• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
All-class secondary: My Small Protection Body Armour =Not wearable on Medic Spy Sniper Pyro or Demoman +25% fire resistance on wearer +25% explosive resistance on wearer +25% bullet resistance on wearer +50% less bleed duration on wearer +25% bleed damage resistance on wearer +flame retardant -15% movement speedspeed on all classes(except soldier heavy and scout) -5% movement speed on Heavy Soldier and Scout -Wearer always takes mini-crits from melee attacks -if wearer is hit by jarate, all damage taken do +50% damage -25% longer jarate duration on wearer
[QUOTE=PSI Guy;24174987]Hey guys, someone leaked new Valve weapons for community items! They're pretty cool, check em out WOO[/QUOTE] Bleeding, bleeding everywhere.
I'm sorry, but everyone is making these ideas for weapons that are 10 lines long, and I just don't see that happening. Keep it simple. The most complicated weapon Valve made was the FaN, and that only had about 5 different attributes. Keep it short and sweet, something like this: As an example, I'll use the suggestion from above. Body Armor, all class secondary, not wearable on the Medic, Spy, or Demo. +20% bullet resistance +Bleeding resistant -15% Movement speed
Replacement for Pyro, Soldier, Engineer and Heavy Shotgun. The Second-hand Level 2 Pistol -50% spread Half the fire rate as Scout pistol.
Ok Body Armo[B]u[/B]r redo: Wearable on all classes except Medic, Spy, Sniper, Pyro and Demoman +25% resistance from all damage types +Wearer cannot bleed or be afterburned -10% movement speed on wearer -Melee attacks that hit the Wearer are mini-crits
Misc 2 item?
[u]The War Hero[/u] (soldier/demoman misc2) +All damage reduced by 10% (demoman) +20% Firing Speed (soldier) +5 pipebombs (Demoman) +10% damage dealt on any weapon (Soldier) -Overall damage reduced by 15% (demoman) -Melee does 20% less damage (soldier)
[QUOTE=Ian;24266576][u]The War Hero[/u] (soldier/demoman misc2) +All damage reduced by 10% (demoman) +20% Firing Speed (soldier) +5 pipebombs (Demoman) +10% damage dealt on any weapon (Soldier) -Overall damage reduced by 15% (demoman) [B]-Melee does 20% less damage [/B](soldier)[/QUOTE] Oh god Equalizer Soldiers will hate that
[QUOTE=NuckChorris;24266640]Oh god Equalizer Soldiers will hate that[/QUOTE] dat realism SPUF hates equalizer, so Valve, if they add it, will give it that attribute to slow down equalizer soldiers.
The Greek Fire(level 3 flare gun for pyro) +10 seconds of burning +15% damage against enemy pyros +water can't extinguish -less ammo -no random crits
Greek Fire won't be that useful on maps with no water and items that are only useful vs a certain class are bad(see Razorback)
Teleporter idea: Anybody who takes the teleporter gains a 10% speed boost and +25 max HP for 30 seconds, and mini-crits for 15 seconds However, the teleporter takes 15% longer to recharge Each level increases the effects of the teleporter's user for 1 second Medics require 5% ubercharge to use, and engineers require 15 metal, when they use the teleporter, they lose that amount of metal/ubercharge The person who takes the teleporter would become stronger, but it would take more time for multiple players to get to the front line [editline]01:39AM[/editline] FFFF Automerge
To impove on the tele idea. On teleport: +25 max hp for 10 seconds 10% speed boost for 10 seconds Teleporter: Takes +20% recharge times has 75% normal teleporter HP each upgrade increases effect by 2 seconds. Much more balanced
New wrench (whatever that may be) that gives a new type of teleporter. + Functions for both sides can be toggled, turn exits into entrances and vise-versa. - Teleporters slower. - Requires the player to stand still in order to go through.
-snip-
[b]The Gluttentag[/b] (Name based on Guten tag, meaning hello) This gun for the medic doesnt use ammo, instead it fires out a sticky glob of Ubergel. The Ubergel is electrically charged and deals and initial 15 points of damage, regardless of range, and 5 points of electricity damage per second for 10 seconds or until the enemy can get into some water to wash it off. The ubergel can also stick to floors. In this state it can be used to electrify enemies that come into contact with it. The weapon uses ubercharge while firing and a full ubercharge can send out 20 shots of ubergel. You must have at least 5% ubercharge to use the Gluttentag. The gun can be charged to fire over longer distances like the sticky grenade. All of these numbers will need tweaking, but the basics of it is there. Its jsut an idea I came up with for an alternate use for an ubercharge. This weapon would be for the more defensive inclined Medic.
Please valve, no more bleed bullshit.
The Skullbuster - Sniper rifle replacement (community sniper rifle) +For every successful headshot kill, damage increases by 10% (subject to change) +For every 5 headshots, user gets an extra 20% damage -30% charging speed -If the player does not receive a headshot kill within 2 minutes of the other, the damage bonus wears off. -For every 100% charged bodyshot the sniper gets, his damage bonus decreases by 5% (if the sniper has not received a bonus, the damage will stay the same) I'd love the skullbuster for a community made sniper rifle
I was thinking of a cigar type weapon for the spy that slowed down any enemy opponents that entered the smoke.
[u]Ghost Whisper[/u](Spy PDA) +Ghostly cloak. Instead of camouflaging process, a frozen image of user appear and then fade without making a noise. +When shot while active, semi cloak image appears for 5 seconds in a frozen state. +66% less cloaking time(the time to cloak and to uncloak) -No disguise kit. This would be nice because of the short cloaking and uncloaking, plus, i can deceive
Medigun replacement: The Caring Touch: Allows you to heal 2 team mates at a time (click on a team mate to lock on) -35% Ubercharge rate Ubercharge heals all nearby teamates
I'd love this one Ze Ubermensch (or something similar) Allows healing of 2 targets at once. 2 Separate beams worked by left and right click. + 200% Healing rate per beam - No Ubercharge
[QUOTE=Keychain;24278087]New wrench (whatever that may be) that gives a new type of teleporter. + Functions for both sides can be toggled, turn exits into entrances and vise-versa. - Teleporters slower. - Requires the player to stand still in order to go through.[/QUOTE] Wow Keychain thats BRILLIANT We merge my Teleporter idea with Soul-Chicken's balancing with Keychains wrench idea :buddy: [editline]02:35PM[/editline] Soul-Chicken how about this: Ze Daul Treatment Level 20 Medigun +50% healing distance +100% heal rate +Can heal 2 players at once, or double heal a single target -No Ubercharge -15% overheal capacity
I was thinking about something like a chewing gum for Heavy. The chewing gum regenerates HP per second til the taste is gone. Let's say two minutes. The Heavy makes a small "nom" noise every chew. Only two chewing gums per life, must activate like a sandvich.
So basically a Heavy regen item that alerts enemies to your position? Sounds sweet. Give it a taunt that has Heavy blow a bubblegum bubble, and i'm sold.
Chekko, it should be for the Scout, makes more sense and let me think: Boston Brand Bubble Gum Level 5 Lunchbox +When used, heals you by 2HP every second for 45 seconds +Heals you by 15HP on initial chew +Can be thrown to give 10HP on initial chew and gives 2HP every second for 30 seconds when a player picks it up (Don't worry, it comes in a packet to keep it clean) -If you get hit by a crit while chewing, the gum gets spat out -If you get hit by Jarate you instantly spit it out even if you don't get hit -Only 3 chewing gums per life
That sounds more like it.
[QUOTE=Keychain;24278087]New wrench (whatever that may be) that gives a new type of teleporter. + Functions for both sides can be toggled, turn exits into entrances and vise-versa. - Teleporters slower. - Requires the player to stand still in order to go through.[/QUOTE] How about it being a secondary instead? I find that it might be neater if you wouldn't have to give up the Mini-sentries with Gunslinger to use it, but it would still be a quite a downside to not have the Pistol or Wrangler. [editline]04:15PM[/editline] With some additional tweaking of course to compensate its slot change.
[QUOTE=Keychain;24278087]New wrench (whatever that may be) that gives a new type of teleporter. + [b]Functions for both sides can be toggled, turn exits into entrances and vise-versa.[/b] - Teleporters slower. - Requires the player to stand still in order to go through.[/QUOTE] Doesn't really seem so useful in my eyes. Especially now when you can move your buildings.
Throw gum to dying Medic, save lives [editline]03:20PM[/editline] Fucking stomach and shitty internet made me post late
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