• Unlockable Ideas Megathread - Post unlockable ideas only in here
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Explain?
Medic syringe gun replacement. A shotgun that shoots syringes. Higher spread, lower fire rate. Same damage or maybe a bit higher.
I'd want this weapon. [B]Demoman[/B] [B]Napalm Grenade Launcher[/B] Stats: [B]75% Less damage.[/B] [B]50% Less Ammo Clip.[/B] [B]Ignites players upon explosion. Which make's the burn for 5-8seconds.[/B]
Demoman was not born for making enemies set on fire, stop dreaming. I had an Incendiary Sticky launcher idea, but it automatically sucked because burning things is pyro's job ALONE I already said this to a person who made the Flamethrower sentry idea
[QUOTE=NuckChorris;24157424]Demoman was not born for making enemies set on fire, stop dreaming. I had an Incendiary Sticky launcher idea, but it automatically sucked because burning things is pyro's job ALONE I already said this to a person who made the Flamethrower sentry idea[/QUOTE] Nothing's set in stone with TF2, class roles are constantly being adapted (airblast, chargin targe, etc).
[QUOTE=Hellduck;24157697]Nothing's set in stone with TF2, class roles are constantly being adapted (airblast, chargin targe, etc).[/QUOTE] There would not be much unique left about Pyro if it was incorporated though.
[QUOTE=Simski;24157777]There would not be much unique left about Pyro if it was incorporated though.[/QUOTE] Well, Valve added bleeding...
[QUOTE=MRTW113;24158398]Well, Valve added bleeding...[/QUOTE] Oh god, that gives me a horrible idea. Shrapnel grenades that cause bleeding.
Hmm I just got an idea to change the Axtinguisher's stats: +10% damage Mini-crits burning enemies Enemies hit bleed for 3 seconds(well, it is barbed wire AND sharp and broken edges) Cannot random crit -20% firing speed
Scrumpy Deluxe +Taunt gives 10 health +When broken, does more initial damage but doesn't crit. -Crit chances lowered -When broken, taunt gives only 5 health [editline]12:28PM[/editline] [QUOTE=NuckChorris;24158590]Hmm I just got an idea to change the Axtinguisher's stats: +25% damage Mini-crits burning enemies Enemies hit bleed for 3 seconds(well, it is barbed wire AND sharp and broken edges) Cannot random crit -15% firing speed[/QUOTE] flame, slash, dead everything.
[QUOTE=Ian;24158647]flame, slash, dead everything.[/QUOTE] ITT: Mini-crits+extra damage is stronger than normal Crits
not seeing any pyro stuff. so heres my ideas Agent Orange: Pros: 100% crits against disguesed spys airblast Cons: less damge. Krakitowa: Pros: Longer range. enemys at close range wil be knocked back as if hit by an air blast... Cons: ... but won't blast back projectiles. damge depends on distanse from you (enemys closer recive more damge, but ones farther ones will receive less). guitar axe: Pros: %25 more damge after geting a certin number of kills (like the eyelander) you can play a mini-crit solo that anyone near you recieves (like the buff banner) Cons: you can not attack during the mini-crit solo, the solo also last twice as long as the normal tuant for the axe. CAN NOT BE UBERED WHILE HOLDING THIS WEAPON! (you can, however, be healed)
[QUOTE=Freelancer Jak;24159732] Agent Orange: Pros: 100% crits against disguesed spys airblast Cons: less damge.[/QUOTE] You do know that EVERY Pyro will use this thinking they are CREDIT TO TEAM by flaming Spies? and I'm talking about the noob Pyros that don't know about the word "Spycheck"
I was thinking about a Pyro/Medic weapon that shoots out water, which heals 50% of the fire damage caused.
[QUOTE=NuckChorris;24159867]You do know that EVERY Pyro will use this thinking they are CREDIT TO TEAM by flaming Spies? and I'm talking about the noob Pyros that don't know about the word "Spycheck"[/QUOTE] Agent orange was originaly called "the Spychecker" but I dropped that name becuse it was very obvois what its purpose was. the less damge thing would also balance it. Airblast is a secoundary i'd be fine with loseing on it. oh and still would't kill a dead ringer spy. no, i'd like to see Krackitowa and the guitar axe as unlocks becuse they would let the pyro be a more frontal assult class, the back burner and home wreker have realy droped the pyro into a base defender class, I'm always stuck defending sentrys for enginers in CTF and Cap point games.
[QUOTE=Chekko;24160383]I was thinking about a Pyro/Medic weapon that shoots out water, which heals 50% of the fire damage caused.[/QUOTE] That would have to have one crazy awesome ubercharge to be worth that. It'd be less effective at healing burns than the standard medigun.
Hey guys, someone leaked new Valve weapons for community items! They're pretty cool, check em out WOO [QUOTE]1. The Boston Basher for Scout On hit, bleed for 5 seconds Swings at normal melee speed 2. The Spiked Helmet Club for Soldier On hit, bleed for 5 seconds +2 seconds bleed for each direct kill. +1 second bleed for each indirect kill. 20% more damage taken from rocket-jumping. 3. The Backscratcher for Pyro. On hit, bleed for 5 seconds. Crits from behind. This weapon has a long melee reach. Minicrits and crits have increased bleed time. Pyro loses resistance towards fire. Can catch on fire. No random crits 4. The Claidheamor Sword for Demoman On hit, bleed. Closer the enemy is, the longer the bleed, from 1 second at farthest to 10 seconds at closest. Can cut heads for +15% damage and speed boost. -15hp. -25% damage. 5. The Repurposed Rebar for Heavy On hit, bleed for 5 seconds. +25% damage Causes knockback Minicrits on second consecutive hit, crits on third consecutive hit. -2hp per second while out. 6. Already has one bleed weapon, the Southern Hospitality 7. The Krankensage On hit, bleed, for 1 second every 5% ubercharge you have. +15hp per hit Uses 10% uber per hit. 8. Already has one bleed weapon, the Tribalman's Shiv. 9. The Eternal Reward Wide backstab radius. Causes infinite bleeding on crit. Crits from behind. On hit: 5 seconds bleed. No instant kills.[/QUOTE]
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[QUOTE=PSI Guy;24174987]Hey guys, someone leaked new Valve weapons for community items! They're pretty cool, check em out WOO[/QUOTE] If true... [img]http://filesmelt.com/dl/ewwreact.jpg[/img] [b][u]Nooooooooooooooo! The scout bat is possibly the least original thing ever![/u][/b] EDIT: lolwut? Not real? Oh, okay then...
Thanks for the great responses guys uh they're not real (SADLY) but I would like to see a demosword that turns him into a lightning bruiser. Imagine a 100 damage a hit Demo at scout speed with bleed. THAT, would be amazing.
[QUOTE=PSI Guy;24174987]Hey guys, someone leaked new Valve weapons for community items! They're pretty cool, check em out WOO[/QUOTE] No source? [img]http://i640.photobucket.com/albums/uu122/Zanshou/1270163965597.png[/img] [editline]01:40AM[/editline] [QUOTE=Asaratha;24175079]I'll be so pissed if all those bleeds are true.[/QUOTE]
Here's a little something to reboot the thread: the Carver. With this gruesome sickle, a Soldier can turn a corpse into a Scarecrow, a macabre work of art that strikes fear into the hearts of all enemies who see it. However, though the Carver projects Soldier's otherwise wild madness into a creative yet depraved art form, it weakens him slightly as a result, lowering his swing speed. Soldier can craft a Scarecrow out of any corpse, and anyone who looks at it up close will be scared briefly, leaving them vulnerable for a brief moment. Scarecrows only really have about 50 Health before they bite the dust, so make sure that you kill an enemy near a corner, so that enemies turn the corner and come face to face with the grim ward you have fashioned. In other words, the Carver will turn any corpse into a Scarecrow, a grotesque construction that causes a player to enter the "scared" state, moving slower and unable to fire, for a second or two, before going back to normal and being able to destroy the Scarecrow. I'm still considering whether to allow Soldier to haul corpses over distances, like Engineers haul Buildings, so that he could create his Scarecrows where he wanted other than right where the enemy died. This will not work on gibs. I know, it's a pretty crazy and depraved weapon, but it could prove to give Soldier an interesting new twist. Also, here's a list of links to posts of some of my old ideas in this thread, so that newcomers can review them too, and gain insight into new ways for weapons to work. [B]Bazooker (Solder) + Spinach (Engie + Scout):[/B] [URL]http://www.facepunch.com/showpost.php?p=20957393[/URL] (March 25th 2010) [B]Lebenlufter (Medic):[/B] [URL]http://www.facepunch.com/showpost.php?p=21249406[/URL] (9th April 2010) [B]Fork (Spy):[/B] [URL]http://www.facepunch.com/showpost.php?p=21373885[/URL] (15th April 2010) [B]Grappler (Scout):[/B] [URL]http://www.facepunch.com/showpost.php?p=21529896[/URL] (23rd April 2010) [B]Thistleblower (Demoman):[/B] [URL]http://www.facepunch.com/showpost.php?p=23496838[/URL] (4 Weeks Ago) (this weapon is a more refined version of the Blasting Bow, an idea from my "predecessor") [B]Alternate Jumps (Scout):[/B] [URL]http://www.facepunch.com/showpost.php?p=23537966[/URL] (4 Weeks Ago) [B]Pipe (Spy):[/B] [URL]http://www.facepunch.com/showpost.php?p=23760780[/URL] (2 Weeks Ago) (shot down due to the nature of particle effects being detrimental to low-end PC's) [B]Wachterengel (Medic):[/B] [URL]http://www.facepunch.com/showpost.php?p=23804258[/URL] (2 Weeks Ago) [B]Rage-Powered Jetpacks (Soldier):[/B] [URL]http://www.facepunch.com/showpost.php?p=23832183[/URL] (2 Weeks Ago) [B]Tripod (Engineer):[/B] [URL]http://www.facepunch.com/showpost.php?p=23894657[/URL] (2 Weeks Ago) [B]Reanimator (Engineer):[/B] [URL]http://www.facepunch.com/showpost.php?p=23905619[/URL] (1 Week Ago) [B]Uberswitch & Ubercell (Medic):[/B] [URL]http://www.facepunch.com/showpost.php?p=23967069[/URL] (1 Week Ago) (features commentary on Rooflex's Cloaking Medigun) Those're pretty much all i've imagined currently.
I've been pondering on some silly Demoman unlocks. [B]Log-throwing log:[/B] A huge wooden log that the Demoman carries with both his hands(it's a sport in Scotland I think, where you try to toss logs a certain distance). This log does heavy damage, but it also slows down the Demoman(more damage than Skullcutter). [B]Bagpipe:[/B] Like the soldiers buff-banner, but gives team-mates more health instead.
[QUOTE=PSI Guy;24174987]Hey guys, someone leaked new Valve weapons for community items! They're pretty cool, check em out WOO[/QUOTE] Wtf those arent the Polycount Winners. Im confused.
[QUOTE=PSI Guy;24174987]On community weapon, bleed effect always[/QUOTE] Sounds like terribly unoriginal and boring weapons. The only one fitting would be the Spy knife.
PROEST PYRO WEAPON FOR THE PROYROS IN YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The Flameproer Successful reflects cost 0 ammo. +10% damage for each successful reflect. +2 seconds afterburn time with all weapons for each reflect Half afterburn damage -15% damage Unsuccessful reflects cost 30 ammo. Reflecting people costs 20 ammo as normal.
[QUOTE=PSI Guy;24259888]PROEST PYRO WEAPON FOR THE PROYROS IN YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The Flameproer Successful reflects cost 0 ammo. +10% damage for each successful reflect. +2 seconds afterburn time with all weapons for each reflect Half afterburn damage -15% damage Unsuccessful reflects cost 30 ammo. Reflecting people costs 20 ammo as normal.[/QUOTE] A flamethrower that gives you an advantage against projectile attacks but a nerf against every situation not involving projectiles? No thanks. You'll be weaker against every class but Soldier, and the Heavy that is currently very hard to kill with the Pyro, will become an unstoppable obstacle when playing Pyro.
Meh, I'mma bored. The Face Hammer(Engie melee) Lvl 14 Robotic Arm +25 Health +Can unleash a crit using M2, uses up 25 metal -Builds mini sentry instead of sentry -Crits have 30% slower hit rate -No random crit The Amazing Goggles(Engie secondary) Lvl 3 Spectacular Goggles +Sees through walls +Red players appear fully red while blue players appear fully blue Activated by pressing M2 -Everything else appears grey -"The goggles, they do nothing!" Jarate severely blinds Engie, jarate effects also last for twice as long. Simple Answer(Engie primary) Lvl 15 Shotgun +Headshots cause crits +20% less spread -20% Damage -66% Clip size -No random crit
The Destroyer's Remorse Engineer melee =Disguised Spies who have destroyed a friendly building and are still disguised cannot be critted =Disguised Spies do not get mini-critted +20% building speed +100% Crits players who have destroyed a friendly building in the last 10 seconds +Mini-crits Spies, Pyros, Demomen, Soldiers and Heavies +10% damage -Cannot random crit -Uses 20 metal when upgrading instead of 25 metal -10% firing speed -10% sentrygun damage The Seeker Engineer pistol =Marker is not visible through walls +Enemies hit become partially visible through walls +Enemies hit show a small marker above their heads +Spies hit cannot cloak -Marker does not show on disguised Spies -15% damage -Buildings take 10% extra damage from sappers and projectiles The Duelist Engineer shotgun =This weapon's stats do not apply to cloaked/disguised spies =This weapon does not apply the 10% damage bonus to players holding a melee weapon +15% damage vs players holding a non-melee weapon +10% damage -30% damage vs players holding a melee weapon -cannot crit
Fuck bleeding
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