Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
Yes or no this thread should also be used for Polycount stat speculating.
Well, we have the Polycount weapon stats thread for that, but this can also be used for speculations of ANY potential unlocks and the like, Polycount or otherwise.
Hopefully this one'll stay active long enough to be stickied. (hint hint)
[QUOTE=Jetamo;23493176]Yes or no this thread should also be used for Polycount stat speculating.[/QUOTE]
We already have this thread: [url]http://www.facepunch.com/showthread.php?t=970764[/url]
:v:
Well, we can use this one once the Polycount stuff is shipped.
[B]Reminder to all posters:[/B] This thread is for ANY unlockable ideas, so don't hold back, let your creativity flow.
[QUOTE=Alba Meira;11366529]
- [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.
[/QUOTE]
20th August 2008, he got his wish.
[QUOTE=Chickens!;23494182]20th August 2008, he got his wish.[/QUOTE]
I was going to say that!
Ninja :ninja:
Thought of a possible jarate alternative.
[U]Jar of spiders[/U]
Pros
- Causes enemies to become stunned for a few seconds. The closer to where the spiders land the longer the stun duration.
- This could be used to escape if outnumbered and alone.
- Help your team take out a sentry by hindering an engineer's ability to repair.
- The girly shrieks of the enemy
Cons
- No extiguish or mini-crit ability.
- Throwing point blank will also cause you to be stunned but not as long as the enemy.
Halloween item?
Well, since I helped bring the thread back (by posting the link in The Emporium), I might as well toss a quarter in.
First up is a Demoman Primary unlock which I call the [U]Thistleblower[/U].
The projectiles fired by the Thistleblower travel at 1470 hammer units per second, a good deal faster than the 1065 hammer units per second of the Grenade Launcher bombs, allowing them to hit their target better than with a regular grenade. Thistleblower projectiles also stick to the surfaces they hit, similar to the classic Sticky Bombs, but explode on buildings and players. It takes roundabout 2.5 seconds after firing for a Thistleblower bomb to explode normally (as in it sticks to a surface and not hit a building or enemy), but when it does, it deals roughly 66% of a regular Pipe Bomb's damage (66% of 81-111 equals 53-73).
[U]Shorthand[/U]
[B]
Projectiles are 38% faster
Projectiles stick to surfaces[/B]
[highlight]9% longer detonation time
33% less damage[/highlight]
I'll probably have some other (probably more useful) ideas later.
[QUOTE=z156;23495281]Thought of a possible jarate alternative.
[U]Jar of spiders[/U]
[/QUOTE]
I always wanted this except bees.
If Valve does an update to encourage offense engies, they could do something for offense Medics, too. Maybe an AOE gun that does little damage to opponents, but the more damage it does, the better people are healed in an AOE around you for example. That means this Medic would be most effective on the front where he can 1) heal people close to him and 2) do damage.
That actually sounds really neat. I can already imagine him firing a proton pack-esque device attached to him by a medibeam particle.
AOE healing is something I'd like to see.
I has an idea for medic AOE healing item
[u]Kamp Shauver(camp shower)[/u]
Lvl 20 Microbe Dispenser
Pros:
Fires a gas in an area that heals(at the same rate as medigun) people in it, the gas lasts for 3 seconds.
M1 fires it over a short but wide area, M2 fires it over a medium distance, but narrow area.
Can detect cloaked spies.
Cons:
No ubercharge
Mobile AOE healing would be pretty cool, like a Health Nova or Life Grenade or Healing Aura.
[B]Soldier:[/B] The hippiecutter. A big, sharp scissor for the soldier's hate against long-haired hippies, It also includes an meter in the hud. When its filled all the player need to do is to press the right mousebutton. By doing this the soldier will force the scissor trough the enemies head while screaming "GET A HAIRCUT HIPPIE!"
[QUOTE=kimr120;23516230][B]Soldier:[/B] The hippiecutter. A big, sharp scissor for the soldier's hate against long-haired hippies, It also includes an meter in the hud. When its filled all the player need to do is to press the right mousebutton. By doing this the soldier will force the scissor trough the enemies head while screaming "GET A HAIRCUT HIPPIE!"[/QUOTE]
horribly useless unless it's a melee server
we don't need soldierknights
Y'know what would be awesome? Rocket Riding. As in riding the rockets. Flying through the sky being pulled along by your flying rocket launcher, it'd be so awesome.
Also, another thing we could get is alternate Jumps for the Scout, customise his versatility a bit more. Right now we've got just the double jump, but there's many things that could replace the double jump, and a new "Jump slot" for Scout, probably nestling in the "PDA2" slot, the same slot used for Spy's watches, making the Slot Tokens for that Slot more useful than merely crafting a Spy Watch. Here's a few potential new jump types.
[B]Burst Jump:[/B] The Burst Jump doesn't necessarily keep you aloft as well as the Double Jump will, but it will instead rapidly redirect you in a specific direction (except along the up-down axis, gravity still has effect). This will have the effect of getting you to places quicker, as well as helping you make the jumps that you probably wouldn't have with the Double Jump.
[B]"Flutter" Jump:[/B] This will sound familiar if you've played certain Mario games, although the actual Flutter Jump name would probably be trademarked by Nintendo, so this name's just a WIP. After the first jump, hold down the Jump button to make Scout "flutter" in the air with his crazy legs, keeping him aloft for short periods of time.
As I said, a few. As for the representations of the Jump Types, one could always switch Scout's shoes, making them a separate set of models from the main model. It'd help observant players to know what kinda acrobatic/aerobic tricks the Scout has up his short sleeves.
To quote myself from the other thread that got locked :v:
[quote=Simski]I actually do wan the Traquilizer gun as an unlockable weapon for Spy though.
With stats something like this:
+ Shots do not remove your disguise.
+ Gradually slow enemy run speed on hit.
- No damage
- Can only reload one bullet at a time.
It would be a great weapon for stealthy Spies.
The gradual slowed movement would make it so your victims wouldn't realize immediately that they've been hit, and since it does no damage it won't make them do any pain grunts or show the hurt thing on your screen.
The slow movement would make it so you ca catch up with enemies that are outside of your range, or it can make it so that single targets won't be able to catch up with the group... such as a Medic.
The obvious downsides being that you won't be able to kill anyone at range, and that razorback will now actually protect Snipers from you. [/quote]
It would eliminate those annoying "running just out of backstab reach behind an enemy" moments, and it would be a great tool you could use even while disguised.
Oh and... I think it would be best of it was also soundless, or perhaps just extremely quiet.
[b]Portal Gun[/b]
For when Portal 2 comes out, instead of a hat (Like for Left 4 Dead 2), the Engineer is given a Portal gun. It replaces the teleporter, with the advantage of much faster use time, it's un-sappable, and there being no need to recharge. However one of the main disadvantages is the fact that enemies can also use them, so they must be placed strategically to avoid Pipe-bombs, or rockets going through and damaging teammates, or buildings, or spawnkilling.
[editline]11:05PM[/editline]
Wow, I just realized how much better it sounded in my head, ah well.
k here's my idea
[b]Generic Pun Name Here[/b]
good sides
Does 100% more damage on critical hit
Always gets criticals
100% fire rate
Flame retardant
bad sides
none
[QUOTE=devon_wargod;23555691]k here's my idea
[b]Generic Pun Name Here[/b]
good sides
Does 100% more damage on critical hit
Always gets criticals
100% fire rate
Flame retardant
bad sides
none[/QUOTE]
attributes for Pyro's new sapper
it does nothing
Well, here's one to keep the thread alive for a day or two. Came to me from inspiration some time ago.
Pipe - Replaces Sapper
Whilst not perfect for disrupting machinery, it serves as a unique way to disrupt the enemy. It generates a cloud of team-coloured smoke (Red from RED, blue from BLU), the size of which depends on how long you hold down the primary trigger. Upon releasing the primary trigger, Spy will exhale the smokey cloud, though it will only appear as thick team-coloured smoke to the enemy. Whilst inhaling and holding Smoke in one's lungs, your movement speed is decreased.
To friendly players (and disguised Spies) the cloud appears as a transparent cloud similar to a heatwave or gas-filled air. It also provides a zone of exclusion where players can stand without being automatically-targeted by a Sentry, unless it's being Wrangled. If an enemy is standing in the path of Smoke whilst it's being exhaled, their vision will be obstructed.
A Spy can only breathe so much smoke, however, which is signified by a "smoke" meter which recharges when not in use. Also, you can only hold so much smoke in your lungs for so long, and if enough time passes, you'll take damage akin to that of drowning, since you aren't really breathing.
Though you can Smoke whilst Disguised, it defeats the purpose of said Disguise, since thick RED Smoke coming out of a BLU Pyro is pretty obvious, even moreso than a disguised player sapping Buildings.
C&C is as usual accepted, but keep it constructive, as all ideas can be refined if the flaws are pointed out without too much venom. (in other words don't go ape, just calmly point out any errors)
[B]Important addition:[/B] This can be used for Spy Smoking Parties! :swoon:
Sharpie Piercer - Replaces Sniper Rifle
Magazine size: 10
Total ammo: 40
+
• Able to pierce enemies
• 10% more damage
Special attack inflicts an attack with the bayonet, which has larger range than a normal melee weapon and causes the hit enemy to bleed for 4 seconds. Equipping this weapon replaces the melee slot.
-
• Close-range headshots are dealt as minicrits. Doesn't affect long-range headshots
• Zoom is not available
• 20% slower rate of fire
Some new medigun about being pacifistic or something.
+ Crazy damage resistance.
- Disallows use of needlegun/ubersaw
- Uber does not invuln. Instead, gives mass healing in a ring around the medic.
Strictly healing as a medic. With the crazy damage resistance, it'd be worth giving up your other weapons. Note, when I say crazy, I mean enough to balance out not having weapons. Not like, invincible medic or anything.
[b]Pyro[/b]
[i] - Super Blast Thrower:[/i] Flamethrower that does less damage over time, but has twice the airblast distance and uses twice the ammo for airblasting.
[i] - Fire hose:[/i] Douses the enemy like jarate, give crits, but does no damage. Also can put out fires on Teammates. Has limited ammo, and replaces Secondary.
[b]Engineer[/b]
[i] - Mini Dispensers:[/i] Includes Two Dispensers, Which one despenses only Ammo and the other Health. It deals out twice as fast, but will run out over time. The only option is going back to the base to get them back once they run out.
[i] - Quick Pistol:[/i] Has more ammo in a clip, but does less damage.
[b]Heavy[/b]
[i] - Super Machine Gun:[/i] Deals out twice as much damge than regular gun, but has less ammo.
[i] - Ice Cream Cone:[/i] Chocolate or Vanilla? Give crits to heavy for 15 seconds. Replaces Sandvich. Does not recharge.
[i] - Iron Knuckles:[/i] Does more damage, but has 1/2 the normal fists fire rate.
I dunno about the Icecream one, kinda defeats the purpose of the KGB. Maybe if it were mini-crits, then it'd be a bit more balanced.
[QUOTE=ironman17;23762407]I dunno about the Icecream one, kinda defeats the purpose of the KGB. Maybe if it were mini-crits, then it'd be a bit more balanced.[/QUOTE]
Well its more designed for the machine gun crits.
How about the reverse of the Cloak and Dagger ?
[B][U]The Dagger & Cloak
[/U][/B]+Infinite cloak as long as you keep moving
-Drains while standing still or crouch-walking
It probably should have a nerf though
[b]Health Packs[/b]
Not an unlockable, but more of an unexpected addition to the Medic's Medigun like the compressed air blast that was added to the Pyro's Flamethrower. Right clicking while the Übercharge isn't completely full drops health items that the Medic shoots out of his Medigun, each one heals 90 health and costs 20% Übercharge.
[b]The Commando[/b]
The Soldier, implied by his name, is supposed to be a soldier and not a rocketeer.
The Commando makes you into a real soldier.
Description:
Pretty much just an assault rifle that looks like a cartoon M16 or something, primary fire is a 3 round burst from a 20-30 round clip, secondary is the grenade launcher (Or the grenade launcher could be removed as a lame nerf, I don't care.) that fires grenades that explode on impact with any surface or player.
Advantages:
None, it's like the Huntsman- instead of giving the player another useless knockoff of their current primary, give them something completely new.
Disadvantages:
See Advantages.
[b]Napalm Flamethrower[/b]
I don't have the creativity to come up with a real name for this one.
Description:
Instead of catching people on fire, this flamethrower covers the target in liquid napalm, a sticky, red-hot substance that is almost impossible to extinguish. The only ways to extinguish are by Medigun and water. Compressed air blasts and Jarate have no effect on it, except the flames will go away. The target will continue to take burn damage from the incredibly hot sticky substance he is covered with.
Advantages:
More damage, much more damage inflicting than your standard flamethrower. Allows a compressed air blast.
Disadvantages:
The user is drained of 1 health for every second the trigger is held down. Half the ammo capacity of the standard flamethrower. Slows the user down 20%.
[b]Crit-a-Cola Fix[/b]
Instead of a lame, .1 second "mini-crit" boost, you get a 5 second max critical boost. You lose 25% of your health after drinking as punishment for being a junk food eating punk.
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