Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
I want my Blini for Heavy.
Or Borsch as drinkable for heavy.
Any stats idea?
[QUOTE=ironman17;23804258]the Wachterengel (name WIP, roughly means "guardian angel" in German)[/QUOTE]
Guardian angel is Schutzengel in German (despite being used for the same thing, the German word literally means "protection angel"). Just in case you want to revise that word.
[editline]03:26PM[/editline]
[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]
I like the idea as it's a new interesting mechanic added to the weapon rather than +damage -swing speed or something boring like that. I'd need some numbers to say if it's good or bad tho, at worst the Soldier is only good at bringing an enemy down to few HP but would waste a lot of rockets actually defeating the enemy (since low HP means higher damage resistance). Not that it would be a horrible thing, it would encourage working in a team, but some Soldiers would rather like to see full kills instead of assists.
Like I said, depends on the hard, cold numbers for me.
New IDEA!
UberSchmerz.
Melee replacement.
+If you gain damange,ubercharge collects.
Formula : -1 hp = +2 Ubercharge.
- -50 damange to anything.
- -30% of standard bonesaw speed.
[QUOTE=Marik Bentusi;23825258]Guardian angel is Schutzengel in German (despite being used for the same thing, the German word literally means "protection angel"). Just in case you want to revise that word.[/QUOTE]
Well, I feel Wachterengel has a better ring to it. Try saying that word, then saying "Schutzengel".
Besides, not all names have to be completely faithful to the original words.
Also, i'm surprised this hasn't been stickied on the front page yet.
What about my ideas?
[QUOTE=ironman17;23828032]Well, I feel Wachterengel has a better ring to it. Try saying that word, then saying "Schutzengel".
Besides, not all names have to be completely faithful to the original words.
Also, i'm surprised this hasn't been stickied on the front page yet.[/QUOTE]
I can't say that first word with a straight face. Sorry, it's because I'm German and it sounds totally strange. :v: When I say "Wachter" I just keep thinking of "Wachtel", which is the German word for quail.
If you want to stick with your word, I recommend using umlauts for the "official" name (I say official because "Übercharge" is also official, but everyone and their mother just calls it uber or ubercharge), making it Wächterengel. Also brings a different pronunciation of the "ch" with it, but since it's German nobody's gonna care about it ingame anyway.
So, just for records, an umlaut would be the correct way to spell the word.
Just my two cents, make of it what you will. In the end, the stats and gameplay mechanics are more important than the name anyway.
Aye, stats and mechs are generally more important than the name and appearance. Sure, they're important for identification, but aside from that they're pretty much just aesthetic.
But i'll take you up on the "umlaut", since that's a rather German thing.
Here's 3 ideas that I made ages ago:
[url]http://forums.steampowered.com/forums/showthread.php?t=1370163[/url]
[url]http://forums.steampowered.com/forums/showthread.php?t=1196074[/url]
People liked my Medic idea, I got no intelligent feedback on my Scout idea, and the Spy idea people didn't like. Curious of what people will think of these.
[QUOTE=Metalik;23824801]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.[/QUOTE]
Oh, a progressive Sandvich which gives you health regen rather than immediate healing. Seems like it would be really efficient before running into a fight, but not so much when retreating or on fire. I like this idea.
[QUOTE=Metalik;23824801]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.[/QUOTE]
I don't really like this though, stickies that can be stuck on enemy = griefing potential. Get a friend to be on the other team, stick bombs to him, get him to suicide bomb into his own team. You know Valve does everything to avoid any kind of griefing.
[QUOTE=Metalik;23824801]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.[/QUOTE]
Bad idea, making the disguise better will only make players more paranoiac.
[QUOTE=Metalik;238248018]Upgrade Wrench.
+ Building upgrades faster.
- Repair of building takes more time.[/QUOTE]
Faster upgrade and less firepower would probably make more sense. A bit like the Gunslinger, except not so extreme.
[editline]08:52PM[/editline]
[QUOTE=Metalik;23826631]New IDEA!
UberSchmerz.
Melee replacement.
+If you gain damange,ubercharge collects.
Formula : -1 hp = +2 Ubercharge.
- -50 damange to anything.
- -30% of standard bonesaw speed.[/QUOTE]
"gain"? As in, take damage? You only have to lose 50 hp to have a full Uber, nerf that. It should be the other way around, +1 Ubercharge every 2 HP lost. 200 HP lost = full Uber. That, and instead of the melee damage drawbacks, make it -25% Ubercharge duration. Would be interesting.
Since this idea seems to have gotten no feedback....
[QUOTE=Metalik;23826631]New IDEA!
UberSchmerz.
Melee replacement.
+If you gain damange,ubercharge collects.
Formula : -1 hp = +2 Ubercharge.
- -50 damange to anything.
- -30% of standard bonesaw speed.[/QUOTE]
This sounds excellent for a pocket Medic if used along with the Syringe Gun, however it puts any sort of self defense nearly out of commission. I like the idea overall, however I think I'll stick with my ubersaw and switch out for this one every now and again. Instant 25% uber is very useful.
Edit: Read it again and it sounds like a total upgrade actually. Only 50 damage taken is an instant uber. I'd recommend like 5 damage is 1% uber since a rocket will instantly fill you up 5-10% like that.
[QUOTE=EvilShadow777;23828808]Here's 3 ideas that I made ages ago:
[url]http://forums.steampowered.com/forums/showthread.php?t=1370163[/url]
[url]http://forums.steampowered.com/forums/showthread.php?t=1196074[/url]
People liked my Medic idea, I got no intelligent feedback on my Scout idea, and the Spy idea people didn't like. Curious of what people will think of these.[/QUOTE]
Going to read them, what sucks about this thread is how a lot of people post ideas, but only one or two posters actually care about posting their opinion about those ideas.
do one for me kilburn
go go go
[editline]07:57PM[/editline]
[QUOTE=Marik Bentusi;23825258]
I like the idea as it's a new interesting mechanic added to the weapon rather than +damage -swing speed or something boring like that. I'd need some numbers to say if it's good or bad tho, at worst the Soldier is only good at bringing an enemy down to few HP but would waste a lot of rockets actually defeating the enemy (since low HP means higher damage resistance). Not that it would be a horrible thing, it would encourage working in a team, but some Soldiers would rather like to see full kills instead of assists.
Like I said, depends on the hard, cold numbers for me.[/QUOTE]
Well, it'd work well with the shotgun to finish them off. You kinda just stated it's deliberate downside :P
I don't like to do cold hard numbers because nobody can playtest said numbers.
[QUOTE=EvilShadow777;23828808]Here's 3 ideas that I made ages ago:
[URL]http://forums.steampowered.com/forums/showthread.php?t=1370163[/URL]
[URL]http://forums.steampowered.com/forums/showthread.php?t=1196074[/URL]
People liked my Medic idea, I got no intelligent feedback on my Scout idea, and the Spy idea people didn't like. Curious of what people will think of these.[/QUOTE]
The Cherry Bomb idea's pretty intriguing, and would probably work, although i've got the feeling it'd be more suited to the Spy.
As for the Spy melee, I don't think it's a good idea as it currently is. Spy's an infiltrational class, causing disruption and devastation amongst the enemy's ranks, and he can't exactly do that if he's spotted instantly for the backstabbing snake he is. A Spy without the Disguise Kit is like a Pyro without a Flamethrower, it just don't compute. Most of the other stats are alright to an extent, but having to give up the Disguise Kit is too much of a sacrifice. I ain't too sure about the increased swing speed or increased range, either. Maybe if it simply replaced the instakill backstab with a simple Critical backstab, as opposed to sacrificing one of the Spy's most important pieces of equipment. The extra damage and extra health are probably ok, though. Just a coupla tweaks here an' there and it'd work.
I don't really know what to say about the Medic one either, so i'll get back to you on that one at a later date...
I think I'm going to backtrack and submit a bit of feedback on older ideas.
[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]
I'd rather just use the Direct Hit for this purpose. Heavies are slow when revved up so they're pretty easy to hit with the Direct hit and it does enough damage to take them out in a full clip. Also with the Direct Hit you can take out targets that have 125 hp in one hit at close range. So yea, nice idea on first pitch, but it's much more valuable to use something like the Direct Hit for the job.
ah ha fair point
Interesting thesis, Mr Shadow.
[QUOTE=_Kilburn;23829094]Going to read them, what sucks about this thread is how a lot of people post ideas, but only one or two posters actually care about posting their opinion about those ideas.[/QUOTE]
Okay, Medic melee is definitely way too overpowered. -10% swing speed is nothing, neither is -10% healing rate. It does more damage, and anything that does more than the default melee damage is automatically awfully unbalanced (see Scotsman's Skullcutter), precisely because a crit can kill what a regular melee crit cannot kill, notably a Soldier at full health, and fully overhealed 150 HP classes. Can't really say much about the +10% HP, that's really nothing, you can only take an extra pistol bullet with that.
Now, if you can even charge yourself using that melee weapon, sure, you have to build up the Uber at first, but then, you'll choose between charging a teammate or charging yourself. And I can guarantee that a bunch of Medic players will choose the second option, just because it's too easy to charge in invulnerable with a bit more than a Pyro's speed with a melee weapon which does more than it should do. Kritzcharging yourself is even more terrible, bonus points if you have another Medic behind you, because you'll be distributing instakills everywhere.
Not a good idea. Ubering yourself to retreat is already enough, you don't have to fight back.
Now for the Spy's knife, I'll say that it ruins the purpose of the class. You can live without your cloak (see Dead Ringer), but you're definitely fucked without your disguise kit. An option would be to make the uncloaking sound completely silent. That might be interesting although I don't know if it would break the balance of the game or not.
And cherrybombs. I've always thought smoke bombs were a bad idea because it eats your framerate if you have a shit computer (I have one), and it's not particularly useful. Although blinding sentries seems like it could be useful. It's like a variant of Bonk! except it's more efficient against a single sentry and completely useless against several sentries.
did you just call the skullcutter overpowered
oh dear
Particle-effect based warfare is kind of an unfair and unsporting tactic, even if it is effective at messing with players. So put smoke weaponry on the Verboten list at the Sawmill Convention. (Geneva reference)
[QUOTE=EvilShadow777;23829237]I think I'm going to backtrack and submit a bit of feedback on older ideas.
I'd rather just use the Direct Hit for this purpose. Heavies are slow when revved up so they're pretty easy to hit with the Direct hit and it does enough damage to take them out in a full clip. Also with the Direct Hit you can take out targets that have 125 hp in one hit at close range. So yea, nice idea on first pitch, but it's much more valuable to use something like the Direct Hit for the job.[/QUOTE]
Hah, well played.
An alternative idea would be a rocket launcher which deals percentage based damage. With damage spread. A direct hit at point blank would deal around 75% damage (as in, remove 75% of the victim's current health). A direct hit at medium range without damage spread would do 50% damage. Thus, a mini-crit direct hit would do 85% damage. Crits would behave differently and would set your health to 1 no matter what if you get hit.
As a result, the only way to kill someone with it would be to hit them when their health is exactly 1. You'll usually want to finish them off with your shotgun instead.
Against a full health Heavy, first hit at medium range would do around 150 damage, second hit would do 75 damage, third hit would do 37, and you finish him off with a shotgun blast. And this way, you can even have a little idea of how much health an enemy has left after hitting them.
Doesn't necessarily apply to the rocket launcher, but I think percentage based damage could be interesting.
[editline]09:28PM[/editline]
[QUOTE=NeoDement;23829567]did you just call the skullcutter overpowered
oh dear[/QUOTE]
:smug:
Although it's not really your fault, it's just Valve ruining community weapons by giving them absolutely shit attributes.
Percentage-based damage? This is most unconventional thinking, but it might just work if it acted like a one-shot-reload dealio. I kinda end up stuck in the one-shot-reload dealio after i've exhausted my salvo and someone's still alive, since i'm so caught up I forget to switch to my Shotgun... But if one shot brought an enemy down to lower levels, then switch to Shotgun, it'd be a total war crime. And TOTALLY FREAKIN' AWESOME.
All in all, it'd be a very interesting experiment.
Also, mind giving some feedback on this idea? [url]http://www.facepunch.com/showpost.php?p=23780393&postcount=553[/url]
[QUOTE=_Kilburn;23829803]
:smug:
Although it's not really your fault, it's just Valve ruining community weapons by giving them absolutely shit attributes.[/QUOTE]
But it really isn't overpowered, getting hits with it can be a real challenge.
[QUOTE=ironman17;23829916]Percentage-based damage? This is most unconventional thinking, but it might just work if it acted like a one-shot-reload dealio. I kinda end up stuck in the one-shot-reload dealio after i've exhausted my salvo and someone's still alive, since i'm so caught up I forget to switch to my Shotgun... But if one shot brought an enemy down to lower levels, then switch to Shotgun, it'd be a total war crime. And TOTALLY FREAKIN' AWESOME.
All in all, it'd be a very interesting experiment.[/QUOTE]
Yeah, that's pretty much the idea. Unlike the Direct Hit which instantly kills about any class at close range, this efficiently brings down enemies with a lot of health, but it's not a threat to enemies with low HP, since it will never actually kill you.
As a bonus, have the game to display how much damage you're doing, know how much HP your enemy has left! :v:
[editline]09:38PM[/editline]
[QUOTE=NeoDement;23829982]But it really isn't overpowered, getting hits with it can be a real challenge.[/QUOTE]
Yeah, good thing Valve balanced it by giving it a speed drawback. It's so noticeable that even when using the Chargin' Targe, I can FEEL the difference, because I'm SO FUCKING SLOW. :v:
Sorry but that really is balanced. Most people think it's [I]under[/I]powered.
[editline]08:40PM[/editline]
Also Killburn your idea is pretty bad because a lot of people don't want to equip the shotgun.
[editline]08:43PM[/editline]
The minimum damage should be 30-40
OK.New version of ÜberSchmerz.
Melee replacement.(It also can be passive like razorback)
+If you take damange,Übercharge collects.
Formula : -1 hp = +1 Übercharge.
- -50% damange to anything.
- -30% of standard bonesaw speed.
(Sorry for my Runglish.)
Upgrade Wrench.
+ Building upgrades faster.
+ One hit upgrades building by 50 of metal
- Firepower like in bat.
1."Pirozhok" OR "Kohzorip" (Second one is backspelled russian word for "pirozhok")(With Meat!)
2nd Slot Replacement
For Heavy.
+ Eating time : 2 seconds.
+30 HP every second (Not overheal)
-Doesn't heal at once like sandwich
-Work time 10 sec.
[QUOTE=_Kilburn;23829538]Okay, Medic melee is definitely way too overpowered. -10% swing speed is nothing, neither is -10% healing rate. It does more damage, and anything that does more than the default melee damage is automatically awfully unbalanced (see Scotsman's Skullcutter), precisely because a crit can kill what a regular melee crit cannot kill, notably a Soldier at full health, and fully overhealed 150 HP classes. Can't really say much about the +10% HP, that's really nothing, you can only take an extra pistol bullet with that.
Now, if you can even charge yourself using that melee weapon, sure, you have to build up the Uber at first, but then, you'll choose between charging a teammate or charging yourself. And I can guarantee that a bunch of Medic players will choose the second option, just because it's too easy to charge in invulnerable with a bit more than a Pyro's speed with a melee weapon which does more than it should do. Kritzcharging yourself is even more terrible, bonus points if you have another Medic behind you, because you'll be distributing instakills everywhere.
Not a good idea. Ubering yourself to retreat is already enough, you don't have to fight back.
Now for the Spy's knife, I'll say that it ruins the purpose of the class. You can live without your cloak (see Dead Ringer), but you're definitely fucked without your disguise kit. An option would be to make the uncloaking sound completely silent. That might be interesting although I don't know if it would break the balance of the game or not.
And cherrybombs. I've always thought smoke bombs were a bad idea because it eats your framerate if you have a shit computer (I have one), and it's not particularly useful. Although blinding sentries seems like it could be useful. It's like a variant of Bonk! except it's more efficient against a single sentry and completely useless against several sentries.[/QUOTE]
Alright, time for a bit of self defense.
I have to disagree about it being overpowered, I'm comparing it to the Ubersaw here, not the bonesaw, bonesaw really isn't on par with either of them. Using the uber on yourself has several disadvantages: No weapon range, No teammates, and basically none of the strengths the combat classes provide. It's more of a distraction/last minute thing. I'd like to hear some suggestions if you think it's not particularly balanced as is.
And the Skullcutter isn't overpowered, the Eyelander allows you to build up heads until you are one of the best combat classes alone, a pure juggernaut with a Medic. Skullcutter is better for faster games where you won't be building up heads, bad for long term games when an Eyelander Demo can easily get the 4 heads he needs to be super powerful. Just a note.
Anyway moving on, I like your suggestion of adding a silent cloak. It really wouldn't be gamebreaking since something that makes the cloaking watches easy to pick out is the sound.
However I do know that removing the disguise kit is very drastic. However if you could only use either the cloak or the disguise kit I'd definitely choose the cloak, disguises aren't reliable, only really good as a distraction. If someone would like to suggest another alternate disadvantage to disguise kit loss, I'm all ears.
The idea of the Cherrybomb was to be a varient of Bonk at first, since after the changes to it isn't good at all for distracting sentries and became a simple Dead Ringer for the Scout. And it's actually better against a horde of sentries rather than just one, since with Bonk they'll all concentrate fire on you keeping you from moving anywhere rather with the Cherry Bomb they can't see anyone in the cloud and you can fire back. Plus it affects enemies as well.
Though performance is the only issue that I can think of. I'm pretty sure they could make some low poly particles like the fire has for this to avoid frame rate destruction.
[QUOTE=_Kilburn;23829950]Also, mind giving some feedback on this idea? [URL]http://www.facepunch.com/showpost.php?p=23780393&postcount=553[/URL][/QUOTE]
Heavy Charger sounds like a real epic thing on paper, and also a bit similar to an idea I had quite some time ago. It'd be pretty limited by the overall size of some maps, since not all maps are as open as Badwater or some of the arena maps.
But if this ever made it in, I bet 3 Refined Metals that there'd be a rhino hat released to compliment it.
[QUOTE=_Kilburn;23829950]Also, mind giving some feedback on this idea? [url]http://www.facepunch.com/showpost.php?p=23780393&postcount=553[/url][/QUOTE]
Sounds good in writing, but I see 3 major issues:
1) The momentum and everything would be very dificult to code out rather than the simple charge the Demoman has.
2) This would be difficult to navigate with on a lot of maps that aren't very open.
3) -25% speed on the Heavy is VERY significant. He'll be crawling around the map if he isn't charging.
[QUOTE=EvilShadow777;23830547]I have to disagree about it being overpowered, I'm comparing it to the Ubersaw here, not the bonesaw, bonesaw really isn't on par with either of them. Using the uber on yourself has several disadvantages: No weapon range, No teammates, and basically none of the strengths the combat classes provide. It's more of a distraction/last minute thing. I'd like to hear some suggestions if you think it's not particularly balanced as is.[/QUOTE]
Self Ubering is already a significative buff, even if it has its own drawbacks. I'm saying that new Medic players will be extremely tempted to badly use it, resulting in more shitty battle Medics. And I really think the damage and health buff are not needed. The Übercharge should take slightly longer to build up, and it should decrease a bit faster when you're Ubering no one but yourself.
[QUOTE=EvilShadow777;23830547]And the Skullcutter isn't overpowered, the Eyelander allows you to build up heads until you are one of the best combat classes alone, a pure juggernaut with a Medic. Skullcutter is better for faster games where you won't be building up heads, bad for long term games when an Eyelander Demo can easily get the 4 heads he needs to be super powerful. Just a note.[/QUOTE]
I'm comparing it to the Bottle. Not only it has a longer range but does more damage. The slowdown is really not a significative drawback. And it ruins melee fights.
[QUOTE=EvilShadow777;23830547]Anyway moving on, I like your suggestion of adding a silent cloak. It really wouldn't be gamebreaking since something that makes the cloaking watches easy to pick out is the sound.
However I do know that removing the disguise kit is very drastic. However if you could only use either the cloak or the disguise kit I'd definitely choose the cloak, disguises aren't reliable, only really good as a distraction. If someone would like to suggest another alternate disadvantage to disguise kit loss, I'm all ears.[/QUOTE]
Oh, you should try playing with the Dead Ringer, you'll be surprised of how reliable disguises are if you're doing it right. No one ever sees it coming.
But yeah, I think your idea is probably balanced if uncloaking is completely silent.
[QUOTE=NeoDement;23830099]Sorry but that really is balanced. Most people think it's [I]under[/I]powered.
[editline]08:40PM[/editline]
Also Killburn your idea is pretty bad because a lot of people don't want to equip the shotgun.[/QUOTE]
I have trouble figuring out if you're being sarcastic or not.
[editline]10:57PM[/editline]
[QUOTE=EvilShadow777;23830869]Sounds good in writing, but I see 3 major issues:
1) The momentum and everything would be very dificult to code out rather than the simple charge the Demoman has.
2) This would be difficult to navigate with on a lot of maps that aren't very open.
3) -25% speed on the Heavy is VERY significant. He'll be crawling around the map if he isn't charging.[/QUOTE]
The main coding problem would be lag compensation, you can already feel lag with the Chargin' Targe, so if you take momentum and inertia into account, it's going to be a bitch to compensate.
Also it's meant to be used only in open areas, so it's normal that it's useless on closed maps.
As for the speed drawback, you're probably right, I just threw that value out randomly without really thinking.
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