• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Ironman, that's actually a pretty viable unlock. It just needs a bit of tweaking and it's fine. Like a bit faster move speed, maybe (because of the Swift Crescent being lighter and all) and way slower move speed when carrying the building, especially at level three.
[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] The Black Box.
[QUOTE=mars7a;26570944]The Black Box.[/QUOTE] Get over it, look at when I posted that.
Those tweaks seem fine enough. Consider them implemented.
[b]Tenacious Trike[/b] Heavy weapon lvl. 80 Vehicle Replaces primary, secondary, and melee. Heavy rides a tricycle, basically. +300% movement speed -100% damage taken from pretty much everything but environmental and fall -100% cap speed Can't pick up intel while in use.
[b]The Chunkenspiel[/b] [list][*]Charges at Kritzkrieg rate [*]User is given one 'chunk' for every 25% charge [*]When you right-click, a chunk is expended. Your target is healed for 100 health instantly (continuing into overheal) [*]For each chunk expended, you lose 25% charge [*]Chunks can be used in quick succession [*]No Ubercharge[/list] I posted this in the team fortress 2 beta item suggestions thread, here are its respective discussion threads. It has gotten surprisingly mixed response on the comp side, while having a mostly positive response on the pub side. Public play thread: [url]http://forums.steampowered.com/forums/showthread.php?p=19335132[/url] Competitive play thread: [url]http://forums.steampowered.com/forums/showthread.php?p=19333527[/url]
Thread withered, time to necro it instead spamming a new thread for a single idea. I got new weapon set idea for spy =D. [quote][b]Coup de'tat[/b] [u]Revolver[/u] Replaces sapper with saboteur: A small device that when placed on a enemy sentry, detects everyone as a friendly, it can also be placed while cloaked. Engineer will not be alerted if placed. [b]Coup de grace[/b] [u]Knife[/u] Pros: On hit: 100% chance stuns for 3 seconds Instant kills stunned enemies 40% Faster hit rate Cons: No backstab Cannot disguise [b]Coupe utility[/b](Temporary name) [u]Watch[/u] +30% speed while active -40% Cloak duration [b]Set Bonus[/b] +5% speed [/quote]
Soldier set that requires three weapons. Another funny cross-game company reference. "Meatpounder" [B]Smithereen and West[/B] [U]Primary unlock[/U] +50% more damage +20% larger splash damage range -75% clip size +60% longer reload -Cannot switch weapons while reloading the next rocket. [B]Meet Tenderizer[/B] [U]Secondary unlock[/U] +50% explosive resistance +90% fire resistance +10% bullet resistance -10% speed [B]The Nutpounder[/B] [U]Melee unlock[/U] Taunt releases rage that increases by damage dealt and damage taken. While rage is active: +50% movement speed +30% damage User cannot be killed by headshots +200% damage from behind Melee available only Cannot retreat (rage will deplete if no damage is being dealt, will die if doesn't deal any damage before rage ends.) [B]Set Bonus[/B] [U]User takes 50% less damage from backstabs and headshots.[/U] Basically what this set is referencing to is the Fleshpound from Killing floor. When the Soldier activates his rage, he must go straight forward and try to deal as much damage as possible. By no means should this set be for a Leader Soldier, more of a supportive soldier who walks along the side lines and throws the opponents around in a control point with his rocket, reloads then moves to another point. When the enemies are weakened by the rockets, he rushes right in and starts dealing damage. However, if he's surrounded, the +200% damage from behind means Backburners will seriously rape him, the set bonus will not help anymore and basically any singular projectile can rape him if it hits him from behind. Even a Natascha or a Pistol bullet can deal a boatload of damage, so he really must have some support and he has his weak point. Otherwise, if he goes solo and the enemy team knows what they're doing, he [U]will[/U] die. By the way, some small notes here: - Meet Tenderizer is a passive unlock, similar to the Charging Targe, Razorback and Gunboats. It is not a weapon, more of a suit that the Soldier wears, adding more distinguishable silhouette to the Soldier and enforcing the idea that Valve had with Team Fortress 2. - Smithereen and West is a reference to Smith and Wesson, an american gun company. This rocket launcher also holds only one rocket and takes time to reload, so this means if he doesn't know how to aim, Scouts can batter him up before he has another rocket in. Also, he cannot switch weapons before he's done with reloading the next rocket. So he is a vulnerable target when he is reloading this massively powerful new gun.
Enter Shock & Awe, a duet of smaller rocket launchers based around Soldier's "job" as listed on his character profile. The left-hand rocket launcher (left mouse button) Shock, fires a low-damage rocket that travels slightly slower than a normal rocket, but it deals high amounts of knockback as well as causing slowdown. Shock is kind of a rocket-propelled meat tenderiser, making enemies easier to deal with, as well as a counter to faster classes, not to mention a rocket for jumping. On the other hand, the right-hand rocket launcher (right mouse button) Awe fires a salvo of several small rockets that travel a lot faster (leaving a team-coloured trail behind them ala Huntsman), dealing low damage individually, but capable of dealing a heavy wad of damage collectively, kind of an explosive Shotgun. Awe is technically the powerhouse of the duet, the one that deals the most damage, useful for blasting groups of enemies. Shock and Awe can fire off one round from each launcher before reloading, and have to be individually-reloaded, meaning that if you fire off a rocket from Shock and reload before discharging Awe, you'll only reload Shock, and vice versa, although firing both launchers before reloading will mean a longer reload time, so it's best to reload when you're out of trouble, and stick to your Shotgun/Melee 'till you can reload safely. Another thing to mention is that both launchers have their own individual ammo counts (10-15 each), meaning that even if you run out of Shock rounds, you can still use Awe if you have any Awe rounds left. Using the two in combination with each other is advised, but whilst Shock can make enemies easier targets for you to Frag with Awe, it can result in scattering of the forces, which is a double-edged sword in it's own right, whilst using Awe before Shock can perform a better job of tenderising before scattering them to the four winds. Choose your tactics wisely. [B]Summary of Shock & Awe[/B] (X's represent undefined numerical values) A pair of unique launchers best used in combination -75% clip size -XX% reload speed when loading both launchers Each launcher has own ammo reserve. Shock: -XX% damage done, +XX% to knockback, -XX% projectile speed, 100% chance to slow target. Awe: -XX% damage done, +XX% projectile speed, X rockets fired per shot. Awe shots cannot be influenced by the Painter. -------------------------------------------------------------------------------------------------------------------- Another little idea here is the Painter, a secondary item that functions as a sort of rocket guider. When equipped, the device can be used to "paint" a target for about 10 seconds, meaning all your rockets will fly towards that target, no matter what direction you're facing, no matter the distance, until either the effect wears off or the target is chunky salsa. It's kind of a Rocket Wrangler, except not as direct and complex. It also has to recharge for 20 seconds after painting a target. (10 seconds of rockets always meeting their mark, 10 seconds of recharging) To paint a target, equip the Painter, then keep the beam focused on the chosen enemy for about a second or two (helps if they're standing still), and voila, the target is Painted, and will be at the mercy of your rockets. Another thing to mention is that all rockets that hit the Painted target cannot crit, but instead deal additional explosive damage, as painted targets have XX% explosive damage vulnerability added to them. So even if you're out of Rockets (unlikely but possible), you can still help your fellow explosives experts by painting an enemy, as even though you don't have the Rockets to shoot, other explosives can still harm that enemy. A nifty tool indeed, and can come in handy with the Direct Hit, or any rocket launcher, come to think of it. However, when used with Shock & Awe, only rounds from Shock can be "guided", although Awe shots that strike a Painted enemy will still deal the extra damage. [B]Summary of Painter[/B] When Painted, enemies take XX% more damage from explosions. Rockets fired by the wielder will home-in on painted enemies. -------------------------------------------------------------------------------------------------------------------- Final idea for today is the HGC 1.111, the Huge Goddam Cannon version 1.111, an obvious remake of one of the most iconic weapons in the world of the FPS, the BFG 9000. Somehow acquired when Dell Conagher linked a Teleporter to a very hot place, supposedly in a similar experiment to the one that caused Bill's Hat to fall off a table and enter the TF2 item roster, the HGC is quite similar to it's iD Software counterpart. Though it can only carry one shot before the reload, it ain't no one-shot power nuke. Oh no, you're thinking of the Redeemer from Unreal Tournament, or the TAC Cannon from Crysis. The HGC is way better and deeper than a simple explosion. What it does is as follows; it fires an energy projectile that "tags" any enemies that are in proximity to it as it passes by. When it hits a wall, it detonates, which causes a stardard explosion, but the real beauty of the HGC comes from what happens to the tagged enemies. Upon detonation, all tagged enemies will take damage, the amount of which depends on how long they were next to the projectile, and if killed by the HGC, their heads explode! Yeah you heard me, THEIR HEADS FUCKING EXPLODE! The projectiles are team-coloured, and emit a team-specific buzzing sound, so you know when to get the fuck outta the way, and when the HGC fires a critical projectile, you'll KNOW IT, as it'll be a seething ball of sheer death with loud crackling that almost screams "YOU'RE FUCKING DEAD MOTHERFUCKER SAY YOUR PRAYERS", which is pretty much justified seeing as it deals quite a bit of damage. But with such great and awesome power, there comes great and not-so-awesome drawbacks. As mentioned before, it can only fire one shot before reloading, and the reload can take about 1-2 seconds, but the projectile itself is kinda slow. Not too slow, but still relatively slow in comparison to the other rockets. And whilst some would think this an advantage to increase damage dealt on detonation, it has another drawback that can cause a rather unfair end. The projectile itself can actually be destroyed by bullets, although the hitbox situated at the heart of it is relatively small compared to other enemies, about the size of a can of Bonk. One last thing to say about the MGC is that similar to the BFG, it has a delay between pulling the trigger and firing, meaning that you have to use it wisely, and don't treat it like some floozy you can just spam like a noob. Use it with care, and watch out for Archviles. All in all, the MGC 1.111 is a unique piece of hardware, not built like most Launchers. Once you use it, you'll never look at your other Launchers the same way again, now that there's THIS bad boy out in the field. Best used for crowd control. [B]Summary of MGC 1.111 [/B] -75% ammo loaded -XX% projectile speed +100% reload time Brief firing delay Enemies in proximity of projectile are "tagged" On Detonation: Tagged enemies receive damage relative to MGC exposure time Bullets can destroy projectile, harmlessly detagging tagged enemies If killed by MGC, heads will explode So to recap, I covered a dual-mode rocket launcher, a device that permitted "homing rockets", and a remake of the BFG 9000. C&C, keep it constructive.
[IMG]http://i.imgur.com/07Z5G.png[/IMG] The MUG (Multiple-Utility Gun). Takes up all three slots, so no other unlocks. When equipped you can only switch between slot 1 ('normal' mode) and slot 3 (melee mode). Left click: Fire a rocket. Right click: Fire your shotgun. Switch to melee: beat enemies over the head with your ridiculously heavy weapon, guy. +25% rocket damage +25% shotgun damage +25% melee damage -50% clipsize on all weapons -Weapons take 50% longer to reload
I just figured a neat idea for the Heavy's fists. [B][U]The Showstopper[/U][/B] [U]Melee Unlock[/U] Activation upon taunt halts all movement from nearby enemies and prevents buffs (kritzkrieg, ubercharge, buff banner, etc.) Melee available when activated Halted enemies can still attack, but they also take +100% damage from Showstopper Does not affect other Heavies using the Showstopper. Activation only capable within the first 15 seconds of round start Basically stops all movement in the front and makes Heavy punch the living shit out of the enemies if he jumps for example from the High ground. Just one punch can deal around 90-200 damage, and basically it does what it's anme implies. It stops the show. Also, i gotta note that the time the enemies are halted depends completely on the number of enemies within the Showstopper's range. This can ruin ubers and such, providing a great defensive option. The only thing is that if there's an enemy Heavy using the Showstopper, then his minigun will chew you to bits and the attack will continue. So no soloing with this weapon and you still gotta be careful.
Sticky Bomb Launcher Replacement Landmine - Level 20 Mine + Explodes when near enemies + 50% More damage -50% ammo - Explodes after 30-60 Seconds Disguised Spies will explode. Description: What kind of a man are ya, if you havnt ever used a mine before? Im just thinking this would be pretty cool.
[QUOTE=FuryBlitz;26991278]Sticky Bomb Launcher Replacement Landmine - Level 20 Mine + Explodes when near enemies + 50% More damage -50% ammo - Explodes after 30-60 Seconds Disguised Spies will explode. Description: What kind of a man are ya, if you havnt ever used a mine before? Im just thinking this would be pretty cool.[/QUOTE] A sober person would plant it.
I just got this Demospam idea: [b]Catabolt[/b] +150% clip size +70% firing speed +20% projectile speed Pipebombs explode on contact -60% damage +20% longer reload time Basically a 10-round pipebomb launcher that spams explosives. Imagine VALVE rocket launcher but with WAY less damage. Could do with momentary distraction on enemies and especially murdering scouts and large crowds. The thing is you quickly run out of ammo, if in total you have 30 rounds in storage and one clip already in. That means 4 clips and you run through them quick. So no long-term soloing with this thing, it's just temporary distraction and it also counters airblasting quite well as no pyro can airblast 10 pipes fired that fast.
A Sapper for the Spy that merely disables the sentry but cannot be destroyed until the spy who placed it is killed. Also it disappears automatically if the spy goes into spawn.
Revising my set idea [b]Coup de'tat[/b](Frech for over throwing a government) Revolver Replaces sapper with saboteur: A small device that when placed on a enemy sentry, detects everyone as a friendly, it can also be placed while cloaked. Engineer will not be alerted if placed. [b]Pros: On headshot: -75% Speed and weight(lower jump and higher fall damage) for 5 seconds Cons: Knock back on user -20% Firing rate[/b] [b]Coup de grace[/b](French for killing blow) Knife Pros: On hit: 100% chance stuns for 3 seconds Instant kills stunned enemies [b]Each kill increases hit rate by 15%[/b] Cons: No backstab Cannot disguise [b]Coup de Ombre[/b](French for shadow shot) Watch Pros +30% speed while active +30 decloak speed [b]+50% Cloak from ammo boxes and weapons[/b] Cons [b]-60%[/b] Cloak duration Set Bonus +5% speed The set is basically based around french military, excluding coup de ombre. The revolver is meant for either get aways or a method of slowing down the enemy so you can gut him, plus, maybe a double jump. Saboteur is mainly to disable sentries to allow open assassinations or to secretly let your scout buddies pass sentries, plus if you have a cloak and dagger, saboteur spam on turtles :D. That is balanced and fair. Coup de grace is mainly for upfront one on one confrontations, mannly confrontations, like that engie who keeps trying to whack with his wrench as you sabotage/sap his sentry. The first hit uses a heavy dull part to stun and the second hit decapitates as a killing blow. As you rack up kills, you can do even mannlier confrontations, an entire attack maybe, only at the disadvantage of not hiding your knife. Coup de ombre is either a get away or sneak with scout speed. It also allows for hit and run with its fast decloak and speed, however, cloak duration is reduced by 60% and it takes as long as a invis watch to recharge, therefore, the player has to rely on ammo boxes or kills by him or other players. The set bonus is just so that he could catch up to those wimpy snipers. Opinions. Thinking of posting this in TF2 beta section.
*Wall of text alert! all my weapon ideas in one place :S* After recent patches and some thoughts i understood valve's planes, they try to make sets with medieval advantage so here are my ideas (also, for those that already have medieval sets i made a non medieval set). (Not hats are required for set effect) Scout Set: Lockstone Kops [url]http://www.polycount.com/forum/showthread.php?t=73289[/url] [b]The Mean Bean Coffee[/b] Level 10 Drink When active (6 Seconds), 50% Bullet, Fire, Arrow and Explosive Damage Resistance, -33% Speed for 10 Seconds. You can only use Melee while under the effect Can be used on medieval mode [b]The Ebony Baton[/b] Level 15 Police Baton (+)On Hit: Squint for 1 sec. (+)On Hit: Slap. (-) No Double Jump when Active. (-) -10% Damage Done. [b]Lockstone Kop Hat[/b] Level 5 Hat Set Bonus: Lockstone Kops (+) +10% Passive Explosive and Bullet and Arrow Damage Resistance (-) -10% Speed. Squint = just like real world squint, the camera is covered in ellipse shaped black zone and the non covered zone is 25% blurred and -35% Black tint. Slap = moves the enemy's view a little to the left \ right randomly per hit. Soldier Set: Viking [url]http://www.polycount.com/forum/showthread.php?t=73258[/url] [b]The Pillager's pack[/b] Level 15 Battle Banner Provides a supportive buff that boosts nearby team members with 10% speed bonus and +10% chances to crit. Can be used on medieval mode [b]The Lief's Chopper[/b] Level 10 Axe (+) On Kill: +40 HP (+) +25% Damage Done (-) -50% Health from healing resources [b]Siege Machine[/b] Level 30 Crossbow (+)Shoots Exploding Arrows when hit the ground (Rocket Launcer damage here) (+) When an arrow penetrates an opponent: 70 damage and 4 seconds of bleed (+) On Headshot: Bleed for 10 seconds (-) -50% Primary Ammo (10 arrows) (-) -75% Clip Size (-) -10% Speed when active Can be used on medieval mode Set Effect: Viking (+) 15% Damage Protection (-) -10% Speed Can be used on medieval mode Pyro Set: Hawaiian Islands Pyro [url]http://www.polycount.com/forum/showthread.php?t=74088[/url] (if anyone has a better idea for medieval pyro set, i'll cherish that) [b]The Tiki Torcher [/b] Level 10 Flaregun (Primary Weapon) (+) +50% Flame Range (-) No Airblast (-) -50% Ammo (100) (-) -50% Damage (both flames and afterburn) Can be used on medieval mode [b]The Shark Shanker [/b] (+) If Target is on fire: Afterburn time increased by 3 seconds (-) -20% Damage Done (-) -20% Firing Speed (-) On miss: Hit Yourself. Idiot. Set Bonus: Hawaiian Spirit (+) +2 secs Afterburn time (-) -10% Health from healing resources Demoman Set WAR! Reparations [url]http://www.polycount.com/forum/showthread.php?t=73451[/url] [B]Wallace's War Kit[/B] Level 5 War Kit (Melee Replacment this time.) ( ) Alt-Fire: Gain increased attack power by charging towards your enemies. (Critical hits only with the Celtic Cannon) (+) +20% Passive Bullet and Arrow Resistance (+) +20% Active Bullet and Arrow Resistance when charging (-) -10% Speed when being hit by bullets on wearer (After charge) (-) +15% Damage taken from Fire (-) -10% Speed for 5 seconds after charge. (Speed does not change when being hit from bullets 5 secs after charging, it will stay -10% instead of bitchy -70%) [B]The Celtic Cannon[/B] Level 24 Cannon ( ) Granades doesn't Bounce and explode on contact (+) +50% Explosion Radius (-) -50% Damage Done (-) -75% Clip Size (1 Cannon ball) (-) -50% Secondary Ammo when on Medieval Mode (-) No active or passive damage resistance when this weapon is not reloaded (both with or without ammo) Can be used on medieval mode [b]St. Andrew's Cross[/b] Level 0~100 Misc Set Bonus: Celtic Origins (+) +15% Passive Resistance from Explosions (-) -15% Speed while reloading Heavy Set The Battle Worn Items Set [URL=""]http://www.polycount.com/forum/showthread.php?t=73118[/URL] [B]The Iron Defender[/B] Level 22 Minigun (+) +25% Damage Resistance when Firing or Deploying (+) +10% slower move speed while deployed (-) 50% slower spin up time (-) -10% Damage Done [B]The Battered Buckshot[/B] Level 10 Shotgun (+) + 15% Damage (+) + 40 HP on kill (+) Knockback on the target (Twice weaker then the FaN) (-) -70% Range ( Must shoot from medium~close range) (-) -50% Clip size (-) No random critical hits. [B]Bear Brawlers Bulwark[/B] Level 0~100 Hat Set Bonus: Battle Worn Items (+) +15% Passive Damage Resistance to wearer. (-) Minicrits taken turn automaticly to Crits. A new Engineer Set Texan Life Set [URL=""]http://www.polycount.com/forum/showthread.php?t=73135[/URL] [B]Headd Honcho's Headspurs[/B] Level 0~100 Hat [B]The Westerner[/B] Level 5 Pistol ( ) Alt Fire: consume 75 Metal to crit (+) +25 Metal on hit (-) -50 Metal to reload (-) -50% Slower Firing Rate (-) -10% Damage Done [B]The Reparator[/B] (+) Building with 50 metal instead of 25 (-) -30% Firing Rate (-) No Damage done to enemies Alternative Buildings (switch with the wrench selection -> building select button) [B]The Oasis[/B] Level 5 Dispenser Costs 150 metal to build, Cannot be upgraded or repaired. -25% Damage Resistance (Compere to the dispenser) +150 HP, Full ammo refill for all classes (Cooldown A) + 75 HP, + 100 Metal for Engineers (Cooldown B) Cooldown A: 7 Secs cooldown Cooldown B: 7 Secs cooldown [URL=""]http://www.polycount.com/forum/showthread.php?t=73688[/URL] [B]The Lucky Charm[/B] Level 3 Sentry Gun (+) 40% Damage Resistance (-) -50% Firing Rate (-30% at level 3) ( ) On hit, -10% Speed for 4 secs (Level 1+), Shaking the Target's View a little (Slap effect)(Level 2+). Slap = moves the enemy's view a little to the left \ right randomly per hit. Set Bonus: Texan Life (+) 25 Max Metal (+) 10% Speed (-) +15% Damage Taken from Bullets and Fire Damage. A new Medic Pack: Sadistic Impaling Medic Set [URL=""]http://www.polycount.com/forum/showthread.php?t=73645[/URL] [b]The Zinger[/b] Level 15 Syringe Gun (+) Extreme Accurate, Syringes doesn't arc (+) On Hit: Bleed for 5 seconds (+) On Critical Hit: Bleed for 10 seconds (-) On Miss: 10 HP Damage (-) -100% Damage (-) -50% Clip size (-) -50% Firing Speed [B]The Tricanon:[/B] Level 10 Medigun ( )Alt Fire: ÜberShield. A shield that protects you, your healing target and up to 3 more teammates (The closest randomly players) with 50% Damage Resistance and supplies 10% Extra Damage. ÜberShield Stays twice longer then Übercharge (16 seconds) The animation would be awesome; Static, kinda closed when charged, and fully open when ÜberShield'ing the targets. [B]Ze Big Needle[/B] Level 10 Bonesaw (+) +25% Übercharge on hit (+) Additional 15% on Kill ( ) Alt Fire: hoots a quick ÜberBeam from the weapon if there is atleast 25% ÜberCharge. (-) No HP regen when active (-) No Random Criticals (-) 20% Firing Speed (The damage done from the Über-Beam Depends on the Übercharge %. Damage is ÜberCharge % X 1. Minimum of 25 damage, Maximum of 125) [B]Aüracharged Hair-do[/B] Level 0~100 Hat Set Effect: Sadistic Impaling Medic Set ( ) +25% Max Übercharge (max of 125%) (-) While casting the ÜberShield effect, Your teamates' crits, under the Effect, will Mini-Crit instead. Sniper Set: The Nganyayawana Tribe Secrets [url]http://www.polycount.com/forum/showthread.php?t=73163[/url] [B] The Hatarang [/b] Level 5 Boomerang (melee) (+)This weapon gains critical hits when hitting the head (+) On Hit: Squint for 2 seconds (+) On hit: Slaps (-) On hit: Hit yourself, idiot. (-) -20% Firing Speed (-) -40% Damage Squint = just like real world squint, the camera is covered in ellipse shaped black zone and the non covered zone is 25% blurred and -35% Black tint. Slap = moves the enemy's view a little to the left \ right randomly per hit. [b] The Silent Killer [/b] Level 10 Blow Pipe Hidden stats like the huntsman Damage: Base: 38–75 Arcs like the Crusader's Crossbow, but can headshot (no critical damage). On headshot: -20% speed, squint for 4 seconds, bleed for 4 seconds and massive slap (down) same ammo as huntsman [b] That Mask [/b] Level 0~100 hat (The only new set the requires the mask) Set effect: The Nganyayawana Tribe Secrets (+) Can see a clocked spy from 10 units away () Enemy Spies cloak\decloak volume is up (Reg volumer with saharan set, louder w\o the saharn set) (-)No Secondary Weapon (-) Gives 25% slower weapon switch. Spy set: Spies Legacy [url]http://www.polycount.com/forum/showthread.php?t=73225[/url] [b]The Ockham's Razor[/b] Level 1 Razor (+)On front hit: Squint for 3 seconds, bleed for 4 seconds (+)On backstab: Target's HP is halved and cannot move for 2 seconds. Squint for 6 seconds, Bleed for 15 seconds (-) This weapon does no damage (besides bleed) (-) -20% Firing Rate [b] The Judas Repeater[/b] (+) Instant Cloak on accurate Headshot (-) -20% slower firing speed [b] Rogue Homburg [/b] Level 0~100 hat Set bonus: Spies Legacy (+) Hides flames and sounds when on fire (+) +90% Fire damage resistance (-) -10% Speed when on fire (-) +10% Damaga taken from bullets and explosives. I also have ideas for the Gadget Tokens: [U][B]Leakium (can be used only on Melee and Spy's Revolver Weapons)[/B][/U] Grey Leakium 100% on hit: bleed for 3 secs. on miss: hit yourself. idiot. one negative arritube: -15% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets / +20% damage taken from melee (Effects are random) cannot be used or revolvers Leakium 50% = on hit: bleed for 2 secs. one negative arritube: -10% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets / +20% damage taken from melee (Effects are random). |Rare Leakium 30% = on hit: bleed for 4 secs. on miss: Hit yourself. idiot. |More rare then 50 Leakium 10% = on hit: bleed for 5 secs. two negative arritubes: -10% Speed / -25 max HP / -20% Firing rate / +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets / +20% damage taken from melee. Cannot be used on revolvers. The most rare leakium gadget [U][B]Bulletproofium (can be used only on secondary and melee weapons)[/B][/U] Grey Bulletproofium 100% = When active: 10% Bullet Resistance. Two negative arritubes -15% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives (Effects are random) Bulletproofium 50% = when active: 15% Bullet Resistance. One negative arritube: -5% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives (Effects are random) Bulletproofium 30% = when active: 20% Bullet Resistance. two negative arritubes: -10% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -20% Primary/Secondary ammo (Effects are random) Bulletproofium 10% = Passive 20% Bullet Resistance. two negative arritubes -15% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives (Effects are random) [U][B]Fireproofium (Can be used on every weapon)[/B][/U] Grey Fireproofium 100% = When Active 10% Fire Resistance. Two negative arritube: -10% speed /-20% firing rate / -10 max HP / +10% damage taken from bullets / +10% Damage taken from explosives Fireproofium 50% = When active 20% Fire Resistance. one negative arritube -10% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ +10% damage taken from bullets / +10% Damage taken from explosives (Effects are random) Fireproofium 30% = When active 30% Fire Resistance. two negative arritubes -10 max HP AND -10% Speed / / -20% Firing rate/ -20% reload speed / -20% Primary/Secondary amm and\or clip / +10% damage taken from bullets / +10% Damage taken from explosives Fireproofium 10% = Passive 30% Fire Resistance. two negative arritubes -10 max HP AND two negative arritubes: -10% Speed / -20% Firing rate/ -20% reload speed / -20% Primary/Secondary amm and\or clip / +10% damage taken from bullets / +10% Damage taken from explosives [U][B]Blastproofium (can be used on all weapons)[/B][/U] Grey Blastproofium 100% = When active: 10% Explosive Resistance. Two negative arritubes -10% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from bullets (Effects are random) Bulletproofium 50% = when active: 15% Bullet Resistance. One negative arritube: -5% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives (Effects are random) Bulletproofium 30% = when active: 20% Bullet Resistance. One negative arritube: -10% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives (Effects are random) Bulletproofium 10% = pasive 20% Bullet Resistance. Two negative arritubes: -15% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives (Effects are random) [U][B]Firstaidium (Can be used on all of the medics weapons \ All classes' melee) [/B][/U] Grey Firstaidium 100% = When active: +1 health regenerated per second on wearer. Three negaive arritubes: -10% Speed / -10 max HP/ -25 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from bullets/ +10% Damage taken from explosives (Effects are random) Firstaidium 50% =When active: +1 health regenerated per second on wearer. Two negative arritube: -50% Speed / -10 max HP (medic only)/ -25 max HP(other classes) / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from bullets/ +10% Damage taken from explosives (Effects are random) Firstaidium 30% =When active: +2 health regenerated per second on wearer. Two negative arritubes: -10% Speed / -10 max HP(medic only)/ -25 max HP(other classes) / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from bullets/ +10% Damage taken from explosives (Effects are random) Firstaidium 10% = Passive +2 health regenerated per second on wearer. Two Negative arritube: -10% Speed / -20% Firing rate/ -10 max HP/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from bullets/ +10% Damage taken from explosives (Effects are random) can only be used by the Medic. [U][B]Sprintium (Can only be used by The Soldier, The Demoman and the Heavy)[/B][/U] Grey Sprintium 100% = when active: +10% Speed. -2 health drained per second on wearer and Three negative arritube:-20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random) Sprintium 50% = when active: +10% Speed. -2 health drained per second on wearer and Two negative arritube: -20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random) Sprintium 30% = when active: +15% Speed. -2 health drained per second on wearer and Two negative arritube: -20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random) Sprintium 10% = passive +10% Speed. Two negative arritube: -20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +20% damage taken from fire / +20% Damage taken from explosives/ +20% Damage taken from bullets (Effects are random) Class Based Gadgets: Engineer: [U][B]Harvestine (Can be used only on the engineer's Pistol or Wrench)[/B][/U] Harvestine Gamma = 50% Chance of working. +10 Max metal. Three Negative arritubes: -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random) Harvestine Beta = 30% Chance of working. +25 Max metal. Three Negative arritubes: -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +15% damage taken from fire / +15% Damage taken from explosives/ +15% Damage taken from bullets (Effects are random) Harvestine Alpha = 10% Chance of working. +25 Max metal. Two Negative arritubes: -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +20% damage taken from fire / +20% Damage taken from explosives/ +20% Damage taken from bullets (Effects are random) Wrenchine (Can be used only on the engineer's Wrench) Wrenchine Gamma = 50% chance of working. +10% Building Rate \ Use 30 metal on hit. (random effects) Two Negative arritubes: -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random) Wrenchine Beta = Wrenchine Gamma = 30% chance of working. +10% Building Rate \ Use 35 metal on hit. (random effects) One Negative arritubes: -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random) Wrenchine Alpha = 10% chance of working. +20% Building Rate \ Use 50 metal on hit. (random effects). One Negative arritube: -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +20% damage taken from fire / +20% Damage taken from explosives/ +20% Damage taken from bullets (Effects are random) Spy: [U][B]Invisine(Can only be used on the Knife)[/B][/U] Longvisine Une = 50% chance of working. On backstab: Cloak is refilled \ On Fire: Cloak is filling twice faster \ When HP below 50%: Cloak is refilled (Random Effect). Three Negative arritubes: -15% Speed when cloaked/ -50% Damage done by the knife and the revolver/-20% Firing rate/ -20% passive reload speed / -50% Revolver ammo/ +20% damage taken from fire / +20% Damage taken from explosives/ +20% Damage taken from bullets (Effects are random). Longvisine Deux = 30% chance of working. On backstab: Cloak is refilled \ On Fire: Cloak is filling twice faster \ When HP below 50%: Cloak is refilled (Random Effect). Three Negative arritubes: -10% Speed when cloaked/ -25% Damage done by the knife and the revolver/-20% Firing rate/ -20% passive reload speed / -50% Revolver ammo/ +10% damage taken from fire / +15% Damage taken from explosives/ +15% Damage taken from bullets (Effects are random). Longvisine Trois = 10% chance of working. On backstab: Cloak is refilled \ On Fire: Cloak is filling twice faster \ When HP below 50%: Cloak is refilled (Random Effect). Three Negative arritubes: -10% Speed when cloaked/ -25% Damage done by the knife and the revolver/-20% Firing rate/ -20% passive reload speed / -50% Revolver ammo/ +10% damage taken from fire / +15% Damage taken from explosives/ +15% Damage taken from bullets (Effects are random). Invisine Should be replaced by Longvisine IMO, thats why i didn't wrote arritubes for it. How to get Gadgets: 100% Twice more common then hats but still rare., but can be crafted with Class token + Slot token + Scrap for random one 50% 50% as rare as hats, but can be crafted with Class token + Slot token + Refind for random one 50% 30% The rares shit out there, twice rarer then hats. You can craft them with 4 refinds + slot token for random 10% Twice more common then unusual hats, can be dropped (4 times rarer then 30%s). can be crafted with 6 Refinds + slot token for random one. Edit: if you wanna comment about it in SPUF, click this link: [url]http://forums.steampowered.com/forums/showthread.php?p=19836254[/url]
I was thinking about this one for a while now: [b]The H.A.T[/b] Heavy secondary slot item + Blocks 2 Headshot attempts, afterwards reduces Headshot damage by 50% - 50% vulnerability to fire - replaces all secondary, hat and misc. slots at the same time It was to look like a medieval helmet that covers the Heavy's entire head, but SPUF told me His face was too cute to be covered, so decided to make a small opening on the front... I still think it's kinda fail, although balanced and shows VALVe how we don't care if we can't equip hats.
[U]A teamwork oriented sapper:[/U] +Enemies near buildings this is attached to take minicrits +Takes 6 wrench hits to remove (3 home wrecker strikes) +engineer is not alerted -Can not damage buildings -makes noise -ammo limitations? Takes the appearance of a small radio, it plays assorted classes domination lines softly, the humiliation this brings to enemy players causes them to loose their will to live (much like jarate). Still attaches to engineer buildings like normal. good/bad/op/worthless?
[QUOTE=WilhelmScreamer;27063672][U]A teamwork oriented sapper:[/U] +Enemies near buildings this is attached to take minicrits +Takes 6 wrench hits to remove (3 home wrecker strikes) +engineer is not alerted -Can not damage buildings -makes noise -ammo limitations? Takes the appearance of a small radio, it plays assorted classes domination lines softly, the humiliation this brings to enemy players causes them to loose their will to live (much like jarate). Still attaches to engineer buildings like normal. good/bad/op/worthless?[/QUOTE] Good idea, although it destroys the idea of spy being a major counterpart for the engineer.
Olga Level 10 Minigun +Infinite ammo +50% damage -2 pellets per shot This weapon will initially fire with a high fire rate and do great damage, however, the longer you constantly fire it the slower and weaker the weapon will become. The weapon will recharge when it is not in use.
Alright, I have an idea. Jarate Redux (just a temporary name) Secondary slot replacement. Hold M2 to refill your Jarate. After ten seconds, the Jarate becomes usable. You may continue charging after that, and you will be able to go twenty percent faster while taking damage (about 4 damage every second for 5 seconds). At the fifteenth second, the Jarate will burst, covering you and all surrounding enemies in Jarate. Jarate generated from this weapon will last for 6 seconds and has a team-coloured lid. How is it?
[B]The Pouncer's Light Foots[/B] -Only one jump on land. -Higher Jump than normal. -Bounce off the walls two times only. -When landing on someone, Damage will be done. Idea came up when I was playing on a server with Zero Gravity and i said "Scout is Hunter" [editline]31st December 2010[/editline] [QUOTE=Arctic-Zone;27083952]Alright, I have an idea. Jarate Redux (just a temporary name) Secondary slot replacement. Hold M2 to refill your Jarate. After ten seconds, the Jarate becomes usable. You may continue charging after that, and you will be able to go twenty percent faster while taking damage (about 4 damage every second for 5 seconds). At the fifteenth second, the Jarate will burst, covering you and all surrounding enemies in Jarate. Jarate generated from this weapon will last for 6 seconds and has a team-coloured lid. How is it?[/QUOTE] Ive got an Idea for a name, "The MANN Kidneys" Crappy, yes.
[QUOTE=red_pharoah;27068793]Good idea, although it destroys the idea of spy being a major counterpart for the engineer.[/QUOTE] A lot of unlocks completely change a classes role, why not for the spy? Also, this in many ways could add new layers of depth to engineer strategy. Do I remove this sapper-thing now and risk leaving my buildings exposed as I do so, or do I remove it later and make my base a significantly weaker point to defend from, or do I just tear down shop all together and move elsewhere?
Ze Drei-Fecta Medigun Replacement Medic + Heal 3 allies at once. + Uber 3 allies at once - No overheals - Takes 33% longer to gain Ubercharge - -50% Ubercharge Time. (not sure on the number for this one one) Heal 3 allies, but you lose deployed length of the uber, and it takes longer to build, more useful for powering a last point with 3 heavies or something, but you lose the length to do massive overpowered damage. Lebenskraft Syringe Gun replacement + Heal team-mates with syringes for +2 on each hit. + +25% Clip size - Only heals self for +1 on hit against an enemy. - No Crits. - -20% Fire rate. Ze Wiederfinden Bone Saw Replacement + Every 5 seconds held in hand (deployed melee) grants the medic 10hp (can overheal self) + Grants +15% ubercharge on hit - Removes Medic's passive health regeneration at all times - -15% uber build rate with any 2nd slot medic gun, (Medigun, Kritzkreig etc) Designed for battle medics, useful when running in to build uber for the other medic, but removes health regeneration and makes it slower to build up ubers with when using a medigun Random ideas, not a set or anything.
I had a silly idea for the demo inspired by the boston basher. [b]Mourning star[/b] Lvl ?? Mace/Crozius + +30% crit damage + +20% damage + + Increased range - On miss: You smashed your foot, slows down for 5 seconds and hurts self - No random crits
The Lifesaver: (aka comp syringe gun) + With primary out, left clicking makes ammo packs act as equivalent size health pack - -50% clip size - -25% reserve ammo [editline]2nd January 2011[/editline] The Crate: + On people trying to trade for them, causes lulz - On drop, causes raeg
Here's an idea to fix the Holy Mackerel, and make it more than just an amusing reskin. It deals less damage, but it also deals an effect called Shame, which persists for 10 seconds. If an enemy is killed whilst under the influence of Shame, they will suffer a brief period of Humiliation (5-10 seconds) when they respawn, as getting hit by a fish has got to be humiliating. It basically keeps them out of battle a bit longer, without increasing their respawn time (which could easily be circumvented via fast respawn times on certain servers). It'd be a risky weapon to use, but a worthy tactical device in the right hands.
[QUOTE=ironman17;27146427]Here's an idea to fix the Holy Mackerel, and make it more than just an amusing reskin. It deals [b]less damage[/b], but it also deals an effect called Shame, which persists for 10 seconds. If an enemy is killed whilst under the influence of Shame, they will suffer a brief period of Humiliation (5-10 seconds) when they respawn, as getting hit by a fish has got to be humiliating. It basically keeps them out of battle a bit longer, without increasing their respawn time (which could easily be circumvented via fast respawn times on certain servers). It'd be a risky weapon to use, but a worthy tactical device in the right hands.[/QUOTE] Why not increased fire vulnerability?
Fire vulnerability is a rather niche vulnerability, only really making you less effective against Pyros, and meleeing a Pyro as Scout is ALREADY suicidal enough, so there wouldn't be much difference. Maybe plonk on bullet vulnerability instead, since 8 out of the 9 classes use bullets most of the time.
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