Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
[QUOTE=ironman17;21340898]Overall sounds like basic area denial. Keeps in tune with the Engie's playstyle, but I ain't too sure about the current concept.[/QUOTE]
I cannot believe you took that serioulsy :geno:
basically what i was saying mid spy update:
[B]AIDS knife (working title)[/B]
-10 damage on hit
[highlight]gradually decays enemy's health on hit in time intervals of 5 seconds, must find medic to cure[/highlight]
spy goes 3/4's as fast with this equipped
Here's mine hurf a durf:
The Schaden-Frier: A medigun unlockable. It charges as fast as the regular Medigun, but extinguishes players faster and gets a small charge bonus from extinguishing them. Once fully charged, the Schaden-Frier grants your patient incendiary bullets that set damaged foes on fire. If your patient happens to be a Pyro, it works just like the Kritzkrieg.
[i]Schadenfreude[/i] is a German word roughly translating to "the feeling of joyful glee at another's misfortune."
The Schattenmarsch: A modification that fits in its own slot. It causes you to run 7% faster than whoever you're healing. This is good if you want to heal a Scout, since you'll be moving fast enough to catch up to him, but bad if you're healing a Heavy since it will be harder to dodge. While you're not healing, you move at normal Medic speed.
[i]Schattenmarsch[/i] is a German compound word that I made up to hopefully mean "Shadow March". I picked this to hopefully reflect the idea that you're walking in your patient's shadow.
The Wheelhouse: A bat unlockable that allows the Scout to charge his swing for massive amounts of damage. Ideally, one would flank the enemy, begin charging the bat, then release the charge to knock the enemy's skull in from behind. However, charging the bat gradually slows you down until you're barely moving at all. If you're shot or damaged while charging, you'll lose your charge. Finally, the bat makes a humming noise while charging. Not too noticeable, but could be telling for people who are listening for it.
Was also considering "The Bronx Bomber".
The Minor Leaguer: A colorful foam bat that really isn't capable of doing all that much damage. It also only swings at normal melee weapon pace. However, hitting someone twice in a row with this will apply one of several detrimental effects to them for the next 60 seconds. This could include a decrease in max speed, max health, damage potential, or refire rate. Everyone is notified as to how this person has been affected.
Can you spot the stealth pun? [sp]It's a NERF bat.[/sp] :haw:
The Fireplug: Scout secondary weapon unlockable that works similarly to the Buff Banner. Do enough damage while this thing is equipped and you'll be able to motivate your nearby teammates into moving much more quickly. Would probably be a whistle.
I need some sleep, so I'll be back with more tomorrow.
SMG
Scout {Y}
Soldier {N}
Pyro {N}
Demoman (this is REALLY stretching it) {N}
Engineer {Y}
Pistol
Soldier {Y}
Pyro {Y}
Demoman (stretching it) {N}
Sniper {N}
Shotgun
Demoman (stretching it) {Y}
Sniper {N}
Revolver
Scout {N}
Soldier {N}
Pyro {N}
Demoman (stretching it) {N}
Heavy {N}
Engineer {N}
Sniper {N}
I don't see the revolver as a normal weapon,i mean it would be op for other classes.
Eh, yer prolly right. I was tryin' to decide whether Revolver was worth it for others, just to see if it could work. Personally, I was toying with giving Heavy a Pistol, but that would've been an insult to his strength, too pathetic to be a Hoovy fallback gun, so that's why I toyed with him having a Revolver, since Pistol's too weak for him IMO.
Not an unlockable but, give spy the ability to listen to the other team's voice chat while disguised, and speak as the person they are disguised as.
The latter would be VERY hard to do, probably requiring complex voice-changing softwares...
But the former sounds pretty easy to do...
In chat
[QUOTE=whatthepho21;21346843]Not an unlockable but, give spy the ability to listen to the other team's voice chat while disguised, and speak as the person they are disguised as.[/QUOTE]
Trouble in Terrorist Town. Oh god.
But it's even funnier because you have to pretend you are someone else. And since the guy you are disguised as will protest and say that you are a traitor, you can do the same, and extreme confusion ensues because no one knows who is who.
But nah, voice chat would ruin it, that's the problem.
engineer: lever action shot gun,6 shots,25 ammo, (like the lincon repeator from fallout)
no crits,
slow reload(5 sc)
can shoot off sappers
name:quick shot.
[QUOTE=hungry carr0t;21353312]engineer: lever action shot gun,6 shots,25 ammo, (like the lincon repeator from fallout)
no crits,
slow reload(5 sc)
can shoot off sappers
name:quick shot.[/QUOTE]
I wouldn't mind to see a Winchester lever action rifle, though maybe stick to a classic one/two shots.
[QUOTE=ironman17;21350679]The latter would be VERY hard to do, probably requiring complex voice-changing softwares...
But the former sounds pretty easy to do...[/QUOTE]
Well, I'm not saying changing your voice to sound like the person. I just mean being able to speak to the other team and have it show up as the person's name you are talking as, you could just find someone that doesn't talk and disguise as them.
[QUOTE=_Kilburn;21352185]Trouble in Terrorist Town. Oh god.
But it's even funnier because you have to pretend you are someone else. And since the guy you are disguised as will protest and say that you are a traitor, you can do the same, and extreme confusion ensues because no one knows who is who.
But nah, voice chat would ruin it, that's the problem.[/QUOTE]
I suppose it would be pretty crazy, but at the least the ability to listen to the other team's voice chat, or even see their team chat would be useful. Though I couldn't see them adding it to the game, just a fun idea.
Then you could spam and the person you are disguised as will be banned
You're right, I don't know how that could be counteracted though.
SMG --> Personal Defense Weapon (PDW)
Advantages:
-- 5% chance of crit on headshot vs. Spy
-- 20% chance of minicrit on headshot
Disadvantages:
-- Resupply w/ ammo only from lockers, dropped PDWs, and (maybe) dispensers
-- -35% base damage per bullet
-- -15% rate of fire
Recommended unlock criteria:
Achievments required: Kook the Spook; Consolation Prize; Shock Treatment; Jarring Transition
Anti-Spy weapon. As if the Razorback wasn't enough.
Also, crits or minicrits on headshots on a rapid fire weapon is really the worst idea ever.
A weapon for the Spy that you shoot at the enemy. Once the bullet hits them, they get a fake message saying they've found a hat. You backstab them while they freak out with happiness.
[sp]I'm not serious[/sp]
[QUOTE=_Kilburn;21352185]Trouble in Terrorist Town. Oh god.
But it's even funnier because you have to pretend you are someone else. And since the guy you are disguised as will protest and say that you are a traitor, you can do the same, and extreme confusion ensues because no one knows who is who.
But nah, voice chat would ruin it, that's the problem.[/QUOTE]
I want you all to know I have a fat, saggy butt, which I like to scratch every hour, on the hour.
[sp]Cookie if you get the reference[/sp]
Scout gets bottle of water.
20+ Resistance to fire
5- Resistance to explosives
+50% speed when used but you are still vulnerable
Scout is already fastest.
Why not just make him have that? Instead of twice as fast speed?
[QUOTE=Alba Meira;11366529]Engineer:
- [b]Double-Barreled Shotgun[/b], or [b]Boom Stick[/b]
It'd be like the Scatter Gun, only not as fast and would need to reload every shot like the Sniper's Sniper Rifle. But it'd do a lot of damage up close. Also fitting of the character.
- [b]Acoustic Guitar[/b]
Melee replacement for the Pistol. Because hitting sentries and dispensers with a Guitar wouldn't make any sense. Taunt would be playing a riff on it, kind of like the Pyro does.
- [b]Power Wrench[/b]
Aside from maybe an increased crit rate, allow us to upgrade sentries faster by putting more metal into each hit, and remove sappers faster.
As for the buildables, only thing I can think of that wouldn't be unbalanced would be teleporters that recharged faster.[/QUOTE]
freind of mine is makin a boomstick and a tomahawk with teamcolored feathers (3 feathers.).tomahawk is for the sniper and boomstick for-you guessed it-the engineer,with custom animations he's making himself.well atleast the boomstick.btw i had the ideas so im getting a "I MADE THIS" copy of the item if it gets ingame :)
Here's a little something that could prove to be pretty damn effective for Spy, yet also be pretty damn baneful to the Pyro.
You know how Pyros are the bane of the Spy, lighting them on fire like some kinda demon? Well, with this new Fork from Mann Co, you can turn the tables on those incendiary devils! Why, you ask? Well, the answer is pretty simple. Whilst initially as weak as the Knife, the Fork has a complex little machine inside it that activates when the wielder is set on fire, increasing the power of the Fork to DEADLY levels! The only downside is that we forgot to add enough room for the Mann Co Super Stabbing Whatchamajigger (tm), meaning that you cannot backstab people with the Fork.
In other words, the Fork disables the backstab, but grants you 100% critical chance when you are on fire (kinda of a reverse Axtinguisher), giving you an edge over Pyros (if you can react fast enough, and if they're not smart or wielding the Shotgun, or both), at the cost of backstabbing. If you can think of any other tweaks this might need, reply.
[QUOTE=ironman17;21373885]Here's a little something that could prove to be pretty damn effective for Spy, yet also be pretty damn baneful to the Pyro.
You know how Pyros are the bane of the Spy, lighting them on fire like some kinda demon? Well, with this new Fork from Mann Co, you can turn the tables on those incendiary devils! Why, you ask? Well, the answer is pretty simple. Whilst initially as weak as the Knife, the Fork has a complex little machine inside it that activates when the wielder is set on fire, increasing the power of the Fork to DEADLY levels! The only downside is that we forgot to add enough room for the Mann Co Super Stabbing Whatchamajigger (tm), meaning that you cannot backstab people with the Fork.
In other words, the Fork disables the backstab, but grants you 100% critical chance when you are on fire (kinda of a reverse Axtinguisher), giving you an edge over Pyros (if you can react fast enough, and if they're not smart or wielding the Shotgun, or both), at the cost of backstabbing. If you can think of any other tweaks this might need, reply.[/QUOTE]
Call it the Barbeskewer and make it a grilling fork.
[img]http://common2.csnimages.com/lf/1/hash/2358/384453/1/Chef%27s+Fork.jpg[/img]
I dunno about the name, but if the model looked more like an old-styled barbecue fork with a battery attached, then it'd be right.
The name needs to be related to fire and espionage, yet not sound nerdy like "Phoenix Rod" (besides, the Phoenix Rod was a weapon from Heretic, an old Doom clone).
[QUOTE=Smirnoff Joe;17795561]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.[/QUOTE]
It's a TF2 Medusa head. YES.
As a slightly different approach to unlockable weapons, what about unlockable ammo?
[U]Buckshot[/U] (Engy and Heavy shotguns only)
[B]40% more pellets (from 10 to 14)[/B]
[B]25% more damage[/B]
If 6 or more pellets connect, the victim will experience a knockback effect similiar to the Force-a-Nature's (obviously, the more that connect, the greater the effect)
[highlight]56% less ammo carried (from 32 reserve shells to 18)[/highlight]
[highlight]40% larger bullet spread[/highlight]
[highlight]40% shorter range (from 1024 Hammer Units to 614 HU)[/highlight]
Useful for Short Combat and quicker dispensing of pesky spies, but with it's wild spread, it shouldn't be used outside of close combat.
[U]Incendiary Shot[/U] (Engy only)
[B]Can set victims on fire (durr)[/B]
[B]Full afterburn effect if 8 or more pellets connect to victim[/B]
If 5 shots connect, victim is set on fire. Otherwise, normal shot damage is given.
Shorter afterburn effect if 5-8 pellets connect (Ideally, in half (from 60 to 30 in total))[/highlight]
[highlight]40% less damage[/highlight]
[highlight]33% clip size (from 6 loaded, to 4)[/highlight]
[highlight]50% less ammo carried (32 to 16)[/highlight]
[highlight]60% shorter range (from 1024 Hammer Units to 410 HU max)[/highlight]
Great for spychecking, not so much for combat
[U]Electromagentic Shot[/U] (Heavy's Minigun Only)
25% more damage against sentries and buildings
Slowdown on Sentry rotation and firing speed
[highlight]50% less damage against enemies[/highlight]
[highlight]1 additional second of prep time for minigun (takes a second longer to rev up minigun)[/highlight]
The model for this is already in the game, so I had an idea for an Engie weapon setup for Engies that actually want to help their teammates.
Shotgun replacement - Nailgun. DPS should be between pistol and Medic's syringe gun, uses metal for ammo. Never needs to be reloaded, as long as you have metal, you can use this gun.
Now it sounds like an obvious downgrade so far, however, what this weapon does is useful for the team as a whole. The Nailgun can do ranged repair, ranged sapper destruction, and when shot at a friendly dispenser, can transfer metal from one Engie to another. This weapon however cannot upgrade buildings. Enemies shot with the nailgun will have nails sticking out of their bodies. This gun should be used tactically however, since it uses metal. If you set down a Sentry, you just lost 65% of your ammo capacity. Unless...
Pistol replacement - The Handyman
A simple toolbelt filled with all sorts of tools. You'll feel the weight of all the extra metal you'll be toting around with this thing, but the extra 100 metal will come in handy for all your needs. You'll get more metal, but you'll walk 35% slower. This is for Engineers that want to set down two buildings at once without hunting for metal pickups, engies who love upgrading other engies stuff because he's credit to team, or Nailgun engies who want more ammunition, just in case.
I can't think of any other Engie ideas, I just thought I'd post these two and see what the community thought of them. I admit the numbers could use some tweaking, but extra metal capacity and ranged repair (I hate seeing flaming sentries across gorges and there's nothing I can do about it, and running to go fix it would end up in a Heavy turning you into Swiss Cheese.) would definitely be nice.
The handyman sounds like you would move way too slow.
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