• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
That Bergen sounds like quite an interesting class mod, turning the Heavy into a moving Dispenser that eats health and gives it out later. An interesting concept, but needs further review. Also, if Demo needs a weapon focused on building damage, why not give him something like an EMP bomb? However, on one hand, items oriented against a specific class can be kinda conditional, if we take a glance at the Razorback. But on the other hand, they can be very effective against said class, if we look at the Sapper.
[QUOTE=ironman17;25048165]Also, if Demo needs a weapon focused on building damage, why not give him something like an EMP bomb? However, on one hand, items oriented against a specific class can be kinda conditional, if we take a glance at the Razorback. But on the other hand, they can be very effective against said class, if we look at the Sapper.[/QUOTE] True, doing worse damage against players is a pretty big downside so doing more damage against buildings would perhaps not be enough of an upside.
[QUOTE=EFG;24995405] -No Ubercharge Every time you damage someone, the ubercharge bar fills up, every time you heal, it goes down.[/QUOTE] Why would it need an ubecharge bar?
[highlight][b] The Replacement [/b][/highlight] [b]For the spy Class[/b] [i]Replaces Watch[/i] [b]On backstab:[/b] Instantly cloaks enemy's dead body and desguises self as the killed enemy [b]Health Lost:[/b] 15 [b]Cloak on corpse remains for normal watch time, then uncloaks[/b]
[B]Valve Gunboats[/B] [url]On rocketjump, gives you noclip.[/url] [url]No damage on rocketjump.[/url] [highlight]On rocketjump every player explodes.[/highlight]
[QUOTE=CanadianBill;25059357][highlight][b] The Replacement [/b][/highlight] [b]For the spy Class[/b] [i]Replaces Watch[/i] [b]On backstab:[/b] Instantly cloaks enemy's dead body and desguises self as the killed enemy [b]Health Lost:[/b] 15 [b]Cloak on corpse remains for normal watch time, then uncloaks[/b][/QUOTE] The biggest trick is getting not getting the first kill, but from people with mics who got backstabbed not screaming they got killed by a spy, which nullifies your disguise
Old ass images that have been sitting on my computer. [img]http://img814.imageshack.us/img814/6374/pgo2.png[/img] Confused? The bat itself won't crit, but will build up crit chances for all the other weapons. [img]http://img823.imageshack.us/img823/6577/bd2j.png[/img] [url=http://www.fpsbanana.com/skins/91249]Can be downloaded as a skin. Includes custom particles (by Smashman) and backpack icons.[/url] [img]http://img801.imageshack.us/img801/7140/axec.png[/img] Never got around to texturing the model. [img]http://img163.imageshack.us/img163/15/letsago.png[/img] Joke. [img]http://img704.imageshack.us/img704/8305/doppel.png[/img] Using the Overhealer model as a placeholder. *prepares for incoming boxes*
[QUOTE=Simski;25048796]True, doing worse damage against players is a pretty big downside so doing more damage against buildings would perhaps not be enough of an upside.[/QUOTE] Just to confirm, which weapon would this replace, Pipes or Stickies? I'm thinking Stickies, since the Stickies are Demo's main controlled demolition tool, whilst the Pipes are for more-or-less direct combat and non-controlled demolition. Maybe to balance out the downside, the projectile could be more resilient to enemy fire? Also, here's a little idea that might or might not be fitting, but it might be seen as politically-incorrect in the current political climate:[B] The Kilt-In-Action[/B]. In exchange for your Pipe Bombs, your bomb vest becomes adorned with sticks of TNT. When the Demoman dies, the dynamite explodes, unleashing an explosion that damages, if not kills, enemy units within range of this nasty man-bomb. But it's not all that simple, for the bomb is weak at first, barely stronger than a single Sticky explosion. Nay, the Demoman must first deal damage to his enemies in order to fuel the bomb, increasing it's power similar to Rage in a Buff Banner. The amount of damage required to max out the KIA's capabilities is up to peer review, although I think it should take at least 600 or 800 damage to max out the bomb's power. The damage dealt by the bomb at maximum power should be pretty high too, although i'm not too good with number judgements some of the time, but regardless of that, I believe that the KIA shouldn't crit, since that'd be Overkill. On the subject of the political incorrectness, though, the concept of a Demoman Suicide Bomber might be a bit controversial, although the Soldier already has suicide bombing capabilities with the Equalizer taunt, and you haven't seen any soccer moms whining about Soldier blowing himself up yet.
[QUOTE=Valve]This amiable, soft-spoken good ol' boy from tiny [B]Bee Cave, Texas[/B] loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.[/QUOTE] [B]BEE RIFLE![/B] Level 25 Pneumatic Insect Accelerator Works like the Hornet Gun from half-life 25 bees loaded per clip (jar) Semi-automatic ~15 damage per bee
Any opinion on the KIA, or is it too controversial?
Well actually the KIA is not anything bad for me, even tought it isn't 100% correct but is fun. But there are 2 problems 1) What slot would it take? 2) The demoman is easy to kill, since he is slow and not really good with HP. He should take an HP increment and act like he has an equalizer
I regularly make custom weapons and try them out in TF2, but one that really stuck for me is an unlock I tried for the Scout. The ________ Level 10 Bat On Hit: 12 Seconds of Bleed -90% damage done It has the same interesting property of the Tribalman's Shiv in the sense that each hit after the first compared to the default weapon gives lower and lower benefits to the attacker. I always thought that the Scout needs weapons like this, weapons that encourage him to get in and get out fast.
[QUOTE=NitronikALT;25084844]Well actually the KIA is not anything bad for me, even tought it isn't 100% correct but is fun. But there are 2 problems 1) What slot would it take? 2) The demoman is easy to kill, since he is slow and not really good with HP. He should take an HP increment and act like he has an equalizer[/QUOTE] Well, it's meant to replace the Grenade Launcher, making him a bit more dependant on his other weapons. He can still lay Sticky traps and all that, so he can increase the bomb's power with his traps. Concerning the Chargin' Targe, maybe Charging could have a similar effect on the bomb as it does on weaponry, meaning that performing a charge into enemy territory would increase the bomb's power to a certain degree for a short period of time. Also, on the subject of the "low health" and "slow speed", that's part of the job. There's big risk, but potential for big returns. It's tricky to get close to someone in any situation, but if you're good enough you can do it, and if you die when you're up close an' personal, and you've invested enough in your KIA, you get a good return as you blow up the enemy in your death throes. But if health and speed are still an issue, there's always the Eyelander to count on for increasing said attributes.
[QUOTE=NitronikALT;25046821] +Flicker of a spy beign hit lasts a little bit more [/QUOTE] ...What? :v:
[QUOTE=Prism;25085196]...What? :v:[/QUOTE] What i said :v: I mean that if the spy gets hit, when he flickers, he will flick a little bit more. Spy Counter Level 5 spy countering wrench +When a spy gets hit, his cloack is permamently compromised. (the watch looses half second of charge) +25% damage done on disguised spies +On critical hit, can make the disguise flick -25% damage done on everyone else -On critical hit, the crit is a minicrit
The Southern Hospitality is already a spy counter, why would be need another one? I think there are already enough spy counters ingame.
[QUOTE=NitronikALT;25089951]Spy Counter Level 5 spy countering wrench +When a spy gets hit, his cloack is permamently compromised. (the watch looses half second of charge) +25% damage done on disguised spies +On critical hit, can make the disguise flick -25% damage done on everyone else -On critical hit, the crit is a minicrit[/QUOTE] Because we TOTALLY need more situational weapons
[i]l' sombre la mort[/i] can fire while cloaked: gun produces smoke when fired only 3 shots per cloak no reload while cloaked the longer the bullet flies the worse the accuracy becomes +%15 damage %30 chance of random crit +%15 clip size -%30 reload time -%15 accuracy
[b]Teleporter Replacement[/b] If you've played on 5 CP maps (Or Gravelpit AKA GOD DAMN SCOUTS DESTROYING MY TELES), you probably know how amazingly annoying it is when your spawn keeps moving and you keep having to move your teleporter along with it. Instead of this I thought of an item that would speed you up. It would look like a little boost pad that you see in arcade racing games. It could either make everyone the same speed (Would probably be like the Equalizers max speed or a bit higher) or scale depending on the class that used it's speed. I want this to be used for transportation and not battle, so, in addition to wearing off after a short while, attacking or getting damaged would put you at a complete stop for like a second or less so you can't just use it and whizz around the battle field, destroying everything. That would also kind of defeat a lot of the scout's use. I'm also wondering if the first attack you make that stops the speed should do any damage, because you could still use it to quickly melee an enemy or backstab them or something like that.
I want a way to link My entrances to Friendly exits.
[QUOTE=eninco;25096178][i]l' sombre la mort[/i] can fire while cloaked: gun produces smoke when fired only 3 shots per cloak no reload while cloaked +%15 damage %30 chance of random crit +%15 clip size -%30 reload time[/QUOTE] How's the accuracy? If it's like the revolver you'd get a huge baww-fest from people getting sniped crit-sniped by an invisible person halfway from the map. Also, there's absolutely no fun playing against that, especially if it's paired with a camp&dagger
[QUOTE=MRTW113;25098292]How's the accuracy? If it's like the revolver you'd get a huge baww-fest from people getting sniped crit-sniped by an invisible person halfway from the map. Also, there's absolutely no fun playing against that, especially if it's paired with a camp&dagger[/QUOTE] true havent thought of it thnx :3
An image I made to troll the SPUF, when they wouldn't shut the motherfuck up about the golden wrench. [img]http://img36.imageshack.us/img36/9547/pwren.png[/img]
[QUOTE=xZippy;25101466]An image I made to troll the SPUF, when they wouldn't shut the motherfuck up about the golden wrench. [img_thumb]http://img36.imageshack.us/img36/9547/pwren.png[/img_thumb][/QUOTE] Turns ragdolls of those killed by it a glistening metallic color
[QUOTE=MRTW113;25103285]Turns ragdolls of those killed by it a glistening metallic color[/QUOTE] lets not go down this road again.....
[I]Texas Two-Step[/I] A ratchet that lets you build two mini-sentries! No hp bonus, no crit combo. Wrangler aims both guns at once.
So what if you wanted to destroy one sentry but not the other...
[QUOTE=MRTW113;25122124]So what if you wanted to destroy one sentry but not the other...[/QUOTE] It would work like the spy's simplified disguise kit. 1 > 1/2
[QUOTE=MRTW113;25103285]Turns ragdolls of those killed by it a glistening metallic color[/QUOTE] Oh no my friend. It turns ragdolls into platinum statues with ruby eyes, the body can be collected for max ammo and boosts your hat-find rate by 35%.
[b]a butt[/b] soldier weapon - smells kinda bad - whose butt is it?? - why do you have this man's butt?? - solve these enigmas for a hat
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