea.
Woah.
I just hope Scout gets wall running and wall jumping as a Double Jump alternative.
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