Unlockable Ideas Megathread - Post unlockable ideas only in here
1,215 replies, posted
[QUOTE=Sabrina;27199412][U]Excaliboom[/U] (FYI name is WIP)
+Gives +10 max health per head, if not full hp heals you by 50 hp and increases max health.
Heads buff you up to 10 heads.
+15% damage done
Slightly larger melee range than the Eyelander
Speed buff caps at 130%
-20% swing speed
No random critical hits (for obvious reasons, lucky heads gained is bullshit, you need to work for them.)
[/QUOTE]
This came up to mind
[u]Excalipoor[/u]
(+) 100% Damage
(-) All that sparkles...
A weapon that can only be obtained from a crate, with 5% chance to get it. ;)
[sp]What it actually does is
(+) +400% Chargin' Targe damage
(-) -99% damage
Back in FF5, it did way more damage being thrown than being used for regular attacks, plus, false stats.[/sp]
[QUOTE=Oblivious1;27234202]This came up to mind
[u]Excalipoor[/u]
(+) 100% Damage
(-) All that sparkles...
A weapon that can only be obtained from a crate, with 5% chance to get it. ;)
[sp]What it actually does is
(+) +400% Chargin' Targe damage
(-) -99% damage
Back in FF5, it did way more damage being thrown than being used for regular attacks, plus, false stats.[/sp][/QUOTE]
So basically, you make the targe bash be a OHKO but in turn the melee does 1 damage?
How about [B]FUCK NO.[/B]
Was there already an idea posted like this? A melee weapon with some disadvantages like slower swing speed or -HP that, on hit, forces an enemy facing you to switch to melee for a couple of seconds or till your death? Basically enforcing a melee duel, but it has some negative stats so you don't abuse the function and still have a reason to go back to your stock weapon.
Might need an additional downside so you don't just abuse the function to force someone to melee and then you kill them with your more powerful primary weapon. Like the enforcement lasts as long as the contestants have a certain distance between them and if the distance grows too large the enemy automatically gets the weapon he was using before back and/or you can't change weapons until your target is dead or you wait a certain time as penalty for running away like a coward, probably combined with an addition punishment like reduced running speed so you can be hunted more easy.
In exchange, if the melee duel was successful and the HP of you and your target as roughly equal, you could get a bonus similar to the Eyelander, but maybe only temporarily.
[B]TL;DR[/B]
Just as general idea a melee weapon that enforces melee duels. The details are just off the top of my head.
[u][b]Saboteurs Syrette[/b][/u]
Basically, it's like Ezio's posion knife on ACII.
Instead of an instant kill move, you have to almost "latch on" to an enemy and continue to hold down the mouse button to posion him, IE injecting more posion. The longer you hold it, the more damage the poison will do either at once, or over time.
I'm thinking just a prick would do either 33% health after a period of time (10 seconds?) but holding it on them for ~5 seconds will instant kill them after 10 seconds. The amount of poison would be measure in a meter similar to the cloak.
While it sounds like a total downside I'm thinking maybe it'd be possible to do it while cloaked, but you have to be careful not to run into your target as you have to get very close to start injecting the poison.
This way, you could maybe prick an engie and some teammates guarding his nest, and let your team take it out. Or you could get behind everyone and take 3 people down, but by the time they die you're already gone.
Here are some weapon ideas of my own:
Name:Les Dents De Vampire
Class:Spy
Weapon:Spy knife
It looks like a big needle strapped onto your arm with a custom cloak.
*Each kill Increases 10% more Maximum Cloak
*10+% fire vulnerability
Name:Le Little Javelot
Class:Spy
Weapon:Spy Knife
It is a very detailed knife with some wires barbed around the blade.
*Destroys Razorback and kills user
*Single use electrical shock if unsuccesful backstab
-No longer a instant kill but instead deals -150 damage which only works whn your backstabbing
Name:L'assasin Silencieux
Class:Spy
Weapon:Revolver
It is a revolver with a silencer attached to it.
*-60% Noise when firing
*-Silent Kill-when you succesfully killed someone,no kill icon will appear
-15% Less Damage
Now this is for the Soldier
Name:The Mini Werfer
Class:Soldier
Weapon:Rocket Launcher
It a rocket launcher with 3 barrels.
*45% more rate of fire
*10% more expolosive splash
-20% less projectile speed
-+35% damage to self
- 25% less reloading speed
Name:The Peashooter
Class:Soldier
Weapon:Shotgun
I cant describe the shotgun very well but i will get some concept pictures
*100% Crits on airbourne targets
-no crits on ground targets
-15% less damage
"Some name in relation to rock or heavy metal"
Level 10 Electric Guitar
On taunt: All enemies currently ignited by you will have their standard aftterburn buffed up into a *special afterburn
100% critial hits on enemies suffering from special afterburn
No random critical hits
20% slower swing speed
On miss: Hit yourself, idiot.
*Special Afterburn Info:
The standard orange fire will be replaced with a green blaze like that of the unusual hat effect.
Slight slowdown.
Cannot be extinguished in any means except for waiting it to do so itself.
6 damage per tick instead of 3.
[QUOTE=EFG;27322083]"Some name in relation to rock or heavy metal"
Level 10 Electric Guitar
On taunt: All enemies currently ignited by you will have their standard aftterburn buffed up into a *special afterburn
100% critial hits on enemies suffering from special afterburn
No random critical hits
20% slower swing speed
On miss: Hit yourself, idiot.
*Special Afterburn Info:
The standard orange fire will be replaced with a green blaze like that of the unusual hat effect.
Slight slowdown.
Cannot be extinguished in any means except for waiting it to do so itself.
6 damage per tick instead of 3.[/QUOTE]
How about no.
Instead, make the flames ignite on hit from the melee.
Also, make him take no damage from fire whatsoever, giving him a complete immunity, even from a Backburner. In turn, he gets more vulnerable against explosives making the airblast a bit more needed.
And because this axe makes you fully fireproof, other pyros with the same unlock will be tricky opponents. You better hope you got a shotgun, not a flare gun.
That idea is even worse. Its purpose is completely different to my idea too.
[b]The Nucklavee[/b]
Level 5 Bomb Launcher
+ 0.5 sec faster bomb arm time
- 25% clip size
- 25% reserve ammo
- Launched bombs explode on surfaces
It's a full-offense sticky launcher; the yang to the Sco-Res' yin. "Exploding bombs on surface" means the Demo can still sticky jump, just in a different way.
Sprouted a totally new alternative to the flamethrower, that doesn't take anything off other classes.
[b]The Oil Spill[/b]
Lvl ?? Fire Spitter
Shoots jets of burning oil that burns a patch of area over time
Direct hit:
short range: 90 damage
medium range: 60 damage
long range: 30 damage
Direct hits also causes the enemy to be coated in oil(explained below), as well as a 10 second afterburn, but do not cause an explosion like hit spread Hitting a surface will set a patch of it on fire for 5 seconds, causing 20 damage per second, plus afterburn on [b]anybody[/b] who steps in it, and 10 damage per second on [b]anybody[/b] nearby. Fires 2 jets per second. Burning jets take up 2 ammo while jets of non-burning oil takes 1 ammo. Right click fires unburnt oil, which doubles afterburn damage and triple any existing afterburn duration against enemies, also can be used to coat enemy spies, but stops jarate and mad milk on team mates. It also has a arc similar to grenade launcher and the projectile speed of a syringe gun, but non-burning oil has a faster projectile speed. Burning patches only do quarter damage to pyros.
Possible Oil Spill roles:
1) Blocking paths, like when there's a soldier chasing you into the intel room, you can use it to try stop him.
2) Aid fellow pyros become awesome.
3) Long range combat.
4) Burning foe running away, blast him with oil.
Any suggestions to it?
[QUOTE=Oblivious1;27325990]Sprouted a totally new alternative to the flamethrower, that doesn't take anything off other classes.
[b]The Oil Spill[/b]
Lvl ?? Fire Spitter
Shoots jets of burning oil that burns a patch of area over time
Direct hit:
short range: 90 damage
medium range: 60 damage
long range: 30 damage
Direct hits also causes the enemy to be coated in oil(explained below), as well as a 10 second afterburn, but do not cause an explosion like hit spread Hitting a surface will set a patch of it on fire for 5 seconds, causing 20 damage per second, plus afterburn on [b]anybody[/b] who steps in it, and 10 damage per second on [b]anybody[/b] nearby. Fires 2 jets per second. Burning jets take up 2 ammo while jets of non-burning oil takes 1 ammo. Right click fires unburnt oil, which doubles afterburn damage and triple any existing afterburn duration against enemies, also can be used to coat enemy spies, but stops jarate and mad milk on team mates. It also has a arc similar to grenade launcher and the projectile speed of a syringe gun, but non-burning oil has a faster projectile speed. Burning patches only do quarter damage to pyros.
Possible Oil Spill roles:
1) Blocking paths, like when there's a soldier chasing you into the intel room, you can use it to try stop him.
2) Aid fellow pyros become awesome.
3) Long range combat.
4) Burning foe running away, blast him with oil.
Any suggestions to it?[/QUOTE]
How about...
-75% damage on direct hits.
So it won't be a complete upgrade to the normal flamethrower.
Wait, so it's not a constant stream of oil? Oh, nevermind.
I had this image that it drained your ammo about twice as fast, but shoots constant streams of oil on the ground, making it a perfect retreating weapon and also, helps covering for teammates if they need to run and go heal. Example in 2fort. Your scout is running across the bridge with the enemy intel and there's two scouts chasing him. You can't flame both without letting the other go past. However, with the Oil Spiller you can just retreat inside and spray a bottleneck with bruning oil so they have to go around, and your scout gets more distance, caps the intel and critrapes the other scouts.
Another example of how this would be useful. Defending control points. Gravelpit A. You put the entire thing on oil, and Heavies have to take around 100 damage assuming the oil burns for 5 seconds and 1 second does 20 damage. If they move around, it gets worse. Medics can outheal them, but Pyros cannot extinguish them. Jarate won't extinguish the stinky oil from burning.
So basically, it wouldn't have airblast, and surely wouldn't be a direct combat weapon. Instead, it would make Pyro much mroe effective in supportive roles.
Honestly, i never thought of the Pyro as an offensive class, more of a support class.
Okay, new attempt, drawing inspiration from both another of Valve's games and a characteristic of a certain cephalopod. It is a Watch replacement, which I call the Blackout. The Blackout can be used for a similar purpose to the Dead Ringer, as in it can be used as a means of escape. But as I will soon reveal, it has another, more sinister purpose.
To unleash the power of the Blackout, simply pull it out and take damage as you would to activate the Dead Ringer. However, instead of faking your death, being shot at will cause a huge explosion of ink, Blinding nearby enemies for about a short amount of time (the blinding radius and blinding duration is up to testers to determine), causing them to drip black ink and close their eyes, since there's a big splotch of ink on their faces. Players will see only blackness on their screen, save for Health and Ammo. Yes, they won't be able to see anything except those few things. The ink will also cause a Sentry's auto-targeting to shut down for a few seconds if it gets on them, too.
When the Blackout has "exploded", you'll be unable to use your weapons for a few seconds, similar to when you're cloaked. After that, things're back to normal, and you'll need to build up your Ink reserves to Blind enemies again. Also, if it gets on a Demoman, they will say something related to eyesight like "NOOOO NOT ME GOOD EYE!" or "Who turn'd out th' bloodeh lights?!", similar to how Spies react to Jarate.
The potential applications of the Blackout are twofold. One use is to escape from a group of enemies, a use shared with the Dead Ringer, whilst the second use is to disrupt enemy capabilities by depriving them of sight and information. The Blackout isn't necessarily the best, but it's still handy for what it's worth. Sure, anyone who wasn't blinded might come over and rip your a new one, but it's a risk one has to take when disrupting enemy perceptions.
And yes, I did draw some inspiration from the Flashbang of Counter-Strike, although I also drew inspiration from the octopus for it's ink defense. Still, I hope it's at least decent.
Also, if you thought of the fabled Tentaspy when you read this, you're not alone.
Alright, time for what could be called a Sandman revamp.
The Slugger's Sweetheart
Level 15 Memory of Home
[+] Comes with a ball that can be charged
[+] Ball with half charge or over will stun and freeze an enemy in place
[+] +15 health
[-] -10% base speed (123% instead of 133%)
[-] You move slower as you charge
[-] -15% melee damage vulnerability
[-] No random crits
So, how's that? Also, the melee damage vulnerability also applies to any effect that a weapon has (bleed).
Well, Eonart, I have to say that the Rock 'n' Roll Pack sounds awesome at first, but it seems kinda game-breaking. Maybe if they required a charging-up, like the Buff Banner, then it'd take more time and effort to unleash this rocksome spell combo. I'd recommend ditching the swing speed on the Blazing Rock, and switch the instant-kill on break thing from a 5% chance to being part of the crit.
What? Such power is indeed magical.
Idea for a set: Cangaceiro sniper (Brazilian bandit)
Primary - "Lamplighter", based on Mauser 1908
No charge
-50% zoom
-50% damage
+400% ammo
+400% fire rate
Accuracy decreases with movement speed
This rifle takes its name from its massive rate of fire, lighting the room like a flame. It does not charge like the sniper rifle: its stopping power comes from hitting several shots in a row.
[img]http://images.orkut.com/orkut/photos/OgAAAMdjWRdrbyAp9ea63lW9dElJLymy4eT3WjdBvQJQ412rzl45G0Bj0DirXRJsg6jgwoV8l9RgvBe-DH8d234p_ccAm1T1UP8C51JgyjwoCygTmQRMGmM_uvN1.jpg[/img]
Secondary - "The Seamstress" or "The Rattlesnake", Bergmann MP 18-1
+20% damage
+20% maximum range damage
-20% accuracy
+50% shot loudness
A loud submachinegun, good for getting a few more hits at mid-range and warn the enemies that you are doing so.
[img]http://www.portalsaofrancisco.com.br/alfa/cangaco/imagens/cangaco-38.jpg[/img]
Melee - Paraiban Shank. A roughly 2 feet long stiletto with a wooden sheath.
-25% fire rate
Minicrits on targets with <50% health
A sharp piece of work for mercy killing guys after you've just shot the knees off from under them.
[img]http://images.orkut.com/orkut/photos/OQAAAPvitkg3EPUACmZmA_efkedFRDjsAtRj1ClCyyQ84Vw7P-4IPe3mdPlNcxuRZ5kuwhO5vSThkGu4KNGB6130W0cAm1T1UA39DX75DA5K9CQ1fd5Hauuo3fDl.jpg[/img]
Hat - hat on the left
[img]http://www.portalsaofrancisco.com.br/alfa/cangaco/imagens/cangaco-46.jpg[/img]
Medic Medigun replacement
A backpack similar in style to FLUDD from the game Super Mario Sunshine. You choose who to heal just like a regular medigun, then change weapons to continue fighting like normal, while the backpack continues to heal your target.
Heals more slowly, must equip to uber (as much as I love the idea of solo uber trains, no)
(After reading through here, I'm noticing this is not an original idea.)
[editline]17th January 2011[/editline]
[QUOTE=credesniper;27201975]Class: Spy
Weapon name: Espée
Weapon slot: Melee
Some spy's just can't aim, and many are caught in awkward situations when charging in for a backstab only to have their victim turn around. This rapier will fix that problem...
All four strikes= 110 damage
All four strikes+ charged strike= 190.
To put it back in the scabbard the weapon you have to switch weapons, or click M3(mouse wheel), this doesn't make a noise.
The taunt would be the spy
-if drawn
Twirl the blade (downward left brought up downward right) then placed back in the scabbard.
-If in the scabbard, it would be drawn, the spy would admire the hilt, and quickly slash downward.
[b] If this sounds too weak, awkward, or over powered explain why instead of just giving me a box.[/b] ...[/QUOTE]
If you hit 4 smacks from a regular dagger, you deal 160 damage, from the supposed 40 base. Your combo deals 110. 4 regular smacks with your base 48 damage would do 192 damage, more than the combo with the charge used. The revolver also has a base damage of 40, with a faster attack speed than the knife (and the small chance of a crit). The damage of the rapier is not really buffed, and it is made more difficult to use.
The weapon has a lot of functions. Too many. Various draw times, multiple attacks, random stat penalties. It is too complex. It uses custom animations.
3 seconds to finish a backstab is a long time. By the time you finish this backstab, you will probably be discovered and targeted by the enemy team. By shortening the scream from backstabs, players will be alerted of exactly what happened, a teammate was killed with the espee.
[editline]17th January 2011[/editline]
Fireaxe buff - resist fire 10%
After a while of playing heavy, I felt the heavy needed to be lil faster, by putting off some load.
Russian Ruckus
Lvl 10 Machine Gun
+80% shorter spin up time
+10 Moving speed
-50% speed penalty when spinning up gun
-66% bullets per shot
Basically, less spin up time and increase moving speed for decreased amount of bullets, mainly for offense rather than defense.
Also
<Russian term goes here>
Lvl 20 Minigun
While crouching, +50% accuracy
+20% bullet vulnerability
This is firmly in the realm of things that will Never Ever Happen, but it came to me and struck me as an amusing (and potentially interesting) idea:
[b]The Crafty Miner: An Engineer Gear Set[/b]
[b]The Blocky Bow[/b] (replaces shotgun)
+Decent firing rate, no reloading
+Knocks enemies back a little on hit
-Has the grenade launcher's trajectory, projectile speed
-Low max ammo
-Hit targets get a short period of invulnerability to other Blocky Bow arrows
A support weapon for engineers, this can slow enemy advances and disrupt spies. Its knockback combined with its high firing rate can hold back several attackers - at least, for what little time your ammo holds out - and get spies away from your sentries for teammates to finish off. Its low damage and invulnerability period, though, mean you'll have difficulty actually finishing anything off with it.
[b]The Cobblestone Carrier[/b] (replaces pistol, Wrangler)
+Provides temporary cover
Places a few stacked-up blocks in front of the engie, which can be stood behind for cover. Allies can walk through them, enemies cannot. Can't be sapped, but will vanish after a short period of time, or upon taking 500 damage. A cooldown restricts its placement, and only one per engineer can be up at a time.
[b]The Pick-xel[/b] (replaces wrench)
+-Replaces normal building options with improvised quick-fixes
The way this works, you can build any two dispensers, plus the tunnel. The dispensers all fire in only one direction (and can aim in a 45 degree cone in that direction), and have a system by which they become "disabled" with a small amount of damage, requiring an engineer to whack it a few times to make it operational again, but require significantly more damage to destroy permanently. All dispensers build instantly, have individual 20-second cooldowns, and cost 100 metal with no ability to upgrade them, and can't be reloaded with metal; their projectiles fire in arcs. Wranglers will control any dispensers that can actually aim at the assigned target (possibly both), and their auto-aim will compensate for the arc, but they will still have a maximum range due to said arc.
[b]Egg Dispenser[/b]
-Fires eggs. Eggs heal allies on hit, and spawn chickens no matter what they hit. Chickens are harmless, and can be killed easily in crossfire, but they jump around, often getting in the way of shots (your own team's attacks right through them while still damaging them; enemy attacks will not penetrate your chickens). If anyone kills a chicken your dispenser launched (your team or the other team), it restores a bit of ammo to all of your dispensers. Aims at allies and enemies, preferring allies. There's a limit on chickens spawned at any given moment, after which eggs will only heal teammates and the dispenser will stop shooting at enemies. Average ammo capacity, low durability, high fire rate.
[b]Snowball Dispenser[/b]
Slow firing rate. Slows enemy fire rates down for a few seconds each on hit, only aims at enemies. High ammo capacity, high durability.
[b]Arrow Dispenser[/b]
Acts like an improved version of the Blocky Bow, with a higher firing rate, higher damage, and no invulnerability period on hit. Low ammo capacity, average durability.
[b]Tunnel[/b]: Costs 200 metal. Tunnels are alternatives to teleporters, having no recharge time and transporting multiple people at once at the cost of travel not being quite instantaneous, instead giving its users a short delay (dependent on the tunnel's length) to emerge at the other end. Tunnels also have the advantage of going in both directions.
To make a Tunnel, you'll first need to place the entrance, then the exit. However, you'll then need to go in either end to finish the tunnel, a process which takes three times as long as using the tunnel. Tunnels appear as squarish "manholes" with a ladder leading down (cosmetic; tunnels can be run across without falling in). Tunnels gradually lose health as they're used - entering a tunnel with a Pick-xel equipped will repair it at the cost of 150 metal. Sappers can be applied as usual, and will prevent people can exiting the tunnel, but will not show any indication anything's wrong on the other end, potentially trapping people inside; if a tunnel is destroyed while people are in it, they will be killed. Removing a sapper requires entering the tunnel or hitting the sapped end - engineers trapped in a tunnel will automatically "whack" the sapper, but will be paused in the tunnel while they do so.
[b]Creepy Cap[/b]: A sussssssspiciously familiar green mask that serves as an "optional set hat," like the Big Chief and the Berliner's Bucket Helm. Will make the engineer fling out a mess of 2D sprites if struck with an Ullapool Caber (not actually pick-up-able items of any sort, and will vanish on hitting the ground to avoid confusion).
[b]Set Bonus:[/b]
+50 Maximum Metal
-20% Explosive Vulnerability
In summary, a Minecraft-themed support pack for the engineer. By knocking enemies back with the bow, placing barricades to stop enemies and provide cover for allies, and replacing his regular buildings with two of three durable, support-focused structures (which build instantly, but which can't be easily replaced immediately due to the cooldown) and a two-way, spy-vulnerable teleporter replacement, the Engineer becomes vulnerable to direct combat, but more effective if his teammates can take advantage of his skills.
The idea of having constructable blockades is kinda interesting, even though Buildings work like that already to the enemy, and would be easily destructible if just left there. Unless, perhaps, the blockades have a special quality akin to the Fists of Steel, being highly-resistant to bullets, yet more vulnerable to melee attacks. That way you could make reliable barricades that would force enemies to bash at them to take them down.
Also, here's a weird little Spy knife that's a bit better than the old Shadowbreaker, mainly because it still has the backstab this time. Like the Eternal Reward, the Doppleshanker disables the Disguise Kit, but instead of taking the disguise of your victim and stifling their deaths, it does something rather different, yet familiar to fans of The Matrix. Upon backstabbing the victim, they transform into an AI-controlled Spy with default loadout, which exists until it is killed by the enemy or you yourself are killed. Don't worry, the victim respawns like normal, but his former corpse is now a sneaky Spy.
However, the transformation sequence takes a few seconds to complete, leaving the victim open to being put out of their misery by their teammates. Other limiting factors may include, but are not limited to; the maximum number of "Spylacras" that can exist per player (1 might seem fair enough, although this is open for debate), the capabilities of said Spylacras (whether or not they can disguise, cloak, sap, etc), the possibility of Spylacras only living for a short while, etc.
In short, wearer cannot disguise, but successful backstabs will transform the victim into an allied Spylacra.
Too outlandishly unique, or a cool new toy? Either way, point out any required tweaks. Sorry if this was too big a bump, but the idea burst into my head and I needed to make it known.
[QUOTE=ironman17;28035194]The idea of having constructable blockades is kinda interesting, even though Buildings work like that already to the enemy, and would be easily destructible if just left there. Unless, perhaps, the blockades have a special quality akin to the Fists of Steel, being highly-resistant to bullets, yet more vulnerable to melee attacks. That way you could make reliable barricades that would force enemies to bash at them to take them down.
Also, here's a weird little Spy knife that's a bit better than the old Shadowbreaker, mainly because it still has the backstab this time. Like the Eternal Reward, the Doppleshanker disables the Disguise Kit, but instead of taking the disguise of your victim and stifling their deaths, it does something rather different, yet familiar to fans of The Matrix. Upon backstabbing the victim, they transform into an AI-controlled Spy with default loadout, which exists until it is killed by the enemy or you yourself are killed. Don't worry, the victim respawns like normal, but his former corpse is now a sneaky Spy.
However, the transformation sequence takes a few seconds to complete, leaving the victim open to being put out of their misery by their teammates. Other limiting factors may include, but are not limited to; the maximum number of "Spylacras" that can exist per player (1 might seem fair enough, although this is open for debate), the capabilities of said Spylacras (whether or not they can disguise, cloak, sap, etc), the possibility of Spylacras only living for a short while, etc.
In short, wearer cannot disguise, but successful backstabs will transform the victim into an allied Spylacra.
Too outlandishly unique, or a cool new toy? Either way, point out any required tweaks. Sorry if this was too big a bump, but the idea burst into my head and I needed to make it known.[/QUOTE]
Your Doppleshanker sounds nice but hard to code. Usable Spy AI hasn't been developed by Valve yet.
Anyways, reposting my Slugger's Sweetheart idea.
The Slugger's Sweetheart
Level 15 Memory of Home
[+] Comes with a ball that can be charged
[+] Ball with half charge or over will stun and freeze an enemy in place
[+] +15 health
[-] -10% base speed (123% instead of 133%)
[-] You move slower as you charge
[-] 15% melee damage vulnerability
[-] No random crits
Replaces Scout bat. I might want to change the melee vulnerability to 25% and have 15% slower base speed. I need criticism for it, though.
So basically this'll on the sidelines until Valve perfects Spy AI. Fair enough, but what other tweaks would it need?
Bump and dunno if I suggested this before.
[b]Fire wall[/b]
Lvl ?? Shotgun
Replaces teleporters with Fire wall; Fire walls consist of two beams, only takes 100 metal and 5 seconds to set up. They can only be placed 6 meters of each other. Fire wall beams within 6 meters of each other will project heat vapors which do damage and slow down to enemies including disguised spies. Fire wall beams can be linked with team mate's beams. When upgraded, it does more damage and more slowdown. Upgrading one beam will upgrade any others 6 meters within its position
+10% Damage
Counts as flame damage
[b]Stationary flying mini-sentry[/b], with a new looking Mechanical Arm, for Engineer
-Has an on-demand power punch with right click that stuns the opponent for ~1.5sec and triggers a cooldown
-No random crits nor 3-hit-combo
-+25HP
[b]new[/b] Rocket Launcher, for Soldier
-Only 1 rocket on air at a time
-Rockets are guided with a laser-dot thingy strapped on the side of this thing
-Faster projectile speed, moderate explosion damage
-Faster reloading speed, like loading in shotgun shells
(Firing animation is rocket popping upward from the launcher, catching fire and bursting into speed towards the red dot, airblasting makes things interesting)
Also a random hat idea, [b]Hillbill's Sticky Hat[/b]
-Only for engi, heavy and soldier due to their lack of hair, a ~basic smaller beanie, but instead of covering the top, it is pulled off a little to the side of the head looking like it would slip off any minute, but it doesn't, hence the name.
Kind of agreeing to the posts about, I do feel spy should have a sapper replacement, since it's essentially a one-class counter weapon.
The Ragepack
A jetpack powered by rage.
Losing altitude makes you rage harder, causing you to gain altitude.
I'm a GENIUS.
The Borg:
Kinda like Gunslinger, but for heavy; massive robotic hands
Stats:
+25hp
+50% melee damage
-25% movement speed
+30% sentry resistance
-50% melee speed
[QUOTE=MRTW113;28393562]Kind of agreeing to the posts about, I do feel spy should have a sapper replacement, since it's essentially a one-class counter weapon.[/QUOTE]
Anything even loosely related to electric sapping, all I could think of was something similar to the thing the Hunters use in half-life episode two.
Alternative "electro-sapper" gun for spy
-Shoots [b]electric darts that have a very thin bright wiring[/b] followed to the gun or "device" on your hand
-Sticks to surfaces, if not a living target, it sparks loads up 2secs and explodes, dealing minor damage at a good radius.
-If a living target, it shocks the enemy player for ~1.5 second, dealing better damage
-If hits a building, deals [b]low[/b] damage, and disrupts the building for ~3 seconds
(thought it would be cool if it made sentrys act funny, not entirely disabling)
another thing would be to figure out some ideal ammo count and reloading. something like 3/21
I read a concept about this somewhere, thought it was a good idea.
[B]"Morgan"[/B]
'Sometimes i just need Morgan.'
Revolving shotgun that disables your ability to build normal sentries. Gunslinger's minisentries are also forbidden by this. However, you can place Morgan itself as a sentry.
Morgan in sentry mode means you only have a pistol and melee to use, but the sentry itself is a tripod shotgun. it fires nowhere as fast as the minisentry and has shit tier range compared to the normal sentry, but it can do massive damage in a single shot. If the enemy is right in front of it, it can dish out an amazing 135 damage in a single blow, killing 125hp classes instantly just like a lvl 3 sentry. The deployment time is nigh instant and is around as fast as a hauled minisentry. The firing speed is 1 shot per second and it only has three quarters of the ammunition the minisentry has. It cannot be upgraded or repaired, only refilled. Completely filling the sentry up takes 150 ammo. It turns fast, but only has a 180 degree field of view. This means you have to use it as an ambush weapon and place it in tight corners. Place it out in the open and it is easily flanked by scouts and rocketjumping soldiers. Good for defending temporary teleport spots in maps like Dustbowl. Morgan also has titanium chassis, making it more fire resistant than other sentries, making flamethrowers and other weapons including fire 25% less effective. It has 110 health points, making it slightly more endurable than the minisentry.
However, if Morgan's health in sentry mode is depleted, the shaky tripod stand breaks and you need to go pick up the shotgun to use it again. Alternatively, you can visit an ammo pack, but you are not always too close to one. It has half of the shots left in it regardless of how much it had while in sentry mode. [B]Deployment drains no metal.[/B] If it is not deployed, it has 6 shots, a much wider cone of spread and fewer shots which in turn cause more power. You can NOT fire this at even medium range and deal much damage, if at all. It's a serious close quarters weapon on both terms and if you don't have the pistol with you, god forbid are you fucked. Below are stats in shotgun mode.
+50% more damage
+35% bigger spread
Can be deployed into a close-quarters shotgun sentry
If destroyed in sentry mode, can be picked up or alternatively re-equipped by visiting an ammo pack.
I really liked the idea of a shotgun sentry. It has it's bad sides but like the Gunslinger, it's situational and more of a sidegrade than an up/downgrade. It deals a lot more damage than the minisentry, builds faster than a normal sentry and allows you to ambush enemies a lot easier in CQC where other sentries might be destroyed before they get to do much damage.
De'Lucks Scrumpy 3251
A sober person would- Eauhghgh...
This super concentrated brand of Scrumpy is blended with several other brands of hard liquor and contained in a limited edition engraved glass.
+ When broken on an enemy, this weapon does 15% more damage
-- Breaks on crit, and crit chances are lowered by 20%
+ If bottle is not broken, the user will regain 15 health after taunting
+ If bottle IS broken, the user gains only 5 health after taunting
-20% slower firing speed
- If the user taunts and regains health more than 5 times, each taunt following will impair the user's vision by a little, and cause their aim and firing speed to go down by 5%.
Here's an idea for a new Engie weapon, the Welder/Weld-Ray, which fills up both the melee and secondary slots.
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First I describe the Welder. It looks like a Gunslinger attachment, only it has two fingers and a thumb, with the "middle/pointer finger" having a welding torch at the tip. This torch is the central element of the Welder, and is the crux of it's functionality. Instead of hitting once every 0.8 seconds, the Welder hits every 0.2 seconds, meaning it does 5 hits a second.
To be fair, the wielder simply points the "welding finger" at the target. As a result, the damage, repairation and upgrade dealt per hit are divided by 4, meaning that the same amount of damage, repairation and upgrade dealt per Wrench hit is dealt in 4 hits with the Welder in the same amount of time, permitting smoother repairs/upgrades/beat-downs.
Here's a simplified explaination and comparison.
[B]Wrench[/B]
[LIST]
[*] Base: 65 (59 to 72 damage)
[*] [URL="http://wiki.teamfortress.com/wiki/Mini-Crit"]Mini-Crit[/URL]: 88
[*] [URL="http://wiki.teamfortress.com/wiki/Critical_hit"]Critical hit[/URL]: 195
[*] Damage Repaired per Hit: 105
[*] Upgrade Amount per Hit: 25 (Corresponding loss in [URL="http://wiki.teamfortress.com/wiki/Metal"]metal[/URL])
[*]Attack interval: 0.8
[/LIST]
[B]Welder
[/B]
[LIST]
[*] Base: 16.25 (14.75 to 18 damage)
[*] [URL="http://wiki.teamfortress.com/wiki/Mini-Crit"]Mini-Crit[/URL]: 22
[*] [URL="http://wiki.teamfortress.com/wiki/Critical_hit"]Critical hit[/URL]: 48.75
[*] Damage Repaired per Hit: 26.25
[*] Upgrade Amount per Hit: 6.25 (Corresponding loss in [URL="http://wiki.teamfortress.com/wiki/Metal"]metal[/URL])
[*]Attack interval: 0.2
[/LIST]
Essentially, each Welder hit divides the Wrench damage, repairs and upgrade amount by 4, and also increases the hit-rate so that the wielder can hit the target more times in a single second, permitting smoother repairs and smoother butcherings. Repairs and upgrades cost 4 times less than Wrench hits, too.
------------------------------------------------------------------------------------------------------------------
Another quality of the Welder is that the Engie has made it more than just a welding device. With a special attachment that the Engie made himself, he has devised a method to transform the Welder into a device that shoots a concentrated death ray, through a complex process involving lots of crazy science physics sorcery similar to the effect of putting fire in a microwave, only way more focused.
This "Weld-Ray" attachment is equipped automatically when you equip the Welder, and so long as you have the Welder equipped, the Weld-Ray remains in your secondary slot, and can only be removed by removing the Welder. The Weld-Ray's beam, whilst a bit more accurate than the Pistol, deals roughly the same DPS as the Pistol, only with more hits per second (12 per second as opposed to the Pistol's 6 per second) and less damage per hit (each hit deals half the damage of a Pistol shot). It also doesn't require ammo to fire, instead drawing off the player's Metal reserves to fuel the beam (about 6 Metal per second), with an overheating meter to limit beam-spam and burning through metal (2.5 seconds of constant fire would completely fill the Overheat meter, taking the same amount of time to discard the accumulated heat)
Again, a chart comparing the functions of the Pistol and the Weld-Ray.
[B]Pistol[/B]
[LIST]
[*] Base: 15
[*] Max Ramp Up: 150% (22 damage)
[*] Max Fall Off: 50% (8 damage)
[*] Point Blank: 20-22
[*] Medium Range: 10-15
[*] Long Range: 8-9
[*] [URL="http://wiki.teamfortress.com/wiki/Mini-Crit"]Mini-Crit[/URL]: 20
[*] [URL="http://wiki.teamfortress.com/wiki/Critical_hit"]Critical hit[/URL]: 45
[*]Attack Interval: 0.17 (6 shots/second)
[/LIST]
[B]Weld-Ray[/B]
[LIST]
[*] Base: 7.5
[*] Max Ramp Up: 150% (11 damage)
[*] Max Fall Off: 50% (4 damage)
[*] Point Blank: 10-11
[*] Medium Range: 5-8
[*] Long Range: 4-5
[*] [URL="http://wiki.teamfortress.com/wiki/Mini-Crit"]Mini-Crit[/URL]: 10
[*] [URL="http://wiki.teamfortress.com/wiki/Critical_hit"]Critical hit[/URL]: 22
[*]Attack Interval: 0.085 (12 "shots"/second, 0.5 Metal per shot)
[*]Overheat Time: 2.5 seconds
[*]Recharge Time: 2.5 seconds
[/LIST]
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Essentially, the Welder/Weld-Ray is both a device for smoother repairs and an accurate automatic weapon. If it seems a bit weak and unwieldy, suggest a buff. If it seems a bit too powerful and overpowered, suggest a nerf. But please, do post your opinion, and keep it constructive. Give a reason why it sucks or rocks.
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