Nuke: After 25 kill streak, you get a nuke, when used, it kills all players on both teams, including you, and automatically ends the game.
I smell boxes!!!!
[editline]11:10PM[/editline]
[QUOTE=GamerKiwi;23788465]-Diet Bonk!
On use:
%25 faster running speed
+%50 all damage resistance.[/QUOTE]
Wouldn't a diet make him weaker? Maybe rename it to Protein Bonk!
[url]http://forums.steampowered.com/forums/showthread.php?t=1388923[/url]
A whole bunch of new attribute ideas.
This is VERY useful thread.
[url]http://forums.steampowered.com/forums/showthread.php?t=1285834[/url]
I posted an unlock for the pyro a while back, and people don't seem to hate it.
The Gold Digger (Before golden wrench):
2x the metal collected from fallen items
2x Metal Stored
-25% Firing Rate (Gold is fuckall heavy)
-10 metal per hit
Looks like a golden wrench basically.
The Lone Star (Engie revolver)
60% More Damage
+25% Damage to Overhealed Opponents
-50% clip size
No random crits
-40% firing rate
Looks like a tarnished Single Action Revolver with an old west badges on the chamber
Tauntkill: Engie puts the revolver in his supply belt, pulls it out and wave-style shoots of 3 rounds.
Killicon: Single Action Revolver
Tauntkill icon: Same as regular kill icon, but the revolver is shooting a star.
The Downunder Thunder (Sniper rifle replacement)
60% more damage
+25% Firing rate
Cannot zoom
Has to reload: 7 shots, 50 overall
Looks like a lever action rifle with tribal engravings and a thick barrel
Taunt: Switches between sniper thrusting the rifle above his head and Sniper pulling out a bullet, throwing it, and shooting said bullet while it is landing.
Hurl-a-wrench:
+1st shot 100% accuracy
+Garunteed crit on 1st throw
-Cannot build teleporters with it.
[img_thumb]http://dl.dropbox.com/u/1032139/spywrench.jpg[/img_thumb] <-- Image of a spy killed by Hurl-a-wrench
The idea was from Jimbomcb's "wrench" video
[QUOTE=KirjiroSenzuki;23798808]Hurl-a-wrench:
+1st shot 100% accuracy
+Garunteed crit on 1st throw
-Cannot build teleporters with it.[/QUOTE]
now WHERE have I heard that before?
[QUOTE=KirjiroSenzuki;23798808]Hurl-a-wrench:
+1st shot 100% accuracy
+Garunteed crit on 1st throw
-Cannot build teleporters with it.[/QUOTE]
I see what you did there.
[editline]01:15PM[/editline]
Pyro flamethrower unlock:
The Reflector:
Airblasted projectiles gain +20% projectile speed(except grenades)
Airblasted projectiles(except grenades) ignites players
-20% burn duration
-10% fire damage
Only airblasted flares/arrows mini-crit(I don't know why I thought of this stat)
I've played TF2 a few times, so I got an idea for now.
The Homerun:
Can reflect projectiles with Mouse 2, but you must do it at perfect timing, as it is a slower move than the attack. The animation will kinda look like his Sandman taunt.
+10% hit damage
-20% speed
It appears to be a nice bat, with a nail jammed through the top. This could come in handy...
[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.
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]
I'd definitely use the Gunboats if this was made.
OFFTOPIC: did you know the sapper is actually a building with a viewmodel?
It acts like a toolbox on the view, but its an actual building in the world.
ONTOPIC:
Soldier secondary unlock:
The Explosive mini-blaster
Bullet impacts cause small explosions
+20% damage
-50% bullets per shot(shotguns do 9 pellets per shot, so this would be 4-5)
Crits do Mini-crits instead.
[editline]05:20PM[/editline]
Wow another idea:
Ze Supercharger
+50% ubercharge rate
+10% fire resistance
-25% ubercharge duration
-20% explosive resistance
Here's a little ditty I think would make Medic just that little bit more awesome; the Wachterengel (name WIP, roughly means "guardian angel" in German). This magnificent shield not only provides protection for the Medic, but also provides healing for any friendly players standing around him (within 400 Hammer units to be exact, slightly longer distance than the Pyro's flame can reach). The Wachterengel will remain raised without holding down the mouse button if you have the Advanced Option that keeps your Medigun locked on a target even if you let go of the mouse button.
When equipped for battle, the Wachterengel replaces the Medigun, and can be activated by holding the alternate fire button whilst the melee weapon is equipped. Another disadvantage is the absence of an actual Uber, with the protection values going to the wielder of the Wachterengel, absorbing 75% of all incoming damage, similar to the Wrangler shield, although Medic can't necessarily attack whilst his shield is raised, since his job is protecting his teammates.
Here's some clearer stats to further explain this revolutionary new "Medigun".
[U]Healing[/U]
[LIST]
[*] Healing rate if target was damaged less than 10 seconds ago: 12 HP per second. (50% less than regular Medigun/Kritzkrieg healings)
[*] If target was damaged ten to fifteen seconds ago, the healing rate increases linearly from 12 HP/s to 36 HP/s. (again, 50% less than regular Medigun/Kritzkrieg healings)
[*] Can heal multiple targets at once.
[/LIST]
[U]Protection[/U]
[LIST]
[*]Whilst deployed, the Wachterengel deploys a forcefield around the Medic, absorbing 50% of all damage, plus an extra 25% protection if the damage comes from the front. This excludes Afterburn (initial fire damage is still diminished), Bleeding, and Piss. (Jarate will short-out the protective capabilities of the Wachterengel)
[*]A side effect of the shield effect is diminished speed on the Medic's part, with the basic 107% baseline of Medic's forward speed being decreased by 25%, meaning that forward speed whilst using the Wachterengel is 80% Baseline, bringing Medic down to the speed of a Soldier.
[/LIST]
If you've got any ideas about this, voice your opinions. And as usual, keep it constructive.
Demoman sticky bomb launcher that fires near invisible bombs, but is limited to a much smaller amount of live stickies at a time. Would help with creating ambushes without having the easy to identify glowing bombs of death everywhere.
Would make a sticky bomb launcher that becomes less of an area denial weapon and more of a weapon to kill.
I am open to criticism, just dont be a dick about it.
It might work, if done right...
Also, do you have any opinion on the Wachterengel? Is it a decent replacement, or a bit too radical, or lacking a certain something?
[QUOTE=ironman17;23805279]It might work, if done right...
Also, do you have any opinion on the Wachterengel? Is it a decent replacement, or a bit too radical, or lacking a certain something?[/QUOTE]
Allow the Medic to attack, but the shield only absorbs 50% damage for the Medic himself, and 75% for his teammates.
Jarate does not nullify the shield, but instead reduces the shield's damage absorbance by 25%.
You take 2 points of damage from afterburn instead of 3 when shield is active.
If an enemy is inside the shield, then the shield loses 10% damage absorbance from all attacks for every second the enemy is inside the shield, and recovers 5% absorbance if no enemies are inside it for every second.
Forces the user to use a bonesaw instead of the Ubersaw.
EDIT: Oh, and Jarate still allows the Medic and his teammates to take mini-crits until the Jarate wears off.
[editline]08:09PM[/editline]
[QUOTE=ThePunisher1;23804284]Demoman sticky bomb launcher that fires near invisible bombs, but is limited to a much smaller amount of live stickies at a time. Would help with creating ambushes without having the easy to identify glowing bombs of death everywhere.
Would make a sticky bomb launcher that becomes less of an area denial weapon and more of a weapon to kill.
I am open to criticism, just dont be a dick about it.[/QUOTE]
The Hidden Bomber
Stickies have only 055 alpha
-0.2s wait before arming stickies
+15% damage
-4 stickies out
[QUOTE=GastricTank;23801833]I'd definitely use the Gunboats if this was made.[/QUOTE]
A rocketlauncher thats based around rocket jumping always sounded nice.
Haven't quite got the balance down, but I'm thinking the Tank Buster should be useful for doing what it's designed for: Busting Tanks. (tanks here is pretty much referring to overhealed heavies, the "tank" of Team Fortress 2)
Something like
[b][url=a]+ Increased damage against players with high HP[/url][/b]
[highlight]- Decreased damage against players with low HP[/highlight]
So where before it would have taken about 5 hits to kill a an overhealed heavy (4 if the medic isn't actively healing him), it would now take 3 to get him down to dangerously low hp (about 30?), and still 4 to kill him (but that would succeed even if he was being actively overhealed)
Fighting low HP classes would be the opposite of course, with your low damage rockets making fights that'd normally be over in 2 rockets take 3 or maybe even 4 rockets to finish.
Potential usage scenarios are obvious, and I feel the downside is enough to negate the need for -X% different blah or +Y% unusual thing.
The idea might suck though, what do you guys think?
I think every class has to have a way to extinguish a teammate. There have been times where I wish I was a Sniper, or a pyro to save a friend.
Well, if we all had a way to extinguish an ally, Pyro would be rendered obsolete.
[QUOTE=NeoDement;23810611]Haven't quite got the balance down, but I'm thinking the Tank Buster should be useful for doing what it's designed for: Busting Tanks. (tanks here is pretty much referring to overhealed heavies, the "tank" of Team Fortress 2)
Something like
[b][url=a]+ Increased damage against players with high HP[/url][/b]
[highlight]- Decreased damage against players with low HP[/highlight]
So where before it would have taken about 5 hits to kill a an overhealed heavy (4 if the medic isn't actively healing him), it would now take 3 to get him down to dangerously low hp (about 30?), and still 4 to kill him (but that would succeed even if he was being actively overhealed)
Fighting low HP classes would be the opposite of course, with your low damage rockets making fights that'd normally be over in 2 rockets take 3 or maybe even 4 rockets to finish.
Potential usage scenarios are obvious, and I feel the downside is enough to negate the need for -X% different blah or +Y% unusual thing.
The idea might suck though, what do you guys think?[/QUOTE]
Your avatar is from batman.
[QUOTE=vander97;23810680]There have been times where I wish I was a [B]Sniper[/B], or a [B]pyro[/B] to save a friend.[/QUOTE]
...or a Heavy, or a Medic?
[editline]11:35PM[/editline]
[QUOTE=Ian;23810831]Your avatar is from batman.[/QUOTE]
If you can work out the specific image it is taken from then you have done good work
[QUOTE=NeoDement;23810849]
If you can work out the specific image it is taken from then you have done good work[/QUOTE]
I should know these things.
[QUOTE=NeoDement;23810611]Haven't quite got the balance down, but I'm thinking the Tank Buster should be useful for doing what it's designed for: Busting Tanks. (tanks here is pretty much referring to overhealed heavies, the "tank" of Team Fortress 2)
Something like
[b][url=a]+ Increased damage against players with high HP[/url][/b]
[highlight]- Decreased damage against players with low HP[/highlight]
So where before it would have taken about 5 hits to kill a an overhealed heavy (4 if the medic isn't actively healing him), it would now take 3 to get him down to dangerously low hp (about 30?), and still 4 to kill him (but that would succeed even if he was being actively overhealed)
Fighting low HP classes would be the opposite of course, with your low damage rockets making fights that'd normally be over in 2 rockets take 3 or maybe even 4 rockets to finish.
Potential usage scenarios are obvious, and I feel the downside is enough to negate the need for -X% different blah or +Y% unusual thing.
The idea might suck though, what do you guys think?[/QUOTE]
How would the fall-off damage work?
The usual way I guess?
[QUOTE=NeoDement;23812068]The usual way I guess?[/QUOTE]
I hope these are the stats for the blackbox.
Oh yeah I keep accidentally calling it the Tank Buster, heh.
That is an excellent idea.
2 rockets then Finish with the shotgun.
1."Pirozhok" OR "Kohzorip" (Second one is backspelled russian word for "pirozhok")(With Meat!)
2nd Slot Replacement
For Heavy.
+30 HP every second (Not overheal)
-Doesn't heal at once like sandwich
-Work time 10 sec.
2.(Unnamed sentry)
Replace normal one.
+Shoots Sticky Bombs,what can be stick on enemy
+Engineer can bomb it anytime.
- -40% Slowly than normal sentry
- Cant be used with wrangler.
- Can't Be upgraded.
3.Salesman Badge
Misc.Item.
It is square badge with inscription : "Hello,I'm a <Character name>".
It can be with team colors.
If equip this badge on Spy there is another inscription : "Hello,I'm not a Spy."
4.Disguise Timer
For Spy.
Clock replacement.
Cloak time is 9 second.
Special Disguise Time - 5 Seconds
+Using ALL abilities of disguised class
- Special Disguise drains cloak meter.
-Will not hurt nobody.
5.Сartoon Glasses
For any class.
Like in Tom and Jerry,glasses with pupil.(You know,like somebody is not asleep)
6.Budenovka.
For Heavy.
[url]http://img.giftmix.ru/big/2009/03/05...gZowleLhmV.jpg[/url]
7.Martial Art Master.
Hat for Pyro.
Red hachimaki like Ryu's from Street Fighter.
[url]http://www.nathansmart.com/blog2/wp-...sd_jpgcopy.jpg[/url]
Team Colored!
Why?Because pyro knows HADOUKEN!
Sorry for bad English.
If you like it make model for it,please.
8.Upgrade Wrench.
+ Building upgrades faster.
- Repair of building takes more time.
[QUOTE=NeoDement;23810849]...or a Heavy, or a Medic?[/QUOTE]
Too lazy to put it down :v:
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