• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
[QUOTE=stea1th;17722086][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[/QUOTE] Sounds awesome, as long as it don't bounce off walls this might work. If they do bounce of walls however, they'd just be an upgraded Grenade launcher. One other issue I see here though is that this weapon would make the Demo a lot more effective in close combat... an area where the Demo is purposely meant to be less effective in order to make him not overpowered. [QUOTE=stea1th;17722086] [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][/QUOTE] Hell no, sound way overpowered, it is also incredibly frustrating it is to be stunned by The Sandman... people would rage majorly if there was more ways to stun people. Not to mention how we DON'T really need to give every class their own counter-spy weapon. It will make Spy less worth playing. [QUOTE=stea1th;17722086] [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])[/QUOTE] The wrench already has the highest random crit chance in the game.
The only thing the engineer needs is a way to counter Demos and Soldiers. Like a Dispenser that has like a laser mounted on to the top that has like a 36%-to-50% to intercepting a rocket,pipe bomb, or sticky. But it cannot be upgraded past level 2 and has a slower heal and rearming rate. Or something like a small Force Shield or something similar that replaces the teleporter.The Shield cannot be shot through by either team and it can only absorb so much for so long. If it asorbs so much damage the shield will go down and will have 2-to-3 minute regeneration period. It can be upgraded so that is can absorb more damage and the shield takes less time to recharge. This could make timing a attack bit more important
I don't think there should be a nerf against demos and soldiers ... they are attack classes specifically designed to brute-force their way past sentry nests. I think sappers need a buff really, they are the only weapon targeted solely at buildings, yet are weak as hell.
Rocketlauncher with 4 barrels. Has 12 rocket belts, soldier has 2 of them at a time. Left click fires rockets, right click can lock-on making able to shoot rockets behind corners and kill sentries. Obviously should have some pros and cons but i dont care, just a visual idea i had.
[QUOTE=TheForeigner;17782905]Rocketlauncher with 4 barrels. Has 12 rocket belts, soldier has 2 of them at a time. Left click fires rockets, right click can lock-on making able to shoot rockets behind corners and kill sentries. Obviously should have some pros and cons but i dont care, just a visual idea i had.[/QUOTE] I'll go along with this GAU-8 for the Heavy [img]http://www.clubhyper.com/reference/images/Gau8a_a.jpg[/img]
Pogochreck [img]http://www.thetoyfederation.com/files/t_19668.jpg[/img] -50% magazine size -100% rocket jumping damage
Found this, don't know if it's been posted before though. [media]http://img5.imageshack.us/img5/9586/1254956078170.jpg[/media] I like it, looks pretty balanced.
That looks pretty badass.
Here's a little something I thought up at college, during the generously long lunchtimes they have. The Demoraliser: a severed Medic head like the one shown in Meet the Soldier. When used, fires a team-coloured ray of pure fear at an enemy, causing him to go into Humiliation with a horrified expression, where they cannot fire their weapon, but can still run and jump. Once used, it takes 15 seconds to recharge. If an enemy is killed when "terrified", the "casting" Soldier receives an Assist.
1 second per rocket's too long, maybe 0.6 or something. Also -25% damage should depend on the reloading time imo, sadly enough none is given. Taking off my criticism hat; awesome.
[QUOTE=Elexar;17796009]1 second per rocket's too long, maybe 0.6 or something. Also -25% damage should depend on the reloading time imo, sadly enough none is given. Taking off my criticism hat; awesome.[/QUOTE] Well, you reload all four rockets in the same amount of time it takes to reload one on the normal rocket launcher. So like, 1 second?
[QUOTE=Free-lancer;17799295]Well, you reload all four rockets in the same amount of time it takes to reload one on the normal rocket launcher. So like, 1 second?[/QUOTE] That'd be majorly fucked up if you had a good medic. Lets say it takes 1 second to fire 1 rocket, you'd had a rocket every second for 4 seconds long, a 2 second pause and repeat. Thinking about it, doesn't it take like another half of a second for the ammo(clip) counter to add the rocket? So in total, it'd take 1.5 seconds per rocket (roughly said) coming out on a total of 6 seconds for 4 rockets. Taking that into consideration I think the reload time should take 2, 2.5 seconds tops. That just for balancing in my point of view.
For a spy, a sapper replacement that only can be attached to a sentry. The sapper does not destroy the sentry itself, but it makes the sentry attack the enemy team it was built by.
Moralists wings, it's like the halo only with 2X more faggotry then the halo. It is obtainable by not using jengerer's item manager. this is the future we might sadly expect.
I came up with a couple of Demoman unlock ideas over lunch the other day. I have no idea what would replace his primary, but I have the other two. SECONDARY: Bagpipes. Primary fire, and he plays his bagpipes. He can't attack while playing, but his teammates' chance of doing critical damage is doubled. If he is killed while playing them, his team receives a six-second crit buff. MELEE: Hard liquor. A small vial or flask of hard liquor that would revive ten to fifteen health with the taunt. Primary is to swing like normal, secondary is to jab with it. This could score mini-crits if the Demoman made contact with the enemy's head.
Coupla secondary ideas here. [B]Screaming Eagles[/B] Does no damage initially, but deals 20-30 dps (spread throughout 0.5 second ticks) whilst latched on, pecking away for honour and glory. The way it functions is simple: imagine a Sapper that homes in on the nearest enemy, and can fly, but only lives for 10 seconds, and doesn't stun the enemy. As with some new unlockable items (Sandman, Jarate), it takes 15 seconds to regenerate. [B]Slambombs[/B] (working title) This weapon deals damage and knockback dependant on your health level, indicated by a series of lights where the Ammo Counter is, with the colour of the lights indicating the power of the Slambombs. It is a pair of Grenades from Soldier's chest, one held in each hand. When the LMB is triggered, Soldier slams the Grenades together, whilst yelling a certain one-liner, such as "Potato MASH!", "GRENADE BABIES!", "KABOOM!", etc, which will unleash a wave of damage and knockback dependant on Soldier's health, whilst also taking 45 off of his own Health. Blue light/300-201 HP (overhealed): Does not work. Green light/200-151 HP: 35-40 damage + low knockback (2.5 meters) Yellow light/150-101 HP: 65-75 damage + medium knockback (4 meters) Orange light/100-51 HP: 95-110 damage + high knockback (5.5 meters) Red light/50-1 HP: 175-200 damage + massive knockback (8 meters, if they survive the onslaught, which the user definitely won't) Probably requires retooling, but all that's needed is reasonable evaluation.
[b]YES I KNOW THIS IS A HUGE BUMP[/b] -Soldier ------------------------------------------ Tesla Cannon - Rockets Replacement A large ray gun - like weapon that fires a beam of electricity traveling at the same speed as the rocket. a barely charge shot does only 25 damage and has a pitiful explosion (.5 meter), while a full charge (2.5 seconds) has large explosion (2.5 meters) and does around 200 damage. If you charge for over 2 seconds, it does no extra damage, and if you hold it for over 5 seconds, it deactivates and causes you some damage. All figures subject to playtesting. *+No Reload *=Favors accuracy over spamming *=Damage depends on the amount charge *-Charging too long leads to overload and causes damage to the player ------------------------------------------ Screaming Eagle - Rockets replacement. A laser guided RPG, like in HL2. Allows the soldier to lead rockets around corners, hit far away targets, ect. does around 150 damage per shot. It only has one rocket per shot, and It moves slower. True to it's Name, it has a loud creaming noise, alerting enemies to it's presence. Like before, figures are subject to playtesting. *+Laser Guided *+More Damage *=Favors Supportive Play styles *="Screaming" Noise *-Slower Rocket *-One shot per reload ------------------------------------------ Porkers Revenge (Ribs) - Shotgun Replacement It takes 3 seconds to eat, like the sandvich. After eating, it gives him a clip of mini-crits for his rocket launcher, or a crit for the next shot out of the Screaming Eagle/Tesla Cannon. Playtesting for balance. *+Mini-crits on demand *=Consumable *-No sidearm, making the soldier helpless against some classes. ------------------------------------------ Tommy Gun - Shotgun Replacement Acts like the sniper's SMG, but with lower damage, and a larger clip. It's main draw is that it get mini crits while the soldier is airborn. Again, play testing. *+Large Clip *+Mini-Crits while airborn *=Automatic *-Slower Reload *-Less Damage ------------------------------------------ Ace of Spades - Shovel Replacement A small spade that does less damage (50%) than the shovel, and gets no crits, but swings faster (150%).On kills, the soldier gets a 10% speed boost and 10 extra health for the rest of his current life. Makes soldier a better medic buddy. Playtesti- Wait, do I even need to say it? *+ Swings Faster *+ After Kill Buff *- No Crits *- Less Damage ------------------------------------------ Gravedigger - Shovel Replacement A full-sized shovel that swings very slowly (25%), and have less crits, (50%) but does much more damage (150%). The shovel head is shaped like a midevil shield, and the secondary trigger causes him to hold it in front of him, making him take much less damage(50-75%), but move as slow as a heavy. great for defense. Playtesting for balance, of course. *+ More damage *+ Shield *+ Encourages Defensive Play Styles. *- Very Slow Swing
[u][b]Soldier[/b][/u] Shotgun Replacement: [i]M1 Garand US Rifle[/i] +Able to fire 8 rounds per clip, 5 clips provided. +Excellent accuracy and range, but moderate power. +Able to deal minicrits if the target hit is airborne. -Slow reload, making user vulnerable -Not good at close range Shovel Replacement: [i]The Spade[/i] +50% more damage than the usual shovel +25% chance of stunning the enemy when hit +Health of user increased by 50 -18% slower swing rate -5% slower movement speed *If critical hit, head of the enemy that was hit will fly off and the soldier will be drenched in blood. [b][u]Scout tweaks[/u][/b] Force-A-Nature tweak +No knockback +Rounds per clip changed to 5 +Damage increased by 20% -Scout's health decreased to 100 (125-25) -Damage done from very far away will not be dealt -Scout's speed decreased by 5% Bonk! Energy Drink tweak +Time length of invulnerability increased by 5 seconds +After running, movement speed is not decreased -Cooldown time for next drink will be increased by 10 seconds. Sandman tweak +Damage done increased by 15% +If enemy is on fire, the damage done is 1.5x -Swing rate of the Sandman will be decreased by 30% to make up for the damage just opinions v:v:v
[QUOTE=stea1th;17955967][u][b]Soldier[/b][/u] Shotgun Replacement: [i]M1 Garand US Rifle[/i] +Able to fire 8 rounds per clip, 5 clips provided. +Excellent accuracy and range. [b]Moderate Power[/b] +[b]Able to deal minicrits if the target is airborne[/b] -[b]deleted[/b] -Slow reload, making user vulnerable -Not good at close range [/QUOTE] Fixed The M1 Grand was semi-automatic (meaning it fired as fast as you could), AND NOT EVERYBODY NEEDS HEADSHOTS! Airborne crits fall much more into his playsyle, and it seems more useful, no?
We're bumping this thread for new unlockable ideas due to the new rule. Me and junkie have something planned as well, hes making something up in gmod for our engineer unlock.
I once had a idea for a poison dart thing for the sniper but it's pretty much a flare gun with different models.
After learning more about the ctx I would like to try half of these out. [editline]11:34PM[/editline] [QUOTE]Soldier Shotgun Replacement: M1 Garand US Rifle +Able to fire 8 rounds per clip, 5 clips provided. +Excellent accuracy and range, but moderate power. +Able to deal minicrits if the target hit is airborne. -Slow reload, making user vulnerable -Not good at close range[/QUOTE] Nice call.
[QUOTE=stea1th;17955967][u][b]Soldier[/b][/u] Shotgun Replacement: [i]M1 Garand US Rifle[/i] +Able to fire 8 rounds per clip, 5 clips provided. +Excellent accuracy and range, but moderate power. +Able to deal minicrits if the target hit is airborne. -Slow reload, making user vulnerable -Not good at close range[/QUOTE] The name just pisses me off so much, Soldier isn't meant to be a realistic soldier with realistic rifles, play Day of Defeat if you want that kind of stuff. Even if Valve gave Soldier a rifle of any kind, they would at least give it an original and hilarious name.
[QUOTE=_Kilburn;20952451]The name just pisses me off so much, Soldier isn't meant to be a realistic soldier with realistic rifles, play Day of Defeat if you want that kind of stuff. Even if Valve gave Soldier a rifle of any kind, they would at least give it an original and hilarious name.[/QUOTE] Uncle Sam's Commie Hunter.
[QUOTE=_Kilburn;20952451]The name just pisses me off so much, Soldier isn't meant to be a realistic soldier with realistic rifles, play Day of Defeat if you want that kind of stuff. Even if Valve gave Soldier a rifle of any kind, they would at least give it an original and hilarious name.[/QUOTE] Yeah but it's just a suggestion :v:, name wouldn't be final at all.
Also got an idea for a very situational Spy unlock (about as situational as the Homewrecker, but a bit more useful in my opinion), the name is kinda crappy, and I guess most of its stats need some tweaking. [b]The Coulomb Device[/b] (Knife replacement) Looks like a butterfly knife with a larger handle (for holding all the totally high-tech stuff inside of it), and two blades (a long one, and a very short one). It is more fragile than a regular knife, so it inflicts only 200 damage on a backstab, that's enough for killing most classes, unless they are overhealed. Heavies will be the hardest to take out, as it will take 3 backstabs to kill them if they are fully overhealed. On the other hand, it has the ability to hold a certain amount of electrical charge, and the only way to charge it is to... stab Razorbacks. That's right, you stab a Sniper who is using a Razorback, you will receive the shock effect as usual, but if you can get away, you have a knife which holds a ridiculous amount of electrical charge. When you backstab an enemy with a charged knife, it releases a powerful wave of electricity which will instantly vaporize your victim (no matter how much health they have), and electrify any weapon and building in a few meters radius. + It's a knife with a crapload of capacitors inside + Plunge it into Razorbacks to pump the electrical charge out of them (it will still destroy the Razorback and make you unable to use any weapon) + A backstab using a charged knife will instantly discharge it, vaporizing the victim and making nearby enemies and sentries unable to use their weapons for 2 seconds - Does only 200 damage on an uncharged backstab Not sure about how game breaking this might be, but it would be quite useful on Payload or CP maps, when you are on defense... provided the enemy team has Snipers with Razorbacks. It might be useful for taking out tough sentry farms as well, if the sentries are close enough to each other, you can stab a single Engineer, and sap all of them while they are unable to shoot at you.
Bad idea :saddowns: [editline]0[/editline] Basically a nerfed butterfly knife that is another reason not to use the razorback?
Team Fortress 2 is comic, that's why a lot of people love it.
[QUOTE=Prism;20952707]Bad idea :saddowns: [editline]0[/editline] Basically a nerfed butterfly knife that is another reason not to use the razorback?[/QUOTE] There is already no reason to use the razorback, but now that you say it, it has way too much griefing potential. God damnit, I thought it was cool when it came into my mind, but now that I think of it, it is shit. :saddowns: [editline]11:53AM[/editline] I dunno, make it able to pump energy from enemy sentries and dispensers or something.
I've been pondering on this, a watch for the Spy where it will let him absorb damage and pass through enemies in a certain amount of time. If he absorbs damage or passes through enemies, the time meter will deplete a little. This'll be kinda cool to have in narrow corridors where there's no other way out.
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