Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
Same here.
Also, i've likely said this a thousand times, but a Molotov is so Pyro, even if it is encroaching on Demoman territory, as in a method of area denial. I think it'd be a cool addition to Pyro's arsenal, even if it's a defensive weapon and technically classified as a grenade.
But what would y'all think? Is Molotov still a verboten kinda thang?
Pyro Flamethrower: The Heartwarmer
*On Hit: +1 Health
*No Airblast
*-50% ammo
Simple but I think it would help encourage ambushing, as you get health off your burning foes , ready to go kill again.
Engineer Shotgun: Ol' Betty
*+20% damage
*20% tighter spread
* -35% maximum metal
This would help offensive engies without the gunslinger, as they can drop a lvl 1 with the 130 metal they have, and then help to cover it with a more powerful, accurate shotgun, but not work well with turtling engies as they can hold much less metal.
Been testing Ol' Betty with bots, works quite well. Thoughts?
[QUOTE=little.sparrow;23851002]Flaregun = incedary cannon. read on the wiki.
Though i have never played TFC or FF :ohdear:[/QUOTE]
It's not the same, Incendiary cannon has a splash damage like rocket launcher, and flare gun deals damage only when you hit someone (Wiki states it's based on inc cannon I think). Get FF, its incendiary cannon is a pretty good example. You could even do a smaller rocket jump.
Some sort of automatic weapon for the secondary slot for the soldier, it could do less damage and have low accuracy but a high rate of fire. Maybe a rifle in the same slot too, would deal high damage but a slow reload and fire time, get's minicrits on head shots.
[quote=uzikus;23851403]it's not the same, incendiary cannon has a splash damage like rocket launcher, and flare gun deals damage only when you hit someone (wiki states it's based on inc cannon i think). Get ff, its incendiary cannon is a pretty good example. You could even do a smaller rocket jump.[/quote]
oooooooohhh.
[QUOTE=Saint Jimmy;23851373]Pyro Flamethrower: The Heartwarmer
*On Hit: +1 Health
*No Airblast
*-50% ammo
Simple but I think it would help encourage ambushing, as you get health off your burning foes , ready to go kill again.[/QUOTE]
This idea would surely yield a Vampyro.
Also, concerning the On Hit: +1 Health, is that per particle? If so, that's 22.5 particles per second, meaning 22.5 Health per second. Jus' so you know.
[QUOTE=ironman17;23851584]This idea would surely yield a Vampyro.
Also, concerning the On Hit: +1 Health, is that per particle? If so, that's 22.5 particles per second, meaning 22.5 Health per second. Jus' so you know.[/QUOTE]
Mebbe 1 health every 2 seconds, as long as you keep hitting?
Gee I dunno man, 1 Health every 2 seconds is fuckin' worthless. 22.5 Health per second sounds pretty much ok, so long as only the particles give the Health, and not the Afterburn.
Anything that regenerates health is probably a bad idea unless it's difficult to do, like the Eyelander and the Blutsauger (not hard, but slow and not that helpful as you're not a combat class)
Well, 22.5 per second isn't really that much considering the wear an' tear Pyro gets into with the whole close-range combat deal, and not to forget the decreased ammo reservior. Also, 22.5 per second is assuming that all Flamethrower particles hit a target, and not every particle really meets it's mark.
I'll go test how much health it does per hit, with the particles and all, just gimme a minute...
[QUOTE=ironman17;23852117]Well, 22.5 per second isn't really that much considering the wear an' tear Pyro gets into with the whole close-range combat deal, and not to forget the decreased ammo reservior. Also, 22.5 per second is assuming that all Flamethrower particles hit a target, and not every particle really meets it's mark.[/QUOTE]
22.5 isn't that much
are you crazy
Ok, done some testing. It seems you get about 30hp per kill against soldier, and 15ish against 125hp classes. Its hard to survive against large groups, or to W+m1 with effectiveness due to low ammo and the fact that being shot in the face still owns you. Works quite well.
[QUOTE=NeoDement;23852680]22.5 isn't that much
are you crazy[/QUOTE]
I might be, but that's beside the point. It's only really a seventh of the Pyro's max health, and- Oh wait it heals more than a maxed-out Dispenser...
Maybe it'd be better dividing that amount by half an' calling it quits...
[b]Spy[/b]
The Shocking Twist
Appearance: Knife with Electricity Designs running down the handle
Replaces: Knife AND Sapper (Oooooh)
Well it's basically this:
Pros:
+When attacking buildings, half of the health is depleted from the get go. (Basically, the Spy goes into a pose where he points his knife forward, when this happens, you click to make him "zap" the building.)
+Slightly Longer range then the sapper
+No need to switch between sapper and knife
+20 more damage when regularly attacking with it
+SCIENCE
Cons:
-Loses disguise after his knife "zaps" the building
- When you backstab someone, you can not cloak for 1-2 seconds, regardless of cloak bar
- Slightly slower at regularly attacking than normal knife
-This much sexyness should not be contained in one weapon.
Ancient Sling - Replaces SMG
+
• Can be charged for extra damage and range
Damage: Uncharged: 34 Fully charged: 68
Full ammo: 10
Charging until the meter is full takes 4 seconds. It won't be unaccurate if you keep it too long charged, like the Huntsman.
A fully charged shot deals 2x more damage, and flies 30% further than the Jarate.
[QUOTE=uzikus;23850787]That would make Demoknights with Eyelanders too fast while charging, death would be unavoidable unless you use Natascha or time your airblast well.[/QUOTE]
But they lose their grenade launcher, mind you. They have absolutely no way to attack you at range, so basically if you have a gun you have an advantage against the Demoknight.
[Insert a good name for Russian energy drinks]
+10% faster firerate for 30 seconds.
+35% faster movement speed for 30 seconds.
-40% Health on wearer under effect.
-50% accuracy after effect.
The original sniper rifle should mini-crit on headshot when unscoped
Anyway:
The Mini-Nuke
Rocket Launcher
+35% explosion radius
Mini-crits overhealed targets
-10% movement speed on wearer
-30% overhealed health
-35% projectile speed
-15% damage
Cannot crit
[QUOTE=NuckChorris;23881859]The original sniper rifle should mini-crit on headshot when unscoped
Anyway:
The Mini-Nuke
Rocket Launcher
+50% explosion radius
+15% damage
Mini-crits players over 80% of their health OR if the target is overhealed
-10% movement speed on wearer
-30% overhealed health
-25% projectile speed
Cannot crit[/QUOTE]
so basically it one shots anyone over 80% health
good idea bro
[editline]05:22PM[/editline]
oh also anyone under 80% health
And NeoDement, whats so bad about my Scattergun idea?
Its weaker but more effective against medics AKA key targets AKA what the Scout should target first, I'll change the idea a bit:
Mini-crits medics
+10HP when you kill a medic
+5HP on a normal kill(does not combine both health bonuses on a medic kill)
-20% damage
-10HP on wearer
[SP]Also, if you guys didn't notice, I will trade 90% damage for 100 clip ANY DAY.[/SP]
[editline]12:24AM[/editline]
[QUOTE=NickFury666;23881962]so basically it one shots anyone over 80% health
good idea bro
[editline]05:22PM[/editline]
oh also anyone under 80% health[/QUOTE]
I changed it a bit, besides the rocket is slower than the normal Rocket Launcher, so you saying its not dodgable?
The Speedsters Sidearm
Scout pistol
+20% firing rate
+10% damage
+20% reload speed
-25% accuracy
Cannot crit
[editline]12:52PM[/editline]
Wow what the fuck automerge.
[B]Demoman[/B]
The Cannon.
Apperance: Looks like the scottish resistance and only has one big hole for ammo.
How it works: Reloads on each shot. Does alot of damage. Users are 10% slower with it equipped. And can do long range shots by holding down the attack button to make it go farther like the sticky bomb launcher.
[QUOTE=NuckChorris;23881982]Mini-crits medics
+10HP when you kill a medic[/QUOTE]
No.
A weapon buff oriented towards a specific class is never a good idea. You can see what happened to the Razorback.
[QUOTE=_Kilburn;23893248]No.
A weapon buff oriented towards a specific class is never a good idea. You can see what happened to the Razorback.[/QUOTE]
Yes because a weapon oriented around a key target which Scouts are supposed to kill is a bad idea :downs:
Here's a little something for replacing the Sentry: the Tripod. I know this arose due to my recent obsession with War of the Worlds, but just hear me out.
This monstrous machine is shaped similar to the Hunter from the Half-Life series, but it's functionality is similar to that of a tank, as in you can pilot it. In fact, the Tripod is manual-only, and has no fancy "autopilot", so the only way you can use it in combat is by entering it, via pressing the alternate fire key, which would normally pick up any other building. In it's default form, the Tripod is rather slow (80% baseline), but also very strong (250 HP), and sports twin Artillery Cannons that deal splash damage. A powerful machine indeed, but with several drawbacks.
The first, most obvious drawback is the lack of autopilot, so remember to "dismount" your Tripod in a safe location, where the enemy can't reach it. Another drawback is the fact that you need to dismount in order to repair and reload your fighting machine, which is a risky decision taking into account the time required for mounting and dismounting. The Tripod also costs a whopping great 200 Metal to build, as well as taking 25 seconds to manually assemble, so it's best to build it at spawn. But one of the big drawbacks is that you can't upgrade this thing, seeing as it's technically nearly superior to a Level 3 Sentry.
You can, however, have it "sidegraded" by having certain weapons in your inventory, similar to how different Engie weapons can alter the functionality of your Sentry. The basic "vanilla" Tripod build, with it's Artillery Cannons, can be built with the combo of the Pistol and classic Wrench.
However, if you have the Wrangler instead, the Artillery Cannons are replaced by a far more accurate weapon, the ghostly, terrible Heat Ray. Well, you can hardly take manual control of something you already have manual control over... The Heat Ray is far different from the Artillery Cannons, exchanging the explosive shells for a precise beam of energy with a high DPS, vapourizing enemies if they are killed by the beam. Though a deadly, otherworldly weapon, the Heat Ray is not without it's drawbacks. In lieu of an ammunition meter, the Heat Ray Tripod has an energy battery, but requires 0.5 seconds to "spin-up" before firing, and can only fire for about 6 seconds before the Heat Ray overheats, and it takes 1.5 seconds worth of cooldown to restore 1 second worth of firepower. The flame that shines twice as bright burns half as long.
The nature of your Tripod is also altered by what melee you're carrying. The regular Wrench yields the main Tripod build, like with the Sentry, but when using the Gunslinger, you can create a smaller "Mini-Tripod" build, which has faster movement speed (110% baseline), as well as only costing 150 Metal to build and taking 12.5 seconds to build without whacking it, at the cost of diminished Health (175) and decreased damage output. Carrying the Southern Hospitality simply yields the standard Tripod, just like if you had the regular Wrench. Same applies for the Golden Wrench.
Obviously the Tripod is oriented towards the Offensive Engie. Though this seem more customisable than the regular Sentry, we should first look at the fact that the regular Sentry IS pretty darn customisable. See the "chart" below for more intel on this.
[U]Pistol[/U]
[B]Sentry:[/B] Standard autopilot.
[B]Tripod:[/B] Standard Artillery Cannons.
[U]Wrangler[/U]
[B]Sentry:[/B] Assumes manual control and triples Sentry Health.
[B]Tripod:[/B] Exchanges Artillery Cannons for the more precise Heat Ray.
[U]Wrench/Southern Hospitality/Golden Wrench[/U]
[B]Sentry:[/B] Standard Sentry build, fully upgradable.
[B]Tripod:[/B] Standard Tripod build, a powerful fighting machine.
[U]Gunslinger[/U]
[B]Sentry:[/B] 400% faster build time, lower build cost, increased firing speed, less Health, less damage.
[B]Tripod:[/B] 200% faster build time, lower build cost, increased movement speed, less Health, less damage.
As you can see, the secondary weapons determine the weapon functionality/loadout of the machines, and the melee weapons determine the structure of the machines.
And on the subject of how the hell the Engie came up with this machine, let's just say his grandpa Radigan was called upon as an advisor concerning the besiegement of England by Martians/extradimensional cyborgs, and took the remains of one of their fighting machines as a trophy, having first destroyed it with his robot fist.
You have my permission to make artwork out of that. C&C as usual for the Tripod, too.
Also, you can taunt whilst inside the Tripod. The taunt would be basically the Tripod shaking it's weapons skywards and the Engie inside yelling things like "YEEEEEEEEEEEEEEEEEEHAW!" and "HEEEEEEEEEEEYAW!", with the occassional "UUUULLAAAAA- *coughs*", a nod towards the War of the Worlds, from which this machine was most definitely derived.
One more thing: when inside the machine, anything Engie says is "mechanized", making it sound more robotic.
That does seems pretty cool. And moderatly balanced. I'd like to see it put in.
I'm thinking some kind of Heavy secondary slot item that reduces headshot damage, I'm sick and tired of getting one planted between my eyes during the perfect killing spree
It may have huge health, but a Level 3 sentry's health is 216
So that weapon only has 34 more HP, is it unsappable too?
Also the mini-sentry doesn't have faster fire rate that I can notice.
[editline]03:15PM[/editline]
[QUOTE=Cheesedragon;23894750]I'm thinking some kind of Heavy secondary slot item that reduces headshot damage, I'm sick and tired of getting one planted between my eyes during the perfect killing spree[/QUOTE]
HEY I GOT IT
Mini-Armour
Heavy Secondary
+20% resistance to explosives fire and bullets
Crits dealt towards you do 2x instead of 3x damage
Flame retardant
-20% max overhealed health
-15% movement speed on wearer
Cannot use secondary weapons
[QUOTE=NuckChorris;23894767]It may have huge health, but a Level 3 sentry's health is 216
So that weapon only has 34 more HP, is it unsappable too?
Also the mini-sentry doesn't have faster fire rate that I can notice.
[/QUOTE]
It's gonna be on the battlefield, so it needs that extra health.
The Tripod is most definitely still Sappable.
Pay more attention to the firing rate of weapons.
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