Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
[Fancy name goes here]
Replacement for Pipelauncher.
Only one granade per clip
+40% explosive radius
Twice or really high reload time
Explodes on impact
A flame thrower that lets you poor gas on the ground then ignite it when ever you want. So if someone goes into the lintel room you can trap them or something.
[QUOTE=Irongasm;24051534][B]poor gas[/B][/QUOTE]
Was it cheap :rimshot:
[QUOTE=NuckChorris;24043860]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.[/QUOTE]
Needs one more bad point, for example bigger stickies or stickies which regularly makes noise, just something like a little Bip every second, more like a sentry.
Gib Launcher. Not sure what class this can be for. I thought it might be for Medic due to him being slightly insane and all. Or another weapon shared by Demoman and Soldier due to them blowing people into gibs.
Anyways, with the gib launcher, you can shoot gibs that you have collected at people. This will knock them back pretty far depending on which limb comes out. Chest gib will obviously be the biggest knockback, head will only be minor. Knock a single player back enough times and they will fall. It will take the player 6 seconds to stand back up.
Not too sure how it will work with countries that have disabled gibs, but hey, their loss.
+ 100% crit chance on headshot
+ Can shoot gibs at a great distance
- Can be reflected with Pyro's compression blast
- 10% damage done
- 5 gibs ammo
[QUOTE=Braaaaains;24060907]Gib Launcher[/QUOTE]
:geno:
[editline]11:07PM[/editline]
[QUOTE=z0nk3d;24060290]Needs one more bad point, for example bigger stickies or stickies which regularly makes noise, just something like a little Bip every second, more like a sentry.[/QUOTE]
Wait, I GOT IT!
They would be almost flat, but they would have a small yet semi-bright team-coloured light on top
They would be visible in the dark then :v:
[QUOTE=Braaaaains;24060907]Not too sure how it will work with countries that have disabled gibs, but hey, their loss.[/QUOTE]
In Germany you shoot springs and ducks at people, and then they bleed rainbows.
Hatless Heavy
[QUOTE=MRTW113;24075460]In Germany you shoot springs and ducks at people, and then they bleed rainbows.[/QUOTE]
They bleed BP oil, not rainbows. Oh, well, both are expensive and can be wasted.
My idea:
Golf trophy for Sniper.
[img]http://www.bronze-statues.com/images/lgbrz04golf1746.jpg[/img]
Does mini-crits to "gerl gamurzz1!! 11 xD so randum1 1"
[QUOTE=rotaivA;24118239]
Does mini-crits to "gerl gamurzz1!! 11 xD so randum1 1"[/QUOTE]
Thats not funny :frog:
[QUOTE=NuckChorris;24120612]Thats not funny :frog:[/QUOTE]
My brother died that way.
I once thought of a Snipers smg replacement for shotgun and a shotgun for snipers smg.
Sniper getting a shotgun would be like a short-range class with a distance attack.
Hang on a second...
I don't want the Sniper to turn into a secondary scout with a shotgun.
Somebody please post a (good) weapon idea here please, I'm out of ideas ffsggek
Ze Ranger (Medigun replacement):
Regenerates 2 HP per second to nearby teammates (1/4 the Sentry's range).
Regenerates faster the more time Ze Ranger has been on a target.
-15 Max HP on wearer
15% less resistance vs bullets.
Wait, how about
(NO NAME YET)
Medigun replacement
[B][url=a]+10% fire bullet and explosive resistance
Regenerate 3 extra HP per second
+10HP on wearer
Heals nearby teammates in a dispenser's healing range
Can heal nearby teammates when medigun is not held[/url][/B]
[highlight]-25% ubercharge rate
-10% ubercharge duration
-15% max overheal on medigun target
-15% heal rate on medigun target
cannot overheal non-medigun targets
only ubercharges medigun target
healing nearby teammates does not fill ubercharge[/highlight]
You can heal teammates near you helping you with defense/offense, also allowing you to fight and be helpful at the same time, but your main patient receives less overheal and heal rate than the default medigun.
Oh i forgot about the Uber.
Not all new mediguns have to have a new Uber.
Me and my brother had quite a number of medic ideas.
[Fancy Medic Melee weapon names goes here]
Lvl 13 Ubersaw
M2 does crits, but uses 10% Ubercharge
No random crits
[Fancy medigun name goes here]
Lvl 20 Demonic Medigun
Ubercharge creates blackhole, which sucks in players(friend or foe, including buildings) in its vicinity and sends them spiralling in circles above it for 8 seconds. Once the 8 second duration is over, every enemy(including medic using it) that got sucked in will explode. If medic switches weapon, loses sight of black hole for 3 seconds, goes too far from the blackhole, dies, taunts or gets stunned while making the blackhole, the blackhole disappears and nobody dies.
[Fancy syringe gun name goes here]
Lvl 20 Syringe gun
100% chance on hit reduce maximum health by 6 to a minimum of 50hp(that means a medic using this can make a heavy's max hp 50 if he fires enough syringes. Does not affect buildings. Max HP can be restored by resupply cabinet)
-100% Damage(that means it can't kill anything)
The melee weapon is for that moment when your buddy dies and you still have plenty of ubercharge to go around, which you can use to inflict crits.
The medigun is for people who think their buddy is a complete nim rod who will simply waste away the medic's ubercharge. It's also nifty for taking out turtles, as long the medic doesn't become part of the mess.
The syringe gun is meant to be for weakening enemies at the frontline so that if they retreat to health pills or something, the damage done by the syringe gun stays. It can also be used to weaken a medic pair, and maybe weakening that annoying engi camping over there.
I like the first idea but make it use 40% uber, since one hit adds 25% uber.
[QUOTE=Oblivious1;24153174]
[Fancy Medic Melee weapon names goes here]
Lvl 13 Ubersaw
M2 does mini-crits, but uses 7% Ubercharge
No random crits
-snipped medigun idea-
[Fancy syringe gun name goes here]
Lvl 20 Syringe gun
100% chance on hit reduce maximum health by 5 to a minimum of 85hp
-85% Damage
[/QUOTE]
How about those stats?
Much better.
Medigun replacement:
Ubercharge replaced with mini-crits
While ubered, you and your target gets 500+ Max health
10% less resistance vs fire and explosions
After uber, you and your target loses 20 Hp per second, until normal health.
[QUOTE=Chekko;24153269]Much better.
Medigun replacement:
Ubercharge replaced with mini-crits
[B]While ubered, you and your target gets 500+ Max health[/B]
10% less resistance vs fire and explosions
After uber, you and your target loses 20 Hp per second, until normal health.[/QUOTE]
:frog:
You do know that will bug up the healthbar right?
Obviously, Valve would update the healthbar then.
[QUOTE=NuckChorris;24153230]How about those stats?[/QUOTE]
Sure, they'll work
I was thinking about maybe some kind of Homing Rocket launcher for the soldier. Maybe deals less damage, but has a laser sight ala' Half-Life 2 that allows you to aim the rockets.
I got an idea, give the Direct Hit a laser sight, but reduce the damage bonus
[QUOTE=Kenori;24156894]I was thinking about maybe some kind of Homing Rocket launcher for the soldier. Maybe deals less damage, but has a laser sight ala' Half-Life 2 that allows you to aim the rockets.[/QUOTE]
Nooo.
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