• Unlockable Ideas Megathread - Post unlockable ideas only in here
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Did you not see what I said? I said no initial damage, meaning that it only deals DPS, and it doesn't instant kill from the back. Besides, there'd still be a chance that a target could get healed, which dispels the effect.
[QUOTE=Smirnoff Joe]Did you not see what I said? I said no initial damage, meaning that it only deals DPS, and it doesn't instant kill from the back. Besides, there'd still be a chance that a target could get healed, which dispels the effect.[/QUOTE] Sorry if I misunderstood, but wouldn't two seconds of that kill most classes? Wouldn't it do 100 dps?
[b]Engineer[/b] [b]Electric Wrench[/b] An electronically powered wrench that recharges metal at 25 metal every 3 seconds, but at a decreased repair rate on buildings. Has a secondary fire called "Electric Discharge" which boosts the buildings effectiveness by 50% at the cost of 100 metal, but continued usage would cause the Wrench to short circuit and be unable to repair buildings for 30 seconds. At the cost of swinging much slowly it does more damage when hitting an enemy, the "Electric Discharge" when used on a living oppenant will literally "Fry" the weaker classes and damage the stronger classes. It is not recommended to use the "Electric Discharge" in water. Pro's: + Recharges metal over time + Does more damage than regular wrench + Can boost a buildings defence by 50% (in this case, 50% extra health for buildings and a higher crit chance for sentries. Con's: - Repairs buildings slower, only 10% metal is used when repairing a building - Slower swing speed than the regular wrench - Continued usage of "Electric Discharge" will short circuit the wrench for 30 seconds - No criticals on enemies - Kills both you and enemies while used in Water [b]EMP Gun - Replaces Pistol[/b] Replaces the Pistol for a long range EMP Gun which scrambles building electronics. Does 100% crits versus buildings but only 10% versus players and less damage. Each shot from the EMP Gun damages all enemy buildings by 25%. The EMP Gun also disables a spies cloaking for 5 seconds each time a spy is hit by it. Pro's: + 100% crits versus buildings + Accurate + Does not need to reload Con's: - Does little damage versus Organics - 10% Crit Chance - Slow rate of fire [b]Mk. 1 Recon Drone "Hornet" - Replaces Shotgun[/b] Replaces the shotgun for a small hovering Recon drone codenamed "Hornet". It follows the Engineer around the area protecting him from various threats and emits a low audible buzzing sound when moving. It can be both automatically and manually controlled and can be upgraded with new weapons and armor. Default "Hornets" are armed with a Semi-Automatic low damage cannon and 50HP, Level 2 "Hornets" are equipped with twin semi-automatic cannons and 150HP. Level 3 "Hornets" replace the twin cannons for a single 3 barrelled minigun and gives an extra missile for support as well as 200HP. Upon an engineers death, while the "Hornet" is still active it will enter a berserk mode where it will kamikaze the last player that killed the Engineer. Pro's: + Gives the Engineer more firepower to protect himself with + Drone can be both computer controlled and manually controlled + Generally provides a nice partner during raids on enemy fortifications Con's: - Slow movement, drags behind the Engineer - Large size, easy to spot - Cannons and Missile do relatively low damage [b]Build Menu Mk. 2[/b] Offers new upgrades for the existing buildings. Sentry Gun Level 4 and 5 Offers two new sentry gun upgrades. Level 4 is equipped with a third minigun and flexi-bolts that increases the Sentry Guns turn speed and radar dish for increased range. Level 5 adds two new weapons to the Sentry gun, two side mounted Anti-Personnel Cannons that push a target back with each shot (includes a invulnerable heavy) and a short range flame-thrower as well as a Self Destruct mode. Pro's: + Adds an additional level of defence for the Sentry Gun + Increases the Sentry guns lethality versus enemies + Range, Power and Speed is increased Con's: - Time consuming to produce - Ammunition is drained very quickly - Self Destruct can hurt or kill both teams [b]Dispenser Mk. 2[/b] Apart from providing supplies, it regenerates supplies faster and gives more in the process but it is harder to repair and has less health. It also is equipped with a "Spy Detector" that can detect a spy within 25 feet of it's position, it will emit a loud audible beeping noise when I spy is nearby but not show it's exact location. Pro's: + Good spy defence + Distributes supplies more and regenerates faster than a regular dispenser + Can detect both cloaked and disguised spies Con's: - Is harder to repair, it only repairs 10% of the Dispensers health and 5% if your using an Electric Wrench - Has less health than standard dispenser making it easier to destroy via sapper - Cannot show a spies exact location
[b]Scout[/b] [b]Slugger[/b] A wooden baseball bat, which does much less damage than the normal bat but can be charged up for a homerun Which does a critical hit with a 10% damage bonus and sends the enemy flying back into the air till they hit a wall. Pro's: + Very useful against heavy medic combos (nock the heavy away from the medic, works even with ubercharge) + Does more damage than a normal critical hit when fully charged Con's: - Does very little damage without being charged - Need to anticipate enemies with it to be dangerous - The bat swings automatically after it hits fully charged, so you can't save it. [b]cleats[/b] Following the same pattern as the heavy, the scout replaces his pistol for a tool that cannot directly kill enemies but will allow him to survive longer. Pro's: + 10% speed bonus all the time, when equipped 25% speed bonus + You can jump noticeably higher Con's: - No pistol = no long range attack - If you run into something, you take damage [b]Nailgun[/b] Think of a souped up less accurate syringe gun and you have the nailgun. Pro's: + Full auto 50 round drum + Slows enemies for 1 second per round + Very high rate of fire Con's: - Low individual damage - About as accurate as the Sasha - Far worse round drop than the syringe gun
Spy cloak: The Fireproof cloak Basically, For the small period of time that is your cloak, It is impossible for you to be damaged by explosion/fire damage, Unless you was already on fire before you cloaked. The downside to this is a slightly longer appearence time and the cloaking sound sounding slightly louder than the original.
I've said this quite a lot but that's because I think it's a good idea. Soldier Unlockable - Replacement for the Shotgun M1 Carbine [img]http://upload.wikimedia.org/wikipedia/commons/7/7d/M1_Carbine.jpg[/img] 15 Bullets in 1 clip. Does 30 damage a shot, critical does 60, a little slower but more accurate than a pistol. 100% critical if they are in the air and would push them back a bit.
Maybe an SMG would be better, eh? I mean, SMG's are a good accompaniment to a Shotgun.
[QUOTE=Smirnoff Joe]Maybe an SMG would be better, eh? I mean, SMG's are a good accompaniment to a Shotgun.[/QUOTE] A Chicago Typewriter. The Godfather music would play every time you crit someone.
Just let me get my suit and toothpick.
[QUOTE=No_0ne]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] Those are pretty good. That Double Barreled Shotgun would allow you to make a new kind of rocket jump, now without rockets and with recoil. I don't know if it's good thing or not.
[QUOTE=Fanboydude]Those are pretty good. That Double Barreled Shotgun would allow you to make a new kind of rocket jump, now without rockets and with recoil. I don't know if it's good thing or not.[/QUOTE] I meant the person who gets [I]shot[/I] by it recieves very high knockback. Like being shot at by a sentry for example. Only tripled.
[QUOTE=No_0ne]I meant the person who gets [I]shot[/I] by it recieves very high knockback. Like being shot at by a sentry for example. Only tripled.[/QUOTE] Basic physics, all forces are met with an equal and OPOSING FORCE, soldier would fly back too.
[QUOTE=admiral_Cola]Basic physics, all forces are met with an equal and OPOSING FORCE, soldier would fly back too.[/QUOTE] It's a game, Newton's law doesn't mean shit.
[QUOTE=Jacklus]I've said this quite a lot but that's because I think it's a good idea. Soldier Unlockable - Replacement for the Shotgun M1 Carbine [img]http://upload.wikimedia.org/wikipedia/commons/7/7d/M1_Carbine.jpg[/img] 15 Bullets in 1 clip. Does 30 damage a shot, critical does 60, a little slower but more accurate than a pistol. 100% critical if they are in the air and would push them back a bit.[/QUOTE] Bastard stole my idea! :argh: [b]Edit:[/b] [QUOTE=theusaokay]A Chicago Typewriter. The Godfather music would play every time you crit someone.[/QUOTE] Yes. Yes. Yes. Yes. Yes. I can't say yes enough.
[QUOTE=No_0ne]It's a game, Newton's law doesn't mean shit.[/QUOTE] His Rocket Launcher IS effectively a recoilless rifle, though.
[QUOTE=No_0ne]It's a game, Newton's law doesn't mean shit.[/QUOTE] Regardeless, the recoil would make it more fun for the user.
A Engy wrench that upgrades 2x as fast but does less damage.
Scout replacements. Lil' Slugger: bat replacement, much like your ideas with a little twist of my own, this bat damage is relevant to your speed, this encourages scouts to keep moving, it does more damage from behind, and has a secondary fire, when moving at max speed for a certain amount of time you can deliver a hit that dazes opponents and causes 50 damage, however you cannot deliver another hit or change weapons for 3 seconds afterwards, if your opponent was below 50 health he'll still enter a dazed state before death (but will die out after.), even 1 damage will kill him, but whoever shoots him will only get an assist, the scout who actually delivered the blow will get the points for a kill, if the opponent is over 50 health and is shot to death by a team mate the scout will still get the kill and his team mate the assist, this allows the scout to be more of a team player. the drawback is that it does less damage than the usual bat even while moving at speed, the taunt for the bat is now a killer move and doing this on a dazed opponent will extend their time dazed (From the usual 5 seconds to about 15) and will end with their death no matter what (making opponents spend more time out of combat and leaving them humiliated.) That's all I actually have for the scout so on to my ideas for the spy. The DDG (Delayed Damage Gun.) :This gun doesn't break disguise, and uses prop ammo much like the medics syringe gun, the gun doesn't deliver damage until 5 or 10 seconds after the bullet hits, it carries 8 shots and damage dealt by one hit is about 30, it will break your disguise if the enemy looks in your direction but the game gives no hint that you've been hit except from an extremely quiet noise, when the game delivers the damage they will be given no hint of direction and they'll make the usual scream. if a medic is healing the victim before the damage is delivered any healing will be extremely slowed, the drawback is obvious, the gun has little use in actual combat and it is far weaker. FYI he's a spy: replacement for the sapper, a sticker than when attached to enemies, they will collide with team mates and receive team damage, other enemies will be given little hint other than the fact that for afew seconds dust will go off their team mate (looking like a freshly disguised spy.) the effect will last for 20 seconds with a very low crit chance that makes it last for 30 and have a longer dust period. That's all I got.
[QUOTE=Javascript]Am I the only one who HATES natascha's spin sound? It's so high pitched and whiny.[/QUOTE] I like it, it sounds "smoother". [b]Edit:[/b] Also: Engineer: Sentry Companion (stolen from hornet idea, sorry): A Pistol replacement, you can use it on any sentry. Doing so will create a small drone with a gun like the Level 1 Sentry, as well as a damaging buzzsaw. It will defend a small area around the sentry, like in the 2fort intel room, if someone was hiding in the corridor it would fly out and attack. If there is a dispenser near the Sentry, it will sit there and recharge, but will take metal.
Sounds interesting, but a mobile robot drone to replace Sentry would be much more practical, since Engie needs to have the option of better offensive engineering, and more mobility.
I think the Sentry should have a replacement. Like some little guy that has a saw on the front of him and patrols a small area, but when enemies come in range of it, it rushes to them and starts dealing damage.
More like a mobile robot that follows you round and shoots enemies. That'd make Engie more mobile and more offensive.
[b]Spy Unlockables[/b] [u]Primary:[/u] Assassin Revolver ~Pros: * 100% critical hit when shot at enemy's head. * Every critical hit is rewarded with a faster boost in cloak charging. ~Cons: * 50% weaker than normal Revolver. * 50% less ammo in reserve (normally 24). * No normal crits. [u]Secondary:[/u] Electrodisabler (repeated but good idea) ~Pros: * Takes 4 wrench hits to knock off. * On dispensers, it drains ammo. ~Cons: * No damage at all. [u]Melee:[/u] Espionage Blade ~Pros: * Attaches onto enemy's back, drains 100 health per second and in return healing you 10 health per second. (this may need tweaking) * Even if enemy turns around, the draining continues as normal. * If the backstab stops for any reason, the enemy will drip 10 health per second until they lose up to 50 health or get healed by a health pack or Medic. ~Cons: * If the enemy dies from the backstab, he will emit a larger scream than if being backstabbed by a butterfly knife (may alert enemies at a good distance). * If you kill 2 enemies in 20 seconds, you'll start to drip blood slowly for 5 seconds. - Though with 5 enemies in 20 seconds, you'll be dripping happy times. Now I await some constructive opinion on my ideas. :specialschool:
The blade seems so good, that the Spy is dripping happy times.
Spy can while having the disguise kit out right click and ignite himself with his cigarette and pretend he is set on fire by his ally pyro but takes actual damage by doing it and tries to get enemy medic to heal him. Time before using it again is 15 seconds.This is an unlock idea.
[b]Scout[/b] - Home Run Bat. Click and hold to charge it up (Max charge time 4-5 seconds, can be tweaked) On full charge it does anywhere from 120-140 damage, if it crits it does 250-300 damage. Taunting will make the scout toss a baseball in the air and hit it straight ahead of him (Taunt kills are so in). The downside is that it's pretty slow and does little damage if not charged up. [b]Edit:[/b] Fuck, beaten.
Scout- Instead of a metal bat he can have a wooden bat with nails driven into the head of the bat. It can do less damage with a higher critical hit rate, or it can be the opposite. It could do more damage with no critical hits.
Perhaps secondary could charge up the strike, for a stronger whack. But Valve makes all the melee weapons be able to be used in conjunction with the others, so maybe it could make the Scattergun semi-automatic (fires as fast as you click) for 5 seconds after doing a kill? It'd be great for Scouts to rapidly blast an enemy after bonking someone to death. It'd be all *bonk* *blamblamblam* It could be called the Speedslugger! It'd be even more awesome if you bound mouse wheel to fire, and empty roughly 200 damage worth of Scattergun into a guy at medium range, all in about 0.2 seconds.
[b]Soldier[/b] Rocket launcher - Has less damage but can charge up 3 rockets and launch them all at once and critical hits are heat seeking making pyros easy targets :D Shotgun - Handcannon would be cool Shovel - Again a charge up attack like the rocket launcher to cause serous dammage. [b]Spy[/b] Revolver - Blowgun has toxic bullets that invert movment (A = D, W = S, ect.) and disort the victim has 1 shot long reload time. Butterfly Knife - Good as is I think but I think stabbing while cloaked and in disguise is stupid. It makes it to unfair for the other team. Sapper - Virus Install Disk! Spy get 1 to 3 of these it is unremovable by wrenches the engie gets to decide to destroy his work or spend 15 secs to going threw files to remove it. A draw back is that the Spy must spend 3 secs installing it and the disk can be removed while its getting installed. [b]Engineer[/b] Shotgun - Dunno Pistol - Dunno Wrench - Compatible with the sentries just read the sentries for more info. Sentries! - First off you lose the wrench for the "Maniplitor" which picks up droped weapons and adds them to sentries. It starts as a smart level 1 sentry. Sentries can be customized with the droped weapons of its victims. Level one will level up if it gets 3 new weapons. Level 2 levels up when it has 5 weapons. Level three holds up to 8 weapons. Its up to the engineer to make the best possible sentry. [b]Demoman[/b] Grenade Launcher - Shoots hot metal piecies very short range Stick bomb launcher - can stick to players but do less damage and remove sticky jumps. Demoman's bottle - Can be thrown! As for the other two I don't really care.
[u]Spy[/u]: [b]Drain-o-matic 3000[/b]: Level 10 Revolver Pro's: +Grants 50% to cloak or Ghost-o-tron on every kill Con's: -15% Slower firing rate -Less chance of critical hits [b]Wire Cutters[/b]: Level 6 Wire Cutters Pro's: +Turns the sentry against everything, makes teleporters recharge twice as slow, and trashes metal from dispensers, all for ten seconds +Takes only three seconds to use, another three seconds for the building to go start malfunctioning +Cannot be removed by wrench hits Con's: -You have to stand still beside the building for the three seconds to use it -The building will send out green sparks during the process, the green sparks getting more noticable during the process -The building will remain operational throughout the whole process, and it won't take any damage [b]Garrote[/b]: Level 5 Garrote Pro's: +Can kill an enemy while disguised +Kills are near silent, enemies cannot attack or call for help Con's: -No instant kills, kills take a few seconds, all while you and the victim are standing still -Unusable in normal combat [b]Ghost-o-tron 2000[/b]: Level 8 Ghost-o-tron Pro's: +Spy is rendered invulnerable and can pass through enemies and their buildings for twelve seconds Con's: -When it is on, you cannot sap, reload, or backstab like the regular cloak -Does not render you invisible Can't think of anything for the disguise kit.
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