• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Scout weapon idea Scattergun, no name ideas +30% firing speed +100% clip size +100% ammo carried -40% damage There's more stats to it but I forgot them, it sounds OP on paper but after some gameplay it's not very strong
Fastergun :v:
[QUOTE=NuckChorris;25127919]Scout weapon idea Scattergun, no name ideas +30% firing speed +100% clip size +100% ammo carried -40% damage There's more stats to it but I forgot them, it sounds OP on paper but after some gameplay it's not very strong[/QUOTE] Buffed pistol
[QUOTE=xZippy;25125638]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%.[/QUOTE] lolbuff
[QUOTE=Oblivious1;23984571]True, but this for combat medic, besides, the chargin' targe turned the demo into offense.[/QUOTE] .... Why on earth would valve INTEND there to be a combat medic? That's like Garry putting in a prop spam tool into gmod just so inexperienced faggots could be dumb and not learn to play the game right. It makes no sense. combat medic isn't a class. Demo-man was already really viable as a combat class. We don't want 9 classes that can all do each job equally well. [editline]02:06AM[/editline] [QUOTE=Arctic-Zone;24021827]Alright, I actually have an idea for a Medic unlock. The Schredderklinge (a rough translation of shredder blade): Replaces Bonesaw. +50% damage compared to Bonesaw +On kill, you get 5 seconds worth of doubled Ubercharge gain (only applies while healing) -While swinging/firing, weapon consumes Ubercharge (about 2%/s) So the weapon uses Ubercharge as a sort of fuel, and is like an electric saw, the type used for surgeries. Plus, the 5 seconds of doubled Ubercharge gain only count while healing. Comments/suggestions?[/QUOTE] I like this, but it should only count the double ubercharge rate as starting when you switch to medigun OR have it as 10 seconds.
[B][U]Spy's Sapper replacement[/U][/B] [B](mini-sapper)[/B]: A sapper for the spy that can sap while disguised, but needs 2 saps. Kinda like a mini sapper. You know the little bar in the top left of your screen when you sap somebodys stuff? A mini-sapper would only sap about half of it/ two thirds, and would need to be renewed afterwards. You stay cloaked, but the thing is, once you place it, the Engi is aware of your presence, and will look for you when you return to place the second minisapper.
[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] I GUESSED ONE OF THE WEAPONS! Ahahahhaha!
Well, part of it, anyway, but still cool. Also, here's a collection of ideas off the top of my head. [B]Pyro[/B] - [I]Secondary[/I] - [U]Molotov[/U] Combining Pyro's love of all things firey with a new style of gameplay, the Molotov is the ideal tool for the roles of House Cleaning and Area Denial! Similar to the mysterious Jarate potion and the equally arcane Mad Milk, the Molotov is a type of weapon known as a "throwing potion", commonly a type of liquid in a glass container, which causes a specific effect upon impact. However, where Jarate causes enemies to take increased amounts of damage, and the Mad Milk causes players to gain health when they shoot saturated targets (guys who got hit by this vampiric dairy product), the Molotov does something very different indeed. Upon breaking open on the floor, the Molotov will make a reasonably-sized pool of burning oil appear, dealing large amounts of damage to anyone and anything unfortunate enough to be in this raging inferno. The Molotov's "fire-puddle" only lasts for about 6-8 seconds before dissipating, and after you've used this powerful potion, you gotta wait 20 seconds before you mysteriously obtain another one of these beauties from out of thin air. Applications for the Molotov include both area denial and house cleaning. For example, the Pyro can throw the Molotov into the path of a raging Heavy stampede or rabid Scout rush, cutting off your enemies' line of attack and supply, at least for those who are smart enough not to run headfirst into a wall of flames. Another example is as follows; you're flaming through the enemy base, when all of a sudden you hear the telltale beeping of a Sentry, accompanied by the whirring and clacking of a Dispenser, as well as the sound of a Wrench hitting buildings. That's right, there's an Engineer and his machines just around the corner... Normally one would simply crawl back and attempt to flank from a less protected angle, but not with the Molotov. Oh no sir, just chuck a Molotov smack into the middle of that chelonian coward's cubbyhole, and he'll either be flushed out by the flames, or he'll roast to death. Either way, if you got the buildings as well, they're sure to be fated for the scrapheap once the Molotov's done it's work. This can also work on enemies who are camping the same spot for too long, just sling that sexy Molotov right into their foxhole, and attach an eviction notice while you're at it! However, even something as sexy hot as the Molotov has it's flaws. It will not have any effect if it impacts in water, and it will be extinguished if an enemy throws Jarate or Mad Milk into the inferno. Thankfully, friendly Jarate will not damage the roaring fire. Also, if the Molotov hits an enemy, they will suffer massive afterburn, so remember to brush up on your aim if you want to hit someone with one of these things. One word of caution however; your own Molotov fire will hurt you if you come into contact with it, so be careful. In other words: -The Molotov is thrown like Jarate or Mad Milk. -The Molotov creates a big pool of fire that deals big fire damage for about 8 seconds. -After throwing a Molotov, you must wait 20 seconds for it to regenerate. -Molotovs can be used for clearing out campers and cutting off routes of access for the enemy. -Enemy Jarate and Mad Milk will extinguish the inferno prematurely. -A direct hit on an enemy will cause MASSIVE Afterburn. -Your own Molotov fire can damage you too. [B]Heavy[/B] - [I]Primary[/I] - [U]Svetlana[/U] True to her name, Svetlana is a light and fair weapon, at least in comparison to the devastating Sasha and the enthralling Natascha, but she is nonetheless still a powerful weapon. When one holds Svetlana in his embrace, having first spent many years wielding bigger guns, the first thing he realises is how lightweight and versatile she is, how easy she is to hold and use. Once he squeezes her trigger, however, it is made clear that she does not pack the same hefty punch that the others did. Know that though Svetlana is not as vicious as Sasha or Natascha, she compensates for this with her restless enthusiasm, always ready to unleash her hail of lead upon those who would do her wielder wrong. However, this enthusiasm is very hard not to notice, and only when she is not in her user's embrace does she remain silent. But regardless of whether she is waiting eagerly for battle, unleashing a hail of lead, or simply resting on her companion's back, she will not hinder his progress, for she is far less demanding than the others, even if she lacks the patience that they have. Though she is not accustomed to the element of surprise, Svetlana comes in handy when time is of the essence and strength is to be exchanged for speed. But do not forget your previous big commitments, Heavy Weapons Guys, for they still have their place despite the beautiful finesse of Svetlana. Just in case you guys couldn't decipher my sleepiness-addled riddles, here's a brief overview of this pretty machine: -Svetlana is a lighter approach to heavy weapons. -She is constantly spun-up, but will not slow you down. -The constant whirr of the spinning barrel gives off noise, which can be heard by nearby enemies. -Bullet for bullet, Svetlana deals 50%/66%/75% less damage than Sasha. (choose your percentage to best suit this weapon) -She is best suited for mobile combat, as one can move completely unhindered whilst using her, even being able to jump whilst firing. I hope these have been enlightening, and with that I declare the thread revived.
Oh c'mon, I spend good effort on this revival, even if I was tired. Don't let it go to waste. For Hale's sake, someone post their ideas here, keep it rolling. I will NEVER accept the demise of this thread.
The Ambassador was suppossed to be a handcannon, so I propose the following changes. Holds only 4 rounds 10/20% more damage 10/20% less accuracy during cooldown Headshots use the old amby damage, thus they don't get the 20% increase.
Interesting approach, I gotta say, but I dunno if it's exactly viable. Also, where did all the regulars go? I don't want this thread to fade into obscurity, it's too awesome for such a dull non-existence. So keep on delivering your ideas here, keep this ball rollin'. P.S, C&C on Molotov and Svetlana?
Svetlana seems like a weapon medicing heavies will appreciate, but the rest won't, as mobility for damage isn't a very good tradeoff.
I thought it'd be good for times when you're off-guard, 'cause the weapon doesn't need to spin-up. For example, if you're wielding Sasha or Natascha, you face a short delay as you spin it up, and if you're taken by surprise, those .87 seconds of windup time (1.16 if you're using Natascha) can be plenty of time to get savaged, and that's just assuming one has instant reactions. With Svetlana, you can react as quick as you'd normally react without any windup delays. But if it still seems inconvenient, what other tradeoff would be good to improve Svetlana?
Warning, stupid idea incoming. :v: New misc items, the "Australium", dropable, rare like a hat, you can also buy it. (Arround 20$ hehe.) Use it with any weapons to turn it "GOLDEN" ! :eng101: [url=http://tof.canardpc.com/view/a591557e-fa22-439f-b86b-5f07a9dbd4f0.jpg][img]http://tof.canardpc.com/preview2/a591557e-fa22-439f-b86b-5f07a9dbd4f0.jpg[/img][/url] [url=http://tof.canardpc.com/view/65a1c810-fa2a-4851-806f-3199c33dc4a9.jpg][img]http://tof.canardpc.com/preview2/65a1c810-fa2a-4851-806f-3199c33dc4a9.jpg[/img][/url]
[QUOTE=Kowalski;25315569]Warning, stupid idea incoming. :v: New misc items, the "Australium", dropable, rare like a hat, you can also buy it. (Arround 20$ hehe.) Use it with any weapons to turn it "GOLDEN" ! :eng101: [url=http://tof.canardpc.com/view/a591557e-fa22-439f-b86b-5f07a9dbd4f0.jpg][img_thumb]http://tof.canardpc.com/preview2/a591557e-fa22-439f-b86b-5f07a9dbd4f0.jpg[/img_thumb][/url] [url=http://tof.canardpc.com/view/65a1c810-fa2a-4851-806f-3199c33dc4a9.jpg][img_thumb]http://tof.canardpc.com/preview2/65a1c810-fa2a-4851-806f-3199c33dc4a9.jpg[/img_thumb][/url][/QUOTE] Gold skins, now with 100% less searching! [editline]02:52PM[/editline] I have a Demo shield idea [URL="aeiou"]10% faster movement speed +15% longer charge distance [/URL] [highlight]Charging at maximum range makes your melee weapon mini-crit instead of crit[/highlight]
Anyone else have any opinions of Svetlana? Is she fine as she is or does she need more tweaking?
[img]http://library.thinkquest.org/05aug/00716/wakizashi.jpg[/img] Mr. Wong's Sushi Cutting Device (Soldier) -20% attack speed. -No random Crits. -Enemies are decapitated upon death -After the player has hit enemy players 2 times the 3rd hit will be a Crit or a mini Crit. -Soldiers using the same weapons can't score a Crit or mini Crit with this weapons when they hit you. +25% Damage.
Coupla things that would probably be awesome yet probably border-blurring as well. Note that the remotest chance of this stuff getting in-game would be if Valve made some kinda promotional deal with Gearbox and 2K to promote a new Borderlands game/expansion. That's right, this is the Border Fortress Promotional Update, an event that is even rarer than an opportunity to open the Vault. If the Steam-based pre-orders for Borderlands 2/Untitled Borderlands DLC Pack reach a certain amount before the release date, four unique unlockable weapons are inserted into the TF2 Drop System, each one based on the Action Skills of the Borderlands characters. [B]Engineer:[/B] Scorpio Glove (Melee). More or less a copy of Roland's [URL="http://borderlands.wikia.com/wiki/Scorpio_Turret"]Scorpio Turret.[/URL] This new tool for the Engineer allows him to deploy a Scorpio Turret just like Roland does, complete with protective shields and burst fire. However, there's no combo punch function, and the wielder is slowed down by a certain amount, and there's no health bonus. The Scorpio assembles quickly, like a Mini-Sentry, but it can't be repaired or upgraded either. Allies next to the Scorpio take less damage, too, although the Scorpio itself only gets a personal shield if it's Wrangled, like all the other Sentries. [U]Stats:[/U] Level X Robot Arm Replaces the Sentry with a burst-firing Scorpio Turret 10% slower move speed on wearer Teammates near the Scorpio take 30% less damage No random critical hits [U]Uses:[/U] The Shield capabilities of the Scorpio would be good for offensive support, helping to keep your comrades alive whilst simultaneously dolling out ass-kicking/name-taking. [B]Heavy:[/B] Berserker Belt (Secondary). Similar to Brick's [URL="http://borderlands.wikia.com/wiki/Berserk"]Berserk[/URL], but with an adjustment or two. When this belt is equipped, Heavy can enter a "Berserk" mode not unlike Brick's Action Skill, inducing rapid health regeneration and increased melee damage for about 12 seconds. However, you will be restricted to your melee weapon until you exit Beserk mode. Initially, the Beserk bar is empty, and must be filled up by taking damage, roundabout 250 to max out the bar. Using in combination with the GRU can make for a deadly combination. Damage taken from the GRU or falling will not fill up the Berserk meter. [U]Stats:[/U] Level X Belt When Active: +50% damage done When Active: 30 health gained per second on wearer When Active: Restricted to melee weapon Requires 250 damage to charge up Lasts 12 seconds (Gee, this would probably need a bit of tweaking) [U]Uses:[/U] Whilst it is a big-risk big-reward kinda item, it could probably have it's uses, such as helping keep you alive whilst retreating, maintaining a firm upper hand in a close quarters fight, and also helping a Heavy with medical independance. When partnered with the GRU, it can make for a deadly combination consisting of masses of Russian muscle running at startling speed with fists of steel, which I believe is a decent tanking initiative. [B]Spy:[/B] Shockwave (Watch). Derived from Lilith's [URL="http://borderlands.wikia.com/wiki/Phasewalk"]Phasewalk.[/URL] Taking a leaf out of Lilith's book, the Shockwave cloaking device adds a new edge to the Spy. Similar to the normal Watch, you can stay cloaked for 9 seconds like the original Watch, although it can't recharge by collecting Ammo, but it has a +50% recharge rate, which is still a bit less than the +100% recharge rate of the Cloak & Dagger. However its main selling point is what happens when you turn it off. Upon decloaking, the Shockwave generates a powerful explosion that damages nearby enemies, whilst the Spy strikes a pose for a second after decloaking. Don't worry, you still keep your Disguise, so you won't be chewed up by a Sentry if you use this, although Heavies might end up eating you. If you run out of energy whilst still cloaked with the Shockwave, an electrical texture sparks all over the otherwise-invisible player model. However, I am still working out the mechanics of the Shockwave explosion. Does it deal the same amount of damage regardless of how much Cloak you have, or does the damage depend on the contents of the meter? Here are a list of potential options that would define the Shockwave should it ever enter circulation. Option 1. The Shockwave deals the same amount of damage regardless of your Cloak meter. (simplest method) Option 2. The more Cloak you have left, the more damage you deal with the Shockwave, and you lose all your Cloak upon decloak. (would encourage Spies to cloak in the middle of combat then instantly decloak for massive damage) Option 3. The longer you have been cloaked, the more damage you will deal upon decloaking. (likely to encourage staying hidden for longer before Shockwaving) [U]Stats:[/U] Level X Invis Watch Cloak Type: Explosive Decloak +50% cloak regen rate Still for 1 second after decloak (Option 2. More cloak = more damage upon decloak) (Option 3. Longer cloak = more damage upon decloak) [U]Uses:[/U] Whilst not exactly a stealthy implement, the Shockwave would be a decent implement for causing disruption amongst the enemy ranks, causing a hubbub that would distract them from a couple more pressing issues. Nonetheless, depending on what option would make it into the final build, it would require at least some degree of skill to use, with timing being everything. [B]Sniper:[/B] Battlehawk (Secondary). A modified replication of Mordecai's [URL="http://borderlands.wikia.com/wiki/Bloodwing"]Bloodwing. [/URL] The Battlehawk is not unlike the vicious bird of prey that Mordecai carries around, and it serves a similar function. You can throw the bird at a target, and depending on whether it hits an enemy or a pickup, it will either start pecking the enemy, dealing big chunks of damage until either one of them dies, or it will grab the pickup and bring it to your location, where you either use it or it stays on the ground, depending on your health/ammo. The cooldown depends on what you used the Battlehawk for. Using it to grab a pickup warrants a 10 second recharge, whilst sending it to attack an enemy will result in a 15 second wait. If the Battlehawk is killed in action, you'll need to wait 20 seconds for it to respawn. [U]Stats:[/U] Level X Bird of Prey Homes in on enemies Capable of retrieving items from a distance [U]Uses:[/U] Apart from taking out enemies with a homing bird of prey, it can be used to steal pickups that the enemy might need, although we all know that you and your teammates need them even more. So not only is it a unique implement of killing, but it is also a rather useful tactical tool. For example, you could grab a box of Metal to restock yourself or help a friendly Engineer, or filch a large Medkit to help a nearby injured teammate. In other words, Engie gets an alternate Gunslinger that allows you to build a Scorpio Turret, Heavy gets a device that makes him a devastating melee fighter, Spy gets a watch that makes explosions when he decloaks, and Sniper gets a bird that can attack enemies and retrieve items. They'll very likely never ever make it into TF2, as it's unlikely that there'd be any kinda promotional crossover concerning 2K and Valve, although Gearbox once worked with Valve to create the Opposing Force expansion for Half-Life, and I think 2K allowed the Vita-Saw's model, the one based on the Little Sisters' ADAM needle, to be in TF2. Regardless of the irrelevance, however, I managed to tool the potential unlocks so they're balanced to a degree, whilst still being unique and useful (and pretty cool), though I definitely doubt they wouldn't really get in, whether or not they fit. C&C as always, it helps me make things better.
Sun Tzu's Art Of Krit Soldier, Replaces Rocket Launcher Level 10 Crocket Launcher +35% chance to fire a crocket +20% damage -20 HP on wearer -50% clip size Bear Hands Heavy, Replaces Fists Level 5 Fists +25% damage done Bleed for 5 secs 15% slower fire rate No random crits
Here is a heavy weapon pack idea i came up with last night. "Vladimir" -New Minigun alternative. Apperance: the ammo drum is replaced with a rectangular military ammo box and an oxygen/medigun tank (similar to the one on dispensers). Wires and industrialistic metal design finish off the look. + on hit OR damage done heals user a very small percentage of health. - negative 40% minigun ammo capacity (120 instead of 200) Vladimir provides the heavy with a quicker more offensive way to regain health without a medic around but prevents him from abusing his health regain buy requiring him to gain more ammo more often. "Brawlin stalin" -fists alternative. Apperance: spiked brass knuckles and studded gloves. + A hit will slow the target by 40% for 1.2 seconds; Additonal hits add on top of the previous. - no random crits, -15% damage makes heavy more of a melee threat to fast classes. "(insert name poking fun of russia here)" -shotgun replacement. Apperance: a cross between the PPSH41 and the normal shotgun with the drum clip becoming a revolver style mag. + -25% pellet spread, +15% damage - -30% pellet count, slower reload time
Barbed Ammunition. Replaces Sniper's secondary Makes his primary weapon inflict bleed
The Firing Solution (Rocket Launcher) +25% Damage Done -30% Projectile Speed +100% Explosion Radius Fires in an arc.
[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 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[/QUOTE] More of an upgrade when compared to the original revolver.
Ubersapper - 100% faster sap time [highlight]Takes down your disguise[/highlight]
Here's my view of some wacky new devices for Demoman. First, we have the revolutionary [B]REmote-Control ExplosIve VEhicle[/B] (name WIP) - Secondary. (replaces Stickybomb Launcher) With a bit of technical ingenuity on the Engineer's part, the REmote-Control ExplosIve VEhicle, or RECEIVE as the acronym goes, is a revolutionary new toy for the Demoman to play with. How it works is unlike anything seen before in TF2, although some would say it is similar to the Wrangler. Yes, that's right, the RECEIVE is a remote-controlled mobile explosive. Yes, I know it sounds like Black Ops, but I swear I wasn't thinking of Black Ops at the time. Anyway, how the RECEIVE works is simple: you deploy the remote-controlled toy car, rigged with explosives, on the ground at your feet. At this point, Demoman puts on a special remote-viewing eyepiece over his remaining eye (See?), allowing him to see through the eyes of the RECEIVE whilst controlling it with the clever remote control that comes with it. Sadly, this mean that the Demoman will be unable to move whilst piloting the RECEIVE, making him vulnerable to backstabs, headshots, other explosives, etc, so place him against a wall or out of sight to ensure you complete your mission with this pretty toy. The RECEIVE moves in a way similar to most cars do in games, Forward is Accelerate, Backwards is Decelerate and Reverse, moving the mouse steers the car. However, pressing Left Mouse Button will detonate the RECEIVE, dealing high amounts of damage to any enemies within 10ft of it (default splash radius), whilst Right Mouse Button will shut it down, just in case Demo needs to defend himself, after which he can return to piloting the bomb. However, the RECEIVE can only travel so far from its controller, for if it travels a certain distance away from the Demoman, say about a bit less than the distance between the two batllements on 2fort, it will shut down until the Demoman is close enough again. The distance between you and the car is measured by a Distance meter near the ammo meter. Another thing to mention is that the RECEIVE is not indestructible; it has only 75 health, and can be damaged by explosives, bullets, fire, melee, and even Sappers. This means that if you need to park it somewhere, park it somewhere hidden. Whilst active, it'll emit a whirring sound, which will attract attention, so turn it off if you need to keep it quiet. Thankfully, the RECEIVE has one important bonus; Sentries do not target it, meaning that Engineers will need to be on their toes when they hear the toy car whizzing around near their nests. Speaking about whizzing around, the RECEIVE moves around at about 120% baseline/360v, slightly faster than the Medic, but slightly slower than an Equalizer Soldier on his last legs. (if this seems too slow for a toy car, say whether or not it needs more speed) Once the device has been detonated, you have to accumulate enough Metal to obtain another one of these fancy toy cars. Well, with something this awesome and useful, it's gotta have its downsides. Also, it doesn't crit, so keep that in mind. [U][B]Ammo[/B][/U] Ammo loaded: 1 Ammo carried: N/A Reload type: Gather Metal to fill meter [U][B]Damage[/B][/U] Base: 180 Mini-crit: 243 Splash Radius: 10 feet (156 Hammer Units) [U][B]Function Times[/B][/U] Device Initialization (for startup and rebooting): 1.2 seconds Detonation Delay: 0.5 seconds (three sharp beeps are issued beforehand) [U][B]Speed[/B][/U] Forward max speed: 120% baseline (360v) Reverse max speed: 108% baseline (324v) [U][B]Applications[/B][/U] The applications for this remote-controlled mobile explosive device are many in number. For example, one could pilot the RECEIVE into an Engineer's forward base to eliminate the Engineer and most of the buildings, or you could send it into a group of enemies to take out the weaker ones and soften up the bigger baddies. ------------------------------------------------------------------------------------------------------------ Second, we have a new twist on a blast from the past (quite literally). Gentlemen, meet the [B]Scatterbomb Launcher[/B] - Primary. (replaces Grenade Launcher) The latest in Mann Co. innovation, the Scatterbomb Launcher is here to wreak havoc on the battlefield. This weapon is centred around a unique explosive round, which upon impact will detonate, scattering six smaller explosives across the target area (each with a blast radius of 5ft), which in turn detonate a short time later to mop up the mess left by the initial explosion. However, the round is so large it requires it's own single-shot cannon to launch it, which can be expected from such a powerful explosive. Another feature is that when a Scatterbomb crits, only the secondary bombs deal critical damage. [U][B]Ammo[/B][/U] Ammo loaded: 1 Ammo carried: 9 Reload type: Single [U][B]Damage[/B][/U] Main explosion base damage: 90 -Direct hit: 90 -3ft from detonation: 80-65 -6ft from detonation: 55-35 Secondary explosion base damage per bomb: 35 (Critical: 105) -2.5ft from detonation: 30-20 (Critical: 75) [U][B]Function times[/B][/U] Attack Interval: 2.8 seconds Secondary bomb detonation time: 1.6 seconds [U][B]Applications[/B][/U] Scattering several weak bombs has its applications. For example, it increases the overall area that the explosions affect, which is good for taking out groups of enemies even if they're in a distanced formation to avoid getting hit by splash damage. It is also good for mopping up after the first detonation, finishing off the enemies who have been weakened by the initial explosion. ------------------------------------------------------------------------------------------------------------ And finally, one last thing that is not simply for the Demoman, but for the Demoknight. (just hear me out) I present to you the [B]Scotch Heater[/B] - Secondary. (replaces Sticky Launcher) Whereas the Chargin' Targe is an implement of speed and damage, whilst also protecting against explosives and fire, the Scotch Heater is more like a traditional "cowering plate", but it's more than that. This mysterious shield, found in the same burial chamber as the Eyelander, the Chargin' Targe and the Scotsman's Skullcutter, has a strengthening effect on the wearer, allowing them to carry heavy objects with just one hand, allowing them to carry both the shield and their weapon of choice at the same time. In other words, wearing the Scotch Heater allows you to carry your melee/primary weapon with one hand. However, this is but one feature of this powerful shield. (the first feature is purely cosmetic in-game, it doesn't increase your melee damage, but it does make your muscles look bigger) On top of increasing the wearer's upper-body strength, it also increases the density of their skin, making them resilient against the crushing, slashing and piercing blows of your enemies, and it also increases your bullet resistance a little, though you are still as vulnerable to fire and explosives as you were before. However, the main feature of the Scotch Heater is that it also functions as a regular shield; holding the right-mouse button will raise the Scotch Heater up in front of you, giving you 75% resistance to all kinds of damage from the front (number balancing & testing needed), as well as nullifying all knockback, until you lower the shield. Whilst the shield is raised, you cannot attack, and your speed is slowed by 50% of your current maximum speed (the "current maximum" varies depending on how much speed you gained through Eyelander kills). [U][B]Function times[/B][/U] Raise/Lower time: 0.2 seconds [U][B]Protection[/B][/U] Melee Resistance: 25% Bullet Resistance: 25% Damage Resistance when raised: 75% [U][B]Speed when raised[/B][/U] By default: 46.5% baseline/140v With Skullcutter: 39.5% baseline/119v With Eyelander & 1 Head: 50.5% baseline/151v With Eyelander & 2 Heads: 54% baseline/162v With Eyelander & 3 Heads: 58% baseline/173.5v With Eyelander & 4+ Heads: 61.5% baseline/194.5v [U][B]Applications[/B][/U] One application of the Scotch Heater is the forward advance, protecting the Demoknight from most damage as he advances on the enemy position, allowing him to get closer to the objective without too much hinderance from bullet-spitting enemies like Heavies and Sentries, although he's still at odds with explosives and fire. Another tactic is to have others get behind you as you advance, as if you were a meat-shield of sorts. It is also useful for helping keep yourself alive as you retreat. Coupling the Scotch Heater with the Pain Train can help you make the most of point/cart capturing as well. C&C as usual, call me out on any screw-ups with some of the weapons, but do respond with constructive criticism. And remember to read it through thoroughly, even if my grammar is sanity-shatteringly bad.
(Redirected from a New Thread:[url]http://www.facepunch.com/threads/1023272-Ideas-for-New-TF2-Weapons[/url]) Since I've been playing Team Fortress on the PC, I got to hand it to Valve for creating so many weapon possibilities and then opening their ideas to the community. So I know I might not be a graphics designer, or anything PolyCount was, then I'll just lay down some weapon ideas and feel free to suggest ways to tweak my designs/stats or submit your own ideas for a weapon. Soldier - Okay, he's missing an alt. fire ability and since he was one of the first to replace his secondary slot with no problems, that makes my ideas more acceptable. The Trench Jump - Basically a rocket launcher strapped on his back. + Quick Rocket Jump (Alt Fire) - Something affecting his health (-50 health, so no damage from rocket/damage vulnerability etc.) The M.A.G.G.O.T. or The Most Aggressive Gibing Grenade Out There - Just a "grenade" + Thrown Explosive (Alt Fire) + Grenade Jumps - Needs a bar to throw (1 per charge and cannot be refilled and lockers) Demoman - Big debate on what new Grenade Launcher unlock he should have. The Two 4 Boom - A Double Barreled Grenade Launcher + Instant explosion near enemy + 20% Damage Increase - 50% Clip size - 10% Damage radius Pirate "PolyCount" Pack (WIP) - Not sure anyone at PolyCount's using this idea so I just put that in there for a triple P abbreviation. "Canon" LochJohn (Loch ness (Monster) and Long John (Silver) ) - a pirate sword
Decided to post my updated teleporter replacement on Steam Forums. I forgot how many of them were idiots [url]http://forums.steampowered.com/forums/showthread.php?t=1554792[/url]
Heavy sandvich replacement no name ideas lv 5 brick -60 health when eaten +20% more damage done for 10 seconds
[QUOTE=pppppppppp;25879004]Heavy sandvich replacement no name ideas lv 5 brick -60 health when eaten +20% more damage done for 10 seconds[/QUOTE] Ask yourself this right now. Why, oh why, would someone eat a brick?
[quote=samiam22;25879068]ask yourself this right now. Why, oh why, would someone eat a brick?[/quote] Its Manly
Sorry, you need to Log In to post a reply to this thread.