Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
Hmmm, healing's becoming pretty widespread now. We've got Medic and his Medigun, Engie with his Dispenser, and Heavy with his Sandvich, which can heal others as well as himself. Give Scout the ability to give healing gum to allies, and he'd become a Scedic of sorts.
Also, when Scout does the gum chewing, he should have a chewing sound effect, like that mumbling snippet from Scout's "Repeat after me" line. ("repeat after me: *imitates Pyro's mumbling*, I'M DEAD")
Did a small stat change to the BBBG throwing mechanics
[QUOTE=Ian;24266576][u]The War Hero[/u] (soldier/demoman misc2)
-Melee does 20% less damage (soldier)[/QUOTE]
That really doesn't seem fair if you're fighting a demoknight.
You might as well make that for Demoman since all the better stats are for him.
[B]"The spiker" Pyro unlockable[/B]
A railway rifle, a bit like the one in Fallout 3.
Except you hold mouse 1 to charge it. The longer you charge, the more damage the spike will do. It takes about twice the time to load as the Huntsman.
You its loaded with one spike, and has to be slowly reloaded. Appart from doing massive damage, a charged spike also slows enemies. Allowing the Pyro to rush in and do some damage.
A bear trap for the Pyro
Enemies triggering it will immediately take medium damage and be slowed for 5-10 seconds.
This is to push the Pyro class closer to the ambusher role.
Possible balance issues would be the detection of the trap. New players might walk into and experienced players avoid it too easily.
The "Not-Natascha"
LV15 minigun
+15% faster movement
-50% slowed movement while the minigun is spinning
Here's a little something I mentioned a long time back with my Grappler idea for Scout. I call it the Jacks, and what it does is similar to the Caltrops from TFC. Scout can drop a number of Jacks in an area, and when an enemy walks over one they take a small amount of damage, as well as being slowed by a certain amount for a second or two.
Whilst it appears to have applications for area denial and the like, the Jacks can also be used for preventing enemies from pursuing you, as the Jacks can slow down the pursuers. Not only that, but your allies can take advantage of the enemies your Jacks have slowed down, plus you can gain an Assist for each enemy killed under the influence of Jacks. Scatter some near the Intelligence or in the path of an enemy Payload, and watch the situation unfold before you.
If Jacks don't seem like the correct weapon for Scout, point out what other classes would benefit from having them at the ready.
Seeing as though Scout should be used as a "hit-and-run" class, that sounds pretty useful, and would make a nice alternative to the pistol.
Jacks also seems good because it is kinda like a child's toy, and Scout, being the youngest and most likely living in an urban area, would make sense.
I had a little idea regarding the heavy. It is a machine that with each use drains 15 ammo from the heavy, giving him 15 HP and a little speed boost. You can use it as many times as you want, but you cannot refill your ammo until you die.
Example:
Heavy uses machine twice.
330HP total, speed increase.
170 ammo, you can refill your ammo until it reaches this number, can't be refilled over this number.
Soldier/Demoman
melee weapon that gets crits when you or your target is air born
[editline]10:59PM[/editline]
Scout:
burst pistal
a projectial shotgun that reflects off walls, only holds 4 shells and you can only carry 24 shells also has a smaller spread.
a bat with combo crits but it doesnt random crit
soldier:
a rocket laucher with a lock on system to actvaite the lock on look at an enemy for 2 seconds. only 3 rockets loaded at once
[QUOTE=mac338;24315033][B]"The spiker" Pyro unlockable[/B]
A railway rifle, a bit like the one in Fallout 3.
Except you hold mouse 1 to charge it. The longer you charge, the more damage the spike will do. It takes about twice the time to load as the Huntsman.
You its loaded with one spike, and has to be slowly reloaded. Appart from doing massive damage, a charged spike also slows enemies. Allowing the Pyro to rush in and do some damage.[/QUOTE]
sounds realy similer to the huntsmen, but I like it becuse (once again) it pushes the pyro into an attacking roll.
[I][U]The Rougish Shroud[/U][/I]
Level 23 Invisible Watch
Cloaks you and nearby team members for 20 seconds
- EXTREMELY Loud uncloak noise
- Long re-cloak time
[QUOTE=Dachande;24354608]
- EXTREMELY Loud uncloak noise
[/QUOTE]
I don't even think that many people pay attention to this on the death ringer.
[QUOTE=JGillo;24315477]The "Not-Natascha"
LV15 minigun
+15% faster movement
-50% slowed movement while the minigun is spinning[/QUOTE]
[B]Notascha[/B]
Ze heal-automaten (Medic)
+50% more health per second on healing
Twice the range of a Dispenser
+ Can heal multiple targets
- Cannot be moved
- Stationary
- Really low health
[QUOTE=Soul-Chicken;24287955]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]
Yes, yes and more yes. I had an idea like this too. Mine is sort of the same, but the healing beams are 1.5x better than the normal one, and the uber is replaced by a healing pulse which heals everyone around the medic (5m radius?) like a heal beam for it's duration. Super medic! Not too useful for offensive methods (taking down nests), but great when on defense or with another medic (with a medigun) on your team.
[QUOTE=Osiris24;24267876]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[/QUOTE]
2fort bridge spam gogogo
Medic- Self Healer.
level 20 BackPack
Replaces Secondary.
+Will increase auto-heal rate by 200%
+Is passive, so you don't need it out.
+When 'Ubered' (Alt fire, any wep.) You can use your weapons.
- 100% slower UberGain
- 20% slower speed.
Main idea was Offensive medics, and that it's bloody annoying that you can uber/kritz yourself, but lose charge when go to a diff wep, so you lose invincibility or crits.
Idea For Demoman.
AutoStickies
level 10 mines
Sticky replacement.
+Will Activate when an enemy is near.
+Has 100% more knockback.
+Will not go when dead.
-Disguised spies can get past.
-Can be removed by any weapon, even stun ball.
-Can only have max 6 on field.
-You can hold only 18 mines.
EDITED:
-When new mines are layed, old ones will dissopear without exploding/damage.
More defence required here!
HEALY DISPENSER
+Builds in 15 seconds, 5 less then normal.
+Heals 20% of total health in 1 second, fully heals in 5 seconds.
+Can overheal to 125% health
+Regens 2 hp per second and +1hp for each person using the dispenser
+ 50% metal picked up in a radius around the dispenser
+25 metal carried by the Engineer
-Can't be repaired by the Engineer or anyone
-No metal given out and a quarter ammo given
-Heals less if it takes damage
-Unupgradable
-Costs 125 metal.
The Crossbow - Replaces Huntsman
+
•+50% damage
•+25% faster charge
-
•+40% faster projectile drop
•-15% movement speed loss
• Headshots are dealt as minicrits
Similar to my crossbow stats. I've thought about minicrit headshots though, and they're pretty much a bad idea. They wouldn't play well with jarate.
Maybe if the Jarate enhanced the minicrit value, like adding on a certain amount to the percentage of damage dealt.
In other words, base damage (100% base damage) + minicrit on headshot (add 35% to base damage) + Jarate coats enemies with minicrits (add another 35% to overall damage) = final damage amount (100 + 35 + 35 = 170%)
I guess what i'm saying is allow the Jarate minicrits to stack with the headshot minicrits, to yield a 70% bonus when you headshot a Jarate'd enemy. Stackable damage bonuses are just a little something to take into account, something to mull over. And another thing to mull over is different minicrit values, not just the 135% damage thing.
Some wrench replacement for the engy.
With batteries.
It would make buildings build faster, and it would have an effect kind of like the razorback when it hit enemies.
BUT at the bottom of the screen it would have a bar showing the "amount" of batteries left. Each hit on enemies or on buildings would take the bar down. When it's at 0, it wouldn't have the "razorback" effect, would hit half the damage and would build slower.
The batteries recharge by themselves, and when near a dispenser they recharge faster. When the engys got near a locker, in the spawns they would get new batteries.
[QUOTE=Zakkin;24382696]
Idea For Demoman.
AutoStickies
level 10 mines
Sticky replacement.
+Will Activate when an enemy is near.
+Has 100% more knockback.
[B]+Will not go when dead.[/B]
-Disguised spies can get past.
-Can be removed by any weapon, even stun ball.
-Can only have max 6 on field.
-You can hold only 18 mines.
[/QUOTE]
Alright idea, aside from the death bit. What about sticky jumps, do they get traded off?
[QUOTE=Rayza Black;24385322]Alright idea, aside from the death bit. What about sticky jumps, do they get traded off?[/QUOTE]
Yeah, But it's defence, not offence. and so easily removed, why NOT have them stick around when you die?
It's kinda like the engineers sentry. Only goes when you change class or remove them (Laying more)
[QUOTE=Soul-Chicken;24287955]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]
[IMG]http://i838.photobucket.com/albums/zz301/GastricTank/OHSHITWHAT.png[/IMG]
Zakkin, I had Explosive Mines idea for Demoman, but some of those stats are not very thought out, but I wanted new stats, so here goes:
+20% damage
+Explodes when an enemy is in its blast radius
+Can lay 10 mines at once
+If you die, currently laid mines do not detonate themselves
-HIDDEN: Cannot random crit
-25% blast radius
-Cannot be remotely detonated
-If you die, currently laid mines lose its bonus damage
OTHER NOTES(these will not be displayed on the weapon description in-game):
Cloaked & Disguised spies do not trigger the explosion
If you die and your mines lose their bonus damage, the currently laid mines do not gain their 20% bonus damage back when you respawn
Mines are almost flat and small, but have a small light on top of it(like a mini-sentry's light)
Cannot be used for sticky jumping
Explosion is not triggered by buildings, but can stick to them
Can be placed on any surface
[editline]07:16PM[/editline]
[QUOTE=GastricTank;24389113][IMG_thumb]http://i838.photobucket.com/albums/zz301/GastricTank/OHSHITWHAT.png[/IMG_thumb][/QUOTE]
I can't decide which rating I should give you: Agree Heart or Funny
(I can't think of a name)
Medigun
Nearby teammates gain 5% extra damage dealt
Healing target gains 10% extra damage dealt
Ubercharge makes healing target gain 15% extra damage
-Ubercharge only boosts damage resistance to all damage types by 65%
-10% bullet and explosive damage vulnerability on wearer
Demak Pack:
It's a pack of chewing gum that replaces the Sandvich.
When used heavy goes through the eating animation, then receives 3 pieces of chewed gum. Heavy can leave these anywhere like sticky bombs, anyone who touches them gets stuck and pulled toward it until they break free by walking out of its radius.
[sp]Kamed' is Russian for Gum[/sp] :v:
Not much of an unlock, but what if they merged the Razorback and Jarate?
Like my idea for merging the Buff Banner and Gunboats.
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