• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Your unlocks are way too complicated. Minicrits instead of normal crits is a lot simpler than saying crits only add 20% damage. And remember that [b]NO ONE[/b] like slow-down weapons
Another idea for Medic, although for some reason it seems more like an Engie weapon. I call it the Laszarus Rifle. It's kind of like a Syringe-based rifle, having only 10 shots in a clipless reserve (like the Flaregun or Miniguns) and a short period of 1.2 seconds between shots, but each shot deals 4 times the damage of a regular syringe, each syringe travels twice as fast as a regular syringe, and the falling arc is decreased. Also, it adds a unique new detrimental effect to the victim, an effect that if the subject is killed under the influence of, will turn them "feral", causing them to attack nearby enemies with devastating melee attacks. Basically, this rifle will infect an enemy with a substance that will turn them into zombies if they die before it wears off. Don't worry, it doesn't whittle down Health like Bleeding, and it doesn't spread either. It simply means that if you die whilst the Zombiness effect is still active, you become a green-skinned zombie, controlled by a zombie bot AI, with increased speed, increased resistance to bullets and explosives, reduced resistance to fire and melee attacks, and only being able to use their melee weapon. Only Pyros are immune to the Zombiness effect. Another thing I should mention is that depending on what melee weapon the former enemy has equipped, the resulting Zombie will use said melee weapon. For example, if a Soldier with an Equalizer (as if there's any other kind of Soldier) gets "Zombified", said Soldier Zombie will increase speed and damage dealt when his health is low, whereas a Sandman Scout Zombie has only 110 health, so depending on the subject's melee weapon, they take on both positive and negative characteristics of their melee weapon. One final note to mention, Zombies expire 1 minute after creation. And don't worry, you still respawn like normal whilst your former body is zombified. To sum up in shorthand: [B]Laszarus Rifle statistics[/B] [URL="http://eins"]+300% damage done +100% projectile speed On Hit: Zombiness for 10 seconds[/URL] [URL="http://eins"]If killed under influence of Zombiness, subject becomes a Zombie[/URL] [highlight]1200% slower firing speed -75% magazine size Pyro class is immune to Zombify[/highlight] [B]Zombie statistics[/B] [URL="http://zwei"]Speed increase by 10% of baseline +33% explosive damage resistance +33% bullet damage resistance[/URL] [highlight]Restricted to melee weapons 25% fire damage vulnerability 25% melee damage vulnerability Expires 1 minute after creation[/highlight] [I]Zombies take on the statistics of their equipped melee weapon[/I] C&C as usual, give your perspectives.
Should be a halloween weapon only imo
[QUOTE=ironman17;24976080]To sum up in shorthand: [B]Laszarus Rifle statistics[/B] [URL="http://eins"]+300% damage done +100% projectile speed On Hit: Zombiness for 10 seconds[/URL] [URL="http://eins"]If killed under influence of Zombiness, subject becomes a Zombie[/URL] [highlight]1200% slower firing speed -75% magazine size [U][I]Pyro class is immune to Zombify[/I][/U][/highlight][/QUOTE] No, just no
goddamn ironman that is so dumb
Hunting Rifle for Sniper + 30% faster shot charging + It have magazine, and its semi-automatic - -25% damage done with bodyshots - Less zoom I plan to make model of it, it will look like M1 Carbine with shorter magazine and short scope Sandman Scout will still die from fully charged bodyshot (it will take about 110 dmg). It's Semi-Automatic, so it should have like +25% more fire rate. [i][b]Edit:[/b] Hooray for #1000 post in this thread![/i]
[QUOTE=ironman17;24976080] [B]Laszarus Rifle statistics[/B] [URL="http://eins"]+300% damage done +100% projectile speed On Hit: Zombiness for 10 seconds[/URL] [URL="http://eins"]If killed under influence of Zombiness, subject becomes a Zombie[/URL] [highlight]1200% slower firing speed -75% magazine size Pyro class is immune to Zombify[/highlight] [B]Zombie statistics[/B] [URL="http://zwei"]Speed increase by 10% of baseline +33% explosive damage resistance +33% bullet damage resistance[/URL] [highlight]Restricted to melee weapons 25% fire damage vulnerability 25% melee damage vulnerability Expires 1 minute after creation[/highlight] [I]Zombies take on the statistics of their equipped melee weapon[/I] C&C as usual, give your perspectives.[/QUOTE] For some reason,that zombie state reminds me metal slug 3
[QUOTE=Semaru;24982957]Hunting Rifle for Sniper + 30% faster shot charging + It [b]have[/b] magazine, and its semi-automatic [/QUOTE] Haha, oh wow.
Upon retrospect it seems too unfitting for Medic. Engineer already dabbles in creatable entities, so anything that created offensive NPCs, even if they're zombies, would be best put in the hands of the Engineer. Oh well, back to the drawing board.
Medic Unlock: [B]Bad Medicine[/B] [I]Level 8 syringe[/I] On hit: Poison for 6 seconds - 50% damage done I still think the The Tribalman's Shiv stats would have been more fitting for a Medic unlock. Poison would make more sense than bleeding, and it would have been a reference to Medic's ability to poison in TFC :(
[B]Insert Clever German Name Here [/B][I]Level 10 Medigun[/I] May drain enemy health at 30 per second +25 hp -No Ubercharge -Can only heal players for twice times the amount of damage dealt So, basically an offensive unlock for the medic. Every time you damage someone, the ubercharge bar fills up, every time you heal, it goes down. Damage might need to be tweaked a little, but I think it's a good unlock.
[QUOTE=EFG;24995405] So, basically an[B] offensive unlock[/B] for the medic. [/QUOTE] Hey guys lets give Spy a rocket launcher
Hey guys lets give Engineer a Gunslinger
[QUOTE=EFG;24995405][B]Insert Clever German Name Here [/B][I]Level 10 Medigun[/I] May drain enemy health at 30 per second +25 hp -No Ubercharge -Can only heal players for twice times the amount of damage dealt So, basically an offensive unlock for the medic. Every time you damage someone, the ubercharge bar fills up, every time you heal, it goes down. Damage might need to be tweaked a little, but I think it's a good unlock.[/QUOTE] No ubercharge? Entire team hates you
[QUOTE=Oblivious1;23981883]Well,what if the combat medic, only supported himself. [b]Life Zuppauger[/b] Lvl 10 Medipack Pros: +24Hp/sec health regen Cons: Ubercharge gives mini-crits, to himself No overheal Basically, it's a medigun that is always healing him no matter what as long as it is equip, like the gunboats, but it won't heal other people, sort of promoting the combat medic.[/QUOTE] 24 HP a second! that will make the medic almost invincible as long as he can find cover if he gets hurt. Spy: unlockable sapper. basically, its a stronger sapper, but it takes longer to destroy whatever its stuck to. Demoman: bomb launcher replacement it shoots a total of six at a time and shoots them faster, but they do less damage
Pretty simple idea for pyro, let me know what you think The Iron Grill Pros Damage Resistance increases 15% per person lit + 15% Damage Cons - No Airblast - Damage resistance caps at 75% (Five people lit) - 25% afterburn damage Would make the pyro a little better at ambushing groups and makes a better uber partner. A pyro + overheal + capped damage resistance would make his effective HP 450. Around 300 HP without the overheal
[QUOTE=No_0ne;25019611]Pretty simple idea, let me know what you think The Iron Grill Pros Damage Resistance increases 15% per person lit + 15% Damage Cons - No Airblast - Damage resistance caps at 75% (Five people lit) - 25% afterburn damage Would make the pyro a little better at ambushing groups and makes a better uber partner. A pyro + overheal + capped damage resistance would make his effective HP 450. Around 300 HP without the overheal[/QUOTE] Damage resistance =/= Health
[QUOTE=NuckChorris;25019637]Damage resistance =/= Health[/QUOTE] Effectively, someone with 200 hp can take the same weight in fire as someone with 100 hp and a 50% damage reduction.
[QUOTE=No_0ne;25019693]Effectively, someone with 200 hp can take the same weight in fire as someone with 100 hp and a 50% damage reduction.[/QUOTE] You can't say, fire damage still has random damage and falloff, so it's not accurate
[QUOTE=NuckChorris;25019785]You can't say, fire damage still has random damage and falloff, so it's not accurate[/QUOTE] When I say fire I mean damage in general
[QUOTE=No_0ne;25019909]When I say fire I mean damage in general[/QUOTE] Damage Falloff still applies(except Sniper rifle), so your statement is still invalid
[QUOTE=NuckChorris;25019987]Damage Falloff still applies(except Sniper rifle), so your statement is still invalid[/QUOTE] Actually it's still perfectly valid assuming the two persons are the same distance from the source of damage.
[QUOTE=NuckChorris;25019987]Damage Falloff still applies(except Sniper rifle), so your statement is still invalid[/QUOTE] Stop trying to be smart
Actually the sniper rifle does have falloff damage.
Medic Medigun 25% of damage dealt by healing target heals you +10% overheal on target -2 self-heal rate -10% heal rate on target
The Bolshevik's Bergen Replaces Shotty/Sandvich Everytime I think of the Heavy and how he was designed to fit into Tf2 I've always imagined him as the anchor. A large lumbering weight that teammembers can either fall back on or surround when making a push. This weapon was designed to enforce just that. Once equipped the BB adds a 'health carried' meter onto the Heavy's HUD similiar to the Engineer's 'Metal carried' meter except the H C' meter is infinite. The meter works by taking all the health which the Heavy receives but does not use, which otherwise would wasted, and storing it into the Bergen. For example if the Heavy is hurt and he has say, 243HP and he finds a medium sized healthpack he will be healed back to 300Hp and his meter will increase by 57Hp. This also would work even if the Heavy was at full health. If he was to pick a large healthpack 300Hp would feed straight into his Bergen. The same applies for Medics, dispenses and fallen Sandvichs. All the health will feed into the Bergen. Once injured teammates could just stand next to the Heavy and all be healed at the same rate of a Medigun/Kritskrieg, esentially transforming the Heavy into a walking payload. This doesn't make the Medic useless though, if the Medic was healing the Heavy who was also surrounded by allies then the Medic would basically be healing everyone. Carried health in the Bergen would not heal the Heavy, even if he was at 1Hp, he would have to find other sources. No health will enter the Bergen through the resupply lockers found in spawnpoints. That would be unfair. The cons: The Bergen means that the Heavy cannot be overhealed past 300Hp, the health will enter his Bergen instead. He also cannot be ubercharged but he can still be Kritskried. Also, once the Heavy is dead its over, all health will be lost making him a huge target. Better keep your airblast prepared, Pyro, and watch for Spys. Though he is weighty and called the 'Heavy' the bergen is a huge beast. The Heavy will be slowed to 50% (his normal speed is 77%). However this can be changed. If the Heavy is followed by at least one teammate (the healing string will come out of his back and continue into theirs), even if isn't healing them he will return to standard Heavy speed. This continues... -1 person= Standard Heavy speed -3 people=Soldier speed - 5+ people= Pyro/Engie/Sniper/Spy speed. Does not increase past this point. ...to the point where can manouvere at the pace of all other Tf2 classes. Goddamn that felt like a lot to type, would tl;dr but I couldn't really expalain it in short points.
well actually that's a nice idea imho [editline]10:50PM[/editline] [b]Hole maker[/b] Level 15 custom sniper rifle +50% damage done on buildings +5% scope charge damage bonus +Flicker of a spy beign hit lasts a little bit more -Only 2 shots loaded -50% more reload time -25% additional scope charge time Due to his high-piercing capability bullets, this gun is deadly on buildings. Also, it makes the flick last longer due to the fact that these bullets pierce the body a little. Hoverwher, the shot takes more time to load and deal full damage. And also, due to the fact that the bullets are much more longer than the standard sniper rifle ones, there can be only 2 loaded at time
The demoman needs a grenade launcher like the one who was attached to the MP5 in HL1 25% blast radius Explodes when hit the floor or an enemy -80% clip size
Demoman should get a new weapon designed less for killing enemies and more for killing buildings, as he is after all a Demoman.
[QUOTE=Simski;25047702]Demoman should get a new weapon designed less for killing enemies and more for killing buildings, as he is after all a Demoman.[/QUOTE] +50% splash radius +25% damage vs buildings +50% clip size -25% damage vs players -20% firing speed Is that good enough? I'm lazy and tired
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