• Unlockable Ideas Megathread - Post unlockable ideas only in here
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Here's a bunch of items for some of the classes, to fit into the PDA2 slot. Each of these items are relative to their respective class, yielding slight modifiers. For Scout, the PDA2 would be oriented around the mobility and agility of the Scout, disabling his Double Jump function for an alternate "move". Whilst mid-air mobility is sacrificed (although this is merely to a certain extent if you have the Force-A-Nature on your side), it opens up new directions (quite literally) for the Scout to take. Represented on the playermodel as attachments to the legs. [B]High Jump:[/B] When High Jump is equipped, the player can jump normally by tapping the Spacebar/Jump button, and can charge up a vertical leap that propells the Scout skyward, akin to the explosive-jumping of the Soldier and Demoman. This permits the Scout to take the high routes that were until recently exclusive to his bomb-hopping teammates. Represented on the Scout by devices strapped to the heels of his shoes, which reveal springs when the Scout executes a high jump. [B]Sprint:[/B] This move increases the Scout's speed in a similar fashion to the Sprint function on the HEV Suit of Half-Life 2. Above the Scout's Health icon in the bottom-left corner of the HUD, there is a Sprint meter. When the Sprint item is equipped, holding down the Shift key will accelerate Scout's movement speed from 133% baseline (400v) to 166% baseline (500v), effectively increasing Scout's movement speed by 25%. As long as the player holds down Shift whilst running, the Sprint meter will decrease, and will be fully-depleted after 6 whole seconds of Sprinting. It can take roughly 9 seconds for the meter to fully-recharge from empty. Represented by wing-like spurs attached to the heels of his shoes, similar to his class icon. For the Medic, PDA2 would likely be a modifier for his Medigun, since the different Mediguns don't vary in healing functionality at all, merely offering different Buffs. These PDA2 "modifiers" change the way the Medic heals, exchanging the lock-on healing stream for something a little different. [B]Aura:[/B] This modifier exchanges the lock-on stream for an aura of healing energy that affects all targets surrounding the Medic, at the cost of a decreased healing rate (24 HP/sec becomes 16 HP/sec). In addition, Uber functionality is altered. Below is the effects of the Ubercharge and Kritzkrieg when the Aura mod is equipped. [U]Uber:[/U] All patients in proximity to the Medic's aura gain 50% damage resistance whilst the Uber is active, effectively doubling their current healt. Whilst not as effective as the 100% damage resistance of the Ubercharge or the 66% damage resistance of a Wrangled Sentry, it is still handy for keeping people alive. [U]Kritz:[/U] Whilst the Kritzkrieg is active on an Aura Medic, every patient deals double damage, as opposed to the triple damage of regular Crits. All in all, the Aura mod allows the Medic to heal and buff multiple allies simultaneously, at the cost of the healing and buffs being watered down to compensate. [B]Shots:[/B] In a way, the Shots are identical to the original Healing scheme of the Medic from TFC, requiring the Medic to be up-close and personal with his patient. The Shots heal for about 30 Health initially, with an Afterheal effect healing 6 HP per tick (half-a-second) for 5 seconds. Functioning like a healing melee weapon, the Shots jab every 0.8 seconds, similar to your average melee weapon. Requiring to be close to your patient also means being able to reach them quickly, and thus the Medic's movement speed increases whilst the Shots are equipped as the active weapon, raising his movement speed from 107% baseline (320v) to 120% baseline (360v) when holding the Shots. Another thing about the Shots is the way the Uber works. With each injection the Medic performs, the Uber meter increases by 2% (2.5% if the Kritzkrieg is equipped). After roughly 50 injections, or 40 injections with the Kritzkrieg, the Uber/Kritz is ready to deploy by right-clicking as usual. However, the charge will only affect the patient, leaving you still vulnerable. But on the bright side, the charge sticks with the patient, not requiring the Medic to maintain it, permitting him to focus on healing others and building up his next charge. All in all, the Shots allow for healing in chunks as well as heal-and-forget scenarios with the regenerating Afterheal, not to mention permitting independant usage of the charges that Medic gives you. The downsides of course are that you need to be close to your allies to deliver the healing and the buffs, as well as it taking slightly longer to build up a charge, plus not being able to benefit from your charges (although if you've got a Kritzkrieg you don't get the benefits of the Kritz either way). If you guys have any ideas for "Passive items" that augment the existing abilities of classes, think of some and mention them. Also, C&C these ones, keep it constructive, point out any issues or potential tweaks. And for gawd's sakes read it thoroughly before you comment.
[QUOTE=NanoSquid;24418321]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:[/QUOTE] Way to steal my idea :colbert:
Wow I just now went back and read the last page I thought I was being clever and unique :Dawkins102:
[QUOTE=Dachande;24354608][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] I love this idea, could use some tweaking but i like the idea. Could get a spy and a heavy to work together to do massive damage. Or to help team mates get past a sentry gun. Maybe have the radius decrease over time till at the 10 second mark it stops but is half way gone, making it so team mates have to stick together. Also I think it should show the radius like when placing a sentry. So team mates know where to be.
Anyone who plays Global Agenda knows that the Medic's Biofeedback Beam heals the target as well as the healer at the same time. So I was thinking maybe the same sort of weapon can be implemented? Maybe remove the Ubercharge feature from the weapon to balance it.
The Black Box/Tank Buster (that polycount Soldier pack that is) + Every player that has been hit by the rocket adds up 10% to the damage (for example, if a single rocket hits 4 enemies, the rocket deals 140% damage, if it hits 2 enemies, it deals 120% damage (150% damage cap)) + If the rocket hits more than 5 enemies, the rocket explosion results in a mini-crit (150% damage + mini-crit (additional 35%)) - 35% slower reloading (loads big rockets in) - No random critical hits
This is my idea, a replacement for Heavy's minigun. Little Inessa Level 40 Reminder of Home I actually have a backstory for this: The Heavy had a loving wife, Viktoria, and daughter, Inessa, and he loved them back. He loved his Inessa very much, she was strong and energetic, but small ((like the Scout :v:)). He was saddened that he couldn't have his family come to America with him, but recognized it was because of his job. The Heavy designed a new gun, a gun that felt like Inessa hugging him (so a thick strap around his waist) and had the Engineer build it for him. It was smaller than his other two guns, so less ammunition could be loaded, but it was lighter, and used stronger and aerodynamic bullets, so he could move faster on the battlefield and mow down the enemy. However, there was a lot of friction between mechanisms, so it often overheated. Because of the Engineer building his Little Inessa, it was ruled by science, so no random bursts of strength. He was immensely glad, though. Okay, that was a shitty backstory, but whatever. Stats Pros: 10% faster movement speed (passive) 20% stronger bullets Cons: 25% less ammunition (150 ammo) no random crits overheats after firing for too long So, is it good? :v:
Here is my idea for the spy,hopefully it can make him stand a better chance against enemies. Fire resistant suit *Protects against fire when cloaked -Gains 15% more damage from flames if not cloaked -No fire resistant effect when cloaked after being burned The Silencer(Could not come up with a better name) *Reduced noise *Mini-crits when headshot *10% more damage -20% Less firing rate -15% slower speed on wearer
Ammo Belt Slot: Secondary Class: Heavy + +200 minigun's bullet - -5% speed - 20% less crit rate With it, Heavy will have more ammo, but he will be slower, not very slower because he is slow enough right now, so another con is less crit rate with minigun. Model of that will be another ammo belt on Heavy :v:
Proximity Mine Slot: Secondary Class: Pyro 1 Mine (recharges and can only have a max of 3 out at one time to avoid spamming, the ones that are removed just simple vanish, they do not explode) When a class steps near it (a small circle that only disguised spies and your team can see is where the radius is) They can be planted on walls Does 10 seconds of fire damage, 5 seconds of fire-splash damage (splash damage is where someone has been set on fire because of someone else), does 25 damage upon activating Notes: Basically if someone goes into the mine it kinda does a smaller-than-Demoman's-grenades explosion, doing 25 damage to anyone, and setting them on fire for 5 seconds. Anyone who sets it off will deal 50 damage and 10 seconds of fire.
Angelochka - Replaces Minigun + •+10% bullets shot •+100 max health when fully overhealed - •No random critical hits •-50 max health •+15% bullet spread
[QUOTE=plack213;24599061]Angelochka - Replaces Minigun + •+10% bullets shot [B][I]Pointless, the minigun only fires 9 bullets per shot, so it would only be 9.9, I suggest making it +25%=11(.25) bullets[/I][/B] •[B]+100 max health when fully overhealed[/B] [B][I]I don't see the post of this[/I][/B] - •No random critical hits [B][I]LOL I MAEK WEPUN STRONGUR BUT I BLCOK CIRTZ IZ PREFETCLY BALACNED :downs:[/I][/B] •[B]-50 max health[/B] [I][B]These would cancel eachother out, or would the -50 max health be null when overhealed?[/B][/I] •+15% bullet spread [B][I]This could work since theres more bullets, but for an extra 0.9 bullets its just useless[/I][/B] •-20% slower rate of fire [B][I]This stat doesn't work on the minigun, I've tried it when modding Natascha[/I][/B][/QUOTE] Think harder [editline]10:55PM[/editline] [QUOTE=Black-Ice;24537775]Proximity Mine Slot: Secondary Class: Pyro 1 Mine (recharges and can only have a max of 3 out at one time to avoid spamming, the ones that are removed just simple vanish, they do not explode) When a class steps near it (a small circle that only disguised spies and your team can see is where the radius is) They can be planted on walls Does 10 seconds of fire damage, 5 seconds of fire-splash damage (splash damage is where someone has been set on fire because of someone else), does 25 damage upon activating Notes: Basically if someone goes into the mine it kinda does a smaller-than-Demoman's-grenades explosion, doing 25 damage to anyone, and setting them on fire for 5 seconds. Anyone who sets it off will deal 50 damage and 10 seconds of fire.[/QUOTE] Pyro is now Demoman with afterburn
[QUOTE=NuckChorris;24599284]Think harder [/QUOTE] Heavy with Angelochka would get +50hp at full overheal, 500hp. Just tried to come up with a weapon that would make Heavy even better as a Medic buddy.
[QUOTE=plack213;24599409]Heavy with Angelochka would get +50hp at full overheal, 500hp. Just tried to come up with a weapon that would make Heavy even better as a Medic buddy.[/QUOTE] :frog: This would make a lot of noobs go Heavy and ask for Medics, which nobody will play BECAUSE of this weapon Also, look at Razorback, its main function required a certain class for the job, don't do it to the heavy
[QUOTE=NuckChorris;24599466]:frog: This would make a lot of noobs go Heavy and ask for Medics, which nobody will play BECAUSE of this weapon Also, look at Razorback, its main function required a certain class for the job, don't do it to the heavy[/QUOTE] Implying there is always a medic on a team in a pub :frown:
[QUOTE=Arctic-Zone;24492701]This is my idea, a replacement for Heavy's minigun. Little Inessa Level 40 Reminder of Home I actually have a backstory for this: The Heavy had a loving wife, Viktoria, and daughter, Inessa, and he loved them back. He loved his Inessa very much, she was strong and energetic, but small ((like the Scout :v:)). He was saddened that he couldn't have his family come to America with him, but recognized it was because of his job. The Heavy designed a new gun, a gun that felt like Inessa hugging him (so a thick strap around his waist) and had the Engineer build it for him. It was smaller than his other two guns, so less ammunition could be loaded, but it was lighter, and used stronger and aerodynamic bullets, so he could move faster on the battlefield and mow down the enemy. However, there was a lot of friction between mechanisms, so it often overheated. Because of the Engineer building his Little Inessa, it was ruled by science, so no random bursts of strength. He was immensely glad, though. Okay, that was a shitty backstory, but whatever. Stats Pros: 10% faster movement speed (passive) 20% stronger bullets Cons: 25% less ammunition (150 ammo) no random crits overheats after firing for too long So, is it good? :v:[/QUOTE] I want some feedback, guys. :saddowns:
I've always wanted something like this Tatyana Replaces Minigun +Tighter spread +10% damage -Slower rate of fire -50% less ammo -No random critical hits [editline]12:58AM[/editline] And it looks like an M134 with 3 barrels
Maybe.... The Bald Eagle Lvl 10 "Experimental" Rocket Pack +Leaves trail of thick smoke on jump -40% Damage from rocket jump +On landing, loads of smoke is made and nearby enemies are stunned +50% less gravity on jump
The Kry Baby Level 20 Minigun +For each domination gained, the minigun gains strength (so if you have like 10 dominations, you get 50+ damage) +30% Spread -Overheal reduced to 350 -15% movement while revving minigun
[QUOTE=Ian;24610221]The Kry Baby Level 20 Minigun +For each domination gained, the minigun gains strength (so if you have like 10 dominations, you get 50+ damage) +30% Spread -Overheal reduced to 350 -15% movement while revving minigun[/QUOTE] A nice idea. I see how that might catch on. :biggrin:
[QUOTE=Ian;24610221]The Kry Baby Level 20 Minigun +For each domination gained, the minigun gains strength (so if you have like 10 dominations, you get 50+ damage) +30% Spread -Overheal reduced to 350 -15% movement while revving minigun[/QUOTE] This would really make survival more important. Think about it, the better you stay alive, the more dominations you get. However, i doubt this could work. I'd suggest mini-crits for 15 seconds each time you dominate someone. That would really make your success rewarding, and after 1 domination, 2 earns full-fledged crits. Anyways, here's my two cents: Passive unlock for the Heavy, similar to Gunboats, Razorback etc. POWer Armor: +75% bullet resistance +60 projectile resistance -50 damage from fire +15% melee damage +50% heal rate from dispensers And the downsides are: Incapable of using any projectile weapons, completely reliant on his fists. Medics cannot heal him, he can only get more health from resupply lockers, medkits and dispensers. No primary weapon (This means no minigun or shotgun. Dalokoh's only gives you 50% health and Sandvich doesn't affect you at all, leaving you completely on your fists.) -10% turning speed -10% melee damage vulnerability +5% possibility to be hit by crits (meaning people shooting you have a bigger chance of landing a crit than shooting someone else.)
[QUOTE=Semaru;24522359]Ammo Belt Slot: Secondary Class: Heavy + +200 minigun's bullet - -5% speed - 20% less crit rate With it, Heavy will have more ammo, but he will be slower, not very slower because he is slow enough right now, so another con is less crit rate with minigun. Model of that will be another ammo belt on Heavy :v:[/QUOTE] I like this idea. It would make the heavy a more defense based class rather than a heavy offensive class (which people think he is). (pun not intended?)
A rocket launcher for the Soldier which fires heat seeking rockets. The rockets are slightly slower than the regular ones, and are attracted by heat produced by enemy gunfire (average attraction), explosions from enemy projectiles (low attraction), or burning enemies (high attraction). As a result, you have something which can be countered if you are a Soldier or a Demoman, and much harder to avoid if you are firing a hitscan weapon, or on fire. It would make Pyros more useful on both sides too, friendly Pyros would light people on fire and help you wreak havoc on the enemy team, enemy Pyros would kill you much more easily if you are on fire, because all they need to do is airblast a rocket, and the rocket will do the rest. Might seem like a noob weapon, but I'm not so sure of that, it has its distinct pros and cons, might be either interesting, or horribly annoying.
Here are my good ideas: [quote]1. French Flower Class: Spy Slot: PDA Replaces: Cloak Does: Squirts water to a Pyro so it disables his flamethrower for 10 seconds.[/quote] [quote]2. Swiss Army Knife Class: Spy Slot: Melee Replaces: Knife Does: Can destroy a sentry in 12 seconds without Engineer noticing it. [/quote] [quote]3. ''FYI I am a Spy'' sign Class: Spy Slot: Sapper Replaces: Sapper Does: You can go behind a Sniper and put the FYI I am a Spy sign on his back. Then he will not notice it and anyone can kill him in he's own team, in his next respawn he's not The Spy anymore.[/quote] [quote]4. Painting Tool Class: Spy Slot: Sapper Replaces: Sapper Does: You can paint enemy Engineer's sentry into your own team colour then it will kill the Engineer.[/quote] [quote]5. A very big Hammer Class: Heavy Slot: Melee Replaces: Fistis Does: It is a very big hammer. If you hit left button to attack, it will go attack very slowly and then it will hit the enemy and he will die with one hit, it goes to hit slowly so the enemy can run away. And if your going to attack, it is slowly going to hit, if enemy is behind you, you can turn around and then it will hit him into the die (Because the item is heavy, that's why it goes to attack slowly) +150% damage done. -30% slower if it is in your hand, on use. -50 health if it's equipped in backpack. One more thing it disables sappers on your own sentry guns. [/quote] [quote]6. Flaming Finger (name is ''Finger Of HELL'') Class: Pyro Slot: Melee Replaces: Axe Does: You can tough enemy with the finger then he's going to burn, if you hold the finger at him then the burn doeas more damage, does'nt work in underwater. Also it has new taunt, press G to taunt, then the Pyro is sticking his flaming finger forward, and if there's enemy, he will get burned and punched backwards into die.[/quote] [quote]7. Pan that has writed ''Mann. Co'' on the handle. Class: Spy Slot: Melee Replaces: Knife Does: You can hit enemy with the pan into the head then he gets stunned for some seconds, you can't backstab with it. New taunt, Spy takes a cigarette out from the mouth and throws it into the pan, cooks it and swings it up with it. Then he catches it with the mouth again. It only stuns! doesnt kill or take health off. [/quote] [quote]8. A cool ninja knife that is very rare and secret. Class: Spy Slot: Melee Replaces: Knife Does: It can only be found from a tf2 secret page and it's very rare and secret, there's only 5 of them, only 5 peopke will get it*. You can throw these knifes to back of the enemies to make them get backstabed into die! overpowered so there's only 5 of 'em! get them from a tf2 secret page! only 5 of 'em! only 5 people will get it![/quote] [quote]9. A bag on soldier's back including sand in it! Class: Soldier Slot: Secondary Replaces: Shotgun Does: It can throw sand everywhere, if enemy steps on the sand, he will lose health, if he stays on the sand, he will lose alot of healths. [/quote] [quote]10. The French Parrot (OMG PARROT!)[Special edition} Class: Spy Slot: Watch Replaces: Cloak Does: ''The French Parrot''. This item is for the Spy. This replaces the Cloak. This item is Watches Slot. This item is: Level 5 Parrot. The French Parrot is on the Spy's shoulder. If Spy clicks right button (if you click this, you'll become invisible, but the parrot replaces the cloak, so you can't be invisible.) If Spy clicks right button then The French Parrot will fly away from Spy's shoulder and it will go attack an enemy with his beak and then the enemy gets stun for 3 seconds, but other enemies can kill the parrot, but if the parrot is killed, then there's a recharge down there saying ''Parrot'' that takes 12 seconds to spawn the parrot back to your shoulder. Then if you right click again then the parrot will fly away too, but if he's not killed yet, then Spy can press right button again to make The parrot fly back to your shoulder, enemies can kill the parrot too when he's on Spy's shoulder. Teammates can't kill the parrot, but enemies can. But if your Spy and putting the Parrot fly somewhere, you can kill him too like the enemies. PS: I Had Idea To Make The Parrot. [/quote] [quote]11. Time Machine Class: Engineer Slot: hmm... Replaces: All the buildables. Does: You can take out your PDA and build the Time Machine, this replaces all the buildings. Then you can ride in the time with the Time Machine, go back of time or go forward of time. You can choose how much minutes you can go back of time or forward of time. PS: I know it's not possible to make into the game![/quote] [quote]12. Time Cloak Class: Spy Slot: Watches Replaces: Cloak Does: You can press right button to make the time stop, everything is stopped, players freezed and everything, you can just go free backstab everyone, everyone can't move or shoot. Only you can go free backstab everyone. :D PS: Too overpowered? then will make the time stop for 5 seconds?[/quote] Everyone! If your gonna Contribute these items, tell the VALVe to give me community self-made sparkling item too, because i had the idea and the name for the item and what the item does. SPARKLING ITEMS FTW (I hope this hasn't been posted before :v:)
Time things aren't really possible, replace them with speed items so time paradoxes. Nor is it reasonable imo.
I think the Heavy should dual wield a Hammer and Sickle as melee weapons.
[QUOTE=dvsilverwing;24813905]I think the Heavy should dual wield a Hammer and Sickle as melee weapons.[/QUOTE] This would be epic
There was something like that int he Polycount for the Heavy. It was a hammer and two sickles attached to the Heavy's arms. I was also thinking of a Flintlock Pistol for the Spy.
Smoke Trail Level 5 flare gun PRO: +The shot leaves a big smoke trail that inflicts visual disturb to the enemies making their visual disturbed +Afterburn lasts 3 seconds longer +When enemies are blind, they create a chanche for enemies to get random mini-crits on them +If enemies are directly hit, they will get a 2 - 1 second stun CONS -45% less damage dealt -Afterburn does only 2 damage -Longer reload speed ( +25%) -No random crits -Totally effectless underwater
Uhm Brass Killers Level 13 brass knucles PRO: +Faster swing +After the heavy eats a sandvich-dalhokos bar and restored his healt to the maximum, he gain the possibility to go into Berserker mode. His HP Slowly regenerates and he goes more faster if he keep walking. +Berserk mode grants 25% resistance to every type of damage CONS: -Cannot random crit. Can howerwher, mini-crit -After berserk mode, the heavy is slowed down by 25% and is 10% weaker to every type of damage for 3 seconds -Berserk mode takes 15 seconds to regenerate (literally, 15 seconds after berserk mode you have to wait it to recharge, and eating a sandvich-dalhokos under the previous condition will have no effects) and cannot be regenerated throught supply lockets
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