• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
[QUOTE=Axel's Cool;24017715]This is a pretty good idea. Finally a way so that scouts wont die from just one rocket.[/QUOTE] More like 1 grenade, 95% of the time Demomen can just lob a direct grenade at a Scout and he will die.
[QUOTE=NuckChorris;24017771]More like 1 grenade, 95% of the time Demomen can just lob a direct grenade at a Scout and he will die.[/QUOTE] 95%? Wow your lucky. When ever I see a demo I start jumping around hopping he wont hit me...doesn't work most of the time though =|
[QUOTE=Axel's Cool;24018049]95%? Wow your lucky. When ever I see a demo I start jumping around hopping he wont hit me...doesn't work most of the time though =|[/QUOTE] Yeah, usually 2 stickies kills scouts from range
If you equip the Sandman as a scout, you will ALWAYS die in 1 hit from a grenade [B]ALWAYS.[/B]
[QUOTE=NuckChorris;24017574]Boston Bodyarmo(u)r Scout Pistol Replacement +15% damage resistance vs explosives +15% damage resistanve vs bullets +20% damage reduction vs fire +15HP on wearer -10% speed on wearer[/QUOTE] That would nullify the Sandman's -15 health. I love you. :3:
[QUOTE=Arctic-Zone;24021349]That would nullify the Sandman's -15 health. I love you. :3:[/QUOTE] You're welcome, good sir :tiphat:
Alright, I actually have an idea for a Medic unlock. The Schredderklinge (a rough translation of shredder blade): Replaces Bonesaw. +50% damage compared to Bonesaw +On kill, you get 5 seconds worth of doubled Ubercharge gain (only applies while healing) -While swinging/firing, weapon consumes Ubercharge (about 2%/s) So the weapon uses Ubercharge as a sort of fuel, and is like an electric saw, the type used for surgeries. Plus, the 5 seconds of doubled Ubercharge gain only count while healing. Comments/suggestions?
[QUOTE=Arctic-Zone;24021827]Alright, I actually have an idea for a Medic unlock. The Schredderklinge (a rough translation of shredder blade): Replaces Bonesaw. [B]+150%[/B] damage compared to Bonesaw +On kill, you get 5 seconds worth of doubled Ubercharge gain (only applies while healing) -While swinging/firing, weapon consumes Ubercharge[/QUOTE] You either mean +50% damage or you made it OP on purpose. Plus, it would have to have disabled crits so it can't be used to 1-hit ninja huge-health classes
[B]Medics Drain Gun:[/B] The medics Medigun slot can now use the Drain gun. The Drain gun has the ability to drain enemy players life if they come within the medics range. The Drain Gun can still heal other players, but does not have the ability to give a special "Uber".
[QUOTE=NuckChorris;24021950]You either mean +50% damage or you made it OP on purpose. Plus, it would have to have disabled crits so it can't be used to 1-hit ninja huge-health classes[/QUOTE] Woah, thanks for catching that! I fixed it, it's +50% damage. Note that this is DPS, and its appearance is one of those pizza cutter-like electric saws used for surgery, but big and with a tube running from the medipack to a special fuel container/mini-refinery. I also added the actual percentage of Ubercharge you lose while attacking with it.
[QUOTE=NuckChorris;24018270]If you equip the Sandman as a scout, you will ALWAYS die in 1 hit from a grenade [B]ALWAYS.[/B][/QUOTE] Really? I thought it did ~102 damage, not 110
[QUOTE=MRTW113;24026314]Really? I thought it did ~102 damage, not 110[/QUOTE] Yeah me too but it's true. I used to have sandman on till i crafted it with a F-a-G I found.
[B]SNIPER[/B] - The Barate (Barrel based Karate) Replaces razorback/jarate/the thompson thing A big barrel you can carry on your back. While you play it's slowly filling with piss and when the gauge is full, you can drop it, and shoot it to trigger a giant and all mighty piss explosion covering a huge zone. Note that the Barate is not given filled, you must fill it by playing and surviving with the sniper, and once used you cannot use it during the same life, you must die and fill it again in order to use it. It also progressively slows you down as it fills up, it begins with 5% less speed and finished with 50%.
I don't know if I said it already but I wanted a medigun which couldn't overheal but could have a faster ubercharge rate on wounded victims.
[QUOTE=Akasolidus;24034574]I don't know if I said it already but I wanted a medigun which couldn't overheal but could have a faster ubercharge rate on wounded victims.[/QUOTE] Ze Quick Charger Medic Medigun +50% Ubercharge rate +25% faster heal rate -Cannot overheal
New version High Caliber Rifle - Replaces Sniper Rifle Rate of Fire: 1 shot per 0.5 sec Magazine size: 10 Total Ammo: 30 + • +20% damage • +20% primary weapon ammo • Can pierce enemies • Can deal minicrit headshots while unzoomed - • -60% magazine size • Has large recoil • Has large spread when unzoomed
[QUOTE=plack213;24035634]New version High Caliber Rifle - Replaces Sniper Rifle Rate of Fire: 1 shot per 0.5 sec Magazine size: 10 Total Ammo: 30 + • +20% damage • +20% primary weapon ammo • Can pierce enemies [B]Ambassador Release Edition, Mk. II[/B] • Can deal minicrit headshots while unzoomed [B]This should be on the default sniper rifle[/B] - • -60% magazine size • Has large recoil • Has large spread when unzoomed [B]Oh boy, this is gonna be hard to code if it gets in[/B][/QUOTE] Why have it mini-crit on unscoped headshot if it has a large spread? Also, can this weapon charge for extra damage?
[QUOTE=NuckChorris;24035797]*Quote with Bold stuff*[/QUOTE] Did you say a large spread would be hard to code? :frog:
[QUOTE=NuckChorris;24035797]Why have it mini-crit on unscoped headshot if it has a large spread? [/QUOTE] To make it harder to achieve unzoomed headshots. Also, the pierce ability is just a minor bonus compared to the original Sniper Rifle.
[QUOTE=Soul-Chicken;24035807]Did you say a large spread would be hard to code? :frog:[/QUOTE] I was talking about it spreading when unscoped but not spreading when scoped. [SP]:frog: makes me laugh for some reason[/SP]
[QUOTE=plack213;24035860]To make it harder to achieve unzoomed headshots. Also, the pierce ability is just a minor bonus compared to the original Sniper Rifle.[/QUOTE] It's actually pretty fun to spam no scopes in chokepoints, and getting double no scope kills would be awesome
Medigun replacement: Fires a stream of electricity at an enemy and deals the same amount of damage as the syringe gun Does not break healing Firing the electricity drains ubercharge rate Takes 50% longer for the healing chain to reach a patient
Medigun replacement: ÜberBiest Fires a straight stream of the healing beam. This means you have to aim directly at your teammate. 50% Faster (Getting it)Übercharge 25% Longer Übercharge
Demoman Unlock Idea By LukeyxD [b]G.[/b]renade [b]L.[/b]obbing [b]O.[/b]rdance [b]O.[/b]f [b]M.[/b]essy [b]P.[/b]roportions Replaces The Stickybomb Launcher. My aim is to bring the explosive element back to the demoman, Basically a sticky grenade that wont require detonation. It fires and sticks to enemies and after one second it explodes causing large knockback. When the grenade is launched it makes a "Gloomp" sound :D due to the sticky grenade being forced out of the end of launcher. I believe this could be used as both a anti player weapon and a anti building one. This would be quite a high skill requirement weapon as you would have to lead your targets with the 1 second delay. e.g. G.l.o.o.m.p. a engineer, launch him in the air then you or someone else airshots him. As an anti building one, G.l.o.o.m.p. a building which knocks the engineer away and blow his stuff away with your grenade launcher. PROS: STICKS TO ENEMIES, EXPLOSIVE KNOCKBACK. CONS: 1 SECOND FIRING DELAY, 1 SHOT PER CLIP, 1 SECOND EXPLOSION DELAY.
[QUOTE=LukeyxD;24042267] PROS: STICKS TO ENEMIES, EXPLOSIVE KNOCKBACK, AIRBORNE ENEMIES TAKE MINICRITS FROM PROJECTILES APART FROM YOUR GRENADES/STICKIES. CONS: 1 SECOND FIRING DELAY, 4 CLIP SIZE, 1 SECOND EXPLOSION DELAY.[/QUOTE] How about those stats?
MOVING DISPENSER: [media]http://www.youtube.com/watch?v=Xe3vQu9WSq8[/media]
Maybe the same stats
Ive got an updated version which ive thought of: Demoman Unlock Idea By LukeyxD G.renade L.obbing O.rdance O.f M.essy P.roportions Replaces The Stickybomb Launcher. Appearance - Underslung Secondary chamber to grenade launcher. (Credit to Jin_D3vil for this idea.) My aim is to bring the explosive element back to the demoman, Basically a sticky grenade that wont require detonation. It fires and sticks to enemies and after one second it explodes causing large knockback. When the grenade is launched it makes a "Gloomp" sound :D due to the sticky grenade being forced out of the end of launcher. I believe this could be used as both a anti player weapon and a anti building one. e.g. G.l.o.o.m.p. a engineer, launch him in the air then you or someone else airshots him. As an anti building one, G.l.o.o.m.p. a building which knocks the engineer away and blow his stuff away with your grenade launcher. Standard grenade launcher damage, knockback is just like normal explosive knockback. PROS: STICKS TO ENEMIES, EXPLOSIVE KNOCKBACK. CONS: 1 SECOND FIRING DELAY, 1 SHOT PER CLIP, 2 SECOND EXPLOSION DELAY, 1 SECOND DELAY BETWEEN SWITCHING BETWEEN NORMAL LAUNCHER AND GLOOMP. Positives: Adds more disruptive to the demoman, bringing him back to classic demoman. ( THIS WILL STOP THE COMPLAINING.) Powerful shot. Allows for opportunitys to airshot. Able to attach to friend and foe - Scouts run in and disrupt. Blowback doesnt affect teammates. Gives new relationships between each class. Negatives: Makes him a huge target. 1 shot if he misses everyone knows he's wasted it and a delay is taking place. Sacrifices his stickybomb launcher and ability to lay traps. Requires leading. Able to attach to friend and foe. - Accidental blocking could render it useless.
I think the GLOOMP would work if it was pump-action with a slow fire rate (2/3 seconds?) and no spare rounds (like the sniper rifle)
Proxy-sticky launcher Demoman Stickylauncher [url=http://shit][B]+cannot be reflected +automatically detonates if an enemy is in its explosion radius +35% explosion radius -0.2 sticky arm time[/B][/url](this makes the arming time shorter DERP) [highlight]-25% damage -2 stickies out -25% clip size -cannot random crit[/highlight] This weapon is useful on Defense mostly, but it can be used on offense.
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