Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
LOOK AT THESE THEY DON'T SUCK AND AREN'T RIDICULOUS LIKE A FLAMEPROOF SUIT OR ANYTHING
Sniper
The Silenced Rifle
This replacement for the Sniper rifle removes the chargeup function and always does default damage, so headshots will be your best friend. As a gift for the price, it makes noticeably less noise and allows four shots in one clip, without taking vision away from the scope, allowing for some harder but more effective shots. Good for the pros, bad for the noobs.
Spy
The Taser
Now that the stun system has been implemented, the likelihood for this weapon to appear has increased. Replacing the knife, the Taser will not remove disguise when used. It however does minimal damage and sends the opponent into the stunned state for a few seconds, and a few more if it was a backstun.
The Discharger
This device which replaces the Sapper no longer damages enemy buildings. Instead, it disables them until the device is removed. As a return, enemy Engineers won't have any idea it's happening!
The Pain Director
In an attempt to make the Spy more of a, well, Spy, perhaps the most original of these ideas replaces the Revolver. The Pain Director no longer removes a disguise, however it does only do as much damage as a pistol at the same firing rate of a Revolver. On top of this, an enemy hit by the weapon will recieve information on their damage indicator leading them to believe they are under fire from the exact opposite direction from which you shot them. (you know the little red thingys which tell you when you're taking damage, well the enemy recieves false information if the Pain Director is used)
I read Pain Director as Pain Doctor at first. :S
demoman
-D-mine<instead of the stickymine launcher, he can lay down a mine that is disguised (invisible) that blows up when steped on. disappears when demo dies. level 15
More -
Soldier
Laser-guided RPG
After firing, this weapon will follow your cursor a la Half Life 2. It cannot however get critical hits by default (you can with the Kritzkrieg and whatnot), and has less ammunition.
The Crit-Fork
Appearing to be an ordinary pitchfork, getting 2 shots with this weapon will guarantee a critical hit for the next fired shot from any weapon other than the Fork. This will give a critical shot even to the laser guided RPG.
Goddamnit double post, sorry!
Bump is better than another thread right?
Spy:
"bug" - You place it on an enemy (does not remove disguise), and it lets your teammates know of incoming enemy before they can see each other. Possible realization - icons above their head, like medics. Spy can only carry a few of them.
"Luxury Disguise kit" - When your disguise is on, pressing left mouse button, instead of cloaking you, will imitate whatever class you are disguised as. For example, as most classes and heavy you spin up your minigun and shoot fake bullets, and as a medic you do fake healing.
Engineer: Not as much thought as a spy.
"Directional teleport" - This building is just like a teleport, except you don't have to place the end. Instead, you aim at the direction you want it to teleport troops while building it. Distance depends on level. However, it does not charge faster with level, and at long distance it aims more like in a probability cone than in a line.
"Jump pad" - Basically, just like Halo man cannon. Propells you up and forward.
"Stealth generator" - replaces dispenser - Makes people and buildings in area invisible. On level 1 you have to be touching it to stay invisible and on level 3 it's enough to stealth a sentry and a medic+heavy pair standing close.
Soldier:
"Hand grenade" - Has twice the splash of a rocket and three times the splash damage. Only a few can be carried. Can be sent back by airblasting or shooting.
"Eagle" - throw one at an enemy. Flyes around them screeching, biting for low damage, and messes with the aim a tiny bit. A strong distraction.
Pyro:
"Hellfire" - Your flamethrower heats up during use, like medic's ubercharge. When it's full, you can release tremendous ammount of fire in a beam twice bigger and brighter than your usual one, and it will all be crits. Downside: you have to wait a few seconds for it to cool down before you can use it normally.
Heavy:
"Kustom Kartridges" - custom ammo for minigun, lets you damage ubered opponents, boinky scouts, and deal more damage to sentries. Replaces shotgun.
Scout:
"Quick recovery" - You don't get pushed back by bullets or explosions. Passive. Replaces boink! atomic punch.
Medic:
"Blood bond" - replaces medigun - charge quickly and then create a life-long blood bond: all damage is split between medic and his patient, and so is healing. By percentage of their health, so if heavy had twice the medics health, he'd get 2/3 damage and 2/3 healing, while medic gets 1/3 of each.
I hope you all had a good read :smile:
Sentry (Old Betsy) It has an infinite range (or maybe even a longer range), yet it can only go to a level 2 sentry. Machine gun but no rockets.
[editline]01:17AM[/editline]
[QUOTE=Nikita;17683486]
Soldier:
"Hand grenade" - Has twice the splash of a rocket and three times the splash damage. Only a few can be carried. Can be sent back by airblasting or shooting.
[/QUOTE]
No grenades, didn't you learn your lesson from TFC?
for soldier i would put sun tzu's buzz cut(hatless soldier) and gentle manne's berret
A silenced pistol for Spy. It would remove disguise but it can be fired whilist cloaked, however when fired you become visible to some degree (it would be like if someone walked into you or shoot at you).
The Disarmer (Spy)
Replaces the sapper
Fires an invisible ray which slowly disables weapons
Best used at long range, will slowly drain the power and energy of a weapon until it ceases to exist
The disabling process is very slow (Has a damage bar like the Sapper, a bit slower than the Health draining of the Sapper), and the weapon's power regenerates while not being beamed, if the spy is killed, it all instantly regenerates
i just posted my ideas for the soldier unlocks
[url]http://forums.steampowered.com/forums/showthread.php?p=11478286#post11478286[/url]
if your too lazy:
New soldier unlock: The Zeppelin. A.K.A Terror from the sky.
"Give 'em hell boys!" ~ The Soldier
The Soldier's new unlockable rocker launcher resemble the zeppalin from the Classless update secret page:
[url]http://www.teamfortress.com/classles...n/enigmatical/[/url]
stats:
-50% ammo loaded (which means 2 rockets loaded)
-50% loading time
+ The Zeppelin shootes 2 rockets per shot and load one by one.
-30 HP
-20% Damage
+Rocket jumping height increased
+5% chance to crit
+Click the Right Button of the mouse to hover
The Screaming Eagle
"Sceaming Eagles" ~ The Soldier
The Soldier's new unlockable Shovel is actually based on a joke that i found on the internet: [url]http://i606.photobucket.com/albums/t...Eagle_Leak.jpg[/url]
Stats:
1 ammo at a time
on hit target is slower by 25% and damage done will be 15% more
Most take a time to recharge (the eagle will fly away crying because you threw him. this will also explains the mysterious jarate\sandman like bar that appeared to the soldier right after the classless update)
The Tyrant's Axe
"If God had wanted you to live he would not have created me" ~ The Soldier
The Soldier's new unlockable Shovel is actually based on the viking's battle axes. [url]http://ecx.images-amazon.com/images/...500_AA280_.jpg[/url]
Stats:
-25% slower firing speed
+10% damage done
+on kill 7 seconds of Berserk mode
+Berserk mode means 100% criticals and runing speed to demoman's speed (from soldier's 80% to demoman's 93%)
demoman needs bagpipes for the misc slot
As a replacement for the sticky launcher I'd like to see proximity mines.
Upsides:
-You can defend an area without paying attention to it
-They can't be knocked off walls by explosive blasts
Downsides:
-You can't sticky jump
-You can only have 4 out at a time?
-They can't be thrown long distances
-You have no real control over the timing of the explosion
Edit: Eh looks like it was already posted a while back, mine are a bit different though.
New wrench
Buildings upgraded by 50 on hit
-25% slower firing speed
[b]Soldier[/b]
Penetration Rockets:
Advantage - Can go through light cover
Disadvantage - Less Damage and gets stuck in walls
Grenade:
Advantage - More Damage
Disadvantage - Short Range
Combat Knife:
Advantage - Faster Attack
Disadvantage - Less Damage
New jar for Sniper, sploodgerate.
Small amount of thick white liquid in a paper cup. Can either throw the cup, leaving anybody under the cup's path sploodged over, or can be tossed in front of sniper with cup still in hand, covering any enemies in front of the sniper within a short range sploodged.
Covers enemy's screen in a thicky milky white for 30 seconds, or until a sniper can wash it off with jarate or a pyro can airblast it off.
[url]http://www.facepunch.com/showthread.php?t=822083[/url]
[QUOTE=bigbadbarron;17577151][release][B]The Kill Counter[/B]
[IMG]http://i102.photobucket.com/albums/m105/coppykoppy/killcounter.jpg[/IMG][/release]
[B]Stat set one[/B]
[release]Works like a dispenser, but does not give health. the player needs to build a sentry first, and then when the sentry gets at least [I]5[/I] kills the kill
counter will activate. The kill counter cannot be upgraded manualy, but [I]when the sentry gets at least 15-20 kills, it goes to level two, and when
it kills 30-40 it goes to level 3[/I]. Because of its effects and its need for attention [I]it will take a full 10 second sap at level 1 or need to take 150 damage.[/I]
when a sentry dies its count Cuts in [I]half[/I], this is to prevent the constant rebuilding of a sentry in an enemy base (if it hits an odd number it rounds up).[/release]
[B]Effects[/B]
Level one The entire loaded clip of a weapon fires at [I]1.25 its normal rate [/I](for explosive weapons like the rocket, the grenade and the sticky guns)
and for all other, normal, small arms it does [I]1.25 damage[/I]. these rates at level 3 are as follows, [I]1.75 normal rate [/I](and one extra rocket for soldiers)
for explosives and[I] 1.5 to 2[/I] times the damage for regular weapons.
[B]Screen effect[/B]
much like the old mario kart, you see the weapon list on the right, and it spins like you are choosing a wep, if it lands on a melee wep or non gun it mearly gives you 20 health or a 110% overheal
[B]Weaknesses[/B]
-You actually have to kill something for this to work, most engineers can camp and get about a good 10-20 kills with a good sentry before it explodes
-It does not give a player its effect like the dispenser, but actually like the engineers metal respawn; it gives its effect to the first player to
touch it (much like the teleporter) and takes 10-15 seconds to recharge.
-This is not a Front Line buildable, its best spot to place is near a spawn or a well defended area.
-This unlock is not for the casual engineer, you need to be experienced to know where to place the kill counter and sentry,
[B]Why it would work[/B]
-It doesnt take away playability from any classes, normaly a medic doesnt kritzkreig a class that doesn't have a lot of firepower.
-It has an unused feature which it think would be a great addition to the game
-[B]valve has the nasty habbit of re-using models from their meet the team videos[/B]
[B]
Why it would not work[/B]
-certain weapons like the Sniper rifle, The minigun, jarate, flamethrower, the ambassador, the FAN, and the needle gun would not work well or balenced if changes were not made or alternate side effects were invented
-most people will not like the OP weps (note that no melee weps or non ammo weps will not have side effects, the kill counter will randomly select a weapon you have on you [unless you only have one gun, i which case it will cancel out if landing on it])
-more that you decide
[release][B]Italisized things should or could be changed[/B][/release]
[release][B]I have no design for this unlock, to me, it might as well be a dispenser with the rotary numbers like the one in MTE[/B][/release]
[sp]Rated myself Optimistic[/sp][/QUOTE]
[b]Demoman[/b]
[b]Dynamite Sticks[/b]
Just like the Beta. This one will only have 2 rounds. 4 sticks per round. It works like the Grenade Launcher, but when it hits a surface it explodes instantly. Left-clicking throws one stick. Right-clicking will throw all of them at once and cause massive damage.
[i](replaces the Grenade Launcher)[/i]
No Stickybomb Launcher or Bottle 'cause they are already awesome
[b]Engineer[/b]
[b]The Countersap[/b]
An awesome gun that will cause the spy that saps your sentry to lose his disguise and get stunned for 4 seconds. You can use this gun to deal 150% damage to the spy.
This gun deals 100% damage to other classes.
[i](replaces the Shotgun[/i]
[b]Peashooter[/b]
Basically, it is a pistol with a 24x ammo clip (two times normal) and 240 total (40 more than normal).
It will deal 20% less damage but fires bullets at a 25% faster rate.
[i](replaces the Pistol)[/i]
[b]The Beater[/b]
An upgraded wrench that will allow the engineer to hit in 50 metals per hit. The swing rate is 18% slower, but crit rate is increased.
[i](replaces the Wrench)[/i]
[b]Buildables[/b]
I don't think we should have new buildables, but instead have variants that you want to choose (e.g. Increased range, less damage or Less range, increased damage)
[QUOTE=dryer-lint;17719693]New jar for Sniper, sploodgerate.
Small amount of thick white liquid in a paper cup. Can either throw the cup, leaving anybody under the cup's path sploodged over, or can be tossed in front of sniper with cup still in hand, covering any enemies in front of the sniper within a short range sploodged.
Covers enemy's screen in a thicky milky white for 30 seconds, or until a sniper can wash it off with jarate or a pyro can airblast it off.[/QUOTE]
:geno:
.... What he said...^
EDIT
rated gaybow
ak like on cod4
I've got an awesome idea!
[b]Knives[/b]
[img]http://users.tinyonline.co.uk/gswithenbank/knife.gif[/img]
They replace the revolver and the knife at the same time (read on).
Pros; (Revolver)
+120% damage
+Results in a backstab if the back is hit
Cons;
-Isn't an instant hit
-Forces you to change your melee weapon
Pros; (Knife)
+125% attack speed
Cons;
-50% damage
The idea is that you throw them, resulting in a ranged backstab, once you run out of knives, you still have one left, and that is the one you use for your melee weapon. Throwing knives doesn't make you lose your disguise, but you will do a distinct knife-throwing animation and the knife will also have a fairly big model, so the enemy can see the trail and look back to see who threw it.
[QUOTE=Loch;11364855]An infinite cloak for the Spy.
... provided he stays 100% still.[/QUOTE]
Bahaha, wow.
[QUOTE=Nibwoddle;13809297]More -
Soldier
Laser-guided RPG
After firing, this weapon will follow your cursor a la Half Life 2. It cannot however get critical hits by default (you can with the Kritzkrieg and whatnot), and has less ammunition.
[/QUOTE]
Even without crits it still would be OP. Maybe only 1 or 2 rockets in a clip.
I was thinking jump pads for the engineer that would replace the teleporters.
One would launch you strait up + your speed in the direction you entered it.
The other would launch you forward a large distance but with very little vertical height.
Advantages:
allows classes to move more quickly across large distances without worry of getting exit camped
Low mobility classes like the heavy can now keep up with the other higher mobility classes in specific instances
Disadvantages:
You are going to see a lot more enemy heavies suddenly appearing on your battlements in 2Fort
You can get launched right into a really bad situation (sentry gun up the ass)
A slight mis-aim on the part of the engy can screw a team mate
Fall damage still applies
The actual game play style change would be allowing the engineer to be useful at the front lines by giving team mates a mobility boost. It would also give the team an incentive to take care of their rambo engie.
Engineer Unlock: Dampening Field.
This replaces either the Sentry or the Dispenser, I haven't decided. It is a device that reduces the damage of enemy weapons by 75% (or whatever makes it balanced) so long as they are within range. The range would be roughly the same as a sentry's firing range. Also, it could buff friendly weapon's damage as well, but also buff enemy spies disguised as your teammate as well. Sappers would do extra damage, and frontstabs crit (they are instakill for scouts, but not for anyone else. They just do extra damage).
75% seems a bit too much. Keep in mind that the Dead Ringer absorbs 90% damage when active, and Spy can't attack during that time. 50% is effectively doubling health, and 25% is basically what Overheal does.
Here's my rendition and tweaking of your idea. The machine generates a field that causes all allies inside the field to take 35% less damage, effectively the polar opposite of Jarate, meaning that for every 100 damage dealt, the protected people only take 65. This ensures that people take 35% longer to die, and gives them more time to kick ass.
I think a nerf of it would be that any enemy sappers placed within it's field take less time to destroy buildings.
Well, I think that the device should have 35% less health than a regular Dispenser.
[QUOTE=Couch Commando;17742744]I was thinking jump pads for the engineer that would replace the teleporters.
One would launch you strait up + your speed in the direction you entered it.
The other would launch you forward a large distance but with very little vertical height.
Advantages:
allows classes to move more quickly across large distances without worry of getting exit camped
Low mobility classes like the heavy can now keep up with the other higher mobility classes in specific instances
Disadvantages:
You are going to see a lot more enemy heavies suddenly appearing on your battlements in 2Fort
You can get launched right into a really bad situation (sentry gun up the ass)
A slight mis-aim on the part of the engy can screw a team mate
Fall damage still applies
The actual game play style change would be allowing the engineer to be useful at the front lines by giving team mates a mobility boost. It would also give the team an incentive to take care of their rambo engie.[/QUOTE]
This combined with a sticky-jumping could send a demo flying across the entire map.
[editline]05:26PM[/editline]
Broke my automerge :(
The thing I had in mind with this device is basically a dispenser with a large range, that doesn't dispense ammo. Then I thought that it could negatively affect enemies. It follows that disguised spies would get buffed, and be in a better position to sap stuff that he otherwise would have. This stems from the fact that the spy becomes more difficult to play as people get better, so I wanted something that both buffs and nerfs spies and engineers in different ways. (The spy nerf being that when he has to fall back on his teammates to finish off a sentry nest they aren't as useful).
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