• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
[QUOTE=_Kilburn;23831811]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] The self uber by itself isn't a big advantage. The health buff probably isn't needed but I don't see a problem with the damage buff, but it does need a better drawback. The ubercharge already decreases fast and using it on yourself is really stupid if you have the option of using a partner instead. [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] It's an alternative of the Eyelander so I really feel it should be looked as one. The bottle's advantage is no passive drawbacks like the other melee weapons. And -20% speed is a big deal, if you aren't using the Chargin' Targe you are a very easy target to hit for enemies, I mean you're moving at almost Heavy speed. [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] Yea, but the Dead Ringer still IS a cloak, it has advantages along with no immediate cloaking ability. Not a very good comparison honestly. [quote]I have trouble figuring out if you're being sarcastic or not.[/QUOTE] He isn't, the Skullcutter is very balanced.
The kilt! you wear it an it boosts the scout jumps
Not too long ago, I had an epiphany for Soldier. Do you remember that comic of "Awesome Inventions" that was made a long time back? If you do, you'll remember the Rage-Powered Jetpacks, and that brings me to my new idea: Rage-Powered Jetpacks. C'mon, you KNOW you want jetpacks, you know you do SOOO bad... So just hear me out. What the RPJ does is add a "Secondary Ability" to the Soldier, filling the secondary slot in a Targe-like fashion (like the Chargin' Targe), and adding a Rage meter to the Soldier's HUD. Similar to the Buff Banner, you gain Rage by damaging enemies, although the functionality of the RPJ is different: instead of generating a Damage Enhancement Aura once the meter is full, the RPJ uses Rage to power a Jetpack function that propells the Soldier into the air as long as the secondary trigger is held down. Anyone who remembers games like Starsiege: Tribes an' whatnot will know how jetpacks usually work: they propell the user into the air, and can be used more efficiently if you jump before jetting. Whereas the Buff Banner requires a full bar to execute the power, similar to the Uber, the RPJ treats Rage as a smoother resource, consuming the accumulated Rage unit by unit until the bar is either depleted or the secondary trigger is released, similar to the steady stream of fire that the Flamer produces, sans the afterburn or damage. For example, the RPJ consumes Rage at a smooth set rate, consuming about 50 Rage per second, with the player being able to hold a maximum of 750 Rage, allowing a maximum of 15 seconds worth of airtime when the meter is full. Whilst flying, you can fire your Rockets like normal, although all the time the RPJ is active, the Soldier is constantly-yelling with primal rage, hence the term Rage-Powered Jetpack, so you can always tell where he is by turning towards the source of the "GRAAAAAAAAAAAAAAAAAAAAAAAAAA!". Though the Gunboats already fill the slot of safer rocket jumping, they're not exactly as awesome as a Rage-Powered Jetpack would be if it were released. Maybe if Gunboats got an upgrade of sorts, then they'd be balanced against the awesomeness of the RPJ. Also, this was derived from an earlier idea my "predecessor" had of Engineer having a Jetpack. C&C as usual mateys.
You're slower than a soldier! How is that not a considerable disadvantage?
[QUOTE=ironman17;23832183]Not too long ago, I had an epiphany for Soldier. Do you remember that comic of "Awesome Inventions" that was made a long time back? If you do, you'll remember the Rage-Powered Jetpacks, and that brings me to my new idea: Rage-Powered Jetpacks. C'mon, you KNOW you want jetpacks, you know you do SOOO bad... So just hear me out. What the RPJ does is add a "Secondary Ability" to the Soldier, filling the secondary slot in a Targe-like fashion (like the Chargin' Targe), and adding a Rage meter to the Soldier's HUD. Similar to the Buff Banner, you gain Rage by damaging enemies, although the functionality of the RPJ is different: instead of generating a Damage Enhancement Aura once the meter is full, the RPJ uses Rage to power a Jetpack function that propells the Soldier into the air as long as the secondary trigger is held down. Anyone who remembers games like Starsiege: Tribes an' whatnot will know how jetpacks usually work: they propell the user into the air, and can be used more efficiently if you jump before jetting. Whereas the Buff Banner requires a full bar to execute the power, similar to the Uber, the RPJ treats Rage as a smoother resource, consuming the accumulated Rage unit by unit until the bar is either depleted or the secondary trigger is released, similar to the steady stream of fire that the Flamer produces, sans the afterburn or damage. For example, the RPJ consumes Rage at a smooth set rate, consuming about 50 Rage per second, with the player being able to hold a maximum of 750 Rage, allowing a maximum of 15 seconds worth of airtime when the meter is full. Whilst flying, you can fire your Rockets like normal, although all the time the RPJ is active, the Soldier is constantly-yelling with primal rage, hence the term Rage-Powered Jetpack, so you can always tell where he is by turning towards the source of the "GRAAAAAAAAAAAAAAAAAAAAAAAAAA!". Though the Gunboats already fill the slot of safer rocket jumping, they're not exactly as awesome as a Rage-Powered Jetpack would be if it were released. Maybe if Gunboats got an upgrade of sorts, then they'd be balanced against the awesomeness of the RPJ. Also, this was derived from an earlier idea my "predecessor" had of Engineer having a Jetpack. C&C as usual mateys.[/QUOTE] This sounds pretty balanced since you don't need to consume hp like with normal rocket jumps and you'd have to build up rage to even get this to work. I like it. [QUOTE=backfoggen;23832164]The kilt! you wear it an it boosts the scout jumps[/QUOTE] This reminds me of another idea I had a while ago. Give the Demoman a kilt that raises his speed by 10-20%, but replaces his grenade launcher. Lots of interesting combinations would come from this.
[QUOTE=EvilShadow777;23832260]This sounds pretty balanced since you don't need to consume hp like with normal rocket jumps and you'd have to build up rage to even get this to work. I like it.[/QUOTE] Really? It's actually balanced against the Gunboats? I was thinking maybe the RPJ would render the Gunboats obsolete, since if we had rage-powered jetpacks we wouldn't think twice about using something that required us to inflict self-harm, however small, to reach the skies. Any ideas what things would make people still want to use Gunboats if the RPJ became reality? I was thinking something like a max health buff or something, but that'd probably be a bit OP.
[QUOTE=ironman17;23832613]Really? It's actually balanced against the Gunboats? I was thinking maybe the RPJ would render the Gunboats obsolete, since if we had rage-powered jetpacks we wouldn't think twice about using something that required us to inflict self-harm, however small, to reach the skies. Any ideas what things would make people still want to use Gunboats if the RPJ became reality? I was thinking something like a max health buff or something, but that'd probably be a bit OP.[/QUOTE] As they are, if you can RJ and use it a lot, the Gunboats are useful. This requires you to damage your enemies before you can utilize your jetpack and if you try a normal rocket jump you still take a good 40 damage.
Demoman unlock idea The Double Bomber +100% clip size +20% damage +100% primary max ammo -55% blast radius Cannot crit Explodes on all impacts(cannot bounce) This weapon basically makes it stronger to Demomen who are more direct and careful with their shots while being useless if you miss. NOTE: I'm still thinking about this one, if it sounds OP/UP then suggest better stats and I'll consider it.
[QUOTE=EvilShadow777;23832662]As they are, if you can RJ and use it a lot, the Gunboats are useful. This requires you to damage your enemies before you can utilize your jetpack and if you try a normal rocket jump you still take a good 40 damage.[/QUOTE] So it really is perfectly balanced against the Gunboats? I dunno, i'll need the opinions of other people before i'm convinced... That's your cue to pitch in your two cents on the matter, people. Also, NuckChorris' Bomber sounds like a Mortar of some sort. Might work, but needs further peer review before testing.
[QUOTE=ironman17;23832744]So it really is perfectly balanced against the Gunboats? I dunno, i'll need the opinions of other people before i'm convinced... That's your cue to pitch in your two cents on the matter, people.[/QUOTE] As it is, yes I believe it is perfectly balanced against the Gunboats. However, I can easily imagine the majority using it over the Gunboats since it's a lot easier to use than the Gunboats. Just like with things like the Syringe Gun, Homewrecker, FaN, Backburner, ect. The majority doesn't use them but they're still balanced overall. [QUOTE=NuckChorris;23832743]Demoman unlock idea The Double Bomber +100% clip size +20% damage +100% primary max ammo -55% blast radius Cannot crit Explodes on all impacts(cannot bounce) This weapon basically makes it stronger to Demomen who are more direct and careful with their shots while being useless if you miss. NOTE: I'm still thinking about this one, if it sounds OP/UP then suggest better stats and I'll consider it.[/QUOTE] Sounds like the Direct Hit but at an arc and a lot more spammable. Having 8 Nades to just spam out and hit with seems a bit cheap.
Aye, it doesn't need an ammo increase, the damage is enough as it is. In other words, ditch the ammo increase, keep the nocrit and contact explosions. Probably needs some other features to make it work well, too, something to make it more, shall we say, "defined"?
[QUOTE=EvilShadow777;23832859]Sounds like the Direct Hit but at an arc and a lot more spammable. Having 8 Nades to just spam out and hit with seems a bit cheap.[/QUOTE] If it sounds bad give me a few replacement stats, I'm keeping the extra clip+ammo though.
Just remember to weigh up all the stats equally, that's very important.
OK Replan +50% clip size +100% primary max ammo +10% damage -40% blast radius -20% firing speed no crits NOW WHAT DO YOU THINK?
[QUOTE=NuckChorris;23832981]If it sounds bad give me a few replacement stats, I'm keeping the extra clip+ammo though.[/QUOTE] Remove the extra damage and make it +50% clip + ammo rather than +100%, 8 grenades is a lot of spammability. Also remove the instant explosion on surfaces, make it only on players, that way it's not like the Direct Hit but slightly better.
That'd probably work. Probably... Also, bit of an off-topic thing, but i'm sorta stuck on a bit of "character development". Long story short, i've been devising abilities for some sort of fast speedy assassin character for some FPSRPG i'll probably never make, and i've gotten stuck in terms of devising abilities for that character. I've completed two ability sections for the character; Combat and Shadow, but i'm stuck on the Motion abilities, and I only have 3 for that catergory, whereas all the other catergories have four. The first three of the Motion abilities are Leap, which makes the character leap to great heights, Glide, which allows the character to float down slowly through the air, and Blink, which teleports the character to a nearby location. Any ideas what the fourth ability could be, to complement the other abilities?
[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] Any idea if this is a good/bad idea?
SCOUT WEAPON IDEA! Scattergun primary unlock (No name yet) +2 health regen per second +5 HP on hit Mini-crits medics -20% damage -10 HP on wearer Your thoughts?
So it's basically a Blutshotty. Interesting concept, might be useful for skirmishes.
[URL=http://wiki.teamfortress.com/w/images/4/4c/Scout_thanks01.wav]Thanks pallie![/URL]
[QUOTE=NeoDement;23832197]You're slower than a soldier! How is that not a considerable disadvantage?[/QUOTE] Actually your a bit faster than one. I caught up to a soldier and cut of his head
Just needs further peer review to judge it properly.
Joke spy weapon ideas: Spy little Pwny Killed enemies turn into pony statues +10% damage cannot crit Rainbow-volver Mini-crits scouts Killed enemies have a mini-rainbow over them Cannot crit :v: [editline]06:06PM[/editline] Pyro flamethrower idea: The Super-burner +100 health on wearer +10HP on hit +10HP regen per second +100% resistance to fire +100% resistance to explosives +100% damage +100% damage vs buildings +100% damage vs players +100% clip size +100% speed boost on wearer (sure it sounds OP, but then again, its supposed to SOUND OP, its actually going to have all those stats in the negatives, but the negatives are hidden, then we can fool all those pyrofags)
Interesting jokes, but anything serious about?
Sorry no, I have no weapon ideas lying in my mind yet that I haven't told. Give me some time
[QUOTE=NuckChorris;23847917]SCOUT WEAPON IDEA! Scattergun primary unlock (No name yet) +2 health regen per second +5 HP on hit Mini-crits medics -20% damage -10 HP on wearer Your thoughts?[/QUOTE] no no no no no [QUOTE=vander97;23848007]Actually your a bit faster than one. I caught up to a soldier and cut of his head[/QUOTE] no
[QUOTE=EvilShadow777;23832260]Give the Demoman a kilt that raises his speed by 10-20%, but replaces his grenade launcher. Lots of interesting combinations would come from this.[/QUOTE] That would make Demoknights with Eyelanders too fast while charging, death would be unavoidable unless you use Natascha or time your airblast well.
An incedary shotgun for the pyro. but has less clip. lolborderlands
Pyro needs something similiar to incendiary cannon from TFC/FF.. - Very low damage on impact (5-15), 25 on direct hit - Splash damage, radius should be 25% smaller than the rocket launcher's - Longer afterburn (15-20 sec?) or default one - Fire under arc (FF-like arc) - Either: * 3-shot clip, slower firing speed than rocket launcher and same reload speed, or * 1-shot clip, a bit slower Flare gun's reloading speed
[QUOTE=uzikus;23850972]Pyro needs something similiar to incendiary cannon from TFC/FF.. - Very low damage on initial impact (5-15?) - Splash damage, radius should be a bit smaller than the rocket launcher's - Longer afterburn (15-20 sec?)[/QUOTE] Flaregun = incedary cannon. read on the wiki. Though i have never played TFC or FF :ohdear:
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