Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
[QUOTE=Smirnoff Joe;13473129]I just hope Scout gets wall running and wall jumping as a Double Jump alternative.[/QUOTE]
you can already sort'a wall jump, it's called using your second jump in a different direction...
[QUOTE=Nthatguy1337;13472575]
[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]
Wouldn't that be horribly overpowered?
Take a sentry nest, for example, in the RED spawnroom of 2fort:
1. Spy saps sentry
2. Sentry goes haywire and kills the one nearest of it (usually Engineer)
3. Sentry kills everyone else and other buildings
Even though this wouldn't happen every time, it's still happen enough times to be imbalanced.
Also, how could any Engineer fix the sentry if it automatically kills them when they get near?
[QUOTE=kikka;13473293]Wouldn't that be horribly overpowered?
Take a sentry nest, for example, in the RED spawnroom of 2fort:
1. Spy saps sentry
2. Sentry goes haywire and kills the one nearest of it (usually Engineer)
3. Sentry kills everyone else and other buildings
Even though this wouldn't happen every time, it's still happen enough times to be imbalanced.
Also, how could any Engineer fix the sentry if it automatically kills them when they get near?[/QUOTE]
As I said it takes a couple of seconds AFTER the Hack Tool is placed on the building for the building to switch sides so the Engie has some time to whack it off before hell is let loose... and I guess the Hack Tool makes the building explode after 20 seconds or so...
[QUOTE=Nthatguy1337;13473141]you can already sort'a wall jump, it's called using your second jump in a different direction...[/QUOTE]
But that's not really wall-jumping, it's just being next to a wall and then jumping somewhere else. Wall-jumping is actually being on the wall, then forcing yourself off it using your feet. Double-jumping doesn't do that.
Since no one is caring on the Steam forums, I guess I'm going to post here. That's mostly unlockables ideas for the Scout (which are now useless since Valve "nailed" them down, nailgun is going to suck if they do it, by the way), and reworked versions of the cloaker gun and diaper changing station.
That sucks, I would have loved to see the Electro-Magnet in-game.
[quote]________________________________
I'll start with the Scout, since it appears that the next update will be about this class.
[b]The Headbutcher[/b] (replaces the Scatter gun)
Has 100% critical hits when shot down at an enemy from over their head, otherwise, never crits. I don't know is "from over their head" is correct English, but if you can't see what I mean, you just stand on a high point, like the battlements on 2Fort, you wait until some enemy goes by, and you jump at him while shooting. With a good double jump, I think you can score about 2 or 3 crits.
That would be pretty useful for defense or surprise attacks, instead of direct hit and runs.
[b]The Electro-Magnet[/b] (replaces the Pistol)
When you take it out and hold Primary Fire, it strongly attracts enemy projectiles in a given range. This may sound completely dumb, but I think this would allow for neat pieces of teamwork, for instance, for a quick and efficient sticky bomb removal, or for allowing your team to progress more quickly while grenades and rockets come after you. Plus, you can always get behind a camping enemy demoman and laugh as his grenades go back at him for some unknown reason.
It has limited "ammo", which slowly recharges when you're not using it.
[b]The Homerunner[/b] (replaces the Bat)
Deals 50% less damage, but gives you a short speed boost every time you hit an enemy with it. This speed boost accumulates up to 2 times the original speed, so you can run into a defense line, bonk some heads, and run away while no-one can run after you. This would also make scout duels more intereresting, since that's the class people always pick when playing 1 vs 1 on CTF maps.
I'm not a Scout player, but I occasionally play that class, and I think it needs more cooperation with teammates and power for surprise attacks.
________________________________
Now for the Spy unlockables. Right now, I haven't found a good name for those weapons, and I'm not sure which weapon should replace which one.
[b]The Cloaker Gun[/b]
This small gun works like a Medigun, but it has a shorter range, and makes teammates invisible instead. It also replaces your cloak watch, so you will have to rely on your disguise if you want to survive. I believe this would be extremely useful for getting Pyros behind enemy lines or helping engineers to build sentries at useful or unexpected places.
Only problem I could think of is griefing issues. Some griefer would simply have to go spy and partially cloak every teammate, so they get killed without being able to defend themselves.
In this case, I think the target player has to stand still without shooting (or being zoomed in, for Snipers) for a short while before the cloak becomes active.
For uncloaking, all you have to do would be to press Primary fire. There is no really griefing issues on this side, since once the player has accepted to be cloaked, he can decide whenever he wants to uncloak.
I'm not sure whether this should replace the Revolver or the Sapper. The more I'm thinking of it, the more I think it should replace the Sapper. Getting teammates behind enemy lines is a pretty valuable ability, and an ubercharged Demoman-Medic combo coming from behind is as efficient as a sapper placed at the right moment.
As for the Knife, I haven't got any good and balanced idea yet. I have previously thought of a knife that would make you instantly disguise as the player you have just killed (without any waiting delay for disguising), but I couldn't think of any drawback that would make it balanced.
________________________________
Engineer unlockables time, now.
Right now, I have only two building unlockable ideas.
[b]The Modular Sentry[/b]
Kind of a crazy idea, and I'm not really sure it will work well.
Basically, this is a sentry that has no weapon when it is built. You will have to pick dropped weapons to make it actually work.
The engineer would then have two metal slots of 100 metal units each. The first one would contain raw metal, the regular one you are using for building stuff, and the second one would be reserved to picked up weapons.
The second slot is initially filled with raw metal, which is replaced by any useable weapon you have just picked up (melee weapons, disguise kits, etc... don't count, and will fill the first slot instead). If the slot already contains a weapon, then it will be dropped and replaced by the weapon you have picked up. You can still pick up again the dropped weapon if you have made a mistake.
Getting to the resupply locker replaces whatever the second slot contains with raw metal again.
If you need to build something that requires more metal, or if you need to upgrade a building while your first slot is empty, then the second slot will be converted into raw metal.
Whacking your sentry using the Right mouse button (or alt-fire, whatever) mounts the weapon you are currently carrying. Once a weapon is mounted, you cannot remove it.
Level 1 sentry has two weapon slots, level 2 sentry has three of those, and level 3 accepts up to four slots. They have the same health and turning speeds as their regular counterparts.
The sentry should be smart and know which weapon is in which slot, which means that it would be able to headshoot people with an average accuracy if sniper rifles are mounted on it, and shoot grenades, syringes and flares while taking account of gravity. As for the sticky bombs, I guess we can go the easy way and make them detonate instantly.
Argh, huge wall of text. Anyway, this would offer a totally different style of building sentry guns, since they can be much more powerful when specialized. The huge drawback is the engineer would have to run into the battle for dropped weapons, making quick deploying defense impossible.
And now, for the last idea, the one I would really like to see done:
[b]The Diaper Changing Station[/b]
This alternative dispenser does not dispense ammo, but it gives critical diapers instead. Critical diapers can be worn by any player whose health is below 15, and give a 100% critical chance for 6 seconds. The diaper remains active if the player gets healed over 15 HP, so having a Medic follow you is a great idea.
A level 1 station generates a diaper every 10 seconds, with a maximum of 2 diapers, level 2 station makes diapers every 6 seconds with a maximum of 4, and level 3 makes diapers every 3 seconds with a maximum of 8. Diaper changing stations heal as fast as dispensers.
I think this would be awesome for mass rushes, just think of the attackers getting crushed by defenders, retreating, and then come out wearing lightning sparking diapers. :D[/quote]
[QUOTE=kikka;13473293]Wouldn't that be horribly overpowered?
Take a sentry nest, for example, in the RED spawnroom of 2fort:
1. Spy saps sentry
2. Sentry goes haywire and kills the one nearest of it (usually Engineer)
3. Sentry kills everyone else and other buildings
Even though this wouldn't happen every time, it's still happen enough times to be imbalanced.
Also, how could any Engineer fix the sentry if it automatically kills them when they get near?[/QUOTE]
How about the hack tool working like a sapper, meaning it damages the sentry?
To make it more balanced, it could break off right before the sentry is destroyed returning to its initial state, only badly damaged. Plus it could attack EVERYONE, even your team, so you'd have to think it through before hacking a sentry
Here's some Engineer stuff, yet again based around a mobile Support-based Engie.
Sentry alternative: B-Holder.
Effectively a flying turret that accompanies the Engineer, but not as strong as the regular Sentry. First tier has 125 health, equal to the Engineer but lower than T1 Sentry, and has a laser beam attack that deals 35 DPS, slightly lower than T1 Sentry DPS, with the same range. Second tier has 160 health, just under the T2 Sentry health, and has 3 lasers capable of targeting multiple enemies, with increased damage for each single beam, about 60 DPS for each beam. If there's only one enemy, all 3 beams are focused on that target, effectively dealing triple damage. So it's good for mass attack. Third and final tier, 200 health, below the T3 Sentry's 216 health, has a missile launcher added, which dolls out quite a bit of damage, about 45 per missile, at a rate out 1 per 1.5 seconds. There are still three lasers, but they now deal 110 DPS each, so zerging T3 B-Holders is absolutely vital. For all B-Holders, projectile weapons are vital to attack them, since rockets require precise aim to damage them, and Grenades/Stickies just wouldn't reach them.
Dispenser alternative: Bindle.
This device is similar to the Dispenser, except it is mobile. Bindles aren't your usual buildable. After building them, you have to pick them up by pressing the right-mouse button while holding the Wrench. You can then equip it by pressing the 6 key, where it heals everyone in a certain radius and supplies ammo, just like a regular Dispenser, but it doesn't heal you unless you hold down the LMB, where it converts your Metal into Health with 1 HP for each Metal point, using up Metal at a rate of 5 per second, however it does give a low-level Overheal to nearby allies, giving them 20% more health for a short period. Sadly, self-use only heals you, doesn't give Ammo or Metal, meaning that you will have to scavange more in order to get Ammo/Metal. Initially, it only heals 8 HP/sec, just under the 10 HP/sec of regular stationary Dispensers. If you press RMB, you deploy the Bindle, where you can repair it if it has been Sapped, and upgrade it when you need to. Tier 2 bindles heal slightly more than T1 Bindle, about 13 HP/sec compared to the 15 HP/sec of the T2 Dispenser, and Bindle self-use now converts Metal into Health more efficiently, 3 HP per Metal point. It also Overheals to 30%. Finally, Tier 3 heals yet more, 18 HP/sec (T3 Dispenser does 20 HP/sec), self-use 5 HP per Metal point, and Overheals to 40%. The Bindle is intended to increase the Engie's mobility and supportiveness, and makes him more independant of Medics when moving from place to place. It also helps players when they're out of ammo and pinned down by enemy fire. When equipped or "deployed", the Bindle is open to sapping and damage, so only use it when needed and in safe(ish) places.
Teleporter alternative: Jetpack.
This may sound far-fetched, but just hear me out. The Jetpack is an equippable buildable similar to the Bindle, and can be equipped by using the same key, occupying a parallel slot next to the Bindle, similar to the weapon slots of the Half-Life games. True to it's name, it propells the Engineer into the air, allowing him to reach places where only Scouts, Demomen, Soldiers, etc, can usually reach. This means he can easily get to places and deploy his stuff, like the hole in the roof in the 2fort entryways, and the high-up CP's in Badlands. Like the Bindle it sits next to, LMB activates it, and RMB deploys it for repairs and upgrading. It also uses Metal as fuel, since Engie was working on a powdered-metal combustion engine when he invented the Jetpack. Tier 1 uses up 20 Metal per second, giving a maximum of 10 seconds of Airtime. Tier 2 uses up 15 Metal per second, allowing for 13 seconds max Airtime. Finally, Tier 3 efficiently uses only 10 Metal per second, giving a lovely max Airtime of 20 seconds. Similar to most jetpack-using video games, jumping before jetting saves fuel, and short bursts can also help, since the Jetpack doesn't regenerate it's fuel. Also, when jetpacking, you can't use weapons, since you're using the LMB while equipping the Jetpack, and a flying killing machine would completely unbalance the game. Another thing is that if you're killed whilst jetting, the corpse will jet around until whatever Metal is left runs out, or it crashes explosively, which can so happy prove to turn your flying corpse into a kamikaze bomber.
Some balancing will be needed, but it still seems pretty awesome, these ones, eh?
For the Spy they should have something that is anti-Pyro.
​
Do they seem overpowered, though?
[QUOTE=Smirnoff Joe;13476207]Here's some Engineer stuff, yet again based around a mobile Support-based Engie.
Sentry alternative: B-Holder.
Effectively a flying turret that accompanies the Engineer, but not as strong as the regular Sentry. First tier has 125 health, equal to the Engineer but lower than T1 Sentry, and has a laser beam attack that deals 35 DPS, slightly lower than T1 Sentry DPS, with the same range. Second tier has 160 health, just under the T2 Sentry health, and has 3 lasers capable of targeting multiple enemies, with increased damage for each single beam, about 60 DPS for each beam. If there's only one enemy, all 3 beams are focused on that target, effectively dealing triple damage. So it's good for mass attack. Third and final tier, 200 health, below the T3 Sentry's 216 health, has a missile launcher added, which dolls out quite a bit of damage, about 45 per missile, at a rate out 1 per 1.5 seconds. There are still three lasers, but they now deal 110 DPS each, so zerging T3 B-Holders is absolutely vital. For all B-Holders, projectile weapons are vital to attack them, since rockets require precise aim to damage them, and Grenades/Stickies just wouldn't reach them.
Dispenser alternative: Bindle.
This device is similar to the Dispenser, except it is mobile. Bindles aren't your usual buildable. After building them, you have to pick them up by pressing the right-mouse button while holding the Wrench. You can then equip it by pressing the 6 key, where it heals everyone in a certain radius and supplies ammo, just like a regular Dispenser, but it doesn't heal you unless you hold down the LMB, where it converts your Metal into Health with 1 HP for each Metal point, using up Metal at a rate of 5 per second, however it does give a low-level Overheal to nearby allies, giving them 20% more health for a short period. Sadly, self-use only heals you, doesn't give Ammo or Metal, meaning that you will have to scavange more in order to get Ammo/Metal. Initially, it only heals 8 HP/sec, just under the 10 HP/sec of regular stationary Dispensers. If you press RMB, you deploy the Bindle, where you can repair it if it has been Sapped, and upgrade it when you need to. Tier 2 bindles heal slightly more than T1 Bindle, about 13 HP/sec compared to the 15 HP/sec of the T2 Dispenser, and Bindle self-use now converts Metal into Health more efficiently, 3 HP per Metal point. It also Overheals to 30%. Finally, Tier 3 heals yet more, 18 HP/sec (T3 Dispenser does 20 HP/sec), self-use 5 HP per Metal point, and Overheals to 40%. The Bindle is intended to increase the Engie's mobility and supportiveness, and makes him more independant of Medics when moving from place to place. It also helps players when they're out of ammo and pinned down by enemy fire. When equipped or "deployed", the Bindle is open to sapping and damage, so only use it when needed and in safe(ish) places.
Teleporter alternative: Jetpack.
This may sound far-fetched, but just hear me out. The Jetpack is an equippable buildable similar to the Bindle, and can be equipped by using the same key, occupying a parallel slot next to the Bindle, similar to the weapon slots of the Half-Life games. True to it's name, it propells the Engineer into the air, allowing him to reach places where only Scouts, Demomen, Soldiers, etc, can usually reach. This means he can easily get to places and deploy his stuff, like the hole in the roof in the 2fort entryways, and the high-up CP's in Badlands. Like the Bindle it sits next to, LMB activates it, and RMB deploys it for repairs and upgrading. It also uses Metal as fuel, since Engie was working on a powdered-metal combustion engine when he invented the Jetpack. Tier 1 uses up 20 Metal per second, giving a maximum of 10 seconds of Airtime. Tier 2 uses up 15 Metal per second, allowing for 13 seconds max Airtime. Finally, Tier 3 efficiently uses only 10 Metal per second, giving a lovely max Airtime of 20 seconds. Similar to most jetpack-using video games, jumping before jetting saves fuel, and short bursts can also help, since the Jetpack doesn't regenerate it's fuel. Also, when jetpacking, you can't use weapons, since you're using the LMB while equipping the Jetpack, and a flying killing machine would completely unbalance the game. Another thing is that if you're killed whilst jetting, the corpse will jet around until whatever Metal is left runs out, or it crashes explosively, which can so happy prove to turn your flying corpse into a kamikaze bomber.
Some balancing will be needed, but it still seems pretty awesome, these ones, eh?[/QUOTE]
Nice stuff, I like it. However there are some thing I'm thinking about:
Could you transport the bidel and the jetpack together? I think not.
And second, you said that the jetpack can bring the engineer to places where he usually can't get to
to build stuff. But as I see how much metal it's using I can't figure out how he'd still be able to build stuff.
After 5 seconds (T1) he could only build a dispenser. Sure would be a question off how strong the jetpack is, aka how far it can bring you.
First up, carrying a Bindle and a Jetpack in your inventory would be no problem, since Engie can carry a Shotgun, a Wrench, a Pistol, two PDA's AND a Toolbox, so he has plenty of space left for him to carry other stuff, just like Demoman can carry a Pipe Bomb launcher, a Sticky Bomb launcher, AND a big bottle of scrumpy. But I guess you're talking about them occupying the same selection key. Well, in the Half-Life games, you could press the same selection key multiple times to select the different weapons. With a bit of programming, we could do the same in TF2. Engie would have to be some kind of Hindu deity like Vishnu if he were capable of using a Bindle AND a Jetpack simultaneously (four arms). Besides, it'd be overpowered, a flying self-healing Dispenser.
Secondly, I was having some balancing issues with the Jetpack idea. Initially, I thought "Perhaps 15 Metal/sec for T1, 10 Metal/sec for T2, and 5 Metal/sec for T3", but then I thought it'd be a bit overpowered, having a maxed-out Jetpack that could be aloft for 20 seconds and still having enough Metals to build a Dispenser. But then again, I may have been wrong about that. However, on the subject of Jetpack propulsion, it'd likely be as strong a propulsion as the jetpacks in the Tribes video-game franchise. Remember those games? The franchise was abandoned many years ago. Anyways, it's strength is similar to that, and like in Tribes, jumping just before jetting can increase vertical velocity, and short bursts can help conserve fuel and prevent fall damage during descent.
Those are my answers.
Alright, 2 things; first off, demoman melee weapon:
The Bloody Mary
no crits
50% less damage
25% chance to inject alcohol into person, making the next explosive attack ignite them and making a flame-based attack deal 25% more damage.
Will be a wine bottle with a corkscrew facing outward.
And second, I heard something about the scout's secondary being a paint balloon (water balloon loaded with paint) colored the same as your team's colors. When the balloon hits someone, it paints the target to the color cooresponding to the color of the balloon that hit them, turning all normally friendly sentryguns to shoot them.
I doubt it. Seems a wee bit too specific an unlock. If it made you vulnerable to friendly fire, and make you look like an enemy player, it'd be more general and more awesome.
[B]Quantum Teleporter:[/B] Engineer teleporter replacement...
A large booth-like teleporter, at Lvl 1 the teleporter can teleport one person, at half the recharge rate of a normal lvl1 teleporter. At lvl 2 the teleporter can teleport two people with the same recharge rate as a normal Lvl 1 teleporter. At lvl 3 it can teleport 2 people with a recharge rate of a normal lvl3 teleporter. The only weakness is its large size, and it requires two people to teleport at Lvl2 and Lvl3
[B]EMP Pistol[/B] (Engineer or I guess scout too)
-A replacement for the pistol, has two uses. Can be shot at a Sentry/Dispenser/Teleporter to disable them for a few seconds (Cannot be unemped by wrench)
-Can also knock sappers off from a distance
[B]Pros[/B]
-Can knock sappers off
-Can stun enemy sentries to help push
[B]Cons[/B]
-No damage against opposing team
-Arcs sort of like the flare gun
-Long reload
Dual pistols: For the scout he gets dual pistols. really low reload time.
It's supposed to be completely different, not similar.
[QUOTE]As I said it takes a couple of seconds AFTER the Hack Tool is placed on the building for the building to switch sides so the Engie has some time to whack it off before hell is let loose... and I guess the Hack Tool makes the building explode after 20 seconds or so...
How about the hack tool working like a sapper, meaning it damages the sentry?
To make it more balanced, it could break off right before the sentry is destroyed returning to its initial state, only badly damaged. Plus it could attack EVERYONE, even your team, so you'd have to think it through before hacking a sentry
[/QUOTE]
So it kills the Engineer, destroys other buildings and players, all the while gives you points for it AND makes the Sentry destroy itself?
Could you seriously say that someone would use the old sapper after this came out?
While we're at it, here's my idea: the [B]Spytech Hornet Bomb.[/B]
A bomb that releases a cloud of deadly hornets, specially trained by the Spy to only aim for the enemies' backs. They home automatically to every enemy object without the Spy having to do anything.
The hornets are as fast as a syringe from the Medic's gun and deal 30 damage from front, but when they hit the enemy's back, they crit and deal 80 damage (ala backstab). They can only be killed by the Pyro and they have 200 health due to cybernetic radio-control implants that prevent them from attacking your friends. The bomb releases about 170 of them in the air.
The hornets can also burrow themselves into enemy buildings.
When they infect dispensers, they venomize the health rations and decrease damage.
When they infect sentries, they clog the bulletholes, making it unable to fire.
When they infect teleporters, they sting whoever comes out of the exit, dealing an instant kill, but the effect has a 2-second cooldown.
They also bite off wires and small components, gradually reducing the building's health. The Engineer gets a notification of the situation ("Spy's horny for mah sentry!") and can ask a friendly Pyro to torch them out. If the Engineer's buildings are destroyed in this state, however, they attack the Engineer in a mad rage. It takes about 15 hornets to fully clog any building. This does not strip the Spy of his Sapper, giving him valuable time to sap the buildings when they're clogged.
Pros:
- Viable and sensible, very balanced and situational.
- Helps the Spy in defense and offense.
- Helps teammates.
Cons:
- Three-second firing time.
- Hornets don't crit without backstinging.
- Replaces the Butterfly Knife.
- Can only carry 3 (restores from ammo crates, supply lockers and dispensers)
[QUOTE=kikka;13565873]So it kills the Engineer, destroys other buildings and players, all the while gives you points for it AND makes the Sentry destroy itself?
Could you seriously say that someone would use the old sapper after this came out?
While we're at it, here's my idea: the [B]Spytech Hornet Bomb.[/B]
A bomb that releases a cloud of deadly hornets, specially trained by the Spy to only aim for the enemies' backs. They home automatically to every enemy object without the Spy having to do anything.
The hornets are as fast as a syringe from the Medic's gun and deal 30 damage from front, but when they hit the enemy's back, they crit and deal 80 damage (ala backstab). They can only be killed by the Pyro and they have 200 health due to cybernetic radio-control implants that prevent them from attacking your friends. The bomb releases about 170 of them in the air.
The hornets can also burrow themselves into enemy buildings.
When they infect dispensers, they venomize the health rations and decrease damage.
When they infect sentries, they clog the bulletholes, making it unable to fire.
When they infect teleporters, they sting whoever comes out of the exit, dealing an instant kill, but the effect has a 2-second cooldown.
They also bite off wires and small components, gradually reducing the building's health. The Engineer gets a notification of the situation ("Spy's horny for mah sentry!") and can ask a friendly Pyro to torch them out. If the Engineer's buildings are destroyed in this state, however, they attack the Engineer in a mad rage. It takes about 15 hornets to fully clog any building. This does not strip the Spy of his Sapper, giving him valuable time to sap the buildings when they're clogged.
Pros:
- Viable and sensible, very balanced and situational.
- Helps the Spy in defense and offense.
- Helps teammates.
Cons:
- Three-second firing time.
- Hornets don't crit without backstinging.
- Replaces the Butterfly Knife.
- Can only carry 3 (restores from ammo crates, supply lockers and dispensers)[/QUOTE]
Let's see, it'll take a maximum of about 6 in the back, which they home for anyway to kill a fully overcharged heavy and you want it to release [b]170[/b] of these, while stopping every buildable in the area. With no buildings about that can wipe out an entire team of fully overhealed heavies twice over. Not to mention the 200 health that can only be reduced by a pyro.
[B]Spy- [I]Radar Watch[/I][/B]
[i]PROS:[/i]
-This shows the position of enemies within a certain radius. Useful for a spy infiltrating an enemy base to collect the Intel or to avoid being spychecked when turning corners.
[i]CONS:[/i]
-You have 70% the amount of your normal cloak and it recharges 15% slower.
-A quiet beeping sound is emitted so using it for too long can give away your disguise.
Scout:
Replacement For Scattergun: ScatterShot - Similar To Scattergun But Can Charge Shots (Like The Demoman) And Then Release It In One Big Burst
Replacement For Pistol: SMG - This SMG Has An Increased Fire Rate, Slightly Increased Accuracy, More Clip Space But Has A Decreased Damage Level (-25%)
Replacement For Bat: Steel Baseball Bat - This Bat Does Increased Damage And Has A Slower Swing Speed
New Idea: Like The Spy Having A Cloak, The Scout Gets "SuperSprint" - The Scout Runs 5 Times As Fast For 10 Seconds He Produces A Burning Trail Behind Him Which Lasts For 5 Seconds So If An Enemy Comes Into Contact With It He Gets Burned For 5 Seconds, After Use Scout Runs 50% Slower For 30 Seconds, Recharge Time: 2 Minutes
Soldier:
Replacement For Rocketlauncher: Guided Rocket Launcher - You Can Guide The Rockets By Using The Secondary Fire And You Control It With Your Mouse, Rocket Explodes After 15 Seconds. Increased Ammo Capacity
Replacement For Shotgun: HardHeaded - All Shots Get Drawn Towards Your Helmet, This Does Not Kill You But It It Does Leave You Disorientated After You Have Used It. 25 Seconds Usage Time, 2 Minutes Recharge
Replacement For Shovel: Whistle - This High Pitch Weapons Immobilizes Enemies For 10 Seconds While You Can Get Past, Once You Have Used This You Cannot Call For Medics For 30 Seconds (As Your Lungs Have Been Crippled By Blowing Into The Whistle) And You Cannot Be Healed For 30 Seconds
Demoman:
Replacement For Grenade Launcher: RPG (Rocket Propelled Grenade) Launcher - Grenades Get Launched At A Higher Rate Of Speed And Explode On Impact And Increased Ammo Capacity
Replacement For Stickybomb Launcher: StickyTitan Launcher - Larger StickyBombs Launched, Less Visible To Enemy Team (Bombs Are Slightly Cloaked), More Damage Done With Them, Less Ammo Capacity
Replacement For Bottle: Angry Drunk - You Keep The Bottle But Your Secondary Fire Is Activating The Angry Drunk Ability, After You Have Activated It Your Primary Fire Is Throwing Bottles At The Enemy (If The Bottle Hits Them In The Head They Are Instantly Killed But If It Hits Them In The Body It Makes Them Bleed For 5 Seconds), The Disadvantage Is Your Movement Being Impaired As You Sway From Left To Right Whilst You Are Drunk, And For 10 Seconds After The Ability Has Worn Off Also The Accuracy Is Vastly Reduced Whilst Using This Ability, This Ablity Lasts For 20 Seconds, You Can DeActivate It By Clicking The Secondary Fire Button Again.
Engineer:
Replacement For Shotgun: HeavyShotgun - More Damage Is Done But There Is Less Ammo Capacity
Replacement For Pistol: SpyDetectionUnit - This Is A Buildable Which Sends Shockwaves Through The Floor And Makes A Spy's Cloak/Disguise Flicker For A Brief Moment, This Buildable Requires 200 Metal, Only Lasts For 30 Seconds And Has A 5 Minute Cooldown Before You Can Build Another One.
Replacement For Wrench:Plasma Cutter – This Tool Creates All Buildables In Half The Time, Upgrades All Buildables 25% Quicker Than The Wrench Would, Removes Sappers 50% Quicker But You Cannot Use It As A Weapon.
Replacement For Sentry: F-11 Walking Sentry – This Sentry Follows The Engineer, Replaces Rockets With Heat Seeking Ones. Bullets Do Slightly Less Damage Although Rockets Crit 25% more
Replacement For Dispenser:Energy Drink Dispenser – Whichever Player On Your Team Takes One Of These Drinks It Increases Their Speed By 25%.
Sniper:
Replacement For Sniper: Mag-Rail – This Rifle Can Shoot Through Walls And The Secondary Fire Is A Scope Which Can Allow The User To See Through Walls (Strength Of Visibility Depends On The Thickness Of The Wall. The Rifle Doesn’t Crit If It Hits The Body But Crits 100% Of The Time If It Hits The Head. If It Hits The Body It Does 25% Less Damage
Replacement For SMG: Movement-Activated Explosives – These Explosives Are Like Claymores, You Can Only Hold 5 Of These At Any One Time, Friendly Allies Do Not Trigger The Explosives, These Explosives Do Not Crit.
Replacement For Machete:Katana – This Katana Does 15% Less Damage But Strikes 20% Faster, If You Strike From Behind, You Slow Down The Enemy For 4 Seconds
I had this weird idea that seems like it could be used [although, a pain in the ass]. What if the Spy got an updated sapper that could turn a team's own sentry guns against them [for a short amount of time], after a certain requirement is met?
Like this: Spy get some sort of special kill [like on an engineer], and if he places the sapper on a sentry in a certain amount of time after said kill, then the sentry will switch teams for just a few moments, while at the same time it is slowly sapped.
[QUOTE=Smirnoff Joe;13565869]It's supposed to be completely different, not similar.[/QUOTE]
No, there is no rule that it has to be some completely different weapon
[URL=http://imageshack.us][IMG]http://img88.imageshack.us/img88/6852/rpevocityv2d0000jl4.jpg[/IMG][/URL] [URL=http://imageshack.us][IMG]http://img88.imageshack.us/img88/646/rpevocityv2d0001bw3.jpg[/IMG][/URL] The scout update will be a blast
My ideas.
Engineer: Triple-barreled slug shotgun.
Beer (Makes the engineer shoot 25% faster)
Improved wrench.
Soldier: Laser-controlled rocket launcher.
Big Revolver.
Fork (Like the ones farmers use)
Demoman: Long-Ranged grenade launcher.
No idea.
Duff beer flask.
Spy: Silenced pistol (Less damage but doesn't remove your disguise)
No more ideas.
What about Sniper? Anyone got any ideas for him?
Someone suggested a boomerang as a machete replacement. I think that would be awesome.
I think soldier should be able to get a Garand type rifle instead of shotgun. Never gonna happen. But still.
A man can dream
[QUOTE=SenorJose;13799341]Someone suggested a boomerang as a machete replacement. I think that would be awesome.[/QUOTE]
The Sandman probably fills that slot and gives it to the Scout, to be honest.
Also, Soldier should get an SMG of some sort. Something more powerful than that dysfunctional saxophone the Sniper has for an SMG.
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