Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
High Caliber Rifle (suggest better name) - Replaces Sniper Rifle
ROF: 1 shot per second
Magazine size: 5
Total ammo: 25
Reloading time: 3 seconds
+
• 20% higher damage
• Can pierce through enemies
High unaccuracy if not deployed. Deploying takes 3 seconds, and so does undeploying.
-
• Has large recoil even when deployed
• Headshots are dealt as minicrits
New Engie Buildable - The Flamer Sentry [insert better name here]
Level 1 - Short range flamethrower instead of semi-automatic gun
Level 2 - Dual Flamers - Longer flame radius, more damge done
Level 3 - Same as level 2 - Launches Flares instead of rockets
However, it costs 150 metal to build, -15% max health of the sentry and shorter normal area of sight.
WHat do ya think? :D
Oh, and yes, there is an afterburn after being hit by both the flamethrowers and the flares.
[QUOTE=Gen. Crumpets;23895633]New Engie Buildable - The Flamer Sentry [insert better name here]
Level 1 - Short range flamethrower instead of semi-automatic gun
Level 2 - Dual Flamers - Longer flame radius, more damge done
Level 3 - Same as level 2 - Launches Flares instead of rockets
However, it costs 150 metal to build, -15% max health of the sentry and shorter normal area of sight.
WHat do ya think? :D
Oh, and yes, there is an afterburn after being hit by both the flamethrowers and the flares.[/QUOTE]
Flamethrower sentries have been done before, bad idea
it would remove the need for a Pyro, and its the Pyros job to burn things, I had an awesome idea about incendiary stickies, but burning things is the Pyros job alone for now.
I like the flares for rockets bit though.
[editline]04:37PM[/editline]
[QUOTE=plack213;23895106]High Caliber Rifle (suggest better name) - Replaces Sniper Rifle
ROF: 1 shot per second
Magazine size: 5
Total ammo: 25
Reloading time: 3 seconds
+
• 20% higher damage
• Can pierce through enemies
High unaccuracy if not deployed. Deploying takes 3 seconds, and so does undeploying.
-
• Has large recoil even when deployed
• Headshots are dealt as minicrits[/QUOTE]
Erm, nice idea but, piercing through enemies is sorta rare, remember the Ambassador during release? It didn't get that many kills through multi-headshots
Also, crits do x3 damage, mini-crits do +35% damage, so it would do +55% damage on headshot, which is 1.55x the damage, so I don't think trading +55% damage and long time before and after shooting is worth trading for a simple sniper rifle that actually crits and also has no shooting delay
Any more opinion on the Tripod?
[QUOTE=NuckChorris;23895960]Flamethrower sentries have been done before, bad idea
it would remove the need for a Pyro, and its the Pyros job to burn things, I had an awesome idea about incendiary stickies, but burning things is the Pyros job alone for now.
I like the flares for rockets bit though.[/QUOTE]
Glad you like the indea of the rocket flares. Yeah... I guess it would really p!ss off the pyros...
Needs to be something almost entirely new for the engi, not som kind of mod for something. I like ironman17's idea of the tripod though.
[b]All-class melee[/b]
Some kind of stick
Does 20 damage per swing
Movement speed increased by 10%
-25% Maximum ammo to all weapons on wearer.
After 3 kills, the stick breaks and becomes sharp on one side, and does 5+ more damage.
After 10 kills, the stick breaks and becomes unavailable.
[I]Hatless Pyro[/I]
[b]The Brain Pan[/b], Heavy, Secondary.
+85% headshot damage resistance
+30% Critical hit resistance
-No shotgun/sandvich
or perhaps
+Headshots are now minicrits
+30% critical hit resistance
Of course I have NO IDEA what the item itself would be
[editline]02:18PM[/editline]
[QUOTE=Chekko;23898043][b]All-class melee[/b]
Some kind of stick
Does 20 damage per swing
Movement speed increased by 10%
-25% Maximum ammo to all weapons on wearer.
After 3 kills, the stick breaks and becomes sharp on one side, and does 5+ more damage.
After 10 kills, the stick breaks and becomes unavailable.[/QUOTE]
[b]The Stick of Counter-Intuitivity![/b]
[i]Deal less damage! move slower! have no ammo! A revelation in the reverse psychology sciences![/i]
All-class melee
Mini-crits every class
-80% damage vs players of the same class
The Triplejump
Scout Unlock - Replaces Pistol
+ Allows third jump after double jump
However, it is a character add-on, like the gunboats, which means you have no secondary weapon.
Gee I haven't seen _Kilburn around here for about 2 days...
Same here ironman.
anyway ANOTHER WEAPON IDEA
Wow I'm thoughtful...
Anyway:
The Avenger
Soldier shotgun
[B][URL=AHZNFVISOVJE]Mini-crits players who have killed a teammate in the last 5 seconds
100% Crits players who have dominated a teammate in the last 10 seconds[/URL][/B]
[highlight]Cannot random crit
-20% damage[/highlight]
Player-based revenge crits, eh? Interesting concept, worked with the Frontier Justice, could work with others if done right. I don't know about the increased accuracy though, and maybe make the "mini-crit on enemy that killed teammate" function work on players who killed a teammate in the last 10 seconds, so to balance it against the "full crit on enemy that dominated teammate". Also, probably make it only work if the Soldier's within range of said teammate and/or enemy.
Other than those required changes, Avenging might just work. Also, it should probably make the Soldier say something "protective and posthumous" about the dead teammate upon killing the guilty enemy, such as "He might've been a goddam commie, but he was OUR goddam commie!" or "Touch the kid again, and i'll rip you to shreds!", or even "Really? Killing a lady? YOU SICK BASTARD!".
[QUOTE=NuckChorris;23900734]
Mini-crits players who have killed a teammate in the last 5 seconds
100% Crits players who have dominated a teammate in the last 10 seconds
25% more accurate[/QUOTE]
That's going to piss off a ton of people. Especially good scouts
[QUOTE=NuckChorris;23899703]All-class melee
Mini-crits every class
-80% damage vs players of the same class[/QUOTE]
lolknife replacement. Sounds like it'd be fun, but on Scout it'd be all slow and stuff
Personally I think it's a relatively good idea. Just take away the added accuracy, make it so that the Avenging Crits/Minicrits only kick in when a teammate dies/gets dominated within a certain range of the Soldier, and you've got yourself a revolutionary new weapon. And OF COURSE it'll annoy people, it uses critical damage!
-10%= ~72-81 damagepoint blank
A crit with that on someone who happens to dominate someone else would burn, and 125 hp classes wouldn't stand a chance
Yes, but no-one really gets that close to a Soldier anyway. Besides, if you saw an angry Soldier running angrily towards you with an angry shotgun shooting angry bullets infused with vengeful anger, what would you do? You'd run away, that's what you'd do. At least if you distance yourself you'll stand a chance.
But then again, maybe a further damage decrease would be lenient. Maybe make it 25% less damage instead of 10% less damage, and it'd be a bit more balanced. One can only deal out so much justice, anyhow. But then again, a psychopathic rogue trooper isn't exactly willing to show too much mercy to the one who killed their teammates. Be thankful that the effect is non-transferrable, otherwise dominating an enemy would yield you a crit rocket to the face every time.
Ok, no accuracy bonus
also, MRTW, you are taking point-blank into account, where almost every pellet hits, at a distance very few even hit.
and -20% damage
Please take into account that [URL=http://wiki.teamfortress.com/wiki/Minicrit#Mini-crits]mini-crits deal +35% damage[/URL], so lowering most of the damage will make mini-crits not-so-strong and almost pointless
Upon watching a certain video, I have been truly inspired by the dead. Here's the vid in question.
[media]http://youtube.com/watch?v=Sj7ng-LWIT4[/media]
As you can see, Engie captured a Demoman and turned him into a cyborg fighting machine. This is what has inspired me to devise the unholy art of... Enginecromancy! *dun dun duuuuuuuuh!*
At the cost of his Sentry Gun, the Engineer has devised a weapon so terrible that only the insane would dare to speak it's name aloud. Anyway, it's called the Reanimator. *your computer screen distorts, and my maniacal psychopathic grin, devoid of all reason and sanity, appears on your desktop*
What the Reanimator looks like is a large screwdriver, [highlight]with the shaft inlaid with unholy runes that glow with the souls of the damned![/highlight] What it does is give the Engineer a Soul meter, meaning that for every enemy he kills, he gets their lifeforce, represented as a Soul. With these Souls, the Engineer may summon a Cyborg, a horrific humanoid amalgamation of body parts and machine parts, programmed to be loyal to their Engineer, and armed with a semi-automatic rifle grafted onto their arm stump. Before he can summon his Cyborgs, however, he must first build a Rift, a Teleporter-like machine that replaces the Sentry.
Once constructed, this infernal machine will teleport prefabricated Cyborgs from the Engineer's evil lair to where the Rift is located, where they will then proceed to their Engineer, and kill any enemy they see. Each Cyborg can be called forth by jabbing the Rift four times with the Reanimator, supplying 100 Metal with which to fuel the process of transporting the Cyborg. The Rift is non-upgradable, and neither are the Cyborgs. Whilst only costing 50 Metal to summon each Cyborg, you require 1 Soul to animate the otherwise dead hunk of flesh and steel, so before you amass your army of the dead, go out and kill some sonofabitch to take his Soul, or get an Eyelander Demo to hit the Rift to transfer one of his accumulated Heads to your Soul count. (See?) Here's the stats of your average Cyborg.
Health: 100.
Movement speed: 270v (90% baseline).
[U]Damage[/U]
Base damage: 50.
Maximum ramp up: 75 (150%)
Minimum fall off: 25 (50%)
Point blank: 70 - 75
Medium range: 45 - 55
Long range: 25 - 30
Mini-crit: 67
Critical Hit: 150 (can only crit via Kritzkrieg or Humiliation)
[U]Function times[/U] (in seconds)
Attack interval (rate of fire): 1.0
Reload time: 2.0
Alone, they're relatively easy to kill, even if they do pack a deadly punch. However, the Engineer can command multiple Cyborgs at once, up to 3 at any one time. Due to the mortality rate of Cyborgs, the Engineer would be wise to do some kills by himself, as merely assisting will not give Engie the kill, he needs to kill his prey himself in order to take their Souls, and you'll need a great deal of Souls to keep your army stocked. Due to their partial organic nature, Cyborgs can be healed, Ubercharged, Kritzkrieged, and affected by Soldier Auras (that's what the Buff Banner and upcoming Battalion's Back Up are, Auras). However, they are also vulnerable to critical hits, minicrits, Fire, Bleeding, Jarate, and pretty much everything else that the organic classes are vulnerable to.
Just to redescribe what the Cyborg looks like, visualise a mechanical torso, with human limbs attached, and a random class's head on top of the torso, it's eyes devoid of any emotion or sentient thought, as well as a semi-automatic rifle grafted onto their right forearm. It speaks in an electronic monotone version of said class's voice, saying things like "Target Acquired" or "Target Destroyed" or "Require Maintenance", with the only change in pitch being the powering-down death rattle. The different class heads are solely cosmetic, they do not change the way the Cyborg functions, only how it looks.
Considering the many positives of this weapon, i'm gonna need to think of some more negatives.
[U]Positives[/U]
[URL="http://Ph'nglui"]Replaces Sentry with mobile Cyborg[/URL]
[URL="http://mglw'nafh"]Engineer can command 3 Cyborgs at once[/URL]
[URL="http://Cthulhu"]Cyborgs deal a base damage of 50 per shot[/URL]
[URL="http://R'lyeh"]Engineer gains 1 Soul for each personal kill[/URL]
[URL="http://wgah'nagl"]Cyborgs cost only 100 Metal[/URL]
[URL="http://fhtagn"]Cyborgs are affected by positive buffs[/URL]
[U]Negatives[/U]
[highlight]Cyborgs have -50 Health compared to Sentry[/highlight]
[highlight]Cyborgs fire one shot per second[/highlight]
[highlight]Reanimator cannot randomly crit[/highlight]
[highlight]Cyborgs require 1 Soul to create[/highlight]
[highlight]Engineer must build a Rift before summoning Cyborgs[/highlight]
[highlight]Cyborgs are vulnerable to negative debuffs[/highlight]
This weapon is yet another Offensive Engie weapon, designed to create a small army with which to assault enemy lines with, as well as providing a mobile defense whilst "moving that gear up". Also, the Engineer can use the Wrangler to send his Cyborgs to a location by painting a location with the Wrangler's primary fire, either sending all of them there, or one of them by painting the specific Cyborg before painting the location.
C&C, i'm practically buzzing. Also, rate Wrench if you find the secret H.P Lovecraft reference. (not the Reanimator one)
*my face fills the entire screen, and I recite the manuscript for Meet the Engineer in backwards-speak*
ironman you have this weird fixation on demonic things and it's really starting to scare me :ohdear:
*grins*
It's not just demonic stuff, but anything arcane, mystical, otherworldly, blasphemous, etc.
[QUOTE=NuckChorris;23903050]Ok, no accuracy bonus
also, MRTW, you are taking point-blank into account, where almost every pellet hits, at a distance very few even hit.
and -20% damage
Please take into account that [URL=http://wiki.teamfortress.com/wiki/Minicrit#Mini-crits]mini-crits deal +35% damage[/URL], so lowering most of the damage will make mini-crits not-so-strong and almost pointless[/QUOTE]
Sorry, didn't see the -20%. But remember that any form of crits won't have falloff either, so even medium range will be doing full damage per pellet, and more.
Anyways, my sentry idea would be:
[b]Minisentry (of the gunslinger)replacement: Shotgun sentry[/b]
[highlight]-Same rate of fire and damage as a shotgun
-Perfect accuracy, no spread[/highlight]
Drawbacks:
[highlight]-Slower rate of fire than sentries
-After 6 shots, takes a moment to reload (same amount of time as an upgrading sentry)
-falloff damage, unlike normal sentries
-Piss poor damage from far away
-100 health, but deploys like normal sentry, staring from 1 and rasing to 100 as it builds[/highlight]
Now, you have a buffed, non-upgradeable sentry at close range, giving non-lvl 3s built around corners a chance for a kill. Could actually be a counter close range against unaware Soldiers in close quarters. On the other hand, it has a slower rate of fire, takes a second to reload, and can still be brought down easily when deployed to make up for that firepower
The Battalion's Backup
Level 3 Buff Banner
POSITIVES
On activation: +33% damage resistance to all nearby teammates.
NEGATIVES
Must take 600 damage to use.
Notes: You get no or little rage for inflicting damage.
You do not give minicrits with this Buff Banner.
Possibly add a small health regeneration to teammates when in-use, at the same rate as a level 1 dispenser.
Sounds like the perfect weapon for a pocket soldier with a kritz medic
Custer's Trench Gun
(Soldier's shotgun replacement)
It's effect is somewhat similar to the equalizer except that it depends on the rocket launcher ammo including health. The less ammo for the rocket launcher the more damage the shotgun will deal. However, it won't affect fire rate, as the soldier's health will be affecting that. It's base damage is 50% lower than the regular shotgun and it deals 6 more damage for every less rocket. It's fire rate will be 25% lower than the standard at its base rate but when his health is at 1 he will be firing near the fire rate of a pistol. The trench gun will carry 4 shotgun shells instead of 6 and will carry a total of 20 shells. It cannot fire random crits and reloads as the same rate of the shotgun.
The Peacemaker
(Engineer pistol replacement)
It will have a magazine size of 8 rounds. It will deal 35-40% less damage of the regular pistol. It will deal slight knockback and will cause 1 second of slowdown on hit. It also fires at 5 rounds a sec. compared to the regular 6 rounds a sec.
[QUOTE=MRTW113;23909145]Sounds like the perfect weapon for a pocket soldier with a kritz medic[/QUOTE]
I main medic, so this is the sort of weapon I'd like to see yeah.
Kvass (Russian bread-based national drink, Квас)
+10hp per second regen rate for 10 seconds after use
+25hp on use
-cannot be dropped
-blocks healing for 10 seconds
crafting: sandwich+sandwich+bonk
[QUOTE=HJ-kos;23912217]Kvass (Russian bread-based national drink, Квас)
+10hp per second regen rate for 10 seconds after use
+25hp on use
-cannot be dropped
-blocks healing for 10 seconds[/QUOTE]
Is there a regen time? Sounds cool but would completely block out a medic
[QUOTE=MRTW113;23912240]Is there a regen time? Sounds cool but would completely block out a medic[/QUOTE]
its for times when there are no medic on server\nearly. Go to battlefield, see there a bunch of enemies, take out kvass, drink wih sound "GULP GULP GULP" (as reference to "heavy gulp" form l4d2), and have a little medic within. For 10 seconds you'll be healed 10hp per second, totally healing 125hp (initial 25 and 10*10) which is NOT full replacement for medic of course. Downside is that you won't be healed by medics\dispensers or medkits.
Wait, allow the user to take medkits, but taking them stops the regen and requires re-drinking.
Because of this damn Sam & Max game case on my desk I keep reading my own text in Max's voice
[editline]01:02PM[/editline]
The Stinger(Der Stachel in German according to Google translate)
Syringe gun
Syringes poison enemies
-10% damage
Jarate cannot make poison mini-crit
My brain isn't thinking properly right now, so my mind is a blank now.
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