• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Two headshots with ambassador and you're dead as sniper.
I think the sniper really needs something .. the only item that acctually changes the gameplay even a little bit is the huntsman.. and not everyone likes it .. i imagined something like a melee weapon that does less dmg, hits a little bit faster and De-cloaks spies.. it would ofc have to be balanced a little more .. but something like a wepon that does so .. do whenever i play sniper i dont have to get all paranoid when i know theres a spy around but i wont know who .. and no! i wont use jarate! [editline]01:45PM[/editline] [QUOTE=_Kilburn;20953305]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.[/QUOTE] i would love if the razorback did like a 30-50+ health when worn .. just to have more than the single abillity it allready has
Here's one I made about 2 weeks ago. It's basically an inverted version of the Direct Hit, with an interesting (at best) mechanic deployed with it. This mechanic is probably not a good idea, but i'll leave that up to you guys to decide. Also, it helps to read and understand all of it before replying. [B]Bazooker (perhaps Noob Tube):[/B] The Direct Hit's evil twin. Whereas Direct Hit shoots rockets that are 80% faster (1960 Hammer units per second), deal 25% more damage (base damage 112), and have 70% less splash radius (roughly 40 Hammer units) than the regular Rawkit Lawnchair, as well as mini-critting on airborne targets, the Bazooker fires rockets that have a 55% larger blast radius (206 Hammer units), at the cost of dealing 35% less damage (base damage 58) and travelling 40% slower (660 Hammer units per second). However, the real beauty of the Bazooker lies in the Mini-Crit Multiplier function it employs. This means it deals more damage depending on how many enemies it hits. If the rocket damages at least 3 people, it deals mini-crit damage (135% of 58 = 78), and each additional person the explosion affects increases the mini-crit value by 15% (4 people hit turns the 135% into 150%, making the base 58 into 87). This can come in handy for house cleaning, wiping those annoying Spycrabs off the Control Point, not to mention it could potentially turn the tide in an Arena match that went badly for your team. However, the Multiplier maxes out at 195%/7 people/113 damage, as all good things have to have limits. One more thing to mention is that the Bazooker has another defining drawback: it has little to no knockback, thus making it very hard to juggle or rocket jump, which forces you to make an almost class-defining decision: do you wish to savage large groups at the cost of decreased mobility (Bazooker), eliminate precision targets at the cost of blast radius (Direct Hit), or do you want to fly like a bird whilst still packing a deadly punch? (Rocket Launcher) For clearer information, here's the statistics of the Rocket Launcher, the Direct Hit, and the Bazooker, for comparison's sake. [B]Rocket Launcher[/B] [U]Base damage:[/U] 90 [U]Max ramp up:[/U] 125% (112 damage) [U]Max fall off:[/U] 53% (48 damage) [U]Mini-crit:[/U] 122 [U]Critical Hit:[/U] 270 [U]Speed:[/U] 1100 HU/sec (HU = Hammer Units) [U]Splash Radius:[/U] 133 HU [B]Direct Hit [/B][U]Base damage:[/U] 112 [U]Max ramp up:[/U] 125% (140 damage) [U]Max fall off:[/U] 51% (57 damage)[U] Mini-crit:[/U] 151 [U]Critical Hit:[/U] 338 [U]Speed:[/U] 1960 HU/sec [U]Splash Radius:[/U] 40 HU (allegedly the width of a functioning Teleporter) [B]Bazooker[/B] [U]Base damage:[/U] 58 [U]Max ramp up:[/U] 125% (72 damage) [U]Max fall off:[/U] 52% (30 damage) [U]Base mini-crit:[/U] 78 (activate via 3 player hit, 15%+ added to base damage per extra player hit) [U]Max mini-crit ramp up:[/U] 195% of base damage (113 damage) [U]Critical Hit:[/U] 174 [U]Speed:[/U] 660 HU/sec (Fun fact: Demoman's Chargin' Targe accelerates him to 750 HU/sec, meaning that a Sword 'n' Boarder could outrun a Bazooker rocket) [U]Splash Radius:[/U] 206 HU All in all, the Bazooker specialises in the elimination of tight-knit groups, thus causing disarray in the enemy ranks, in exchange for sacrificing an important aspect of Soldiery. [B]Important note:[/B] Mini-Crit Multiplier doesn't stack mini-crits with Buff Banner, even though the Bazooker has potential for harvesting "Rage" for the Banner. Gunboats are useless when used with Bazooker, so it's best to use Shotgun instead, or reap the whirlwind via the Buff Banner. Overall stats of the Bazooker require peer review, so if you think a certain statistical value requires tweaking (blast radius, damage, speed, multiplier value, etc), post the stat value with your specified alteration of it. In other words, if you think one of the values is overpowered or underpowered, change it and post your reply. And as an added bonus: [B]Mann Co. Super Spinach:[/B] Secondary item which can be used by both Engie and Scout. [B]Engie version:[/B] Replaces Engie Pistol, passive effect, secondary fire with any weapon makes Engie pick up whatever of his buildings he's facing. Very useful for movin' that gear up. [B] Scout version:[/B] Acts like Bonk!, except Scout's muscles grow ridiculously oversized, making his Bat do 100% crits for a predetermined length of time (can be changed depending on feedback). Good for skirmishing attacks.
Battle Banner (soldier) Replaces slot 2 and has passive effect. + Teammates with a line of sight to the soldier (no need to look at) have their crit rate increasement doubled. - Crit rate increasement halved for the user.
"Oksana" (Heavy) [IMG]http://filesmelt.com/dl/Oksana.png[/IMG] (10 minutes on MS Paint) A very high caliber rifle. +Bullets can penetrate multiple targets (Up to three, high damage ramp off) + 50% fast spin up time - 100% slower firing rate, which increases (to a max of 75%) the longer the trigger is held - Can not be spun up without firing
[QUOTE=Oneperson;20979290]"Oksana" (Heavy) [IMG]http://filesmelt.com/dl/Oksana.png[/IMG] (10 minutes on MS Paint) A very high caliber rifle. +Bullets can penetrate multiple targets (Up to three, high damage ramp off) + 50% fast spin up time - 100% slower firing rate, which increases (to a max of 75%) the longer the trigger is held - Can not be spun up without firing[/QUOTE] You stole this, and added your own shitty attribute
[QUOTE=Cidem;20979653]You stole this, and added your own shitty attribute[/QUOTE] :raise: Who from did I steal this? [editline]07:11PM[/editline] Also I haven't read the previous 10 pages so if something like this has been suggested my bad
[QUOTE=Oneperson;20981252]:raise: Who from did I steal this? [editline]07:11PM[/editline] Also I haven't read the previous 10 pages so if something like this has been suggested my bad[/QUOTE] The exact same idea has been posted like 3 times, plus its being modeled in the emporium
(Some kind of iconic Russian helmet) This will unlock would make the cut down any damage the heavy takes while spinning/firing his Minigun/Natascha by half. But cannot be healed by a medic whilst spinning/firing. It takes the second slot. It's technically an item, but would act like a hat also. (No other hat can be equipped while this is equipped)
[B]The Combow.[/B] [IMG_thumb]http://i44.tinypic.com/otlmb9.jpg[/IMG_thumb] This compact bow is a huntsman-like weapon, with one key difference: rather than headshots, extra damage is dealt for consecutive hits-- that is, each time you hit someone, the next shot is guaranteed to do more damage. Likewise, missing lowers your next shot's damage. Since it is a compact bow, there is no charging- the arrows fly at maximum speed regardless of how long you pull the arrow back. When you hit someone, the bar on the little screen of the "Targeting Computer" (lulz) is filled a little. When you miss, it drains a little. How filled it is determines how much damage your shots do. The little bar on the arrows has a blinking texture like the demo's pipe bombs. To let the other team know how dangerous it is, the Demoman's Eyelander eye particle effect appears over this light-up bar when it's being pulled back. If that arrow's really shiny, [I]run![/I] First-person mock-up included [editline]07:01PM[/editline] Get it? Combo? Com-Bow? :downsrim: [editline]10:46AM[/editline] Copied from my Emporium post.
[B]Texas Galloper [/B] Teleporter replacement - People passing over the Galloper increase their speed by 250% for 20 seconds - Recharges every 10 seconds - One level, costs 150 metal - Noisy as hell This encourages the Engy to be aggressive - He can set up at the start of the map to quickly ferry troops ahead, or can go ahead and build it, enabling troops to quickly surround and exploit enemy positions. Also - only one side needs to be built. It's also not a replacement for the teleporter - the teleporter recharges faster and can get people further across the map, faster.
Good to see we're back on track. Here's an idea for Demo: in terms of art style it keeps in tune with the Close Combat Kit, although this weapon isn't close combat at all, but in terms of functionality, it should seem both familiar and unique simultaneously. [B]Blasting Bow (name WIP)[/B] Replaces Grenade Launcher. The gist of the "Blasting Bow" is simple: it's a medieval-styled crossbow that fires timed-explosive bolts (the crossbow equivalent of arrows). Imagine the Huntsman combined with the Grenade Launcher and you're on the right track. The bolt takes 2.5 seconds to detonate after firing (0.2 seconds longer than a Pipe Bomb, not much longer, but you'll be surprised how much difference a fraction of a second can make), and travels at 1470 Hammer units per second (halfway between the Huntsman's 1875 HU/sec and the GL's 1065 HU/sec. Yeah, I take the time to get technical). Like the Huntsman, you can only fire one arrow before a medium-length reload time (roundabout 2.2 secs, approximately 0.24 seconds longer than the Huntsman reload), although you have a decent set of 16 to play with. (I know, this kinda sounds like it turns Demo into a Sniper, but it's not as simple as that, nor as role-breaking, so just bear with me) For both cosmetic effect and identification, the bolts of the Blasting Bow look distinctely different from the arrows of the Huntsman. Whereas the Huntsman arrows are thin, light-brown and tipped with a grey flint arrowhead, the bolts of the Blasting Bow have thicker shafts, are a darker shade of brown (a colour it shares with both the wooden parts of the GL and the Blasting Bow itself), and have a distinctively-unique head, comprised of a three-pronged metallic tip, with a team-coloured cylinder of dynamite near the tip, as well as a fuse attached to the dynamite (the fuse hisses loudly and burns quickly when the bolt is in flight, and it glows a bright red/blue when critical). Imagine a firework combined with a fork, and that's more or less a Blasting Bow's bolt. Blasting Bow bolts don't explode on contact unlike Pipe Bombs, instead they embed into the surface/enemy like Huntsman arrows do, until the bolt's timer runs out, and it explodes. Yes, you heard me right, the explosive bolts of the Blasting Bow actually stick to enemies if you aim straight. Since it's an explosive first and projectile second, the bolt doesn't deal a great deal of damage when it hits: the real damage lies in the explosion. Now that's the basic gist out of the way, let's get down to the nitty-gritty of the stats. Kinda gets a bit technical, but i'm sure you can judge for yerselves. [U]Damage[/U] [B]Attach (initial damage dealt upon attaching to a target):[/B] 24-38. [B]Explode to attached (damage dealt to attached target upon explosion):[/B] 100-120. [B]Crit to attached (damage dealt to sorry bastard who's got a crit arrow in his ass):[/B] 300. [B] Splash at 3ft/1m (damage dealt to a target within 3ft/1m of the explosion):[/B] 70-95. [B]Splash at 6ft/2m (damage dealt to a target within 6ft/2m of the explosion):[/B] 45-65. [B]Crit at 3ft/1m (critical damage dealt to a target within 3ft/1m of the explosion):[/B] 200. [B]Crit at 6ft/2m (damage dealt to a target within 6ft/2m of the explosion):[/B] 140. [U]Function times[/U] [B]Explosion wait:[/B] 2.5 secs [B]Attack interval:[/B] 2.2 secs The intended function of the Blasting Bow is to introduce a faster, more precise alternative to Pipe Bomb spam, exchanging short/medium-range hard-to-predict bomb-lobbing for a more direct and longer-range approach, albiet with a slight increase to the explosion delay. However, bomb-lobbing still has it's place: the arc of Pipe Bombs mean that they can reach places that Bolts would find difficult to enter, due to their lowered arcing and increased speed. Like most other unlockables, the Blasting Bow offers a change of playstyle to the wielder, and also delivers a choice concerning what kind of Demoman you want to be. If you are able to rely on bombs that bounce and arc, stay with the GL. But if you desire to have a more direct approach, and seek to stick it to the (Demo)man, then order the Blasting Bow now. Also, if you order within the next 20 minutes (or simply tell me that Tavish sent you), you can learn about our new line of Proximity Mines as well! [B]Important note:[/B] Once again, C&C is appreciated, feel free to point out any flaws you think should be rectified. Also, I am currently toying with the concept of either making it so that it can hold two Bolts at once, which could be fired in succession (1.2 sec attack interval), as well as the possibility of letting a Pyro set the Bolts alight like Huntsman arrows, thus adding afterburn to the explosions. These potential buffs require peer review before I decide to add them to the finished concept. Also, I know it sounds like the Flechettes from Half-Life 2: Episode Two, but I swears to you, that only popped into my head after I designed the weapon.
[QUOTE=Alba Meira;11374718]Thoughts of Scout Achievements and Unlockables: [b]Achievements[/b]: [b]Bully[/b]: Kill 10 Heavies eating Sandviches using the Bat. EEZ NOT POSSIBLE!
[I]Im an engineer. I solve practical problems. -Engineer[/I] [U]Loadout Tweaks[/U] Added Blue print change menu, Changing Types of buildings by level. How it works: [sp] The idea is relativly simple, in the blue print menu you can select a building and then change what certain levels do. Example: Level 1 Sentry (Bullets) Level 2 Sentry (Greater distance) Level 3 Flame. That is bassically how you can change buildings and their levels.[/sp] [U]Level 1 Sentrys[/U] Plasma Sentry (Upon impact slows enemy 50. -20 Damage. -10 Firing speed) Handy When you have your teammates to help defend, but can have problems alone. Heat seaking Mode (Can target cloaked and disguised spys, -60 damage. -10 Firing speed.) Handy when Defending a friendly camp, Two engineers are better than one! Right? Flame Sentry (Short range. Continous Burning Does 100 Damage Per second.) Good for hiding around corners for a suprise attack, the enemy will catch on quickly though. [U]Level 2 Sentrys[/U] Remote Controlled (Engineer can control it VIA Build PDA. -20 Turning Speed. +60 Damage) Cmon, why can't engineer get in on the fun? Flame Sentry (Medium Range. Continous Burning causes 140 Damage per second.) Great for corners, but the enemy will eventually catch on. [U]Level 3 Sentrys[/U] The Cannon (Firing rate -40. Damage +200. Projectil size +50. No rockets) Aww cmon, now your just downgrading! [U]Level 1 Dispensers[/U] [I]Coming soon![/I]
Does anybody have ANY opinion on my idea? I put a considerable deal of thought and effort into it, not as much as professional unlocks, but still quite a big deal of thought. C&C would be really appreciated.
Technically, it's a great idea, but there's always griefers. You shoot a critical bolt into some dude, and he goes MEDIC MEDIC MEDIC, deliberately running straight into his fully charged Medic teammate. Rage ensues. That's such a pity that most original ideas always have a gigantic griefing potential.
[QUOTE=wewt!;11365530] Oh and another great idea he had was for the soldier. The last resort shovel. No damage when full health, but the less health you have the more damage it does.:4chan: It supports the idea of rocket jumping AND is also balanced because it doesn't do any damage with full health.[/QUOTE] Hahah nice
The spy should get a giant steak knife.
[QUOTE=_Kilburn;21190501]Technically, it's a great idea, but there's always griefers. You shoot a critical bolt into some dude, and he goes MEDIC MEDIC MEDIC, deliberately running straight into his fully charged Medic teammate. Rage ensues. That's such a pity that most original ideas always have a gigantic griefing potential.[/QUOTE] Ah, I should've thought about that. So sad that such a great idea becomes comprimised by potential for being abused. Although maybe, here's a possible tweak that could remove the griefing potential: if it doesn't attach to players, instead just exploding when it hits a player like a regular Pipe Bomb, and only attaching to the world, perhaps that'd work? It worked to a degree in HL2: EP2, where Hunter flechettes exploded when they hit the player, instead of attaching to the player. But anyway, do you think this simple alteration would make the "Blasting Bow" more viable?
Yes. Make a model and send it to valve.
I would, if I even knew how to model, or motivate myself to learn how.
DO IT MAN DO IT! YOU WILL BE A LEGEND :v:
Soldier's pot for melee weapon!
Okay, I've finally refined my Medigun unlock idea, and I think it's rather balanced now. Couldn't find a name for it yet though. Basically, it would make you much more effective at healing, at the cost of decreased survivability. It would decrease the self regen rate, much like the Blutsauger, so that if you have both equipped, you just don't regenerate health at all. (that kinda gives a good reason for the regular syringe gun to be equipped) On the positive side, it heals 50% faster, and thus, your Übercharge meter charges 50% faster as well. Talking about the Übercharge, it doesn't make you invulnerable or give crits to your patient. Instead, if boosts your healing rate to 400%, this means that you heal people 4 times as fast as with a regular Medigun, for 10 seconds. It has its own pros and cons compared to an invulnerable Übercharge. On the positive side, you can use it as an emergency mass healing when you have a bunch of people at very low health. It's also a quite decent replacement for an Übercharge when it comes to sentry nests, as the boosted healing rate will easily compensate for the damage taken. On the other hand, it's not invulnerability, therefore your patient is still vulnerable to headshots, backstabs, baseballs, stickies... and about anything else which can do a crapload of damage instantly. It also does not affect you, which means that you still remain extremely vulnerable, so you should watch your back, much like with the Kritzkrieg. Pros: [list] [*]+50% healing rate [*]+50% Übercharge filling rate [/list] Cons: [list] [*]-2 HP regeneration [/list] Neutral: [list] [*]Übercharge grants +300% healing rate to your Medigun for 10 seconds [/list] So, did I finally come up with something decent, or will someone end up pointing out that it is horribly unbalanced or useless? I've had a close look at everything, and other than the values which probably need some tweaking, I think it's rather decent. There have been so many situations where I wish I could fill everyone's HP up within no time and curse my Medigun for being too slow. Screw the Blutsauger, I'm not a battle Medic anyway.
Sounds interesting, although personally I don't really think an Ubercharge that massively-increases your heal rate would be too useful compared to a regular Uber, since those times where you do find a cluster of low-healthers are hard to find and can be kinda unpredictable... In my personal and honest opinion, the increase heal and mana gain rate give it an advantage over the other Mediguns in terms of general use, but it's lacking in the special power department. I guess it seems more-or-less balanced, but doesn't really seem fun to use... All in all, i'm out. Although if another picked up your idea, i'll give you this much on the subject of naming. The name Overhealer sounds more or less fitting, even if it was the name of a scrapped unlock.
Also, here's an old idea from the olden times. It's a little something I called the Lebenlufter. If you remember as far back as June, when you posted that thread with your "Tier 2 unlock concepts for Medic", you'll probably remember the Lebenlufter; a Medigun that looks and functions similar to a fire extinguisher. However, i've made slight alterations to the weapon, yielding several alternate concepts, although the base concept more or less remains. (Warning: massive detail and intel ahead) (P.S, sorry if this is a double post) Base concept: the Lebenlufter emits a wide stream of healing gases similar to the flamethrower, yet in the form of healing particles which heal injured players when the sprites contact their hitboxes, similar to how flamethrower particles ignite and damage enemy hitboxes. These particles last on average 50% longer than Flamethrower particles before dissipating, if they do not contact any allied hitboxes. On average, the Lebenlufter "exhales" roughly 35 "life-particles" per second, with each sprite healing 1 point of damage, putting the base heal rate at 35/s if all particles contact the player's hitboxes, whilst taking into account the healing ramp-up similar to the regular medigun. (Alert: technicality ahead) If a particle contacts a patient who has been damaged less than 10 seconds ago, the patient recieves just the regular heals, but if a particle contacts a patient who was damaged MORE than 10 seconds ago, the particle's heal value increases in a linear fashion, with the increased heal value maxing out at triple the value if the patient was damaged more than 15 seconds ago, identical to the Medigun. In simpler terms, people healed after being damaged over 15 seconds ago get triple the healing, just like the regular Mediguns. On the subject of "Ubers", the Lebenlufter uses rather unique forms of "Ubering". These mainly revolve around specialised buffs for the Lebenlufter's alternate fire, introducing a whole new "Uber" principle, based on treating Uber like a resource instead of a simple accumulation that you use all of in one sitting. Essentially, the buffs aren't as powerful or expensive as Ubers or Kritzkriegs. Instead, they're generally-weaker, but still more-or-less unique, and are relatively-cheaper, requiring only 40% of the Uber meter to power the buffs. These are deployed in the fashion of creating a largish cloud of enhancing team-coloured fog, roughly half as wide as a control point. Passing through this cloud enhances the patient with a specific buff determined by what type of Lebenlufter the deploying Medic had equipped. These "Clouds" have a set number of "uses" in them, meaning that they disappear after 5 people have been enhanced, although if unused for about a minute, they disappear anyway. Once an ally has entered the Cloud, they cannot use it again until the effect wears off. Also, watch out for enemy Pyros, their compression blasts can move the cloud away from your allies. Another unique factor of the Lebenlufter the unique way it collects Uber; by running whilst having it equipped, as opposed to healing targets (it sounds a bit radical and out-there, but just hear me out). Whereas it takes roughly 40 seconds to accumulate Uber with the Medigun, which is doubled if healing only one target constantly, it takes about 60 seconds worth of running to max out your Uber, accumulating approximately 1.66% Uber for every second you run for. Whilst longer than healing damaged targets all the time, it makes up for this via not requiring as much Uber for the buffs. Also, the Lebenlufter has a very special feature that encourages healing where the Uber gain used to be: the Buff Booster. The Buff Booster function works similar to the Buff Banner, but with several important differences. Firstly, you gain "Boost" through healing, similar to gaining Rage through dealing damage via the Buff Banner, with 1 Boost point gained for every health point healed. Secondly, when you accumulate enough Boost, your Boost meter "levels-up", similar to upgrading Engineer buildings, levelling up your Lebenlufter. This has the effect of enhancing the magnitude of the Buffs of your Lebenlufter, with Level 1 being the weakest grade, and Level 3 being the best, not to mention each level of your Lebenlufter looks more and more awesome, similar to the different levels of most Engie buildings (except Teleporters, sadly :( ). If you die, or if you switch to another Medigun, your Lebenlufter loses it's "experience", and you need to regain it through accumulating Boost through healing. To put this into easier perspective, here's a rudimentary example. Level 1 = low level buffs. Level 1 + 500 Boost = Level 2 = stronger and longer buffs. Level 2 + 500 Boost = Level 3 = even stronger and even longer buffs. Now we've covered the basics of the basic Lebenlufter, now let's take a look at the Buffs that accompany each alternate version. Concept 1: Lebenbrand (life burn). Lebenbrand takes the "healing flamethrower" anagoly of the Lebenlufter to new heights. Using the RMB on this version of the Lebenlufter will deploy a Cloud empowered with a little something I call "Afterheal". What Afterheal does is essentially the reverse effect of Afterburn, causing the patient's health to regenerate independently for a short period of time, with the HPS (healz per sekond) increasing with each level. When affected by Lebenbrand, the player will glow his team's colour, with loads of small team-coloured crosses floating off of him, to signify that the target is experiencing Afterheal. Here's the stats for the Lebenbrand buff effects. Level 1 Lebenbrand = 3 HP every 0.5 seconds for 12 seconds = 6 per second = 72 Level 2 Lebenbrand = 4.5 HP every 0.5 seconds for 12 seconds = 9 per second = 112 Level 3 Lebenbrand = 6 HP every 0.5 seconds for 12 seconds = 12 per second = 144 Heals given by Lebenbrand do not give points towards the Boost meter. The purpose of Lebenbrand is essentially delivering players minor heals on the go, so the Medic can focus on more important subjects, such as healing a high-value target, whilst other allies can enjoy the pleasantry of heals-on-wheels (or shoes, to be exact) without constant attention. Concept 2: Schnellgas (high-speed gas). Schnellgas is rather different compared to the Lebenbrand. Instead of giving your allies heals-to-go, a Cloud of Schnellgas has a different effect: it enhances movement speed, as well as jump height, both enhancements yet again controlled by the level of your Lebenlufter. Whilst not as life-related as Lebenbrand, it is still nonetheless highly-useful, permitting faster movement and potential to reach places you couldn't normally as certain classes. Yet again, here's some stats for this buff. Level 1 Schnellgas = +10% baseline (30v) to move speed and +15% to jump height for 8 seconds. Level 2 Schnellgas = +20% baseline (60v) to move speed and +30% to jump height for 9 seconds. Level 3 Schnellgas = +30% baseline (90v) to move speed and +45% to jump height for 10 seconds. That's all I have for now. If you have any tweaks/suggestions you'd like to add, just tell me. C&C's important, so don't hesitate to point out any flaws or defining features. (but take the time to be constructive with yer criticism, por favor)
I like the fact that a good few of the unlockables mentioned in the beginning of this thread are actually real now. haha
Indeed. It all goes to show that someone "upstairs" is probably watching us, and observing our inventiveness... (wut) Also, I think some of the "basic" classic weapons (Pistol, SMG, Shotgun, Revolver) should become "semi-unlockable" for other classes. By semi-unlockable, I mean that you already have them, yet they aren't actual "unlocks" that you have stored in your backpack (similar to the old days before the Backpack existed), and can be used by multiple classes, similar to the Pain Train, only different. Here's a basic list of the "semi-unlockables", and of the classes that could use them. Beneath the stats of each weapon are a list of classes that I think could handle these weapons best (with the exception of the classes that already use them). Besides each class, there's a "tickbox" like this {}, where you can type Y or N (yes or no) depending on whether or not you think that class would be able to use that weapon well in it's profession. Reply with the content between the lines with your feedback once you're done. Don't just do all N's in your reply without good reason. _________________________________________________ [B]SMG [/B] Scout {} Soldier {} Pyro {} Demoman (this is REALLY stretching it) {} Engineer {} [B]Pistol[/B] Soldier {} Pyro {} Demoman (stretching it) {} Sniper {} [B]Shotgun[/B] Demoman (stretching it) {} Sniper {} [B]Revolver[/B] Scout {} Soldier {} Pyro {} Demoman (stretching it) {} Heavy {} Engineer {} Sniper {} _________________________________________________ And that's basically all the potential combinations of "basic" guns with the classes I deem might be able to incorporate. The reason I put (stretching it) next to Demoman is due to the fact he's not meant to use direct weapons, although seeing certain recent changes, things could change. But still, don't disprove/knock all these potential things without constructive and detailed criticism. If not, let it be.
Hmmmmmm.... [B] The Musical Spy Incineration Contraption (MSIC)[/B] Replaces Dispenser Plays any of these songs: Erasure - Always Rick astley - Never gonna give you up I am very glad, because I m finally returning back home - Eduard Khil Has a 10ft Incineration radius Sets fire to Cloaked and Disquised Spies Inside the Radius = 7dps.
Overall sounds like basic area denial. Keeps in tune with the Engie's playstyle, but I ain't too sure about the current concept.
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