Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
Hey guys, I threw this crap together in a few minutes. The High Roller update. Focusing on gambling, chance, and money.
Day 1
[IMG_thumb]http://i40.tinypic.com/23mx381.jpg[/IMG_thumb]
[B]Dead Man's Hand[/B]
Revolver replacement. Holds 52 cards at a time; no clip. The spy tosses them Gambit-style, sliding each new card off the top of the deck. Like a rapid-fire, low damage huntsman. Mini-crits from behind. Taunt: The spy shuffles the deck in his hands and chuckles.
Day 2
[IMG_thumb]http://i42.tinypic.com/24mx0z8.jpg[/IMG_thumb]
[B]Money Shot[/B]
Sniper Rifle equivalent of my earlier "Combow" idea. The reload click is a cash register noise.
Day 3
Since the ol' HWG hasn't gotten a new gun since Natascha, he needs something new.
[IMG_thumb]http://i39.tinypic.com/2ymc037.jpg[/IMG_thumb]
[B]The Roulette[/B]
Shotgun replacement. That demented drawing I made is totally the taunt.
Maps:
[B]ctf_21[/B] and [B]koth/arena_vault[/B]
21 is a ctf map with two casinos accross the street, intel located in vaults in the "employees only" area. Slot machines and neon everywhere.
Vault takes place inside a giant bank vault. Close quarters and brutal.
And that's my badly drawn update concept.
[editline]10:16PM[/editline]
I can't draw people worth shit
[QUOTE=Murdoco;21379049]The handyman sounds like you would move way too slow.[/QUOTE]
Perhaps, but Engies USUALLY need to run fast so they can take out sappers and heal buildings.
If they had the Nailgun, that would justify the tradeoff of the handyman.
Soldier:
Primary:
Thumper
Appearance:
Google up "M79 Thumper"
Pros:
200% larger splash
100% minicrits while rocket jumping (but there is still a chance for full crits like in normal play)
rate of fire reduction removed when in midair
Stronger knockback to both enemies and self
Cons:
25% less damage
25% lower rate of fire
Projectile travels in an arc
Basically an weapon that promotes "death from above" tactics, the polar opposite of the direct hit, highly recommended with the gunboats.
Secondary:
Uplift (needs better name)
Appearance: a musket with a cheap looking wings nailed on the side
Pros:
fires an single shotgun slug like projectile, similar in terms of speed and arc of a flare gun
Lifts people directly up into the air, they will lose control in movement when in mid air but can still shoot
Cons:
only 20-40 damage
Needs to reload every shot
Very useful to direct hit soldiers, people who wants to mess up ubers, or anyone who would like to get easy airshots. Not so good if you would like a decent backup weapon when your rocket launcher needs to reload.
Melee:
Last resort (needs better name)
Appearance:
wooden stick with dog tags, medals, badges, etc taped on to it.
Pros:
100% crits on first swipe when primary weapon needs to reload, this effect last for 5 seconds (to avoid people emetying the RL and rushing people with it)
Cons:
20% slower firing rate
As it's name suggests, it is basically used as an last resort when you need to reload your launcher or shotgun, but it is not useful otherwise.
[QUOTE=EFG;21379884]Melee:
Last resort
Appearance:
wooden stick with dog tags, medals, badges, etc taped on to it.
Pros:
100% crits when primary weapon needs to reload
Cons:
50% damage otherwise
As it's name suggests, it is basically used as an last resort when you need to reload your launcher or shotgun, but it is not useful otherwise.[/QUOTE]
Empty rocket launcher, take out melee, instakill people.
SlugTech
Weapon: Electric Rifle
Class: Engineer
Properties:
Look's like a long rifle (Sniper's without all the sniping additions, but just slightly longer) but has a few charges on the side. Little bolts of electricity fling out from the charges every now and then (cosmetic).
What it does: Right-Click can be used to "stun" (no-weapons and makes them run away) people for a maximum of 5 seconds only, and Primary can be used to deal with sappers and do -60% damage to players.
Primary - Sapper Control: You may ask why we need this, well, your sentry is dying and it's right in front of you. You can't reach it. Pull out the SlugTech and zap that shit at a distance of 10 heavies away. In one shot the bastard takes the sapper off instantly. Needs a 30 second recharge, so pick your building carefully.
Secondary - Stun-Wack: Using this on an enemy not so far away will "stun" him (does not work on Ubered classes), the only downsides are that it does 5 damage, needs a 15 second recharge (so get running once you fire 'cause that guy you just stunned might come back for you) and for classes in the rally range of Buff Bannered soldier's it stuns them for only 2.5 seconds.
Oh, and, it has ammo. Infinite ammo.
[QUOTE=Musicfreak59;21377975]As a slightly different approach to unlockable weapons, what about unlockable ammo?[/QUOTE]
This is an interesting idea actually, I like it.
Kind of reminds me of the thread about the Huntsman and getting different buffs for your arrows.
Unlockable ammo? Sounds interesting, although the Direct Hit is practically unlockable ammo already, despite the alternate model. Same applies for Natascha and Blutsauger.
Direct Hit: Speed Ammo for Rocket Launcher.
Natascha: Slow Ammo for Minigun.
Blutsauger: Vampire Ammo for Syringe Gun.
[QUOTE=_Kilburn;21381293]Empty rocket launcher, take out melee, instakill people.[/QUOTE]
Tweaked it, and changed the winchester to something else.
[QUOTE=ironman17;21382900]Unlockable ammo? Sounds interesting, although the Direct Hit is practically unlockable ammo already, despite the alternate model. Same applies for Natascha and Blutsauger.
Direct Hit: Speed Ammo for Rocket Launcher.
Natascha: Slow Ammo for Minigun.
Blutsauger: Vampire Ammo for Syringe Gun.[/QUOTE]
Well, the idea is still all about giving new styles of attack and ways to deal with enemies
Suppose you're a vanilla Engy (assuming he gets new weapons along with (or without) new weapons), but that standard shot is just not helping against all the other classes. The Buckshot allows the Heavy and Engineer to clear out nearby enemies for different reasons.
For the Heavy, it allows him breathing so he can have time to rev up minigun, while the Engineer will be able to kill those enemies who are exploiting his Sentry's weak side (such as around a corner).
The Incendiary ammo will allow the engineer to spy check on his own without relying on teammates (Let's all face it, we've all been on a team once where there's either no pyros, your team doesn't listen to your cries for help or your team is simply stupid.)
The Electromagnetic shot was just a way to help Heavies who think "they are man enough" to take on a sentry on their own. It's like a combination between the Homewrecker and Natascha.
Gonna be posting more ideas soon/later.
Yesterday I got the idea for a engineer building.
[b]Snappy Name[/b] Replaces Dispenser.
Allies in area Deal 10% damage but take 5% more damage. (Percentages balanced enough to defend a point easier)
Enemies in the area move 10% slower. (Doubles as slowing people from running by to the point, and makes it easier to spot spys)
The area of effect would be as big as the sentries or slightly larger. Might consider having it's buffs and debuffs change according to whether you're attacking or defending. Like for attacking, It's just speed boosts for your team, and decrease other teams dealt damage. Also, when crafting is fully initiated, you could craft one with different buffs and debuffs to what ever you want!
Sounds like the Amplifier from the fake Vagineer Update.
And yes, we are still continuing here.
I was reading EvilDaedalus's Formspring ([URL="http://www.formspring.me/EvilDaed"]http://www.formspring.me/EvilDaed[/URL]) and on it someone asked him this. For those who don't know he made some really cool TF2 videos.([URL="http://www.youtube.com/user/evildaedalus?blend=1&ob=4"]http://www.youtube.com/user/evildaedalus?blend=1&ob=4[/URL])
[QUOTE=Evildaedalus]Do you think that buffing the Homewrecker to be able to destroy enemy sappers is the buff Homewrecker needs to be worth using, or is it a unfair nerf for Spy?
I think that's a bad idea. For starters, the sapper is a one class counter, which is a bad idea from the get-go. The whole idea is that it's a hard counter to sentries unless an engie is nearby. Letting the pyro knock off sappers means that he can now counter anything a spy can do.[/QUOTE]
Personally I think that would be a great idea to make the Pyro's Homewrecker more useful and to help out roaming Engineers. What do you guys think?
I think it's a bad idea, like others have said before it will probably be more useful after the Engineer update.
Got this idea when I was bored and tried to imagine of some kick-ass scenes that Meet the Pyro might include:
Can't remember the name I came up with so I'll list some silly ones:
- Fire Fighter's Friend (F.F.F.)
- Pyro's non-Fire Friendly Towel (P.F.F.T.)
- Dead Dragon's Testament (D.D.T.) or Death To Dragons (D.T.D)
Well, it's basically a towel, it's wet and... it can put out fires. But wait, don't go just yet. There's more to tell than just that!
Do you spend most of your time literally on fire? Are you bored to see those BB pyros that can't help you in any way at all? Well, hope that they are carrying one of these around.I'll guarantee that the use of this piece of equipment is literally retard-proof.
1. Find someone who is caught on fire.
2. Rush to them and gently wrap the Towel around poor fellow.
3. Fire should extinguish in mere seconds, repeat step 2 if not.
4. Hope that they thank you for being such a hero, else just walk away next time they need you and your precious Towel!
Sit down, gentlemen! I'm not done yet. I have to tell one more thing, and you don't want to miss it. As every jackass knows, getting hit by wet towel can hurt. And thus you should make sure you don't go whacking around with a dry, smoking rag. This problem can be solved by getting new one from nearby resupply locker. If you can't find one, you can always dip it in water to regain some of it's damaging effects.
Researches done in laboratories have revealed that with powerful enough swing, Towel can actually be instantenously lethal. This method, however, is not recommended unless you know that person on receiving end is not in the mood for some small-talk.
To top this speech off, let me show these approximate figures to you.
(Approximate = Pulled out of one's ass)
- + 10% damage
- Ability to put out allies on fire
- Replaces fire axe
- Total damage readuced by 30% on 1st extinguishion, 20% on 2nd and 10% on third. Which means that you are left with 50% damage of normal axe
- no critical hits of any kind.
- Taunt kill: Pyro spins the Towel couple of times over his head, and gives a powerful whack (not affected by damage reduction)
[QUOTE=OffTheRoad;21526763]Got this idea when I was bored and tried to imagine of some kick-ass scenes that Meet the Pyro might include:
Can't remember the name I came up with so I'll list some silly ones:
- Fire Fighter's Friend (F.F.F.)
- Pyro's non-Fire Friendly Towel (P.F.F.T.)
- Dead Dragon's Testament (D.D.T.) or Death To Dragons (D.T.D)
Well, it's basically a towel, it's wet and... it can put out fires. But wait, don't go just yet. There's more to tell than just that!
Do you spend most of your time literally on fire? Are you bored to see those BB pyros that can't help you in any way at all? Well, hope that they are carrying one of these around.I'll guarantee that the use of this piece of equipment is literally retard-proof.
1. Find someone who is caught on fire.
2. Rush to them and gently wrap the Towel around poor fellow.
3. Fire should extinguish in mere seconds, repeat step 2 if not.
4. Hope that they thank you for being such a hero, else just walk away next time they need you and your precious Towel!
Sit down, gentlemen! I'm not done yet. I have to tell one more thing, and you don't want to miss it. As every jackass knows, getting hit by wet towel can hurt. And thus you should make sure you don't go whacking around with a dry, smoking rag. This problem can be solved by getting new one from nearby resupply locker. If you can't find one, you can always dip it in water to regain some of it's damaging effects.
Researches done in laboratories have revealed that with powerful enough swing, Towel can actually be instantenously lethal. This method, however, is not recommended unless you know that person on receiving end is not in the mood for some small-talk.
To top this speech off, let me show these approximate figures to you.
(Approximate = Pulled out of one's ass)
- + 10% damage
- Ability to put out allies on fire
- Replaces fire axe
- Total damage readuced by 30% on 1st extinguishion, 20% on 2nd and 10% on third. Which means that you are left with 50% damage of normal axe
- no critical hits of any kind.
- Taunt kill: Pyro spins the Towel couple of times over his head, and gives a powerful whack (not affected by damage reduction)[/QUOTE]
So it's more of an incentive to use the regular Flamethrower? Nice one.
[QUOTE=Galago;21527587]So it's more of an incentive to use the regular Flamethrower? Nice one.[/QUOTE]
Actually the normal flamethrower can already put people out, so having the towel would be redundant. It's for BB pyros who want to actually do something useful.
[QUOTE=FKop_Dragon;21527823]Actually the normal flamethrower can already put people out, so having the towel would be redundant. It's for BB pyros who want to actually do something useful.[/QUOTE]
Oh, it was sarcasm. It's an incentive to use the normal flamethrower so one has an available spot for the shotty or flaregun, since it sounds like the towel wouldn't be so good for offense.
Half of the ideas on this thread are balanced, because they don't randomly crit.
The Medigun of Healing Urgently
-X% Heal Speed (faster)
+X% Healing required to ubercharge
Need I say more? I was thinking of 10 or 20 for X.
This is for REAL Medics, the ones that heal to keep the team alive, like for Arena, at the cost of more heal to get Uber.
Here's one for Scout. You'll probably be familiar with it if you played Holy Shit This Is An Awesome Grappling Hook: The Game, otherwise known as Just Cause 2.
Surprise surprise, it's the [U][B]Grappler[/B][/U]! This nifty little device fits snugly in the Secondary Slot, right where your [U][B]Pistol[/B][/U]/[U][B]Bonk! Energy Drink[/B][/U]/[U][B]Jacks[/B][/U] would normally be, although it has a rather different function than any of these. It don't serve as a backup gun for when you're outta shells, it don't give ya temporary invulnerability to bypass Spycrabs, and it don't deploy a field of annoying metal spikes that slow down yer enemies.
Instead, the [U][B]Grappler[/B][/U] does somethin' amazing: it pulls you forwards at [I]LUDICROUS SPEED![/I] Just one pull of the trigger an' this beauty will fire a grappling hook that'll latch onto any surface, be it wood, stone, metal or fat bald bastard, then the Super Strong Winch Mechanism (tm) will pull you at amazing speed towards your target! This is awesomely useful for getting in an' out of the fray, making a sneaky escape from the enemy base, haulin' yerself up through that hole in the ceiling, closing in on that annoying jerk with the rocket launcher, and even hitchin' a ride from a friendly Scout if you aim right!
If you order the [U][B]Grappler[/B][/U] within the next half hour, i'll throw in these fancy [U][B]Jacks[/B][/U] [I]ABSOLUTELY FREE! [/I] Yeah that's right, not half-price, not even quarter-price, I mean it when I say [I]ABSOLUTELY FREE![/I] I don' freakin' care what TF Industries has to say 'bout this, i'm makin' this deal my way! So get free [U][B]Jacks[/B][/U] when you buy the [U][B]Grappler[/B][/U]!
In other words, and not the words of the Scout, the [U][B]Grappler[/B][/U] is basically a powerful grappling hook that pulls Scout forward. A bit like the Chargin' Targe, but pretty different, due to the fact it pulls you in any direction, as in you can pull yourself up and down using it, not to mention you can grab on to enemies and buildings with it as well.
Also, reply to my idea in the next 30 minutes, and i'll talk about another idea of mine, the aformentioned [U][B]Jacks[/B][/U].
I forgot that I owed this thread another idea.
So... what if, those taunt kills could actually be useful for a team's benefit?
[B][U]Pyro's Hadouken Side Ability[/U][/B]: Perform your finishing move behind any friendly teammate and they'll gain a speed boost from their pa-toot being lit on fire! Just remember: Burns hurt!
[B]15% Speed Boost[/B]
Cooldown of 5 seconds
Lasts 1.5 times longer then regular afterburn (This would be about 15 seconds)
[highlight]Teammate receives regular afterburn damage during this time period. CAN NOT BE PUT OUT OR HEALED DURING THIS TIME[/highlight]
Notes: Can not be stacked. If a pyro attempts to perform the taunt again while the selected teammate is still on this effect, the taunt will perform normally.
[B][U]Medic's Ubersaw Side Ability[/U][/B]: Didn't you know that your Ubercharge comes from your teammates blood and wounds? If you did already, then I bet you didn't know this: You can extract Uber out of your teammates quick by sticking your Ubersaw in their spine! They might feel a little unwell afterwards, but I'm sure they'll forgive you when you tell them that you just got your 10th Ubercharge!
[B]Extracts 10% Ubercharge out of a friendly teammate[/B]
Cooldown of 15 seconds between extractions
[highlight]Teammate will lose 20% of their max health[/highlight]
[highlight]Teammate will move 5% slower afterwards[/highlight]
Notes: Uber will NOT be extracted out of teammates who are in critical condition or full health. (In plainer words, if the victim has less than 50% HP or is 100% healthy, then the taunt will perform normally). Also, going back to a Medicine Cabinet will NOT restore a teammate's health and speed back to normal. They'll have to wait until they die.
Will post more if I think of something else.
Spring-Loaded Boxing Glove Launcher - Soldier weapon. Regular fire shoots the glove on a spring for good damage and a hefty knockback: alt fire launches the glove on its own rocket. Both blows stun on crit. Can rocket jump with regular fire.
Rubber Chicken - Replaces pyro's axe. Must have floppy limb system.
Sandwich b/w Laser Sight - Like the regular sandwich, but alt fire zooms in instead of throwing the sandwich. No other alterations.
Engineer's Friend - Pyro melee. An axe with a wrench attached to the back. Doesn't ever crit, but can repair engineer buildings and knock sappers out at half speed.
Old Faithful - This flamethrower belches smoke like nobody's business, throwing it in a great spray around the Pyro's flame. The smoke hangs around for a while, blocks sight and does low damage. Alt-fire belches a big cloud of smoke.
Gilded Gloves of Grabbing - Heavy melee. Alt-fire grabs a enemy or friend, and then regular file uses him as a flail and alt-fire throws him with great force.
Bombknife: Replaces Knife. Backstab doesn't crit, but attaches a large bomb to the back of target player. Within N seconds, he'll explode and deal severe area damage, unless the bomb is removed with some melee hits or a Jarate.
Fun Times Prop Disguise Kit: Replaces Disguise Kit. Disguise as sentry, dispenser, teleporter, intel, large ammo box, large medkit, sandvich, barrel or crate. Disguises of either team color are available.
Swapper: Replaces sapper. Makes sentries fire on allied players, teleports work backwards (and only for enemies), and dispensers drain energy and ammo.
For Engineer:
FUCKRAGER: Only usable once 10 buildings are destroyed in the same round. Engineer rides a giant mech of fuckdeath that deals tremendous damage to everything and everyone.
Sentry replacement: Treacle Field. This device doesn't shoot anything, but generates a field that slows down enemies and projectiles in it.
[QUOTE=Zaratustra;21531874]Spring-Loaded Boxing Glove Launcher - Soldier weapon. Regular fire shoots the glove on a spring for good damage and a hefty knockback: alt fire launches the glove on its own rocket. Both blows stun on crit. Can rocket jump with regular fire. [B]Comical... but not practical.[/B]
Rubber Chicken - Replaces pyro's axe. Must have floppy limb system. [B]Funny, but what exactly does it do?[/B]
Sandwich b/w Laser Sight - Like the regular sandwich, but alt fire zooms in instead of throwing the sandwich. No other alterations. [B]Uh....[/B]
Engineer's Friend - Pyro melee. An axe with a wrench attached to the back. Doesn't ever crit, but can repair engineer buildings and knock sappers out at half speed. [B]May be similar to the Homewrecker possibly...[/B]
Old Faithful - This flamethrower belches smoke like nobody's business, throwing it in a great spray around the Pyro's flame. The smoke hangs around for a while, blocks sight and does low damage. Alt-fire belches a big cloud of smoke. [B]The explosion smoke and the fire already do enough to block someone's vision[/B]
Gilded Gloves of Grabbing - Heavy melee. Alt-fire grabs a enemy or friend, and then regular file uses him as a flail and alt-fire throws him with great force. [B]Oh god, the programming nightmares... would be funny to see though.[/B]
Bombknife: Replaces Knife. Backstab doesn't crit, but attaches a large bomb to the back of target player. Within N seconds, he'll explode and deal severe area damage, unless the bomb is removed with some melee hits or a Jarate. [B]Reminds me of the Pickpocket trick in Fallout 3... may be useful.[/B]
Fun Times Prop Disguise Kit: Replaces Disguise Kit. Disguise as sentry, dispenser, teleporter, intel, large ammo box, large medkit, sandvich, barrel or crate. Disguises of either team color are available. [B]I have a feeling this is just to satisfy the whole "That sentry's a spy!" meme. May have its uses.[/B]
Swapper: Replaces sapper. Makes sentries fire on allied players, teleports work backwards (and only for enemies), and dispensers drain energy and ammo. [B]Possible... possible. Not say to practical though.[/B]
For Engineer:
FUCKRAGER: Only usable once 10 buildings are destroyed in the same round. Engineer rides a giant mech of fuckdeath that deals tremendous damage to everything and everyone. [B]*sighs*[/B]
Sentry replacement: Treacle Field. This device doesn't shoot anything, but generates a field that slows down enemies and projectiles in it. [B]Would rather have the sentry still.[/B][/QUOTE]
Some good ideas. Needs work.
Vagineer needs Spinach to help him move buildings. Goes in secondary slot, acts like Targe, secondary fire with Wrench or Shotty picks up a building or drops the building you're carrying. Building is inactive whilst picked up, takes a few seconds to reactivate after deployment.
[highlight]Military monicle[/highlight]
(replaces sapper)
It's a heat sensor monicle, and can even spot people through small walls. It can detect engineers buildings, but replaces the sapper, so you are less of a threat to sentries and dispencers. Although this is great for the spy that loves to kill, not sap.
[highlight](Can only see heat from people you can see, and can see through small, narrow walls)[/highlight]
So basically like Detect Life from The Elder Scrolls, or more effectively wallhacks.
Even though it's an interesting idea, it could easily be exploited by smart people.
heres an idea i had the other day when i was really tired:
[B]The Stoner[/B]
[U]Who Needs Bullets? Those cavemen used rocks and they where still pretty bad-ass[/U]
+kills enemy in one hit
-when being used your characters view sways from side to side due to the weight of the rock
-when this weapon is being used you move very slowly
-long amounts of time to reload, kinda like the jarate
[I]My friend has been bugging me to post this idea on here for a while. So, just wanna say, I gave it a little more life.[/I]
[B]The Thumper/The Texan Pulverizer/The Quake Maker/E.E.P (Electro-Engineered Pulse)[/B]
So, those damn, pesky Spies still sappin' all yer shit? Pyros too dumb to spy check on yer team while their off W+M1'ing? Wanted to see those spies before they even reach you? Well, say hello to (Insert one of the 4 names here)!
This little beauty will make sure those spies think about their assault on your base before they attempt to come near it. Sending a high-velocity and amplified disruptor shock wave through the ground, any Spy who is hit by it will momentarily discloak and/or lose their crafty disguise! This will allow your sentry to pick 'em off gradually, or at least send a message to them to bugger off.
However, since it takes a lot of energy to generate the force needed to send one such pulse out, a Spy could easily slip out of range. Or even within range to attack you.
"What about the other classes? Don't let this end up like the Razorback!", you might say. Well, it does affect the other classes as they will be momentarily stunned. However, this doesn't seem to work on the Heavy or Soldier, possibly due to their molecular structures (or some other reason, like how their weight might leave them unaffected by it. Not very scientific if ya ask me).
Another thing, you'll have to give up the ability to build a Dispenser or Teleporter to build (insert your selected name here). Finally, it can be upgraded to a 3rd level (See below for tech notes).
[B]Can briefly show cloaked and/or disguise enemy spies.[/B]
[B]Stuns all enemies briefly [highlight]except the Heavy and Soldier[/highlight][/B]
[B]High area of effect when fully upgraded[/B]
[highlight]Slow charging time[/highlight]
[highlight]Loss of Dispenser or Teleporter[/highlight] (See notes below)
[highlight]Sappable[/highlight]
[B][U]Tech Notes[/U][/B]
[B]On the AOE radius:[/B] So, yea. The normal splash radius of a Rocket Launcher explosion (not that pansy ass Direct Hit one, the regular one) is about 6ft/2m. So multiply that by 5. Now you have a AOE of 30ft/10m. The 2nd level will it to 48ft/16m, 8 times the original. The 3rd level will increase it 12-fold, to a maximum radius of 72ft/24m. Also, this will have the effect of going through walls. However, it's a 2D radius, meaning it will only affect those on the ground when the pulse travels.
[B]On How the Stun Ability works:[/B] Instead of the slow down effect Natasha uses, it will be more like the Sandman. Instead of the enemy being sent into that "OH shi-, flee!" animation, they'll just momentarily freeze in place, probably less than a second.
[B]How the Spy will be affected:[/B] Probably the biggest deal here, and also the trickiest to balance out. Spies nowadays, rely heavily on either their cloak (Cloak and Dagger or regular Invis Watch) or their Disguise (Dead Ringer) to infiltrate an enemy's base to plan a course of attack. With (whatever name goes here), the loss of a disguise or cloak for 1-3 seconds can severely disrupt a Spy's attack plan and will cause him to adapt to the situation. Every class after a major update has had to adapt to the new weapons, the Engineer should be no different. The Spy will no longer only have to worry about being discovered before he can wreak havoc, but he has to anticipate that one Engy has (insert name here) and has it fully upgraded. (insert a name here) is designed to halt/recourse a Spy's plans in hopes of finding him sooner.
[B][U]Notes and Levels[/U][/B]
[U]Levels[/U]
150 metal to build, base time of 15 seconds to deploy.
Level 1: AOE of 30ft/10m. 10 second recharge. Disables Cloak for Spies for 1 second. Medium HP (About the same as a level 2 sentry/dispenser)
Level 2: AOE of 48ft/16m. 7 second recharge. Disables Cloak and Disguise Kit for 2 seconds. Enemies unable to move for 1 second. Medium HP
Level 3: AOE of 72ft/24m. 5 second recharge. Disables Cloak and Disguises for 3 seconds. Enemies unable to move for 1.5 seconds. Decreased HP (to about a little less than a level 1 sentry)
[U]Notes[/U]
This was a interesting idea to come up with. The idea of something that (hopefully) wards of spies is every Engineer's dream. When my friend told me about this, I said "Ok, but is that it? Or is there something else this thing can do?" and he let me develop the idea even more.
The movement stun ability came after when I realized that this was basically turn into the Razorback, a hard counter against only one class. Thinking about how a pulse would be sent out through the ground, why couldn't affect other classes as well? Immediately, right after that, I realized I was giving the Heavy and the Soldier yet another problem to deal with. They were already slow enough, why should they have to deal with being stunned? Therefore, this device doesn't affect them due to their already low speed, to be temporarily halted on top of that is too OP in my opinion.
The AOE was another fun thing to work on. To find the right balance between range while it not being a huge area was tricky. Using the Soldier's rocket splash radius, I used that as a base. I didn't want this to be a 3D AOE, much like the Sentry's target range. I limited it to 2D, meaning only the ground would be affected. Therefore, enemies above the ground would be affected. Enemies who were on a lower level than (insert name here), would still be affected.
The recharge times and disability times were the easiest in my opinion. I knew I didn't want something similar to the teleporter, when basically it was spewing out people every 3 seconds once it was fully upgraded and anything longer than 12 seconds would make putting up a Thumper useless in an Offensive situation. 10 has always seemed to work in TF2, so why shouldn't it work in the case of (insert name here)? When fully upgraded, 5 seconds in between pulses is plenty of time to kill it up close, even though it is still vulnerable to ranged attacks.
[B][I][U]Vote for your favorite name! Give me Agrees if you like "The Thumper", Funnies if you like "The Texan Pulverizer", Wrenches if you like "The Quake Maker" and Hearts if you like "E.E.P (Electro-Engineered Pulse)[/U][/I][/B]
[QUOTE=Katamarijr;11365718]after going through and watching all the "Meet the ..." videos, i think the engineer is gonna get a beer for an upgrade. Because in Meet the Engineer, he has a bottle of "Blue Streak" and in Meet the Sandvich, there are some bottles of "Red Streak".[/QUOTE]
OH MY GOD!
I SEE THEM. That's just WEIRD.
I don't know if a similar idea to this has been posted yet; I'm not about to trawl through 13 pages.
[b]Witty Name Pending - Sentry Replacement[/b] (Ideas?)
This stems from the frustration I have as an engineer where I can't properly cover an area because of line of sight restrictions. Instead of one large level 3 sentry covering an area, I envision several smaller sentries that can be placed strategically around, say, a cap point, to ensure that all possible vantage points, entrances and exits are covered.
There would be 5 sentries that can be built. Each has one third of the building time of a normal sentry, and one sixth if you hit it with the wrench. A single small sentry does half the damage of a normal level one sentry. A small sentry cannot be upgraded. A small sentry can take half the damage of a normal level one sentry before being destroyed, with the exception of sappers, which take 3/4 of the time it takes to kill a normal level one sentry. A small sentry requires 50 metal to build.
The small sentries will make it easier to cover larger areas, and stop enemies from staying outside of the normal sentry's range, or blindspot, and just taking it down with rockets or grenades. It forces enemies to sequentially pick off each sentry without exposing themselves to the other ones, since the combined firepower of all of them is greater than a level 3 sentry. This results in the collection of sentries taking more time to take down, and buying your team (or you) more time to kill them before they overrun the sentries.
The downsides of using the limited sentries are that you cannot effectively tank them (hiding behind the sentry's hitbox as you repair it faster than it is damaged). They also take more time to repair after being damaged, because you have to take time to run between them, and collect metal as well.
Small sentries have a slight advantage over normal sentries when it comes to spies, though spies are no less frustrating. If a spy manages to attach sappers to all 5 buildings, the engineer can still save some of them so long as he avoids being stabbed, although he cannot possibly save all of them.
Here is the possible application of minisentries, on Dustbowl stage 2 cap 2.
[IMG]http://i40.tinypic.com/j7yyx5.jpg[/IMG]
Improvements? Suggestions? Criticism?
[editline]07:14PM[/editline]
With this you could also split up your sentry bases. You could take three for yourself, and put the other two next to another engineer's sentry base on a different part of the map to increase firepower, and let your fellow engineer take care of them.
The overall aim of this is for sentries to be more versatile. You could potentially attack and defend at the same time with these.
Sorry, you need to Log In to post a reply to this thread.