• Unlockable Ideas Megathread - Post unlockable ideas only in here
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I love the idea someone had of a kind of ball throwing machine for the scout that could be used to distract sentrys, as it would make the scout a more important part of the team, rather than just the jerk who runs off, half caps a point and then dies. and the "cardboard dispencer duisguise". because thats just awesome. sniper: [b] blowpipe[/b] replaces the smg, acts like the tranq as in it temporarily disorientates an enemy
[b]Sniper's Kukri Replacement[/b] This replacement is much like the normal kukri the Sniper posesses, except for a few things. [list]75% crit-chance against unclocked (and -disguised) spies, due to the rage the Sniper has against them[/list] [list]Normal hit damage is reduced to 50% of normal[/list] [list]Critical hits to spies still do the same critical damage as the normal kukri would, but less to other classes[/list] However, this replacement isn't meant for head-to-head fight, and is designed for surprising spies you know are near. The new model would differ from the original one only slightly: it would have blood in the end of the blade ("Meet the Sniper", backstabbing "scene"). [b]NOTE:[/b] Critical damage against spies would also apply to spies that are "revealed".
[QUOTE=Funcoot][b]A replacement for the spy cloak[/b] A new cloak that only depletes as the spy walks. Basically every step you take, depletes some of your cloak. Downfalls: You move 5% slower; your cloak will carry you a shorter distance than your standard cloak could. IE: 10 seconds in normal cloak would take you farther than the unlock able one. Oh and regenerates slower. [b]Edit:[/b] This! [b]Edit:[/b] [b]Overkill[/b] Allows the spy to select one weapon of another class. Has only half ammo. Now let me explain how this is not over powered. This is essentially only a last chance kind of thing. Put a spy with any weapon fighting any other class, he would still lose. Spies have low health, a solder, pyro, engineer, demo man, heavy weapons guys, etc, etc would beat a spy in a fire fight. Plus its only half ammo. This is also a special unlockable in CoD4 and it works quite well, it is not as over powered as people think. Also note, this would replace the revolver.[/QUOTE] That's total bollocks. I always play as the spy, and his pistol quite often gets crits and is pretty powerful. He's pretty fast, and if you get into a melee battle, a quick change of direction can turn a front on assault to a backstab. Spy is fairly low on health, but hey so is the scout and he doesn't do too badly.
Sniper ideas! [b]General changes[/b]: The Sniper now has only 15 ammo for the sniper rifle (and AWP when unclocked), but these bullets have a larger armor piercing effect, so damage is larger against the body. [b]UNLOCKS[/b] [b]Arctic Warfare Rifle[/b] (Sniper Rifle): No scope laser, bodyshot does 20% more damage then an uncharged shot from the old rifle, a headshot is still an instakill. No crits. Longer reload time and rifle is louder. [b]Ammo pouch[/b] (Sub-Machine Gun): The sniper gains extra 25 ammo for the sniper rifle (or AWP), but the pouch has no attack functions, so the Sniper is virtualy defenseless in close range battles. [b]Barbed wire[/b] (Machete): The barbed wire can be used to create a small, weak wall. The player clicks primary attack to set one pole, secondary to set the other. A line between the poles will work as a wall, which allies can pass trough without any damage, but enemies, including cloaked or disguised spies, loose 5% of their health (meaning it can't kill anyone) and move 10% slower in the next 2 seconds. Cloaked spies show their outline, while disguised spies scream, bleed and move slower. The sniper can't attack with the barbed wire. And he can only have 1 wire operational at all times, and it can be removed by pressing the reload key while being near one pole. Enemies can remove it by attacking it, if a foe removes the barbed wire, the Sniper can't set up another. The wire is very thin, so it can be jumped over, or walked under. [b]ACHIEVMENTS[/b] [b]Assassin[/b]: Kill 1000 people. [b]That's the ol' chop chop[/b]: Kill 3 people with the machete in one life. [b]Deadeye[/b]: Get 500 headshots. [b]Burning revenge[/b]: Headshot a pyro, which has ignited you. [b]Spies - bloody useless[/b]: Kill 50 spies. [b]Bloody wanker[/b]: headshot an Engineer, who is repairing or building one of his buildings. [b]Be polite[/b]: Kill someone with the machete, and taunt in his death cam. [b]S Squad[/b]: Kill or assist in killing a Heavy, with another Sniper. [b]Reinforcements[/b]: Kill someone with the SMG, while you have no rifle ammo. [b]God save the Queen[/b]: Defend a control point 10 times. [b]Anti-Air gun[/b]: Kill an airborn Soldier. [b]Party pooper[/b]: Headshot 5 taunting people. [b]Assault[/b]: Kill 50 people with the SMG. [b]Crazed gunman[/b]: Headshot 10 people in one life. [b]United attack[/b]: Capture 10 control points. [b]Proffesional killer[/b]: Kill one of every class in one life. [b]Speedshot[/b]: Headshot 10 Scouts.
[B][U]Sniper rifle replacement[/U][/B] The gun fires an anesthetic projectile, that moves with physics, like Medic's syringes. When hit by the projectile, the player loses 50 health and goes "dizzy" and has motion blur on the screen for a few seconds. His speed would also slow down, and his aim would become slow and messy. [B]Model:[/B] Elephant gun, something like this: [img]http://tomwfox.home.att.net/louisville_weird/bigstick-a.jpg[/img] Yeah, no scope, it's not needed. [B]Damage:[/B] 50 hp, crit 75 hp + motion blur 2 seconds, crit 4 seconds [B]Ammo:[/B] 25 [B]Reload time:[/B] 3,5 seconds [B]Notes:[/B] Slow to reload, but helps other teammates to finish of your target. And if your target has low health, it kills.
Engineer Unlocks Blowtorch - Wrench replacement Repairs/upgrades 15 upgrade/hp per second. Takes 2 seconds to remove a sapper. Fire blast When pressing alt fire, you unleash an fire blast, 2 meters long that deals 15 damage and sets on fire (30 dmg over time). It costs 20 metal to use this ability. This may be useful for revealing spies, but it takes more time to repair damaged buildings. Railgun - Pistol replacement 100% Accuracy. Slow projectiles 60% Normal damage When hits, there is 30% chance it will bounce on another enemy. Classic railgun from TFC with some changes. Forcegun - Shotgun replacement It's new gun that can replace shotgun. It can grab dropped weapons from medium range like gravity gun (engineer grabs the weapon and recieves metal). Also, it can do force blasts(like pyro air blasts) that push back enemy and deal damage when enemy flies on obstacle. Building replacements - Leadload - Sentry replacement Leadload is an mini-tank. It follows engineer (but cannot follow him to the spawn point) and has a turret mounted on its top. It rotates slowly and it has own FOV, so it won't detect enemy behind it. 1st - Small turret. 2nd - Medium turret. 3rd - Medium turret + Rocket launcher/Flamethrower, Rotates 50% faster. Fridgspenser - Dispenser replacement It doesn't hand out health and ammo like old dispenser, but beer bottles instead. The Fridgspenser can hold 7 beer bottles. Fridgspenser produces one bottle per 15 seconds. Beer bottle has different effects on different classes. Scout - Scattergun can load 2 more shells. Soldier - Rockets fly 15% faster. Sniper - Rifle charges 20% faster. Heavy - Minigun heats up 20% faster. Engineer - Upgrade/repair buildings 20% faster. Demoman - Explosives have 15% bigger radius. Spy - 125% cloak capacity. Pyro - Flame stream 15% longer. Medic - Charges Ubercharge 10% faster. Phase gate - Teleporter replacement The phase gate must be activated by an player(he walks on it). Then it charges like normal teleporter and it opens a phase gate. 10 players can enter it simultenously. Phase gate works for 10 seconds. Then it must charge up (30 seconds.) After charging, it's in stand-by again. The phase gate can be entered by enemy spies.
I think a low damage guided rocket launcher is in store for the soldier. I'd also like to see a laser gun for the engineer's pistol replacement (not sure what the differences should be). Maybe Valve will bring back the autosniper for the sniper. A two-way teleporter would be a nice simple replacement for the engineer. It could be balanced by allowing enemies to use it. Str4t0s, your ideas are okay but I don't see them happening. The blowtorch and railgun seem reasonable but the building upgrades are a little over the top. The tank would be cool but it'd be a total bitch for Valve to implement probably and the beer fridge just doesn't make sense.
One idea I've always had for the spy revolver unlockable was a gun that you could shoot while disguised, and would look like the class you were disguising as's weapon, but do no damage. Personally, I'd use this, as I value the ability to blend in more than I do firepower. So as a pyro you could pretend to be spy checking people, etc. I think it also fits with what Valve is trying to go with, giving you another option and not an upgrade. You choose your weapon based on your playstyle.
[QUOTE=Jukka K][B][U]Sniper rifle replacement[/U][/B] The gun fires an anesthetic projectile, that moves with physics, like Medic's syringes. When hit by the projectile, the player loses 50 health and goes "dizzy" and has motion blur on the screen for a few seconds. His speed would also slow down, and his aim would become slow and messy. [B]Model:[/B] Elephant gun, something like this: [img]http://tomwfox.home.att.net/louisville_weird/bigstick-a.jpg[/img] Yeah, no scope, it's not needed. [B]Damage:[/B] 50 hp, crit 75 hp + motion blur 2 seconds, crit 4 seconds [B]Ammo:[/B] 25 [B]Reload time:[/B] 3,5 seconds [B]Notes:[/B] Slow to reload, but helps other teammates to finish of your target. And if your target has low health, it kills.[/QUOTE] No. Possibly good with a bit of tweaking though. It should have a scope and have the standard charging. It could have the physics and be slow in the air and therefore harder to hit from a distance and if the target is moving but then if it hits with full charge it is an instant kill or at least does like 250 damage or something. I don't know maybe it's a bit overpowered but it's just an idea. The original idea is incredibly weak though.
For the scout: The Ballparker: A wooden bat with the end wrapped in barbed wire, it breaks if it hits to many times, or gets shot. [list] Pros: [*]25% more damage when the end is on [*]Looks Effen awesome [*]New taunts, He has the same animation, but says "Yeah, this ding gonna hurtcha, BONK" and "You better not touch this ding, BOINK" [*]5% Speed bonus Cons: [*]Breaks [*]Without the end, you lose the damage bonus [*]Can be shot off [/list]
[b]Spy Sapper Alternative:[/b] [b]Smoker:[/b] A tossable tack that, when thrown at a surface, emits a team-colored smoke cloud roughly the size of 4 Heavies in a Square. Pros: - Any Sentry within the range will not be able to see a target. - Sentry will not see you unless you are standing directly in front of it. - Places a one-second, dusty overlay on anyone that is facing the explosion. Meaning that it would blind the player with smoke for one second. - Unlimited ammo Cons: - A deployed tack and ensuing smoke cloud will obviously point out a spy to the opposing team. - Does not disable sentries. - Ignitable by Pyros. If I spy is to make a trail of Smoke tacks, a Pyro can ignite his trail and set the deploying Spy ablaze.
[QUOTE=Muffins!]One idea I've always had for the spy revolver unlockable was a gun that you could shoot while disguised, and would look like the class you were disguising as's weapon, but do no damage. Personally, I'd use this, as I value the ability to blend in more than I do firepower. So as a pyro you could pretend to be spy checking people, etc. I think it also fits with what Valve is trying to go with, giving you another option and not an upgrade. You choose your weapon based on your playstyle.[/QUOTE] One of THE BEST IDEAS HERE!!!
Engy: Wrench replacment Specialized wrench: Advantages: carry's it's own supply of meta(around 100ish) that regenerates at 3MPS. Also when you are building something it acts like you have a second wrench helping with the build. Disadvantages: Does half the damage of an ordinery wrench and there is less of a critical chance. I'm not to sure about what happens with sappers. Because it acts like you have a second wrench it would remove them in one hit. However i think this makes it a bit to powerful. So i think that sappers should still take 2 hits to remove. Dispenser replacment idea. The claw: Adantages: Ataches directly to your sentry and repaires the sentry as fast as your wrench if it is damaged. Also the sentry cannot be sapped with the claw attached, the claw must be sapped first. Disadvantages: Does not supply you or your team mates with health, ammo or metal. Also once attached to your sentry you cannot upgrade or repair your sentry. Any advice is welcome.
-Soldier RPG: Fires a high speed rocket that deals a bit more damage and reloads slower. Grenade: same damage as the rockets bu since it's thrown it can reach places the rockets can't. hard hat: You head butt people it does high damge to the target and some damge to your self. -Scout Aero shotgun: Does critical damage when you are in mid air, reduced damage and reload time. Track shoes: The Scouts speed doubles but at a cost the intense running costs him 1 hp each seccond. Fists of fury: Increased attack speed, decreased damage, get's 20 hp for each kill he does. -Demoman fragmentation grenade launcher: Fires a grenade that has a wider blast area but reduced damage, lower clip size, longer load and causes bleeding for 4 secconds dealing 10 damage each seccond. Sticky grenade: sticks to the other team and the world, can get brushed of by other people on the team, explodes after 5 secconds, carry's 13 around, about 100 damage to all near red and blue, the longer you press the fire key the longer it get thrown, Haggis: Drops a huge load of explosives in a net, the first explosion blows all the other things in random directions, the other explosions are a random selection of his currently selected weapons, reduces ammo on your other weapons to about 20% left. -Engineer -Sniper -Spy I'll do the rest later.
Spy: The Hunting knife: Backstabs are now instant, but slowing swing spead and 50 percent less damage from normal attacks, every time the players gets a kill, it adds about 1/4th to the cloak. Spy should hold it backwards. Silenced Beretta: High damage when low health, same accuracy as revolver, lower damage than the revolver at normal health, but when the players health reaches 60 or less it does 3 times the damage. When the players health is at 80 - 61, it does the same damage as the revolver. Silenced, enemy can hardly hear it. The Inverter: Sapper replacement, when put on a sentry, it screws with the accuracy of the turret and makes it make crazy beeping sounds, when placed the sentry does 40 percent less damage and 50 percent less accuracy. Does not damage the sentry, takes 3 hits from wrench to remove. When placed on dispenser, it sprays out poison, hurting anyone being healed by it. When placed on a teleporter, it blows up when used, doing about the damage of a rocket. (traps anyone?)
A silenced pistol for the spy that wouldn't take away his cloak.
Here's an awesome yet possibly insane idea for the Engineer. The Gravity Gun. It replaces the ol' Detonator, which now deals high damage when a building detonates. Like in Half-Life 2, the Gravity Gun picks things up and sends them flying. You can pick up your own buildings and relocate them to a more forward-based position, saving the troubles of having to destroy your buildings when that bloody Spy yells for you to "Move these things up!". It can also pick up items and projectiles from a distance and blast them away, thus allowing you to grab an enemy Flare and plant it in the face of a nearby Sniper, pick up a fallen Rocket Launcher and bring it over to your outpost for extra Metal, or simply drag a Large Medkit out of the path of a Hungry Hungry Heavy, laughing as he runs after it. An important feature would be the 3 Energy meters: Punt, Grab, and Charge. The Punt bar is the "ammo" for the Punt function, which sends things flying. Each "Punt" takes 1 unit out of 5 from the Punt bar at a rate of 2 Punts per second, which recharges over time, with 20% of the Punt power recharging every 1.5 seconds. Buildings cannot be punted. Grab is the main daddy, picking up your contraptions and relocating them, as well as snatching projectiles such as rockets, flares, bombs, syringes (Grab 'em if you can. The Blutsauger syringes can restore 30 Health if Punted at an enemy.), etc. Grab can only hold objects for a certain time, as it drains the Grab battery. Friendly contraptions can only be held for 10 seconds, while projectiles can be held for 15 seconds (unless they are Pipebombs, in which case chuck them like Chuck Norris), and it takes 20 seconds to fully recharge after fully depleting your Grab bar. And then there's the Charge. Charge is charged by using Punt or Grab. 30 accumulated seconds worth of Grab, or 15 Punts in a single life (not an achievement), charges up your Charge meter to full. Once full, use the taunt (pull a lever and the gun shakes) to activate the Charge. The Charge is effectively the same as the Super Gravity Gun, except temporary. For 20 seconds, Punt and Grab are infinite and upgraded. Punt can blast enemies backwards with high damage, and Grab can pick up enemy buildings & enemies, and use them to throw at other enemies, killing the target whilst only damaging the thrown person. It would be awesome to see an Engineer kill an enemy Scout with a Dispenser, or killing a Medic with the Heavy he was healing. It might seem a little overpowered, but if it replaced the Pistol AS WELL AS the Detonator, it would be enough of a trade-off.
Soldier: MAGET launcher: Launcher that sucks in near-death enemies as ammo, and can then launch them like giant meat rockets. Damage dealt, splash, ammo amount, and rocket speed all depend on the class the launcher sucked up. Cons: Some classes lead to weak-damaged rockets (With other perks, however). No crits. Class type can also lead to heavier launcher, slowing the soldier down.
Problem with the Gravity Gun idea for Engineer is that I've seen TF2 mods that have that sort of thing, with picking up and moving buildings, and Valve would have to work to keep Sentries from being placed inside of spawns or near spawns to keep it from being incredibly cheap. For instance, disable the sentry while it's being moved, and a 5 second timer for the Sentry to start back up after it's been moved. So if the Sentry were placed in a spawn, the other team would likely have enough time to destroy it before it became active.
There's that, I guess.
I think a flame thrower sentry would be :krad:
The soldier needs a M-1 carbine. Come on, it would be awesome. It could shoot faster and straighter than the shotgun, but do less damage.
Most of you are like: blah blah blah, but it has slower firing or no crits. Be more creative. UNLIKE VALVE. I mean seriously I liked to see new weapons instead of just changing it like the flare gun and the sandvich.
The thing is, they only apply the different weapon change thing to the secondary weapons. It's all part of their unlockables schematics. Primary unlockables are like the old one, but with positive and negative tweaks. Blutsauger: No crits, gives user health with each hit. Backburner: Always crits from behind, doesn't have the Airblast of the old one. Natascha: Less damage, but slows enemies down. Secondary unlockables function completely differently from the old one. Kritzcrieg: Swaps 10 secs of invulnerability with 10 seconds of 100% Crits. Flaregun: Ignites from a distance. Sandvich: Heals for 120, doesn't do damage. Melee unlockables are used in conjunction with the primary/secondary weapons. Ubersaw: Gives 25% Uber per hit. Axtinguisher: Always crits a burning enemy. KGB: Gives you half of a Kritzcrieg upon killing a player with the KGB. That's how they roll, man. That's how they roll.
Sniper Mountable sniper, Can't move, less time to charge maybe a higher chance to crit? Smg Not sure, keep it Melee A australian tribal/voodoo mace. once hit you are immoblizied for 3 seconds, but able to shoot :)
Soldier: Rocket Launcher - Rocket Tube The rockets fired from this weapon move 50% faster, but has a much lower splash damage, making direct hits the only effective way for killing enemies. Shotgun - Double Barrel Shotgun. Relatively the same as the shotgun, but does more damage. Very high knockback, about three times as much as the sentry's bullets. Right click fires both barrels at once. Shovel - Entrenching Tool Automatically reloads all weapons after killing an enemy.
[QUOTE=AltoCast]A silenced pistol for the spy that wouldn't take away his cloak.[/QUOTE] Indeed, or at least a weapon that doesn't take away his cloak.
[QUOTE=Medicman]A Katana would be awesome for the Spy, but I don't really think it fits his style. He's a 007 esque spy, not a samurai or a ninja.[/QUOTE] Hmmm, perhaps. Maybe a lethal injection would be better, dealing 300 damage in 3 seconds, with a free 6 second cloak deployed the second the injection is delivered, giving enough time to flee, leaving the enemy very little time to live without any help. The Polteringe. A portmanteau of poltergeist and syringe, where you inject and vanish. Also, no initial damage, and no backstabs.
Engineer with faster/slower wrench. And then less damage etc. I don't think more metal with a hit would work. I think the Crysis style cloak would be great and make Spy more noobplayable. But then there would be players who just stands still like wankers and do nothing. It should make cloak decrease slower than make it infinite.
[QUOTE=Smirnoff Joe]Hmmm, perhaps. Maybe a lethal injection would be better, dealing 300 damage in 3 seconds, with a free 6 second cloak deployed the second the injection is delivered, giving enough time to flee, leaving the enemy very little time to live without any help. The Polteringe. A portmanteau of poltergeist and syringe, where you inject and vanish. Also, no initial damage, and no backstabs.[/QUOTE] What would be the disadvantages though? It would be just as deadly as the knife except against heavies, wouldn't it?
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