Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
[QUOTE=pppppppppp;25879139]Its Manly[/QUOTE]
Please, please fuck off. You have to have your weapons be creative, but not so out of the universe of TF2. Plus bricks taste shitty, just like you.
Crap, I already contributed an idea, do I have to post another?
The Drunken TEMPtation (No ideas for a name :saddowns:)
level ? EMP launcher
~Destroys surrounding enemy stickies and disables buildings for [b]2.5[/b] seconds
~-[b]60%[/b] fire rate
~-[b]90%[/b] damage
~-[b]60%[/b] ammo
~-[b]30%[/b] enemy movement speed for [b]1.5[/b] seconds on hit (Not stunned to where they can't shoot, just slowed down slightly)
~+[b]50%[/b] Sticky Jump distance
Bolded is variable, idea is still generally the same.
Suggested for Engie on SPUF long ago.
Texan's Saddle Bag:
-Replaces pistol
+150 metal (someone else said regenerating metal)
The Mainstream
Level 15 Medical Backpack
Replaces the Medigun
+ Works like a passive buff banner, but healing in an area around the Medic
- No overheal
- No uber, no kritz, no medigun at all
AKA the Combat Medic's dream
The Double-Beam
Level 10 Medic Gun
+ Heal 2 targets (select the second target with secondary attack key)
+ Gathers Ubercharge that can be transmitted to other friendly medics
- Cannot Ubercharge
- Gathers Ubercharge 50% slower (1 target = 25%, 2 targets = 50%)
- When transmitting Ubercharge to another medic, the transmitter has to heal the other medic with both beams to transmit the Ubercharge.
[QUOTE=Arctic-Zone;25879214]Please, please fuck off. You have to have your weapons be creative, but not so out of the universe of TF2. Plus bricks taste shitty, just like you.[/quote]
You have no creativity is all. Throwing piss causes someone to get hurt more, milk that helps the draining of health. You might as well play CoD.
[QUOTE=Arctic-Zone;25879214]Crap, I already contributed an idea, do I have to post another?[/QUOTE]
How far back is your idea?
Anyways, came up with this idea of a pack that reflects on the true nature of the medic, uncaring and sadistic
[quote][u]Insert name here[/u]
Lvl 13 Syringe Gun
Pros:
On kill: Causes acidic explosive death, hurting nearby enemies.
Cons:
-50% Clip size
-20% Rate of fire
When alone, fighting off the hideous blues, the medic needs a weapon. Syringe gun, boring. Blutsauger, durable. This, exhilarating. The syringes loaded are filled with special concoctions chosen by the medic himself, to simply to see them go out with a great victory. It sure rekindles his team spirit.
[u]Insert Sadistic medigun name here[/u]
Lvl 20 Medigun
Pros:
+50% damage on person being healed
Cons:
-50% Heal Rate
No overheal
Ubercharge gives crit boost
Rather than waiting for his fellow to finish up the chores in good health, he'd have them kill the enemy faster, bruised, hurt, what ever kills faster.
[u]Dead Man's Hand[/u]
Lvl 6 Undead arm
Pros:
Allows medic to come back to life at 50 health 4 seconds after dying, every 30 seconds.
Alt-fire: Causes medic to explode (defies first pro), hurting nearby enemies with damage = 3 x Ubercharge %
Cons:
-25 health
-20% damage
Inside, he is cold, uncaring and cruel. He could care less if there was dying orphan begging for his medigun. His hand, without the glove, reflects his nature, cold and cruel, as well as hideous and dying.
And a misc item idea. Imagine the spy having his face skinned off (including the mask bit) and medic wears it as a mask.[/quote]
[B]Pyro -[/B] [I]Secondary [/I]- [U]Firesoaker[/U]
The Firesoaker isn't exactly like a Flamer, but instead something rather different indeed. It looks like one of those old-fashioned fuel station filling nozzles, with a tube attached to a fuel tank on Pyro's back. With this makeshift oil-spreader, Pyro can use it for two different purposes; he can soak the ground with Fuel to make a firewall with when he puffs the flammable decals with his Flamer of choice, or he can spray his enemies with the same fuel to increase the effectiveness of fire against them.
[U]Covering the first use[/U], the Firesoaker can be used to spread multiple small patches of flammable, glowing, team-coloured fuel, which can be ignited with whatever Flamer you have equipped at the time. When ignited, each patch will burn for about 10 seconds or so before burning out, igniting any enemy that touches it, causing them to suffer standard afterburn. Fire from friendly Pyros can also ignite the fuel. Each patch is sensitive to both friendly Flamer fire and the fire of any nearby patches, meaning that a line of Fuel patches can all be set off by the ignition of a single patch in the line, thus forming a temporary firewall to block all those nasty Spy viruses and Demo spams (note: I do not intend for Firesoaker firewalls to prematurely detonate explosives). However, enemy Pyros can counter firewalls with ease, capable of extinguishing them with Airblasts, and resisting the Afterburn as they usually do.
[U]On the topic of the other application,[/U] the Firesoaker can Douse enemies with the Fuel, causing them to be more susceptible to the effects of fire. As of yet, I have yet to decide on what this actually does. Would it A; increase the damage done by fire in general, B; increase damage done by Afterburn, C; increase the duration of Afterburn, or D; make it so that the burning enemy cannot be extinguished other than waiting for the flame to burn out (or any combination of the above). Make your choice.
All in all, the Firesoaker is a multiple-use gadget for Pyro's arsenal, allowing one to set up traps both offensive and defensive, as well as augmenting one's fire power. A rather useful implement, not to mention a cool addition to Pyro's secondary arsenal.
As usual, C&C, keep it constructive, point out ways to better it.
[QUOTE=Oblivious1;25892583]Insert Sadistic medigun name here
Lvl 20 Medigun
Pros:
+50% damage on person being healed
Cons:
-50% Heal Rate
No overheal
Ubercharge gives crit boost[/QUOTE]
I think +50% damage is a bit much, I mean that would be constant crits. maybe 15-20% is enough.
It may sound small, but it's more than you think.
"The Hard-Attack" (Heavy unlock)
Lvl 15 Hamburger
Pros:
+50% attack speed
+10-20% damage resistance
Cons:
-100 max health when eaten
Movement speed decreased by 30%
"Vernichtungsgedanken"
Lvl 25 Medigun
Ubercharge is replaced with a 10 second period of the following effects:
- +50% Firing rate to target, and healing to medic.
-If target's weapon needs reloading, the need to is canceled. Ammo still applies.
-If target's weapon is constant, an additional 50% firing rate is granted.
Since no-one's been using this thread, I guess it's time for a defib. And I repeat my prior request to have this thread stickied on the front page. Anyone know who to contact about that matter? (I don't exactly want to bother a mod only to find that they ain't the one to talk to)
Anyways, here's an idea for a Demoman Item Set. I would've considered Sets for Heavy, Engie and Medic, but I was out of time and out of ideas.
[B]Demoman Set[/B] - [I]Peasant Control[/I]
This set is about quelling enemy "uprisings" through the usage of crowd control. The overall artistic theme of the set is effectively that of riot control, but with a medieval twist, essentially making the Demo like a medieval century Riot Cop when all 3 items are equipped.
[B]Primary[/B] - [I]Drunken Haze[/I]
This weapon is useful for messing with the enemy, using special grenades that don't simply explode, but have a brand new effect on enemies; Drunkness. If an enemy is affected by Drunkness, their aim sways in random directions as their vision swims, causing them stagger off-course and be unable to aim properly, for roughly 8 seconds. However, the Drunken Haze can only fire off one shot before reloading, and the grenades don't deal as much damage, plus they explode on impact, which can be a mixed blessing at best. However, if you have a friendly Pyro nearby, you're in luck, as it can use the Flamer to ignite the Drunken Haze, transforming it from a beer-gas grenade launcher (See?) into a spiritual successor to the Incendiary Cannon from the original TFC, replacing the Drunkness with Afterburn.
All in all, this device isn't for standard combat, but more for tactical team disruption, be it making enemies feel like they're a drunken elephant on rollerskates going "WHEEEUWHEEEUWHEEU" (but not that extreme), or teaming up with a Pybro and setting the world on fire.
[U]Shorthand[/U]
75% less ammo per clip
33% less damage per grenade
Explodes on contact
Coated enemies become inherbriated
Can deal Afterburn when ignited by friendly Pybro
[B]Secondary[/B] - [I]The Scotch Heater[/I]
For the full stats of the Scotch Heater, go to the link below, and observe the third idea.
[URL]http://www.facepunch.com/threads/596213-Unlockable-Ideas-Megathread-Post-unlockable-ideas-only-in-here?p=25679647&viewfull=1#post25679647[/URL]
[U]Shorthand[/U]
Functions like a real shield does
+25% bullet/melee resistance on wearer
Blocks 75% of all damage when shield is raised
[B]Hat[/B] - [I]Barbarian's Barbute[/I]
This hat looks like the barbute helmet, a type of helmet from the medieval period that covers most of the head, with a T-shaped space at the front. Here's a picture of one such barbute.
[img]http://www.darkheartarmoury.com/black_barbute.jpg[/img]
[B]Effect[/B] - For the Peasant Control's special effects, I have two ideas. One example is that the set could have the effect of nullifying the effecks of knockback, thus giving an edge against explosives, Sentries, and the Force-A-Nature, allowing the Demoman to get a bit closer to his enemies. The second possibility is that the set could add knockback to the Demo's melee attacks.
[U]Possible Effect 1[/U]
The wearer is immune to knockback
[U]Possible Effect 2[/U]
The wearer's melee weapon can cause knockback
Remember to C&C, keep it constructive, and please post your ideas.
The Flaming Gloves of Burning
Lv. 15 Gloves for Heavy
Ignites when switched to
Hits set people on fire
[QUOTE=Arctic-Zone;25879214]Please, please fuck off. You have to have your weapons be creative, but not so out of the universe of TF2. Plus bricks taste shitty, just like you.
Crap, I already contributed an idea, do I have to post another?[/QUOTE]
i think you should stop being an unfunny faggot
[i]The Arrowbomb[/i]
[img]http://filesmelt.com/dl/arrowbomb.png[/img]
Replaces Sniper's secondary.
So what it does is that it attaches a stick of dynamite to every one of the Sniper's Huntsman arrows in exchange for his secondary. You have to select the Huntsman to select the Arrowbomb obviously. What happens is that when you fire the Huntsman, the dynamite is ignited, and then the Arrowbomb hits something, the dynamite explodes in 2 seconds, dealing damage like that of about a grenade launcher. If the arrow is stuck to a player, it will grenade launcher direct hit damage. Even if it doesn't hit anything, the grenade will still blow up, so it'll be a good choice against engineers camping around the corner. To tell if you've been stuck by an Arrowbomb, your character will announce something like if you were a Scout; "Aww, crap" or a Heavy; "Ooh, this is bad" and so on and so forth.
[QUOTE=Whye;26187384]i think you should stop being an unfunny faggot[/QUOTE]
Alright, I'll stop. :v:
Okay, I have an idea.
Bruno
A primary slot replacement for the Heavy.
What is interesting about this minigun is that it is lighter, so you move faster, and is welded to a spare of the Medic's backpack (The Medic insisted on the naming of the gun, by the way). The Medic's backpack gives you a health regeneration of 4 health per second.
However, there is less ammo (about 150 instead of 200), and the bullets are lighter and deal less damage. You also get less health from medkits but the same amount of health from Medics and dispensers.
Shortened version:
+15% move speed
+4 health gained per second
-25% ammo
-10% less damage dealt
-20% less health given by medkits
[QUOTE=Samiam22;26187973][i]The Arrowbomb[/i]
[img_thumb]http://filesmelt.com/dl/arrowbomb.png[/img_thumb]
Replaces Sniper's secondary.
So what it does is that it attaches a stick of dynamite to every one of the Sniper's Huntsman arrows in exchange for his secondary. You have to select the Huntsman to select the Arrowbomb obviously. What happens is that when you fire the Huntsman, the dynamite is ignited, and then the Arrowbomb hits something, the dynamite explodes in 2 seconds, dealing damage like that of about a grenade launcher. If the arrow is stuck to a player, it will grenade launcher direct hit damage. Even if it doesn't hit anything, the grenade will still blow up, so it'll be a good choice against engineers camping around the corner. To tell if you've been stuck by an Arrowbomb, your character will announce something like if you were a Scout; "Aww, crap" or a Heavy; "Ooh, this is bad" and so on and so forth.[/QUOTE]
It's like the Bomb arrows from LoZ: Twilight Princess.
[QUOTE=Ian;26191911]It's like the Bomb arrows from LoZ: Twilight Princess.[/QUOTE]
Or the crossbow from Black Ops.
Without the crossbow.
[QUOTE=Samiam22;26192064]Or the crossbow from Black Ops.
Without the crossbow.[/QUOTE]
Except black ops sucks.
[QUOTE=Ian;26192421]Except black ops sucks.[/QUOTE]
Not really...
[b]Soldier, Primary[/b]
The Slacker's Assistant
Increased blast radius by 35%
Decreased damage by 20%
*Could add extra clip size, not sure if it's overpowered or not if I did add it
[b]Soldier, Melee[/b]
The Last Resort
Increased damage by 30%
Drains health by -5% per second of usage
[b]Engineer, Primary[/b]
Radigan's Six-Shooter (Attributes are based off Revolver.)
[b]Level[/b] X [b] Revolver[/b]
Decreased Fire Rate by 20%
Decreased Damage by 15%
Knockback on Target
Shooting an enemy in the head does 10% more damage and stuns them for 3 seconds.
[b]Engineer, Secondary[/b]
Richie
[b]Level[/b] X [b]Pistol Harpoon[/b]
Decreased clip size by 25%
Decreased Fire Rate by 5%
Hitting an enemy will give you 10 metal.
(Hitting an Enemy will generate a rope from you and your target which snatches back quickly.)
[b]Engineer, Melee[/b]
The Mongrel
[b]Level[/b] X [b]Hammer[/b]
Decreased Max Health by 15
Decreased explosive resistance by 25%
Increased Damage by 20%
Allows you to make a new Sentry Gun called the "Locker"
[b]Engineer, Sentry Gun[/b]
Locker
[b]Level[/b] X [b]Laser Sentry[/b]
Decreased Damage by 50%
No rockets at level 3
Fires a beam which increases damage the longer it stays on the target. (Think of Void Ray)
The Beam's Maximum output is 175% of the sentry gun's damage.
Letting go of your target will set back the damage to normal.
Upgrading the sentry will increase health and the time it takes to increase the damage output.
Little something I thought up for Medic; the Wrathneedler.
Essentially, it's a Frontier Justice Syringegun. Under normal circumstances, it acts like a normal Syringegun, but like the Blutsauger it reduces the regen rate by 2HP/s. However, for every X points of damage dealt by your patients (X could be 10, 20, or 30 depending on which is most balanced), it guarantees one of your Wrathneedler shots to be a critical, similar to how the FJ guarantees 2 critical hits for every Sentry kill (1 for Sentry assists), and the maximum number of critical shots is 190, equal to the total Syringegun ammo (40 loaded + 150 reserve). Also, the Wrathneedler will not crit randomly.
As of yet, I am trying to decide whether to give the shots right away, or to grant them upon the death of their current patient. The former would encourage healing and leaving, whilst the latter would allow the Medic to exact his revenge on the killers, unleashing his "wrath crits" upon the enemy. The latter would probably be best, as it best serves the original intended purpose of the weapon. Also, perhaps there could be an option that can make you automatically-switch to the Wrathneedler if your patient is killed.
D'you think it'd work?
The Luftwaffler
Level 5 Needlegun
+50% Weapon Switch Speed
+Auto-Reloads When Not Selected
-50% Clip Size
+200% Reload Time
The idea here is a sidearm for the Medic to use when escaping, without compromising his healing ability. Luftwaffler medics can switch, take out a spy (if their aim is good enough), and switch back, without worrying about reloading or letting their patient go too long without healing; however, if they can't kill their target with 20 needles they'll have to wait a long time to reload.
Sorry for the bump, but I have some Soldier ideas.
The Pounder
Primary
+Rockets can't be deflected by airblasts.
-15% projectile speed.
(hard counter to Pyros)
The Sentrocket
Secondary
Functions like the rocket launcher, stats are based off the rocket launcher.
-75% damage against enemies.
-50% clip size
-30% blast radius
+25% fire rate
+150% damage against enemy buildings.
Shoes of Prey
Secondary
Passive, like the gunboats
+25% rocketjump height.
-20% less fall damage.
The Fatality Flag
Functions similar to the BB.
Rage is acquired through killing enemies.
The effect will give anyone in within the radius of the Soldier, and the Soldier himself, unlimited ammo and no need to reload for however many seconds it is.
The Vengeful Vindicator
Revolver replacement
+Deals minicrits to the last person who killed you
+Fast fire speed
-20% weaker
-Half clip size
-Long reload time
Soldier Unlock
The Jelly Donut
Level 87 Lunch Box
"WHAT THE FUCK IS THAT?"
Provides +10% bullet damage resistance and protection from crits and mini-crits for 30 seconds.
This sounds retarded, but seems balanced to me
Heavy Primary
Sandvich Cannon
-100% damage per bullet
Heals heavy by 1 health per 1 bullet fired
...that's it. Retarded? Yes. Balanced? Yes, imo. You still have the slower walking speed while using it, and same with the spin up, etc. It's not really intended for serious use but more for the commando heavies who go all-shotgun.
And a Sandvich Cannon+Shotgun+GRU would be awesome to play.
[QUOTE=Samiam22;26187973][i]The Arrowbomb[/i]
[img_thumb]http://filesmelt.com/dl/arrowbomb.png[/img_thumb]
Replaces Sniper's secondary.
So what it does is that it attaches a stick of dynamite to every one of the Sniper's Huntsman arrows in exchange for his secondary. You have to select the Huntsman to select the Arrowbomb obviously. What happens is that when you fire the Huntsman, the dynamite is ignited, and then the Arrowbomb hits something, the dynamite explodes in 2 seconds, dealing damage like that of about a grenade launcher. If the arrow is stuck to a player, it will grenade launcher direct hit damage. Even if it doesn't hit anything, the grenade will still blow up, so it'll be a good choice against engineers camping around the corner. To tell if you've been stuck by an Arrowbomb, your character will announce something like if you were a Scout; "Aww, crap" or a Heavy; "Ooh, this is bad" and so on and so forth.[/QUOTE]
You realise most classes die in 1 direct grenade, right?
The Gas Can
When thrown then ignited, it creates a patch of flames that inflict afterburn on enemies who step on it. Enemies can airblast it 3 times to put it out, put it out with jarate or mad milk, or wait for the 10 seconds it takes for it to extinguish.
[editline]8th December 2010[/editline]
[QUOTE=MRTW113;26560213]This sounds retarded, but seems balanced to me
Heavy Primary
Sandvich Cannon
-100% damage per bullet
Heals heavy by 1 health per 1 bullet fired
...that's it. Retarded? Yes. Balanced? Yes, imo. You still have the slower walking speed while using it, and same with the spin up, etc. It's not really intended for serious use but more for the commando heavies who go all-shotgun.
And a Sandvich Cannon+Shotgun+GRU would be awesome to play.[/QUOTE]
-50-75% damage done
-Heals heavy by the amount or damage it inflicts
Shoot wrangled sentry-obtain full health in seconds.
Here's a fancy little melee replacement, and an accompanying Sentry replacement.
Swift Crescent - A fancy-looking crescent wrench, the Swift Crescent is strangely-lighter than the Wrench, almost as if it were made of air. Though it decreases the damage dealt and repaired by 33%, it has a 25% faster swing rate, allowing the Engineer to overcome the previous drawbacks and do things a little faster, moving included. But that's not all, for if you buy the Swift Crescent, you'll gain schematics for a brand new kind of Sentry, one that'll shake the very foundations of the battlefield with it's thunderous roar!
Meet the Mortar, the new name in offensive engineerin'! This baby fires missiles that travel in an arc, giving you more boom for your buck, albiet lacking in the accuracy you enjoyed with the normal Sentry. Each upgrade level adds another launch tube, meaning more missiles, as well as more health and ammo. However, they decrease in effectiveness with distance, suffering from damage falloff.
However, this baby's pretty expensive, costing 150 to build, and 250 to upgrade, so make sure you've got a Dispenser nearby, or an ammo pickup, or even another friendly Engineer. It is advisory to use this device in conjunction with a Wrangler, as it increases the accuracy and travel speed of the missiles, although the firing speed and protection bonuses are slightly diminished, with a firing rate of 150% (as opposed to the regular 200%) and a damage-absorption of only 50% (as opposed to the usual 66%). But still, it's a small price to pay for having missiles that are faster and more accurate.
Consider this weapon and device for building a "shelling station", allowing you to lay down explosive suppressing fire whilst your team moves in on the enemy positions. You can set up bases quicker with the Swift Crescent, quickly upgrading your buildings, transforming your original settlement into a frontline powerhouse at a faster rate than the usual devices.
[U][B]Shorthand stats[/B][/U] (easier to understand)
[B]Swift Crescent[/B]
33% less damage
33% faster swing speed
5-10% faster move speed
Repair decreased by 50%
Sentry replaced with Mortar
[B]The Mortar[/B]
Costs 150 Metal
Fires explosive projectiles that travel in an arc
Detonates on impact
64 damage per missile
When Wrangled, firing rate is increased to 150% instead of 200%, and Wrangler shield only absorb 50% of all incoming damage
Move speed 65% baseline when Hauling
[B]Level 1[/B]
Fires one missile a second
20 Ammo
150 Health
250 Metal to upgrade
[B]Level 2[/B]
Adds another barrel, fires two missiles a second
36 Ammo
180 Health
250 Metal to upgrade
[B]Level 3[/B]
Adds a final barrel, fires three missiles a second
48 Ammo
210 Health
Hope it's viable, [B]C&C[/B].
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