• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
I'm not suggesting buffing that thing, in fact stats are not a concern in the first place. First you gotta come with something absolutely clever and cool, something that YOU find fucking AWESOME, then you think of the stats. The truth is, a welding-type weapon would be pretty awesome, but tricky. It would lack minisentries, so think of an engi keeping his lvl3 sentry up with that thing, so it's a defensive tool? i'd see it pretty useful with the shotgun, replacing the pistol at least but then we'd run into other issues
I guess it is kind of a defensive tool, since even though the Wrenches heal more per whack, there's only really a whack per second. Smoother healing decreases the chance of things getting devastated between whacks. As for the Weld-Ray function, it was my attempt to give Engie an automatic weapon that isn't as boring or overpowered as those fancy assault rifles you see in the fins of those CoDfishes that twitch and quiver in their puddles. Initially, I was planning to add an alternate Sentry, one that was capable of moving around as it fought, but it didn't really fit with a defensive tool like the Welder, so I decided against it.
I like the idea, but it doesn't seem that... impactful, apart from maybe taking out fleeing spies at longer ranges (and conversely failing at such at closer ranges). I'd use it, though, and it wouldn't break the game, so in that regard well done! Also, way-belatedly on the Cobblestone Carrier idea: I was thinking the default carrier would have 50% explosive resistance, and when the inevitable "reskin" unlocks came out for the pack (equivalents to Crit-a-Cola, et al), there might be a couple of other materials of barricade - low-cooldown-but-combustible wood, maybe, or tough metal blocks which (surprise) cost metal. Also, a probably-OP sniper rifle idea: [b]The Plan[/b] +This weapon is a silent killer +Dimmer laser sight until charged +Somewhat better viewing field when zoomed +Consecutive headshots leave meter half-full, but apply full damage bonus -66% maximum charge -Somewhat reduced zoom -Consecutive headshots show bright bullet trails, persisting for five seconds after breaking the chain Best for sneaky snipers, or those working in closer quarters than your usual battlements resident. You won't be able to one-shot all classes anymore, but the ability to chain headshots on a heavy helps - and if you're behind an enemy pack at the right time, the silent killing means you can chain headshots there too if you're good enough. [editline]10th March 2011[/editline] Also, another idea, this one a Spy knife: [b]The SWITCHblade[/b] +On kill: Feign own death, instantly disguise as victim -33% Cloak Capacity Intended to give spies a possible way out when they're discovered and a suitably chaotic fight ensues. With some quick thinking, you can give your attackers the impression one of them killed you, even if you're using a Cloak and Dagger. Overuse it, though, and the sight of your fake corpses will warn the other team where you are. Additionally, be warned that it has only the Dead Ringer's corpse-dropping properties and the Eternal Reward's instant / silent disguise - you won't be extinguished nor gain any damage reduction on a stab, and your faked death screams will quickly alert groups, preventing the sorts of chains for which the YER is infamous.
Engineer Weapon The Hymena + 1000 Health - Gets rid of the ability to fight or build, and makes your character a hideous beast. Just kidding.... Sniper Unlockable "Aussie's Handbag" (Replaces SMG/Razorback) Appearence: A crocodile skin handbag with an obvious gun sticking out the front Rate of Fire: Semi Automatic Magazine Size: 15 Total Ammo: 45 Pros: + 30% Damage + 10% Defense + Can deal Minicrits to the Head + Secondary Fire can blast the entire magazine in one click Cons: - 10% Speed - 10% Melee Damage - Somewhat inaccurate - Wranglers automatically target the holder
[img]http://filesmelt.com/dl/Silent_Cloaker.png[/img] I contributed that to a contest in the Free Items and Hats Thread to win a hat, but the guy never actually gave out the results. Changed the attributes a bit.
Laser Watch for the Spy, It could have a weak igniting effect and its power could either come from cloak or it could drain all your ammo.
[QUOTE=benzinxrm;28538736]Laser Watch for the Spy, It could have a weak igniting effect and its power could either come from cloak or it could drain all your ammo.[/QUOTE] Actually, instead of taking your watch space why not make it a sapper replacement? And make it poison, not fire. It seems more spy-like and would disorient the target more
Out of boredom and if I could. Pics are for reference, because if I could, I base their designs on them [b]British Sniper[/b] [img]http://upload.wikimedia.org/wikipedia/en/thumb/2/20/De_Lisle_Carbine_Folding_Stock.jpg/300px-De_Lisle_Carbine_Folding_Stock.jpg[/img] [b]De Lisle Carbine[/b] Lvl something carbine + Extremely quiet, does not make a laser - 66% body shot damage [img]http://upload.wikimedia.org/wikipedia/commons/thumb/3/3d/Lanchester5.jpg/300px-Lanchester5.jpg[/img] [b]The Amsterdam Average[/b] Lvl something SMG + 33% damage Loud, only a heavy firing his minigun can't hear it. Leaves smoke trail after firing for five seconds
A guy a on Polycount had modeled a lunchbox-sentry. I however visualized what kind of unlock this could be if it was a Dispenser/Teleport replacement instead of a sentry replacement. [b]The Work Break[/b] Level 5 Lunchbox [list][*] Replaces your Pistol with a refreshment best served ice cold [*] Upon consumption: grants 30 seconds of full crits as long as you remain within close range of your buildings [*]+ Replaces your Dispenser with a low cost fast upgrading Lunch-box dispenser [*]+ Replaces your teleporters with low cost fast upgrading Lunch-box teleporters [*]- Dispenser and Teleporters can not be upgraded[/list] Imagine this, a Blu Streak and Red Shed beverage replacing Engineers pistol. When you drink it, you receive (30 seconds?) of (full critical hits?) dealt from your shotgun or melee as long as you remain within close (or perhaps medium) range of your buildables. If you walk out of that range or if your buildings are destroyed, you won't deal any critical hits and your drink will still have been consumed. Once consumed it will recharge about as long as jarate. The lunchbox-buildables will replace the default Dispenser and Teleporter, but won't effect the sentry. Because of this, the lunch-box buildables will be compatible with the Gunsliner and the Mini-sentry AND the normal Sentry. Like the mini-sentry, these buildables cost less to build and are deployed faster, but they can not be upgraded. This would be a great asset to Battle-Engineers who both will be able to quickly deal large amounts of damage as long as they stay close to their buildings, and also grants them buildables that are more suitable for offensive use. Defensive Engineers may still find the beverage to be a great help against Spies or a group of enemies closing in on your buildings, but their dispenser will be less useful for turtling. In terms of how this makes sense... I first think of the Beer being very fitting company with the lunchbox. For the logic behind its effect, I imagine an angry redneck taking a swig from his favorite brand of beer to destroy all senses of guilt from his actions as he goes off to defend his property from unwanted trespassers. A drunken rage coupled with a rednecks love for what is rightfully his. This would firstly be a reference to Meet the Engineer. Secondly it would bring a bit of of irony in that Engineer's "lunchbox" unlock like Heavy's Sandwich, and Scouts Bonk, is literally a lunchbox. [editline]17th March 2011[/editline] "The Work Break" isn't a final name though, I'd be open to suggestions. Perhaps "The Worker's Break", or "Rednecks Rage", or "The Refreshment", or "Refreshing Rage" :v:
[QUOTE=Simski;28650857]-text-[/QUOTE] I kind of like the idea. Engineer still has a ton of possibilities that could be used seeing that he requires such a massive amount of timing AND strategy, more-so than most classes. I would kind of approve of this, except make the lunchbox increase the Engi's speed, kind of like the Steak. In turn, you lose dat percious Pistol. What good could speed increase mean, you ask? Well, you only have a melee and a shotgun, both deal good damage close-range, and the speed increase allows you to advance faster and move more agilely inside your sentry's range. If you leave your sentry's scan range, they blow up and your buff goes away. Basically gives you easier job chasing down spies and running around, distracting soldiers while your minisentry actually guns them down. Now, i know a lot of people have been complaining about the Demoman becoming the Meleeman. I don't mind as i like Demoknight more than Demoman, so instead of a melee i suggest...something around that. I introduce... [B]Cyclop's Corkscrew[/B] Level XX Buckler Charge causes explosive damage with each head you collect. Prevents knockback +10% resistance to all damage Prevents healing Now, allow me to explain. First of all, the explosive damage. If you have the Eyelander or the UHHHH, each head you collect gives you speed, health but also charges this shield with unholy power. Each head grants 20 damage to the buckler's special ability, capping at 5 heads. This makes your maximum damage output 435. 150 damage is the regular shield smash, 195 is an Eyelander crit and 100 is the explosive charge given by the cursed buckler. This allows you to nearly kill any class at any situation, a fully overhealed Heavy surviving your massive attack with a meager 15 health. You gain 10% resistance to all damage, which is considerably less than the Chargin' Targe. However, this also includes bullets and melee, giving you a bit better protection against Heavies, Scouts, Snipers and Engineers. You can also survive some jumps as even gravity itself is defied by the shield's demonic possession. Like the Equalizer, this buckler also is cursed with a spirit. It is a spirit of pride and refuses healing or any kind of assistance from Medics. You can only be healed by lunchboxes or medkits. This makes you a very bad Medic partner as unlike the Equalizer, you always have the shield out. It's a passive unlock like the Razorback, not an active weapon. Medics cannot do anything to you and that is it. Your medic calls are also suppressed. The last note-worthy thing is that your charge is nigh unstoppable. This nullifies the knockback of explosives, FaN, Natascha, the Pyro's airblast but not general damage knockback. Meaning you cannot charge straight at a sentry, it's bullets will push you back as will 7 Heavies shooting you point-blank with miniguns. This makes you a lot more threatening to Pyros especially as they cannot Puff&Sting you anymore. And the fact you don't have a spam weapon like the sticky launcher already balances this out. Demoknight's UP anyway.
LODSA IDEAS The Leviathian (Heavy Minigun) [+]On kill: +2 bullets fired per shot [+]On assist: +1 bullet fired per shot [-]Upon spin-up: Lose speed over time [-]Upon losing all speed form above stat: Take minicrit damage. [-]Upon spinning-down: lose all extra bullets. The Sumo Smashers (Heavy Fists) [+]On hit: Enemy is knocked back. Upon hitting a wall, they take damage. Opponents hit also take damage. [-]35% less damage dealt [-]20% slower swing speed Old Yella (Scout Scattergun) [+]15% more damage on an enemy suffering from a status effect. [+]35% more accurate + less fall-off. [-]2 less bullets fired per shot. [-]20% less damage dealt on enemies not suffering from a status effect or in the red (hp-wise) The Jumper's Thumper (Demoman Grenade Launcher) [+]Explodes on impact [+]No self-taken blast damage [-]75% smaller clipsize. The Counter-Strike (Demoman Shield) [i]Right-clicking raises your shield in defence briefly. Being hit during this time lets you counter the attack dealing 150% of the damage they would've dealt while not taking any damage from the attack. [-]On failed counter, you take melee minicrits for 3 seconds and cannot counter again for 9 seconds. Pyro's Light-Weight Reading Material (Pyro Unique Secondary) [i]After dealing 166 fire/melee damage you can activate this. [i]Upon activation, the pyro lights himself on fire, moving 7% faster (up to a cap of 110%), and lighting all enemies upon touch. You also damage enemies upon touching them. [-]While this is active, you take slight afterburn damage yourself; all the problems of being on fire apply to you. Return To Sender (multi class melee) [+]On hit: dump all status problems and negative effects on the enemy [+]Enemies hit by you do not affect you with status problems (but you can still dump them on others) [-]On miss: -100% longer swing speed
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