• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Link to where I got the idea :v: [url]http://www.facepunch.com/showpost.php?p=23914807&postcount=50[/url] The Electro-Deciever: [code]+ The Sentry will turn against it's allies when sapped. + Sentry is no longer immune to friendly-fire. - 50% sapper drain-rate. - Only one sapper can be active at a time. - The Sentry does not consider the Engineer who built it or other buildables to be threats. - The Sapper becomes inactive if the Spy who placed it is killed.[/code] This Sapper turns the enemy Sentry against it's allies while it is being sapped and makes it vulnerable to friendly-fire, it also has a decreased health drain-rate that gives the Sentry more time to shoot at it's allies before it is destroyed. The downside being that it can only be placed on one buildable at a time, the sapper stops functioning if the Spy who placed it is killed, and the Sentry does not attack the Engineer who built it or other buildables. It's an "ambush sapper". It's not as good as the Electro sapper for taking out Sentry nests or multiple buildings at once (since the -50% drain rate applies to other buildings as well), and it is not good at taking out the Sentry guns of lone Engineer's unless you kill the Engineer before he is able to remove the sapper. It is however very good if you place it on an unguarded Sentry, and it can still be a useful distraction in a sentry nest as long as the Engineer who built it doesn't remove the sapper. As it is not immune to friendly-fire during while turned, it also encourages the enemy team to kill their own team's sentry. The visual indicator that the Sentry is "turned" is the Sapper on top of the sentry (although the noise and electricity is more faint than the electro sapper), and that the new added "laser pointer" on the sentry turns to the color of the enemy team.
[QUOTE=NuckChorris;23914423] 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.[/QUOTE] How would the poison work? Like the disease in TFC with the exception of spreading?
[QUOTE=NuckChorris;23914423]Because of this damn Sam & Max game case on my desk I keep reading my own text in Max's voice.[/QUOTE] Really? 'cause i'm reading it Sam's voice.
[url]http://www.facepunch.com/showpost.php?p=23916153&postcount=53[/url] [quote=Simski]I wish Medic would have gotten the Shiv instead of Sniper. I don't mean the model itself, I mean the stats. I wish Medic would have gotten a big syringe, with the Shiv's stats. It would have made sense that since Medic is not a direct combat class, he would get a weapon that deals bad direct damage but deals good damage over time. If "Bleeding" would have been renamed "Poison" it would then have been a nice reference to TFC :( [/quote] It's easy to be smart in hindsight :(
just like the pain train stats would have been nicer for the spy
[QUOTE=NeoDement;23916571]just like the pain train stats would have been nicer for the spy[/QUOTE] I never thought of it that way, but I completely agree.
But i like to be a ninja demo :saddowns: Sticky jump to a control point and cap the point using Pain train.
[QUOTE=Chekko;23916712]But i like to be a ninja demo :saddowns: Sticky jump to a control point and cap the point using Pain train.[/QUOTE] You are of a dying breed :v:
But the Demoman is black. Oh wait you mean that.
[QUOTE=uzikus;23915239]How would the poison work? Like the disease in TFC with the exception of spreading?[/QUOTE] It would spread, but spreaded infection only does 1/3rd of damage.
[QUOTE=Simski;23915228]Link to where I got the idea :v: [url]http://www.facepunch.com/showpost.php?p=23914807&postcount=50[/url] The Electro-Deciever: [code]+ The Sentry will turn against it's allies when sapped. + Sentry is no longer immune to friendly-fire. - 50% sapper drain-rate. - Only one sapper can be active at a time. - The Sentry does not consider the Engineer who built it or other buildables to be threats. - The Sapper becomes inactive if the Spy who placed it is killed.[/code] This Sapper turns the enemy Sentry against it's allies while it is being sapped and makes it vulnerable to friendly-fire, it also has a decreased health drain-rate that gives the Sentry more time to shoot at it's allies before it is destroyed. The downside being that it can only be placed on one buildable at a time, the sapper stops functioning if the Spy who placed it is killed, and the Sentry does not attack the Engineer who built it or other buildables. It's an "ambush sapper". It's not as good as the Electro sapper for taking out Sentry nests or multiple buildings at once (since the -50% drain rate applies to other buildings as well), and it is not good at taking out the Sentry guns of lone Engineer's unless you kill the Engineer before he is able to remove the sapper. It is however very good if you place it on an unguarded Sentry, and it can still be a useful distraction in a sentry nest as long as the Engineer who built it doesn't remove the sapper. As it is not immune to friendly-fire during while turned, it also encourages the enemy team to kill their own team's sentry. The visual indicator that the Sentry is "turned" is the Sapper on top of the sentry (although the noise and electricity is more faint than the electro sapper), and that the new added "laser pointer" on the sentry turns to the color of the enemy team.[/QUOTE] Ultimate griefing tactic if the engie can still heal and move the sentry. Also, can't the engie still destroy the sentry?
[QUOTE=MRTW113;23927698]Ultimate griefing tactic if the engie can still heal and move the sentry. Also, can't the engie still destroy the sentry?[/QUOTE] It will work as a sapper on the sentry. The Sentry will keep receiving damage from the sapper until the sapper have been removed, and hitting the sentry with your wrench when the sapper is attached won't heal the sentry until the sapper have been destroyed. The sentry can't be picked up until after the sapper have been removed. I'm not sure if he should be allowed to destroy the sentry... It depends on if Engineers can destroy their sapped buildings now, otherwise I'd oppose that idea.
[QUOTE=NeoDement;23916571]just like the pain train stats would have been nicer for the spy[/QUOTE] Nah, he would die to a spycheck in a split second.
[QUOTE=Akasolidus;23931615]Nah, he would die to a spycheck in a split second.[/QUOTE] Not to pyros, since it is +10% bullet damage take, not fire damage.
[QUOTE=Akasolidus;23931615]Nah, he would die to a spycheck in a split second.[/QUOTE] Being caught in the Pyro's flame as a Spy is almost always a death sentence anyway, the only difference would be that it goes slightly faster. If it effected fire damage rather than bullet damage that is.
The Double-Action Medic medigun Target becomes Invulnerable and gains mini-crits +10% ubercharge duration -25% ubercharge rate Instead of being invulnerable, the medic instead gains +80% resistance.
No no no. I am not talking about pyros. Engineers, heavies, anyone with a weapon which shoots bullets. They all spycheck. Spy would die to bullets in an instant.
Compact dispenser Dispenses like a level 2 dispenser Builds 4x faster Only requires 60 metal Cannot regenerate metal Only has a level 1 dispenser's health
[QUOTE=Akasolidus;23931615]Nah, he would die to a spycheck in a split second.[/QUOTE] I think the point is it rewards not getting caught.
[QUOTE=Akasolidus;23940099]No no no. I am not talking about pyros. Engineers, heavies, anyone with a weapon which shoots bullets. They all spycheck. Spy would die to bullets in an instant.[/QUOTE] Ah, true. However that's the downside. As a Spy it is always your goal to go undetected, a good Spy would not suffer from the added vulnerability :3:
[QUOTE=ironman17;23901603] 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] I just got a lot of lines for that weapon now: "Hey commie, why don't you let the boy give your gun a romantic dinner!?" "Listen you little shrimp, you dare touch his sandvich again and I'll send you into hell!" "We both may be patriotic Americans, but he was OUR Nazi you bastard!" "Listen commie, touch my fellow Soldiers again AND I WILL MAKE SURE YOU WILL WANT TO DIE!" "That was OUR Scott sonofabitch you Scott sonofabitch!" "Hey Toy Maker, why don't you build our commie a food dispenser instead?"
It would be nice if there was Mac weapons, which is basically weapons that seem really good, but are just as decent as all the others. Here's an example. Stats are in comparison with default weapons Soldier: ILasered a maggot Lvl 10 Laser Cannon Pros: 300% Rocket speed 20% Damage Can shoot through people Comes with a nifty kill counter display screen Cons: 0% Explosion radius No rocket jump Pyro: IPlasma gun Lvl 10 Plasma thrower Pros 100% Damage vs buildings Disintegrates stickybombs 40% Extra damage It also comes with a nifty built in dance instructor(gives pyro a dancing taunt) Cons No airblast No afterburn It's just a concept anyway.
[QUOTE=NuckChorris;23958828]I just got a lot of lines for that weapon now: "Hey commie, why don't you let the boy give your gun a romantic dinner!?" "Listen you little shrimp, you dare touch his sandvich again and I'll send you into hell!" "We both may be patriotic Americans, but he was OUR Nazi you bastard!" "Listen commie, touch my fellow Soldiers again AND I WILL MAKE SURE YOU WILL WANT TO DIE!" "That was OUR Scott sonofabitch you Scott sonofabitch!" "Hey Toy Maker, why don't you build our commie a food dispenser instead?"[/QUOTE] Hmmm, not bad.
[QUOTE=ironman17;23960862]Hmmm, not bad.[/QUOTE] "Hey Commie, that was MY Nazi you were killing there!" "Sorry Nazi, but our Commie is not your boyfriend!" "Hey camper, try killing a Commie that doesn't make me wanna kill you!" "That Aussie may be a camper but hes OUR camper who KILLS [I]YOU[/I], [B]GOT IT MAGGOT!?[/B]" "Why did you kill your father shorty? thats not very nice." "You god damn [I]DEVIL MONSTER [B]I HOPE YOU WORK WITH THE COMMIE SO I CAN KILL YOU BOTH YOU GOD DAMN MAGGOT![/B][/I]"
Well seeing the classes their special ability are getting kinda mixed up lately (see; pain train, bleed effect etc), I was thinking of a medigun that would make both the target and medic himself (partially?) invisible as ubercharge, of course also rendering both unable to fire any weapon. I'd love to get something more dangerous than a spy behind enemy lines (a big shaved bear who hates people for example), but at sacrifice you wouldn't have your precious invulnerability or crits. Maybe add some up-or-downside to it incase it's OP/UP. Seeing Im terribad with names I'll just dub it The Poltergeist. [i]"The word "poltergeist" came from the German word "poltern," which means to "rumble", "bluster", or "jangle", and "geist," which means spirit."[/i] :eng101: Just throwing it out there. :v:
[QUOTE=Rooflex;23965504]Well seeing the classes their special ability are getting kinda mixed up lately (see; pain train, bleed effect etc), I was thinking of a medigun that would make both the target and medic himself (partially?) invisible, of course also rendering both unable to fire any weapon. I'd love to get something more dangerous than a spy behind enemy lines (a big shaved bear who hates people for example), but at sacrifice you wouldn't have your precious invulnerability or crits. Maybe add some up-or-downside to it incase it's OP/UP. Seeing Im terribad with names I'll just dub it The Poltergeist. [i]"The word "poltergeist" came from the German word "poltern," which means to "rumble", "bluster", or "jangle", and "geist," which means spirit."[/i] :eng101: Just throwing it out there. :v:[/QUOTE] Good God invisible pyros and heavies [editline]11:11AM[/editline] [QUOTE=Oblivious1;23960731]Soldier: ILasered a maggot Lvl 10 Laser Cannon Pros: 300% Rocket speed 20% Damage Can shoot through people [b]Comes with a nifty kill counter display screen[/b] Cons: 0% Explosion radius No rocket jump[/QUOTE] Is that needed? And don't you mean 120% damage? Sounds like a suckish sniper rifle
[QUOTE=Rooflex;23965504]Well seeing the classes their special ability are getting kinda mixed up lately (see; pain train, bleed effect etc), I was thinking of a medigun that would make both the target and medic himself (partially?) invisible as ubercharge, of course also rendering both unable to fire any weapon. I'd love to get something more dangerous than a spy behind enemy lines (a big shaved bear who hates people for example), but at sacrifice you wouldn't have your precious invulnerability or crits. Maybe add some up-or-downside to it incase it's OP/UP. Seeing Im terribad with names I'll just dub it The Poltergeist. [I]"The word "poltergeist" came from the German word "poltern," which means to "rumble", "bluster", or "jangle", and "geist," which means spirit."[/I] :eng101: Just throwing it out there. :v:[/QUOTE] An invisibility-based Medigun, eh? That'd complement the invuln and crits rather well. Since the effect isn't on the same scale of power as Uber and Kritz, maybe make the charge rate +50%, just like the Kritzkrieg has a charge rate of +25%. But this is just assuming the Poltergeist cloaks both players for 10 seconds. Any more cloak time and we'd need to re-evaulate, not to mention we need to decide whether or not a player can fire under the influence of this "Ubercloak". Also, here's a few ideas for changing a Medic's "paradigm". The first one, I call the "Uberswitch". It's basically an alternate melee that changes how the Medic manages his Ubercharge. What it does is simple: it allows you to throw your Uber before it's full, as well as switch it off if things hit the paddles. Should you throw it prematurely, you will require 5% of your Uber to jumpstart the reaction, and there's a .25 second delay between hitting the button and deploying the charge, accompanied by a loud buzzing pop and a flashy light show along the barrel. The side effects are that the actual weapon swings as slow as the Ubersaw, but doesn't accumulate Uber if you hit something. Second idea is yet another change in paradigm: the Ubercell. In exchange for your primary weapon (Syringegun/Blutsauger), you gain an extra 50% more Uber to your Uber meter, as well as an extra +25% to your charge rate, meaning that even with 150 Uber to accumulate, you can still accumulate all that energy in the same amount of time you'd take to accumulate 100 Uber without the Ubercell (40 seconds for Ubercharge, 30 seconds for Kritzkrieg, 20 seconds for Poltergeist). Apart from the obvious downside of not having a ranged backup weapon, the Ubercell also emits a noticable humming noise, alerting enemies to your presence. These are risky choices to make, so make sure you're sure you'd wanna use these things, not to mention that you have the skill to use them properly. I've got a feeling that if a Medic had a Poltergeist and an Uberswitch, they'd be able to become a Cadaceus Snake, so named because they'd be a Medic as well as a stealth agent.
[QUOTE=ironman17;23967069]An invisibility-based Medigun, eh? That'd complement the invuln and crits rather well. Since the effect isn't on the same scale of power as Uber and Kritz, maybe make the charge rate +50%, just like the Kritzkrieg has a charge rate of +25%. But this is just assuming the Poltergeist cloaks both players for 10 seconds. Any more cloak time and we'd need to re-evaulate, not to mention we need to decide whether or not a player can fire under the influence of this "Ubercloak".[/QUOTE] Well, I originaly intended for them not to be able to fire weapons while cloaked, maybe to differentiate it from the spy's invisibility watches the Poltergeist'd couple would be able to pass through enemy players and structures. (Y'know, like a ghost :ghost:) As a downside it could add onto the "Poltern" aspect; a load noise a-la Dead Ringer on decloak. But a faster charging time would be pretty sweet. Also loving your idea of a bigger "Über-cell", maybe a bigger whatever-it-is on his back to allow people to see if he has it equiped.
l'shockdevice lvl 15 Sapper -can take 25% less damage -regen time of 3 seconds. -can instantly bring people in shock
[QUOTE=Rooflex;23968519]Well, I originaly intended for them not to be able to fire weapons while cloaked, maybe to differentiate it from the spy's invisibility watches the Poltergeist'd couple would be able to pass through enemy players and structures. (Y'know, like a ghost :ghost:) As a downside it could add onto the "Poltern" aspect; a load noise a-la Dead Ringer on decloak. But a faster charging time would be pretty sweet. Also loving your idea of a bigger "Über-cell", maybe a bigger whatever-it-is on his back to allow people to see if he has it equiped.[/QUOTE] That's what I was thinking about too. A great big electrical coil on the Medic's back, attached to the backpack in some fashion. The drawback of no primary weapon helps Medic focus on the task at hand, even if it might not be that fun without a backup weapon, but the bigger risk has a better payoff in the end in regards of extra time on your Uber/Kritz/Geist.
Sorry, you need to Log In to post a reply to this thread.