Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
I think the Spy's replacement for the revolver should be a "mock gun". Instead of having an actual weapon a Spy can be much more sneaky by getting a gun that fires out the gun of whatever class he is disguised as, but does no damage(to team mates or enemies). So if he is disguised as a pyro he can pretend to be firing a flamethrower.
Ammo would apply too, if he is disguised as a pyro he only gets about 50 ammo.
[QUOTE=yawmwen]I think the Spy's replacement for the revolver should be a "mock gun". Instead of having an actual weapon a Spy can be much more sneaky by getting a gun that fires out the gun of whatever class he is disguised as, but does no damage(to team mates or enemies). So if he is disguised as a pyro he can pretend to be firing a flamethrower.
Ammo would apply too, if he is disguised as a pyro he only gets about 50 ammo.[/QUOTE]
That would leave the Spy with a very weak knife to fight enemies off with.
[QUOTE=Dr Bob]That would leave the Spy with a very weak knife to fight enemies off with.[/QUOTE]
A Spy doesn't fight, he sneaks around and backstabs enemies and destroys buildings. If a spy gets into a fight at all then he is 9 times out of 10 a dead man.
Engineer
Shotgun - Replaced with a gun that gives metal when it hits enemies, doesn't crit though.
Pistol - Replaced with an EMP that turns off all demo stickies and spy sappers within x meters (like 5 or so), but has a slower rate of attack than the pistol (very slow).
Wrench - Replaced with a melee weapon that grants 100% crits on cloaked spies and disguised spies, no crits against anyone else.
Removes sappers and whatnot like usual.
Ooooh I love this thread.
I bet Valve will eventually do this...
Spy:
EMP Sappers = Sappers take 2 times longer to destroy buildings but they also take 3 times longer to remove. The sentry gun is still active while it is supposedly sapped (still loses health).
Engineer:
Irene = A super wrench that doesn't crit but repairs/builds buildings twice as fast and allows you to hold 355 metal (dispenser + sentry gun + teleporter), however this will not be able to remove EMP sappers.
Teleporter replacement:
An experimental teleporting booth. It is slightly larger than the standard teleporter which makes it an easier target and lets up to two people fit inside. It takes 3 seconds after standing inside it to appear at the other end. It occasionally will break down with flashing lights, smoke and an alarm. If you are in the middle of teleporting while it breaks down, it will leave you behind in an empty void which drains your health. Your teammates can repair it quickly by whacking it a few times to bring it back to normal, but you will still have lost some health.
Otherwise, it'll save you time teleporting.
Not so unlock, but spies should be able to have disguises shown with an unlock. Would be random though
Thoughts of Scout Achievements and Unlockables:
[b]Unlockables[/b]:
1: Buckshot Scatter Gun
- Does more damage
- Slower firing
2: Spy Detector
- Works like the Scout's natural ability in Team Fortress Classic. Approach a enemy Spy, and their disguise will be unraveled but only to you.
- Infinite use, like the Sandvich.
3: Slugger
- Can reflect Grenades, Stickies, and Rockets only when attacking
- Less crits, slightly more damage, slower swinging.
[b]Achievements[/b]:
[b]Bully[/b]:
Kill 10 Heavies eating Sandviches using the Bat.
[b]Baseball Master[/b]:
Reflect 10 Grenades by hitting them with the Slugger
[b]Brooklyn Style Beating[/b]:
Work with 2 other Scouts to take down an enemy using only your bats
[b]Blood Punched Out[/b]:
Battle a Heavy with only melee weapons and lose to a critical punch.
[b]Medicinal Bonk[/b]:
Beat a Medic wielding an Ubersaw with the Slugger or Bat.
Non Scout Achievements:
[b]Vital Team Resource[/b]:
In a team match, be the only one to capture a point.
[b]Dispenser Addict[/b]:
Call for a Dispenser 100 times.
[b]Engineer[/b]: Seeing as they have the strongest weapon ingame, the sentry, I'd see em needing more support/team weapons.
Shotguns Unlockable: Absolutely does no damage at all to the enemies, but rather steals their ammos. For 1 shot out of all sprays, gets 10 metals. So, if you get close to your enemies and fire your shotgun, you might get tons of em, but then again, your enemy might be a pyro, heavy, soldier, or whatnot and kill you, leaving your metals worthless.
Pistol Unlockable: Again, does no damage at all, however, it can shoot metals. If your equipped with this unlockable, you can shoot your friendly's engineers sentries to help upgrade it, shoot the dispenser to help fill it, or shoot the engineer to help him build stuff. Pistol takes 10-20 metals out of your own, so theoritically, you can have unlimited ammo.
Wrench Unlockable: Seeing as the other 2 unlocks does absolutely noting for your survival, this one will. This sacrafices your ability to upgrade your sentries, so you need your teammates to upgrade them for you. However, this thing can do more damage depending on the enemie's ammo. For example, if a Heavy has 100 ammo, it'll do 100% more damage.
I'll post more when I can think of it.
The cigar idea was really good, just one question. If you walk into the enemies base in 2fort and used a cigar, would it cover the whole base in smoke? Or would the walls be able to stop it?
Scout:
"Out-field player
The first of the scouts unlocks is the "Out-field player" . This small compact SMG is great for the scout, with it being very accurate and having a high rate of fire, is's great for scouts that are on the move. While not as powerful as the scattergun it's great for staying away from danger and not having to get up-close and personal.
+rate of fire
+reload time
+accuracy
-loss in firepower
"Homerun Bat"
The second unlock for the scout is the "Homerun Bat" this beautiful wooden bat is the first bat Babe Ruth used to get a homerun. All it takes is a good powerful swing and it can hit anything out of the park. While this bat's primary attack is weaker then the the originals, it's secondary attack unleashes a full swing. With 15 second it can take out a solider in one powerful swing appropriately with a loud victorious "BOINK!"
+secondary fire
+one hit kill
+BOINK
-15 seconds to get full effect of "homerun hit"
-weaker primary attack
"Baseball Glove"
The final unlock for the scout is his favorite "Baseball Glove" this leather glove can final take the fight back to the scouts mortal enemy the Solider. When you have this glove out and hold down the primary fire it catches any projectile including those crit rockets that always get you. When caught the gives the scout 5 seconds of 100% critical hits and a 50% speed boost. But catching the projectiles is hard enough being a small spot to catch and loosing your handy pistol it can make those reloads and those missed projectiles killer.
+catching projectiles
+5 seconds of 100% crits and 50% speed boost
-Small spot to catch projectiles
-loss of pistol
X-ray goggles for the spy.
+can see through walls
+won't remove disguise
-replaces cloak
-needs to recharge like cloak
-enemies can see the users goggles while in use
Engineer:
Dispenser Replacement - Tesla Tower
This replaces your dispenser, but electrocutes nearby enemies withing the distance of a control point, so it makes for good sentry defense. It does a drain type damage effect, but does it quickly enough to kill a scout or spy within 3 seconds. It can also be used as a trap by putting it in corners or behind walls, so that enemies are unexpectedly zapped when going through a certain area.
It does not zap disguised spies, and can still be sapped. The drawback is obvious; no dispenser for health, ammo, and metal.
[QUOTE=Achilles123]The cigar idea was really good, just one question. If you walk into the enemies base in 2fort and used a cigar, would it cover the whole base in smoke? Or would the walls be able to stop it?[/QUOTE]
I think the walls could stop it, and if the Smoke hits a wall, it will go to the edge of the smokescreen, allowing it to billow along corridors and out of doorways. So it can and can't cover a whole base in smoke. It'll smoke up an area, and then move on to nearby areas.
Am I the only one who HATES natascha's spin sound? It's so high pitched and whiny.
[QUOTE=Smirnoff Joe]
[B]Knife replacement: Katana.[/B]
Deals better damage (the classic 45-85), but has a slower swing. Backstab has same effect, only it looks more awesome (blade coming through the chest, and a shocked look on your victim's face), and restores 33% cloak battery
[/QUOTE]
A Katana would be awesome for the Spy, but I don't really think it fits his style. He's a 007 esque spy, not a samurai or a ninja.
[QUOTE=Smirnoff Joe][b]Spy.[/b]
[b]Pistol replacement: Dartgun.[/b]
Holds 6 shots like the old one, does less damage, but can deal damage over time like a Pyro, except it can't be extinguished by water.
[B]Sapper replacement: EMP.[/B]
Temporarily disables all machines for 5 seconds in a radius equal to that of a control point. Can be thrown from a short distance, with a 3 second delay before activating. Does no damage, so is best for working in conjunction with allies.
[B]Knife replacement: Katana.[/B]
Deals better damage (the classic 45-85), but has a slower swing. Backstab has same effect, only it looks more awesome (blade coming through the chest, and a shocked look on your victim's face), and restores 33% cloak battery.
[B]Disguise Kit replacement: Cigars.[/B]
When you smoke it, a large smoke cloud will appear, covering a large area, with roughly the same diameter as the 2fort bridge, lasting for 12 seconds. In the smoke, no-one can see, even Sentries, on BOTH sides, and it could cause lag for old machines. Thankfully, you have infinite cigars. But on the other hand, each Cigar you smoke will damage you for 25 Health, and Pyro's can use their Airblast to take 3 seconds off of the Smokescreen effect. However, as another plus, smokescreens extinguish and stop ALL fire, rendering a Pyro's Backburner or Flaregun useless. Finally a chance to fight back. But you cannot use disguises.
[B]Scout.[/B]
[B]Scattergun replacement: Bolt Rifle.[/B]
Holds 6 shots like the Scattergun, deals less damage, but can be iron-sighted to slow an enemy down until he is healed. Basically a fusion of Natascha and the Sniper Rifle, except without a hail of bullets or charged shots. Yet again, good for teamwork, but a change from the usual hit-and-run tactics.
[B]Pistol replacement: Tommygun.[/B]
Has a clip of 30, same damage per shot as the Pistol, except with less accuracy, and automatic fire. Not too good for the medium-long range shootings of the old pistol, but can compliment a Scattergun very well.
[B]Bat replacement: Sandy.[/B]
A sturdy wooden bat, with slightly weaker hits (23-43, like Axtinguisher) than the ordinary aluminium bat, but the secondary fire can be held down for a stronger hit (60-100), but slows you down whilst charged. Crits are common with primary hits, but are non-existant in secondary, for obvious reasons. Yet again, a diversion from the ol' hit-and-run. Also, when set on fire, Sandy will make your weapons deal 100% crits for as long as the fire burns. This encourages you to take on enemy Pyro's.
[B]Engineer.[/B]
[B]Shotgun replacement: Railgun.[/B]
6 shots, like old Shotty, more accurate, normal damage, alternate fire charges the round to push an enemy back with the blast. Charged blasts do less damage, though, and draws energy from an energy bar. Simply clicking alt-fire will just force them back with the force of an Airblast, and draw off one quarter of the energy, whilst holding it down for 5 seconds will force them back very fast, and drain all the energy in the bar. The energy recharges over time, but can be topped up by Dispensers, cupboards, and health packs. Mediguns recharge the battery as well.
[B]Pistol replacement: Raygun.[/B]
Fires deadly energy rings (25-30 at point blank, 15-20 at medium range, no long range because the rings decay at long distance), at a rate of 5 per second, with a battery of 100 (no need to reload). When an enemy dies from Raygun fire, he gets vapourised, and only the skeleton remains. A fun weapon, but has two flaws: Overheating and non-functionality underwater. Firing the Raygun for 3 seconds straight will make it overheat and stop working until it cools down, which takes 8 seconds. When in water, however, the Raygun cools down immediately, but don't fire it while in the water. If you do, you get vapourised yourself.
[B]Wrench replacement: Blowtorch.[/B]
An alternation to the Wrench, with a different way of repairing buildings. instead of repairing in chunks, it repairs in a constant stream, like the Medigun, repairing faster than a Wrench does. And as it heals in a stream, it deals damage in a stream at 50 DPS (weaker than Wrench hits per second), with less crit chance, but can convert each damage point into metal. So Wrench is for defensive Engineering, whilst Blowtorch is for rapid repairs and resource replenishment.
[B]Sentry replacement: K-9.[/B]
A Sentry that can move, yet is slightly weaker than a stationary one. All 3 versions (Tier 1, Tier 2, and Tier 3) follow the Engineer, and will call out for repairs when damaged, which sounds like a robotic whine, and shows up as a gear in a speech bubble on the screens of all nearby Engineers. Level 1 is faster than Engie, and fires its gun at nearby enemies like a normal Sentry. Level 2 is now just as fast as Engie, has more firepower and health, and will growl at any nearby disguised Spies, though it doesn't attack them unless they aren't cloaked or disguised. Level 3 is now slower than Engie, has lost the Spy sensor, but now has much more health and much more firepower, including rockets. Good for offense, but not quite so for defense.
[B]Dispenser replacement: Cooler.[/B]
A lesser Dispenser that you can carry around in weapopn slot 6. Everyone around you receives Health and Ammo (and energy of all kind), although slightly less than a normal Dispenser. But you don't get any of the stuff unless you hold down the primary fire, which keeps you still until you let go of the LMB. The Cooler cannot be sapped unless the Engineer is using it himself, or the Engineer is dead and has dropped it.
[B]Teleporter replacement: Displacer.[/B]
A Teleporter gun, which fires an entrance (primary) and an exit (secondary), that has no charge-up time, but has a transit time of roughly 5 seconds, from entrance to exit, and the telepoints (teleporter entrance/exit) take 2 seconds to charge up and fire. If an Engineer dies, both telepoints are destroyed, and anyone in transit will die by falling through a team-coloured dimensional void. The transit method used in the Displacer has proven to be relatively safe (only 1 out of 10 transits result in a telefrag), but the device, however, has not. Weapons fire will damage the dimensional breach. Do not submerge the Displacer in water, even partially (Seriously, don't. It WILL explode.). Do not touch the operational end of the device. And most importantly, do not let the Heavy sit on it.
[B]Sniper.[/B]
[B]Sniper Rifle replacement: Matilda.[/B]
A long-range crossbow, with no headshots, but makes you invisible when not moving and wielding Matilda. Good for stealthy elimination.
[B]SMG replacement: Winchester.[/B]
Same as the old Shotgun, except more accurate, with a slightly longer reload.
[B]Kukhri replacement: Machete.[/B]
Has a slower swing, and after 5 whacks, a Zone meter fills up. Upon activation, the Sniper enters the Zone, where every shot from the secondary weapon hits the exact point where the big team-coloured crosshair is, and all hits are as if they were shot at point blank. Being in the Zone lasts for 15 seconds, so make EVERY shot count. Also, the Zone creates a fisheye effect on the screen, and secondary fire on either Winchester and SMG will zoom in.
[B]Soldier.[/B]
[B]Rocket Launcher replacement: Missile Launcher.[/B]
Same clip, less damage, missiles are guided. Isn't that all we could ever need?
[B]Shotgun replacement: Jetpack.[/B]
Something completely different. It keeps you airborne, and allows you to reach good vantage points. With the Jetpack equipped, the Soldier has something that looks like two big cartoon fireworks connected to a gas tank attached to his back. The longest you can keep the Jetpack going for is 8 seconds, and then there's a 12 second recharge time. One way to conserve fuel is to jump before you jet, and short bursts help too. One thing that isn't too good about the Jetpack is that it slows you down. And if you die in mid-air, your Jetpack keeps on going until you run out of fuel, allowing for some amusing aerobics, and potentially distracting players.
[B]Spade replacement: Gravedigger.[/B]
Slower swing, weaker initial damage, poisons enemies for 100 damage over 10 seconds, and hitting corpses with it will bury them and give you 1 point.
[B]Demoman.[/B]
[B]Pipe Bomb replacement: TNT.[/B]
Weaker damage, but can stick to players. It can be good for doing to an enemy Engineer what Master Chief does to Grunts.
[B]Sticky Bomb replacement: Spider Mines.[/B]
Lay them down, and when an enemy enters their sensor radius, they'll spring up out of the ground, and a second later they'll zip towards you at Scout speed and explode. You can only lay down 6 at a time, and remote detonation is no longer implemented to them, but the increased damage per mine is more than worth the sacrifice. Also, they don't vanish when you die.
[B]Bottle replacement: Tabasco.[/B]
Decreased damage, taunt adds belching fire (a real whole-hearty belch of fire, instead of the pansy burp that escapes his lips when he knocks back his scrumpy), and each hit with it adds to a Napalm meter. After 4 hits, it is full, and when you taunt with it this time, all your bombs will set people on fire when they explode. Fire-bombs are signified by a team-coloured fire effect on them. The fire-charge effect will only last as long as 20 seconds, but the firebomb effect for deployed bombs lasts until they are blown up.
That was a lot. And all in 4 hours, too! Do you all like any of them?[/QUOTE]
damn good engine ideas k-9 sounds cool
Maybe engineer has a dispenser that makes beer that gives you a little health boost, but makes your screen blurred or character stumble around while you have the boost? Getting shot(IE, lowering your health to the max or lower), will remove the boost and the effect.
[QUOTE=Javascript]Am I the only one who HATES natascha's spin sound? It's so high pitched and whiny.[/QUOTE]
Do you have custom sounds for it because if sv_pure is on it can make some custom sounds make a loud screech? If not then you must be smoking something good.
[QUOTE=Smirnoff Joe]I think the walls could stop it, and if the Smoke hits a wall, it will go to the edge of the smokescreen, allowing it to billow along corridors and out of doorways. So it can and can't cover a whole base in smoke. It'll smoke up an area, and then move on to nearby areas.[/QUOTE]
Okay, but the spy can't see through it either? Also, for Matilda (Sniper Unlock) wouldn't that be kind of overpowered? I could just sit and shoot, and shoot, and shoot. Maybe lowered ammo so you have to go back for more more often?
Scout
a nail gun does a lot of damage replace's scatter gun
a bat with a big nail in it you know what it replace's
Spy:
1. Electasap:
Similar to the sapper, except it saps twice as fast, but has reduced damage against level 3 sentries and tele exits.
2. Bayoneti:
A revolver that fires 1/4 sized bayonets.
3. Assasins knife
Does no backstab crits, but more effective against pyros, taking off 25% of their health.
[QUOTE=Achilles123]Okay, but the spy can't see through it either? Also, for Matilda (Sniper Unlock) wouldn't that be kind of overpowered? I could just sit and shoot, and shoot, and shoot. Maybe lowered ammo so you have to go back for more more often?[/QUOTE]
Spy wouldn't be able to see, but a good player can memorise which way to head through the fog.
Also, maybe reduced ammo for Matilda could be a reasonable nerf, but maybe when you shoot, you could temporarily decloak, and would have to relocate in order to regain the advantage of not being seen.
By the way, do you like the idea of the Zone? I think it would be quite a good thing.
[QUOTE=VassikinX3]Maybe engineer has a dispenser that makes beer that gives you a little health boost, but makes your screen blurred or character stumble around while you have the boost? Getting shot(IE, lowering your health to the max or lower), will remove the boost and the effect.[/QUOTE]
That sounds a bit too Demoman-like.
[QUOTE=Smirnoff Joe]Spy wouldn't be able to see, but a good player can memorise which way to head through the fog.
Also, maybe reduced ammo for Matilda could be a reasonable nerf, but maybe when you shoot, you could temporarily decloak, and would have to relocate in order to regain the advantage of not being seen.
By the way, do you like the idea of the Zone? I think it would be quite a good thing.
[b]Edit:[/b]
That sounds a bit too Demoman-like.[/QUOTE]
The shoot then decloak thing sounds better than mine. Also, for the Zone, their shotgun (smg) would temporarily turn into a sniper rifle after 5 whacks with the machete?
That sounds a bit of a problem... What would be a good effect for a zoomed Shotgun? A zoomed SMG is a GOOD thing, but I don't know for the Shotgun...
[QUOTE=Smirnoff Joe]That sounds a bit of a problem... What would be a good effect for a zoomed Shotgun? A zoomed SMG is a GOOD thing, but I don't know for the Shotgun...[/QUOTE]
I suppose ironsights would work, dunno though.
Also, when a sniper is hit when using Matilda, does his cloak shimmer, or not?
An idea for the engies pistol. Team ray. If you know a person is a spy you point the pistol at them click and it projects a beam on the target. Your sentry will now shoot this target.
Downsides-
Cannot cause damage to non spy players. If pointed at a teammate that is not a spy you lose 10 metal. Oh and you need a sentry for it it.
[QUOTE=CrazyFarmer]If I remember the TFC tranq was different, you had more than one bullet and it would only shake your screen.[/QUOTE]
I'm pretty sure it slowed you down a lot and didn't affect your screen.
[highlight][b]Demoman[/b][/highlight]
--[b]Grenade Launcher[/b]
[highlight]Replacement[/highlight]
-Dynamite seen in the trailer along time ago as a Replacement for the grenade launcher
[highlight]Changes[/highlight]
-Grenade launcher grenades that explode when they hit people
[highlight]Taunt[/highlight]
-The Grenade launcher taunt does an insta - Kill (KA BOOM) by creating a mini explosion
--[b]Melee Bottle[/b]
[highlight]Taunt[/highlight]
-beer bottle taunt gives you some life from drinking from the bottle ( similar to the sandvich )
[highlight][b]Engineer[/b][/highlight]
--[b]Wrench[/b]
[highlight]Replacement / Combo [/highlight]
Wielding Torch - When used with the Wrench, Your creations would be stronger, thus lasting longer in combat, but in result, takes longer / more metal to upgrade. When Equiped, using right click would be swinging the wrench with your right hand (as usual) and left click would be using your wielder. Once built, there would be 2 life bars on your HUD for your buildings. The left being health, and the right being armor.
If you build your creations up to level 3 without using the wielder and then decide to give it armor, you can only give it armor up to 50% of what it would be if built from scratch with it. Level 2 would be 75, and level 1 would be full 100%
Once it's armor is damaged, it can be repaired up to half of what it's total armor would be.
If armor was at 100%, it's armor can be repaired up to 50%
If armor was at 75%, it's armor can be repaired up to 37.5%
If armor was at 50%, it's armor can be repaired up to 25.5%
A submarine Sandvich That the heavy only has 3 of, but the animation is 5 seconds long and it regains 200 Health
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