Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
I have two ideas:
Flamethrower Replacement: [B]The Afterburner[/B]
What it is: A jumbo jet engine with backpack straps. Yes, a literal jet pack.
How it works: Fuel is displayed by a meter like the spy's cloak. Holding the right mouse button down will start draining fuel and charging the AB. If you charge it up, the pyro will blast into the air and cause AOE fire damage around where he was standing when you release the RMB. When airborne, you can tap space to begin flying. This drains your fuel continuously until you land. Airborne controls work like noclip minus the flying through walls bit. The Afterburner also shoots fire out the bottom and burns anyone below you.
+10% speed increase while airborne
+Ignites enemies below you
+You can fly!
-10% speed penalty while walking
-No primary weapon
This allows the pyro to become an air support unit. Fuel would allow for a rocket-jump high blastoff and approximately 20 seconds of air time. Fuel replenished by ammo/metal sources. The release of this would include a new fighter pilot helmet for the pyro.
Heavy secondary replacement: [B]The Iron Curtain[/B]
What it is: A high-tech backpack and a metal flask of Vodka with a sheild engraved on it.
How it works: Rage meter filled by taking damage. Clicking causes heavy to take a sip from the flask and quickly heal 75hp. Clicking when the rage meter fills causes the heavy to down the whole flask and mash a button on the backpack. Backpack projects wrangler-style shields over the heavy and his nearby teammates, granting them 66% damage resistance. Lasts 20 seconds. Minigun accuracy decreased by 25% during the charge (heavy is drunk :v:).
+Projects shields around teammates for 20 seconds
-25% minigun accuracy while in use
-Need to take damage to charge up
Think of it as a reverse buff banner. It lasts twice as long as the buff banner/uber because it's much harder to obtain-- you'll need to tank about 500 damage to fill the meter, so healing will be necessary.
[B]Dalokohs Bar Fix[/B]
In addition to the +50 max hp the heavy gains medic-style health regeneration for the 30 seconds
I see your Afterburner, and I raise you my Hellclaw.
[B]The Hellclaw:[/B] Replaces Flamethrower.
This Flamer looks radically-different from all the others. For a start, the main weapon component is attached to the Pyro's right hand, allowing it to project flame as it would from the regular Flamers. Though this fire isn't as powerful than the regular Flamer, it holds a dark secret: the same sort of vile spirit that haunts the Eyelander now haunts the body of the Pyro, unlocking it's true pyrotechnic potential. Just as the Eyelander feasts on the vital energies of it's decapitated victims, so too does the Hellclaw, it's emerald flames supping on the very souls of those set aflame.
Should a player ignited by the Hellclaw die whilst still ablaze, their soul is forfeit, and the ravenous spirit within the Hellclaw becomes stronger, it's fires burning hotter and longer than they normally would. The reach of the flames increases with every soul devoured, and likewise does the intensity of the flames. Though the initial lick is still wanting in power, the Afterburn becomes deadlier with each soul claimed by the Hellclaw.
However, should the mortal host of the Hellclaw be killed, the souls will be lost, and the host must engage in the work of damnation to reclaim them. But better to die by than to lose your hard-earned souls to the dark knight of the North, the one who wields the soul-devouring "Eyelander". Do the flames a favour and claim the souls taken by the accursed dark knight, whilst also claiming his with the flames. Be sure to befriend the Yellow King, however, for his vile curse can further fuel the voracity of the flames even when the Hellclaw is at it's weakest, and can truly conjure hellfire when the Hellclaw is fully engorged on the souls of man.
Arcane description aside, here's the rough stats of the thing.
[U]Damage[/U]
[LIST]
[*]Close range: 4 per particle. (4 X 22.5 (number of particles per second) = 90 DPS) (regular Flamer stats have it at 6.2 per particle, do the math)
[*]Medium range to maximum range: Linear decrease from 4 per particle to 2.5 per particle (2.5 X 22.5 = 56.25 DPS) (regular Flamer particle falloff mellows out at 3.72 per particle at max range)
[*]Afterburn at 0 Souls: 3 damage every 0.5 seconds for 10 seconds. (60 total)
[*]+ Minicrits (35% more damage): 81 total.
[*]Afterburn at 1 Soul: 3.75 damage every 0.5 seconds for 10 seconds. (75 total)
[*]+ Minicrits: 101.25 total.
[*]Afterburn at 2 Souls: 4.5 damage every 0.5 seconds for 10 seconds. (90 total)
[*]+ Minicrits: 121.5 total.
[*]Afterburn at 3 Souls: 5.25 damage every 0.5 seconds for 10 seconds. (105 total)
[*]+ Minicrits: 141.75 total.
[*]Afterburn at 4 Souls: 6 damage every 0.5 seconds for 10 seconds. (120 total)
[*]+ Minicrits: 162 total.
[/LIST]
[U]Range[/U]
[LIST]
[*]0 Souls. (same as regular Flamers)
[/LIST]
[LIST=1]
[*]Close range: 0 to 200 Hammer units.
[*]Medium to maximum: 200 to 384 HU.
[/LIST]
[LIST]
[*]1 Soul.
[/LIST]
[LIST=1]
[*]Close range: 0 to 225 HU.
[*]Medium to maximum: 225 to 432 HU.
[/LIST]
[LIST]
[*]2 Souls.
[/LIST]
[LIST=1]
[*]Close range: 0 to 250 HU.
[*]Medium to maximum: 250 to 480 HU.
[/LIST]
[LIST]
[*]3 Souls.
[/LIST]
[LIST=1]
[*]Close range: 0 to 275 HU.
[*]Medium to maximum: 275 to 528 HU.
[/LIST]
[LIST]
[*]4 Souls.
[/LIST]
[LIST=1]
[*]Close range: 0 to 300 HU.
[*]Medium to maximum: 300 to 576 HU.
[/LIST]
For people who can't read complex stats, here's the shorthand:
[B]Afterburn damage and flame range increase with each kill[/B]
[highlight]Initial damage is decreased[/highlight]
[highlight]No compression blast[/highlight]
This weapon isn't necessarily best for direct combat, but is good for using in conjunction with other weapons such as the Flaregun or Axtinguisher. If you want to use this weapon to the best of it's potential, use it with the others to reap the enemy, and the flames will reward you with greater firepower with every life you take (up to 4, like the Eyelander). But if this progressive enhancement of the weapon isn't enough, then tell me.
If you think it needs some tweaks, point out what needs tweaking. Hopefully it'll send a few imaginations sparking. And do reply, any good designer needs feedback. Hell, ANY designer needs feedback.
Swift Cutlass - Replaces Bottle
+
• 25% faster rate of fire
• Kills give all teammates nearby (including you) a 20% speed movement bonus for 8 seconds.
-
• 40% less damage
Taunt: Demoman takes a small rum keg, drinks it empty, throws it away and burps loudly.
If that unlock's ever made, play this tune whilst fighting.
[media]http://youtube.com/watch?v=hOr7c7ybAgE[/media]
Also, any opinion on my Hellclaw?
[QUOTE=ironman17;23776499]walltext and stuff about another unoriginal eyelander thing[/QUOTE]
:frog:
Thank you, I will make the correct adjustments to the statistics based on your slathering drivel. (not)
And for the record, the whole "gain X when you kill an enemy" thing has only been done twice; once with KGB, once with Eyelander. Get your facts right before you try trolling me again, boy.
Emotional Ghastby
Level 15 Emotion Headgear
All four emotions fused into one convenient piece of headgear.
For people that preorder Portal 2
[QUOTE=ironman17;23779680]If that unlock's ever made, play this tune whilst fighting.
[media]http://youtube.com/watch?v=hOr7c7ybAgE[/media]
[/QUOTE]
I had the idea for it from Demoman's Tippler's Tricorne hat.
Indeed, a cutlass would be fitting for Demo, especially since his eyepatch just screams "pirate" even without the Tricorne.
Someone needs to make an SFMMV (Source FilmMaker Music Video) of this song.
[QUOTE=rotaivA;23779690]:frog:[/QUOTE]
Bah. It's just a weaker flamethrower with Eyelander attributes. Except it's horribly overpowered because it's a lot easier to get kills or assists with a flamethrower.
I've been thinking about an unlock for the Heavy, that was a really long time ago, but Valve had to ruin it by giving it to the Demoman.
Basically, it would be a pair of cannonball-shaped gloves filled with lead. Their weight slows you down a bit generally, and makes melee swings take longer to hit, but when you have them deployed, running in a straight line will make you gain momentum, progressively accumulating speed, unlike the Chargin' Targe which gives you an instant speedboost.
You cannot jump or strafe while "charging", but you can still turn, however inertia will make things a lot more complicated, and it will be hard to follow a precise trajectory.
When you have accumulated enough speed, your screen will become slightly blurred on the sides, and you become immune to knockback and slowing weapons such as Natascha, any melee swing will be critical, and when colliding with an enemy, you will knock them on the side, dealing minor damage to them.
The charge lasts forever, provided you don't interrupt it. You can interrupt a charge by running into a wall or move backwards to decelerate. When a charge is interrupted, you have to wait 10 seconds until you can charge again.
The major drawback of this weapon is that running into a wall with too much speed will damage and stun you for a second, so you are really fucked if you fail a charge, and no teammate is around. As a bonus, if an unfortunate foe happens to be stuck between you and the wall, they will be instantly killed, for a quite hilarious and humiliating freezecam and deathnotice.
Probably needs balance, because it seems a bit overpowered to be right now, but I think it would be very situational, yet really interesting. It would be absolutely shit in melee fights and small maps with not enough space for running. However, on large maps, it would be absolutely devastating and awesome.
Also, unlike the Chargin' Targe, this adds a true "oh shit" factor which makes Heavies a more dangerous threat. When you see a Heavy running towards you with huge cannonball fists, you know you're going to retreat while shooting at that motherfucker. You can also score crits forever as long as you don't slow down. And that's also its main drawback, since it's really hard to stop. If you end up being surrounded, you're stuck with melee and inaccurate steering, and your only option is to slow down or run into a wall, and both options will make you completely vulnerable for a short time, so it's pretty much a suicide move if you don't know what you're doing.
Quick stats:
-25% speed on wearer
+25% time between doing a melee swing and actually hitting
Running in a straight line brings you to Chargin' Targe speed within 3 seconds
When at above Soldier speed:
- You are immune to knockback and Natascha's slowdown
- Running into enemies will knock them on the side with a force and damage proportional to your speed
- Running into a wall will immediately interrupt your charge, hurting you with a damage proportional to your speed, and stunning you for 1 second
When at maximum speed:
- All melee swings are crits
Oh god, that just looks so horribly overpowered to me now. Not sure. But rhino charges using cannonball fists would be just so fitting for Heavy. And at least they would make more sense than a tiny wooden shield with a spike on it.
[editline]06:00PM[/editline]
[QUOTE=ironman17;23779711]
And for the record, the whole "gain X when you kill an enemy" thing has only been done twice; once with KGB, once with Eyelander. Get your facts right before you try trolling me again, boy.[/QUOTE]
Twice is already too much. And it's not trolling.
Really? Two times is too much? Well what about fire then? That's been used three times, but you don't see anyone whining about it. Okay, so it's all for one class, but that's not the point. Explosives have been used five times, six if you include Tier 3 Sentry Rockets, across three different classes. As for healing, that's been used five times as well, two for Medic, one for Engie, and two for Heavy.
Twice is NOT too much for a weapon aspect, [highlight]NEVER[/highlight] too much.
Also, would it work if it required MORE kills to progress it, since it's easier to get a kill? Besides, it's not necessarily focused on the direct damage, it's more on the Afterburn side, just like Pyros are meant to do.
Backpack as a misc.
Allows you to pick up ammo, health and metal gibs to drop for your teammates. Soldier can't equip buffbanner with this & Sniper can't equip razorback, the Pyro's backpack will be a purse due to him having a propane tank welded to his back, and the Scout & Medic could have a messenger bag or fanny pack. Limited to picking up 5 items for example 3 ammo boxes and 2 health, metal gibs limited to 200 like the Engineer. The more items you carry the slower you are, Heavy in unaffected by this as he's just a walking brick.
The downside to carrying this pack is that you get weighed down by the ammount of items you pick up, and you don't automatically use items you pick up. You gotta drop them to use them.
I dunno. Some weapon aspects should really stay unique. Or at least belong to the same class. I still can't believe Valve ruined bleeding by giving it to the Southern Hospitality, while the Tribalman's Shiv already had it. Bleeding should have been stayed a unique attribute which is exclusive to the Shiv.
And your weapon is way too similar to the Eyelander. The KGB has a temporary buff, this is a permanent buff, and the way it is described reminds me too much of the Eyelander, even though it's not the same. Plus, longer flame range is going to be so horribly annoying, so many people have been already complaining about the flamethrower's range, you shouldn't make that even worse.
Well what would you do to change it? Just a simple question, not asking the universe of ya.
[QUOTE=ironman17;23781051]Well what would you do to change it? Just a simple question, not asking the universe of ya.[/QUOTE]
Afterburn is a strategical aspect of the game which makes enemies want to retreat, and eventually kill them in the process. Increasing afterburn damage would be interesting, but will probably turn the alternate flamethrower into a "noob weapon", as competitive players say. That would be actually quite true since you'd be able to rack up a lot more easy kills.
I think a interesting alternative would be to make players want to retreat rather than fight, and make that depend on teamwork. Basically, a flamethrower with a much shorter afterburn, but every time its victims take damage (other than fire damage), the afterburn timer is resetted.
Additionally, when enough damage is received, the afterburn damage will increase by one.
To indicate that on the victim's screen, I guess the fire should have a more red, weaker tint at first, and should do a distinct burning sound. Every time damage is taken, the fire becomes white hot for a moment and then turns back to red again. When a damage milestone is reached, you can hear a firecracker-like sound, and the fire glows slightly brighter and covers a little more of your screen.
That would also encourage Pyros to shoot their victims with a shotgun to keep them burning.
-50% afterburn time
Afterburn timer is reset every time victim is damaged by anything else than fire
+1 afterburn damage on victim every 50 units of damage they take
[highlight]Tribal's Dust-blower[/highlight]: [u][i]secondary slot[/i][/u].
[b][i]Level 32 blowpipe.[/i][/b]
[i]An ancient weapon handcarved from the very depths of Africa. It also serves as a good flute.[/i]
Shoots a poisonous dart which causes the enemy to lose health over time. Not possible to reload, as it only has 5 ammo, which can be shot with an interval of 3 seconds while the sniper catches air. Has the shooting range of a pistol. Holding secondary attack button, will result in Sniper catching more air allowing him to blow further and also crit. (Holding for long, will result in sniper losing breath and have to start over)
[i][b]+ Enemy loses random amount of health over time after being shot.
+ Gives a healthboost of 10% for 4 seconds after a successful one-hit-kill.
- No reload, can only carry 5 darts.
- No random crits.[/b][/i]
Note; Taunt button will result him playing a Zelda tune using it as a flute.
Gives a green blurry screen effect for the victim.
Dart poison only lasts for 3 seconds.
Spy:
(replacing the normal knife)
Poisoned knife
-No instant kills, effect occurs regardless of position
-Knife adds "poison" effect (think bleeding effect, but green)
Throwing knife
-Knife supply of 3-5
-critical hits upon thrown
-instant kill upon hitting head or back
-0% backstab/melee damage (on the plus side, even if you do it doesn't decloak you)
Scout:
(melee weapon of course)
Runner's Gloves (ala Mirror's Edge)
-Speed increased by momentum
-Second jump height increased slightly (maybe not? I thought it'd be the same as if the scout could grab ledges)
-minus 50% (or should that be 25%?) melee damage
-secondary stuns enemies for a short time
Sniper:
(can't decide upon slot)
Slingshot
-bar that increases damage like Hunstman, but not enough to kill (but can half enemy's health perhaps?)
-secondary stuns (or slows) opponents upon headshots
-Shots have about half the curve of huntsman (or should it be no curve?)
Blowgun
(main slot)
-has 10-15 shots
-shots poison enemies, giving damage over time
-no critical upon headshot
-shot curves like huntsman
[QUOTE=_Kilburn;23781431]Afterburn is a strategical aspect of the game which makes enemies want to retreat, and eventually kill them in the process. Increasing afterburn damage would be interesting, but will probably turn the alternate flamethrower into a "noob weapon", as competitive players say. That would be actually quite true since you'd be able to rack up a lot more easy kills.
I think a interesting alternative would be to make players want to retreat rather than fight, and make that depend on teamwork. Basically, a flamethrower with a much shorter afterburn, but every time its victims take damage (other than fire damage), the afterburn timer is resetted.
Additionally, when enough damage is received, the afterburn damage will increase by one.
To indicate that on the victim's screen, I guess the fire should have a more red, weaker tint at first, and should do a distinct burning sound. Every time damage is taken, the fire becomes white hot for a moment and then turns back to red again. When a damage milestone is reached, you can hear a firecracker-like sound, and the fire glows slightly brighter and covers a little more of your screen.
That would also encourage Pyros to shoot their victims with a shotgun to keep them burning.
-50% afterburn time
Afterburn timer is reset every time victim is damaged by anything else than fire
+1 afterburn damage on victim every 50 units of damage they take[/QUOTE]
Interesting theory. Stoking sounds like it could be quite a useful tactic, although not everybody takes 50 damage from other sources and live long enough after being set ablaze. Maybe decrease the required damage for each Afterburn "fire-up", about 30, then it'd give a player more "agony time" to experience the damage. I know, it'd probably garner a bit more rage, but the game's a living ball of schadenfreude, some players practically LIVE off of the misfortunes and sorrows of others.
And there's one thing that would garner even greater rage in the game than Stoking ever could: fire that slows down players. THAT would NEVER make it in, even if it dealt way less damage. Axtinguishers are pretty deadly even without Slowing fire. Unless... Unless it was the kind of fire that wouldn't react with the Axetinguisher. Though it'd be silly to have a Flamethrower that spouts Bleeding damage, that wouldn't work. Ice would be the antithesis of the Pyro's fire-based nature, so a Coldthrower's out the window too.
[QUOTE=Loch;11364855]An infinite cloak for the Spy.
... provided he stays 100% still.[/QUOTE]
That's basically the Cloak and Dagger.
[QUOTE=usaokay;11367441]Sniper:
A jar of piss - It kinda works like a demo grenade, except it is weaker and it doesn't bounce. The positive side is that the enemies will get poisoned and the damage will be stronger than a Pyro's flamethrower if it hits them on impact.
It will also take 4 seconds to let the sniper "refill" the jars.[/QUOTE]
Aint going to happen in TF2
[QUOTE=JustGman;23784486]That's basically the Cloak and Dagger.[/QUOTE]
I think the post was made before the Spy update.
For the Medic:
Ze Doublecharger
- Double barreled Medigun, one barrel default Medigun, the other is the Kritzkrieg-barrel
- +25% time until fully charged (slower charge time)
- Only 125% overheal, but overheal stays
- Upon chargin, the target becomes both Critcharged and Ubercharged (Medic also becomes Ubercharged)
Engineer pistol:
The R.E.P.A.I.R
+50% clip size
50% of damage dealt auto-repairs buildings.
Does not lose so much damage over a distance
-20% damage vs players.
Pyro shotgun:
Incendiary shotty:
Ignites players,
Burn duration is damage divided by 10,
Mini-crits burning targets,
20% more accurate,
Burn cannot stack,
Cannot crit,
-10% damage vs players.
The Sniper's Sidearm.
-10% damage,
50% more accurate,
+25% clip size,
90 secondary ammo reserve,
Little damage loss over a distance.
[QUOTE=ironman17;23784485]Interesting theory. Stoking sounds like it could be quite a useful tactic, although not everybody takes 50 damage from other sources and live long enough after being set ablaze. Maybe decrease the required damage for each Afterburn "fire-up", about 30, then it'd give a player more "agony time" to experience the damage. I know, it'd probably garner a bit more rage, but the game's a living ball of schadenfreude, some players practically LIVE off of the misfortunes and sorrows of others.[/QUOTE]
Yeah, I've been thinking about that. But on the other hand, a single melee hit, or a rocket to the face already does more than 50 damage. I think it's balanced this way. If you think you can survive because you have a medic or health regeneration, at some point you'll burn faster than you get healed.
[QUOTE=ironman17;23784485]And there's one thing that would garner even greater rage in the game than Stoking ever could: fire that slows down players. THAT would NEVER make it in, even if it dealt way less damage. Axtinguishers are pretty deadly even without Slowing fire. Unless... Unless it was the kind of fire that wouldn't react with the Axetinguisher. Though it'd be silly to have a Flamethrower that spouts Bleeding damage, that wouldn't work. Ice would be the antithesis of the Pyro's fire-based nature, so a Coldthrower's out the window too.[/QUOTE]
Ouch. :v: Nah, that's definitely too much overkill. As I said, I think special attributes like bleeding or slowing down should stay unique. Fire doesn't count because the only weapons which cause fire are specific to the Pyro. Bleeding should have stayed specific to the Shiv, and I think it was a huge mistake from Valve to add it to the Southern Hospitality. Natascha already does her job at slowing people down, so I don't think the Pyro should need that as well.
Maybe the hellclaw could shoot balls of green fire instead of being a constant stream? I love the idea.
I always thought the idea of a flamethrower more compression blast oriented was good, because we already have one that does the opposite.
Could be:
-15% damage to players
No Random crits
+Compression blast only requires 10 Ammo.
The aviator:
-lv20 rocket launcher
-For every second you're in the air from a rocket jump, the rocket gains 25 damage.
-10% Larger blast radius.
-20% less damage when not in the air.
Looks like the soldier scrapped it together from an old fighter. Propeller spins in the back with every second in the air. The damage buff only applies to rockets you fire in the air.
[QUOTE=elitestrider;23786912]The aviator:
-lv20 rocket launcher
-For every second you're in the air from a rocket jump, the rocket gains 25 damage.
-10% Larger blast radius.
-20% less damage when not in the air.
[B]Looks like the soldier scrapped it together from an old fighter.[/B] Propeller spins in the back with every second in the air. The damage buff only applies to rockets you fire in the air.[/QUOTE]
Didn't somebody make that for the Polycount contest? I remember seeing someone making a model like that.
Lots of unlocks incoming. I like a lot of them, but some of them are kinda meh even in my opinion.
Spy
=Camera
Replaces the revolver.
For spies who want to be useful to the team.
Pros:
+The health of all enemies within a certain radius of you is displayed to teammates.
+Primary fire takes a picture of every enemy in your field of view, marking them as targets. Enemies marked as targets can be seen through walls (Marked enemies that you see through walls are a solid color)
+Does not undisguise you when used.
Cons:
-No way to defend yourself.
Notes:
=Primary fire has infinite ammo, but has a 15 second cooldown.
=Makes the Spy more teamwork-oriented instead of a "lone wolf" type of class.
=Has an "eject brass" like shotguns or the scattergun. The "brass" is a picture. (A screenshot of your firstperson view, without a hud or viewmodel, that is printed out of the camera.)
=The muzzleflash is a usual camera flash, but can not be seen by your enemies when you are disguised.
=Looks like the camera beard camera.
Taunt:
=The spy turns the camera around and takes three pictures of himself looking menacing, silly, and shocked. The pictures are printed out of the camera in the same way as if you had actually used the camera.
=The Shroud
Replaces the cloak.
For spies who don't get caught and don't like getting caught.
Pros:
+Bumping into or getting shot by enemies while cloaked does not reveal you.
+You take no damage when cloaked.
+Cloak is silent (except to the user)
Cons:
-Cloaking takes 60% more time.
-Uncloak takes 20% more time.
-Recharge is 35% slower.
-Uncloaking takes 15% of cloak away.
Notes:
=Cloaking makes a faint sound (like a breeze) that can only be heard by the user.
=Black cloth wrist strap with a silver body... thing. The screen is black with a team-colored LED display. It displays cloak time left with numbers. (12:34 is 12.34 seconds)
=The Resolver
Replaces the revlover
Good for people who want the revolver as a backup/defense weapon.
Pros:
+Minicrits on someone who is chasing you or has significantly damaged you in the last five seconds.
+30 health for shooting someone who is chasing you or has significantly damaged you in the last five seconds
Cons:
-40% less damage against someone who is not chasing you and has not significantly damaged you in the last five seconds.
-Reloads each bullet individually
Notes:
=Looks like the HL2 revolver
=Fancy gloves
Replaces the knife
Good for taking out lone engineers
Pros:
+Does not take disguise down
Cons:
-Goes into a third person animation when you "stab" someone from behind
Notes:
=The third person animation looks a lot like the smoker's "clawing at someone who was pulled in" animation, but it's strangling.
=You look like the class you are disguised as, so you might see a red sniper strangling a blu spy or a red engie strangling another red engie (with the same name!!)
=Punches for non-backstab attacks
[img]http://images2.wikia.nocookie.net/teamfortress/images/1/1f/Tranq.png[/img]
=The Tranq Gun
Replaces the revolver.
Helps spies escape after being detected in exchange for firepower
Pros:
+Slows enemies' movement speeds (20%) and rate of fire (35%) for 5 seconds
+Perfect accuracy. (Revolver's is near-perfect)
+Spies can not be seen by the enemy they shot if they are a certain distance away.
Cons:
One shot per clip.
Much slower reload than original revolver
Notes:
=Shoots a tranquilizer dart
=Can not affect the same person with the tranq gun for another 15 seconds
=Effects do not stack
Taunt:
=Revolver taunt
=Second-hand smoke
Replaces the disguise case
Allows spies to assist their team or escape from a hairy situation.
Pros:
+Clicking primary fire with this out throws a smoke grenade disguised as a cigarette onto the ground. The smoke immediately obscures a small area
Cons:
-You go into a third person animation to disguise. This animation takes 3-4 seconds
Notes:
=The smoke grenade/cigarette...
==Enemies can't see very far in front of themselves (but can still see a few feet). This includes sentries, although they can see a bit further.
==Makes you fully invisible if you start cloaking
==Makes you fully invisible while cloaked, even if you bump into an enemy.
==Hides any smoke coming from
Soldier
=Airshotty
For people who can pull off a rocket-shotgun combo or for soldiers who are constantly plagued by scouts hopping around like litte bunnies.
Pros:
+Full crits against enemies in the air
Cons:
-35% damage reduction (anti-minicrits) against anyone on the ground.
Notes:
=Being in water counts as being on the ground.
Engineer
[img_thumb]http://tf2wiki.net/w/images/6/66/Nailgun2.jpg[/img_thumb]
=Nail gun
Replaces the Shotgun
Allows engineers to take care of their sentry from a distance.
Pros:
+shooting sentry heals it slightly faster than a sapper damages it, but does not take off sappers.
Cons:
-much lower damage
Notes:
=drains directly from your metal count
Taunt:
=Puts the gun away, winds up, and does an uppercut (Kills instantly)
=EMP grenade
Replaces pistol
A temporary boost in turtling power
Pros:
+Steals ammo (and metal, ubercharge, cloak, recharge meter) from enemies slowly in a medium-sized radius
+Converts it to metal that goes directly to you
Cons:
-Takes 30 seconds to recharge
Sniper
=Crossbow
Replaces sniper rifle
Somewhere between Huntsman and Sniper rifle
Pros:
+Scopes, but not as much as the sniper rifle
+Bolts fly straight and fast
Cons:
-Long reload time and draw time
=Even damage at all ranges
=Revolver
Replaces SMG
Make your shots count.
Pros:
+Does a lot more damage per bullet than SMG (65 at close range, 50 at medium range, 35 at long range)\
Cons:
-Clip reduced from 25 to 6
-Slower rate of fire (even slower than spy revolver)
Notes:
Looks somewhat like HL2 revolver
Demoman
=Health regen drink
Pros
+Taunt regenerates 50 health
Cons: -20 damage (30% reduction)
Scout
=Alternate Dual barrel
Replaces scattergun
Good for either hit+run or combat scouts
This is a more extreme version of the FaN, without knockback.
Pros:
+50% more damage at close range
Cons:
-clip reduced to 1
-medium and long damage decreased (ridiculously low damage)
-much, much less accurate.
Notes:
=With this, you are forced to get really close to your enemies to do significant damage, but you get a lot more firepower.
=Caffine!
Replaces pistol
Good for jumping around a lot and annoying enemies.
Pros:
+While equipped, passive 15% speed bonus
+while buff is active, 25% speed bonus (this stacks with the passive bonus)
+While buff is active, you can quadruple jump
Cons:
-No pistol
Notes:
=You drink it just like bonk, however you stay in firstperson while using it.
=Takes 15 seconds to regenerate
=lasts 6 seconds
=Domination Bat
Pros:
+Domination after one kill with this bat
+30% more damage
Cons:
-60% slower swing speed
Notes:
=Makes scout say bonk every time you hit someone with this bat
=Unnamed bat replacement
Pros:
+on hit - 5% overall crit chance increase
+on kill - crits for 5 seconds
Cons:
-60% slower swing speed
Notes:
=Looks like a wooden baseball bat with (slightly bent) nails through it.
=Corked Bat
Pros:
+Knockback on hit (A LOT of knockback, about rocketjump distance)
Cons:
-40% slower
-Breaks on one hit. When broken, no knockback, but you can still stab with the broken handle.
Notes:
=Recharges in 10 seconds after broken
=Fists
Pros:
+20% running speed bonus
+10% firing speed bonus
Cons:
-35% damage decrease
-15% damage decrease against heavies (Does not stack with the 35% decrease)
-Scout Pegasus boots
--While Capturing/Defencing a Point OR Pushing/Defending the Cart OR Carrying intelligence...
-----+2 Health regen every second
-----10% less damage taken from bullets
-----15% less damage given when using scattergun
-----+25% more damage given when using the melee
Sorry, you need to Log In to post a reply to this thread.