• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
[b]Engineer Unlock:[/b] [i]Electro-Reactive Wrench[/i]: Does 50% less damage against normal targets. Always crits against cloaked and disguised spys. 5 second recharge after a hit before it can be used with any effect on anything, including buildings. [b]Sniper Unlocks:[/b] [i]Dart Gun (Replaces SMG):[/i] Does no damage, but reduces the enemies' movement speed by 50% [i]Shiv:[/i] Slows enemy down by 25%, but damage is dealt over 10 seconds. However, spies cannot cloak whilst shivved. [b]Spy Unlock:[/b] [i]Electro-Converting Sapper:[/i] Converts the target to your team for 10-30 seconds, but does no damage. However, whilst converted it can be damaged by both teams.
Spy Unlocks: Revolver replacement (Blackjack) + Slows target for 2 seconds on hit - Less damage Knife replacement (Dead dropper) + Replenishes 50% of cloak on hit - Only counts if backstab animation is used. - 50% slower stabbing rate Sniper Unlocks: Sniper Rifle replacement (Dingo) + No dot - 25% longer charge SMG replacement (Hunting Rifle) + SMG is replaced with a Hunting Rifle + Does more damage at medium range than shotgun - Less effective than SMG at finding spies - Only 4 rounds Kuri replacement (Didgeridoo) + Auto-recharges Sniper Rifle on kill - 20% slower attack rate
Spy - Primary - Throwing knives, can have up to 12 knives, you can fill your ammo back up by collecting knives you have tossed, and that have landed back onto the floor, or if you kill someone by tossing knives into him, you can walk over his corpse, and all the knives in his body will be yours again. It would work like this : Primary attack is a normal slash. while the secondary attack lets you toss your knife at an enemy, the effect of the knife toss would be .. The higher you get a hit, the more the damage.. Head Hit - 60-100 damage.. and crit Torso Hit - 40-60 damage.. no crit Ass Hit - 30-40 Legs hit - 10-30 But here's the deal, the lower you toss the knife, the slower it makes your target for a couple of seconds.. So if you were trying to chase a demo man as a spy, you could toss a knife at his legs, and easily catch up to him in seconds, to switch to your butterfly knife, and perform les stab.. Or you could try to go for the kill and aim for the head, the knife has a heavy, very heavy effect with gravity, and can't be tossed too far. Max distance would be from base point to center of the bridge in 2fort... Secondary - Building Defuser.. It's like a sapper, but works differently, instead of tapping primary and running away letting the sapper do the rest, while the engineer is warned and comes to his sentries rescue.. this sapper would require you to stand next to the sentry, and act as a ct defusing a t bomb... by holding down primary, you start secretly sapping the sentry without the engineer being warned about it.. he would have to be looking at a team mate just standing there looking face down at his sentry, and realize what would be going on.. but this would be hard if it was a dispenser , you could act as if your getting health, but actually sapping his dispenser/sentry. The defusing process would take around 6-10 seconds on a sentry depending on what level its built at. Melee - fists/close quarter combat.. Instead of a knife you would be using your fists, this might not seem as useful as a knife, but attacking from the back is a lot faster than a backs stab as it's a quick grab/snap at someones neck.. instead of a knife charge up to raise the knife up and stab down, it would be grab snap, almost like an insta kill with no time delay.. however the punches would be weaker than a knife attack.. as the butter fly knife is almost completely useless from the front.. the fists are even more useless.. Some Sniper Idea - Secondary SMG replacement It's a bow n arrow, but the arrows have a bit of poison on them, if a sniper is having difficulty trying to get a target, he can try get a guy with this , the longer you hold, the farther the arrow will fly, and once a person is hit with this poison arrow, he loses 1 health every 5 seconds for 30 seconds.. the arrow will emit a green smoke trail.. that goes very high into the sky, so you can keep track of the guy your trying to snipe, if for example he runs and hides behind a wall, and finally the poison arrow , also effects the persons aim, making his aim a bit awkward, for example.. moving his mouse straight to the left, will make the victims aim travel diagonal up to the left.. making it hard to aim.. causing him to retreat, or hide, or get a medipack..
Close quarter combat, eh? He could use his martial arts he learnt during his times in the Orient. That is, the stuff he learnt between sleeping with incalculable Chinese girls.
A better reply for the spies Melee, as Close Quarter Combat, would be.. Fists, But, no insta kills from behind, the damage to someones front or back or sides, would be the same damage as a butterfly knife hit to the front.. but the awesome thing is.. if you attack as soon as an opponent uses a melee weapon on you, you counter it with an insta kill. Like if a Pyro comes running at a spy with an axe, the spy quickly switches to fists, and as the Pyro swings his axe down the spy hits the counter, and they both go into third person(like taunting) and it they both watch as the spy and pyro are animated in the form of a taunt while the spy some how could reverse the axe onto the pyro.. etc.. so if a scout were to take out his baseball bat, and run at a spry with it, the spy would have to time his secondary attack with the batswing, and if done correctly, they both go into animation phase showing the spy countering the scout some how by dodging the batswing, and punching at his throat, each counter could take like 4 seconds, and in that time of showing the animations. your just as vulnerable as you are in a taunt.. you and your opponent you are countering..
Sounds a wee bit overpowered. It'd make anyone encountering a Fist Spy switch to primary and blow 'em away, since in a melee fight, Fist Spy would almost ALWAYS win. I think a better idea would be the Lethal Injection I mentioned earlier. But instead of the 6 second cloak allowing you to run away unseen, perhaps each hit charges up a Neurotoxin counter. Every 2 hits, you get 1 Neurotoxin point, enough to turn one of your shots from the Revolver/Dartgun into a paralysing shot, which renders an enemy immobile for 3.5 seconds. You can have up to 3 points of Neurotoxin at any time. Good for working with team members, who can finish off your quarry. The Neurotoxin units gained from the Lethal Injection would work a treat with the Dartgun, which I mentioned in another thread, which deals 180 damage over 8 seconds, keeping someone still and dying.
[QUOTE=Smirnoff Joe]Sounds a wee bit overpowered. It'd make anyone encountering a Fist Spy switch to primary and blow 'em away, since in a melee fight, Fist Spy would almost ALWAYS win[/Quote] Well once the game starts to come into play, we will know not to mess with spys with a melee if they take out their fists.. or you could add a con to it, making it impossible to perform a counter while disguised, but still punch, then lose your disguise, then counter if the enemy still has a melee weapon.. Punching damages should be less than the knife as well.... And remember, the victim of the spys counter can still be saved by his team mate, because there is a 4 second animation that will be playing, and on the 4th second is when the victim dies, so in the mean time, the spy can still be killed, or the victim can still be killed by a spys team mate, earning the spy an assist kill.
[QUOTE=TrueWolF]Well once the game starts to come into play, we will know not to mess with spys with a melee if they take out their fists.. or you could add a con to it, making it impossible to perform a counter while disguised, but still punch, then lose your disguise, then counter if the enemy still has a melee weapon.. Punching damages should be less than the knife as well.... And remember, the victim of the spys counter can still be saved by his team mate, because there is a 4 second animation that will be playing, and on the 4th second is when the victim dies, so in the mean time, the spy can still be killed, or the victim can still be killed by a spys team mate, earning the spy an assist kill.[/QUOTE] Yeah, but it would still be hard as hell to kill someone as spy now because no one would use their melee on them.
[QUOTE=Achilles123]Yeah, but it would still be hard as hell to kill someone as spy now because no one would use their melee on them.[/QUOTE] Why would you have to use your melee on them?
Engineer unlockable- .44 Magnum for pistol Less accurate than the pistol, but still more accurate than the shotgun, has a very slow rate of fire, a little slower than the fire rate for the rocket launcher. But is extemely powerful and can kill a person with 125 health in 2-3 hits.
[QUOTE=Smirnoff Joe]Sounds a wee bit overpowered. It'd make anyone encountering a Fist Spy switch to primary and blow 'em away, since in a melee fight, Fist Spy would almost ALWAYS win.[/QUOTE] [img]http://img260.imageshack.us/img260/2706/babiesth1.png[/img] [b]BABIES![/b] [b]EDIT :[/b] I'm so bored. :(
[QUOTE=Daimao][img]http://img260.imageshack.us/img260/2706/babiesth1.png[/img] [b]BABIES![/b] [b]EDIT :[/b] I'm so bored. :([/QUOTE] But alas! the spy would now be able to counter such a maneuver!
[QUOTE=merc of mars][u]Spy[/u]:words: [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 [/QUOTE] A Garrote is a very good idea but it would be very hard to use.
[B][u]Engineer-[/u][/B] [b]Metal Gear[/b] If you have all of your buildings in play you can press the taunt button with your wrench equipped causing them to combine creating the ultimate robot. Yeah bitch. You want it.
soldier: super cool gun 3000, replaces rocket lawn chair: pros: it does 300 damage and the rockets are 100% faster, it also has a much bigger explosion radius cons: no crits gangsta shotgun, replaces shotgun: pros: automatic, has unlimited ammo, does 300 damage per shot cons: no crits home depot shovel, replaces entrenching tool: pros: when you kill an enemy, makes you invulnerable until you die cons: no crits
[QUOTE=MedicmanV2]soldier: pros: when you kill an enemy, makes you invulnerable until you die cons: no crits[/QUOTE] That one got me :laugh:
Y'know, we've forgotten about the Sniper. He's having an average time, with being spotted all the time, and his mediocre SMG to provide a bland form of defending yourself. The Kukhri is still awesome, though. I think Sniper needs to be next. First off, he should be able to get into position without being seen, so that's where I propose M'tildah as his Rifle unlockable. Are you tired of trying to snipe a guy in 2fort, but you keep on getting a 30.06 round planted in your cranium? Well, M'tildah is effectively a Stealth Rifle, which makes you cloaked when you stand still (you flash team-coloured when you fire, forcing you to relocate), but headshots are removed. However, the charge-up time for the shots is removed, and all shots deal 130-170, as opposed to the normal bodyshot of the normal Rifle, which is 101-201. A relatively-honest damage for a Stealth Rifle. The laser dot remains on M'tildah, to remind people a Sniper is there. Secondly, his SMG isn't too good for saving his ass with it's wide spray. So instead, he could trade it in for a classic old Shotgun, which can be iron-sighted to reduce the spread of shots, at the expense of reducing speed by 50% while iron-sighted. This iron-sight feature could also be implemented into the SMG, for balance, plus the SMG could have it's damage per shot increased by 75%, and the clip increased to 30. But overall, the improved SMG would be best for self-defence, and the Shotgun would be good for attack and objective-defence. Finally, the Kukhri replacement. Personally, I think the Kukhri is fine as it is, but I wouldn't say no to a new toy to use in conjunction with the primary/secondary weapons. So along comes the Sheilachete. With a light team-coloured rust on the rectangular blade, and a spike on the back of it, the Sheilachete is less of a combat blade, and more of an assassin's blade, with reduced damage, slower swing, but instant kills when targeting the head, which results in a decapitation, and silences your footsteps, making the Sniper a better assassin. But apart from the instakill from hitting a small part of the body, the Sheilachete will never crit, unless you are Kritzcrieged, or during humiliation. Now it may sound like a harder-to-use Knife, 'cause that's what it is, but let me explain what happens to the old Kukhri. When the Kukhri kills someone, the weapon you next select will have silenced shots. If you select the Sniper Rifle/M'tildah, your next 3 shots are silent. Selecting the SMG will ensure the whole clip to fire silently, and selecting the Shotgun will give you 3 silenced shots. And this can make way for an achievement, No Country for Old Wankers, where you have to kill someone with a silenced shotgun blast. Upon doing this epic kill, the Sniper will say "Heads or Tails, wanker?", as a reward for executing this manoeuvre. There's my Sniper ideas, including ideas to edit the originals, like they did with the Airblast on the original Flamethrower. Was posted earlier in a different thread.
Ballsbonker: the scout's bat is replaced with a longer, wooden bat. damage is improved but swing speed is lower, something like the kgb's speed. Primary fire is quick but weak swings. Secondary fire is a upright swing that bonk balls, you crit and deal 140 dmg.dazing the target, for 7 seconds. this move can only be performed each 20 seconds. Also, if heavies are hit they get humiliated. bonk.
[b]Land Mines[/b] (Soldier) Pros: - Can be planted in most spaces a Sentry can, metallic floors excluded. - Takes 1 second to plant itself into the ground. - Will only affect the enemy team or self, much like the Sticky Bombs. - Has high damage, will kill most classes who step on it. Cons: - Has to be triggered by stepping on it directly. - Easily destroyed by gunfire of all types. - Blast radius is half as large as the Sticky Bombs'. Example of use: It's a Payload map and the offense team is making progress, noting that they're using one side of the Cart to avoid enemy gunfire. Soldier plants a mine on that side, and when the opposing team reaches it, the mine detonates and kills half the offensive team. [b]Proximity Mines[/b] (Demoman) Pros: - Can be placed anywhere, like Stickies can. - Automatically trigger when enemy is in range. - Can be used to do immediate damage to Sentries. - Uncloaked Enemy spies will trigger the Mines. Cons: - Not very powerful (can't take down the higher HP classes). - Enemy gunshots can destroy the Mines. - Only 2 can be placed at one time. Example of use: It's a CTF map and it just so happens that Spies have been sweeping in and taking the intelligence. Outside of the possible Sentries, a Demoman places stickies in a hidden spot near his team's Intel. When the enemy spy comes back for the intel, you know that his cloak and his disguise will fall off. In that process, the Mines will detonate, killing the Spy.
Just got this spy unlockable idea a few days ago. [b]Advanced Disguise Kit[/b] + Teammates will see you as an enemy player as well, making you more believable + When burning, you will glow the same colour as the enemy team + You will be able to choose which weapon you are holding (revolver=primary weapon, sapper=secondary weapon, knife=melee weapon) + You will be able to taunt (though taunt kills won't work) - Friendly fire is enabled, which means teammates will hurt you - You will not be able to go through teammates and friendly buildings - You will not be able to take off your disguise until you hurt an enemy (so you are pretty much fucked if you are trying to tell a teammate to stop shooting at you) There. I don't know if it is balanced enough, but it would be pretty interesting because you would be totally on your own, with nobody to assist you, even your own teammates, but on the other hand, you would be much more believable. This may go well with a cloak upgrade that wouldn't make you invisible, but would make you able to go through enemies.
[QUOTE=Alba Meira][b]Proximity Mines[/b] (Demoman) Pros: - Can be placed anywhere, like Stickies can. - Automatically trigger when enemy is in range. - Can be used to do immediate damage to Sentries. - Uncloaked Enemy spies will trigger the Mines. Cons: - Not very powerful (can't take down the higher HP classes). - Enemy gunshots can destroy the Mines. - Only 2 can be placed at one time. Example of use: It's a CTF map and it just so happens that Spies have been sweeping in and taking the intelligence. Outside of the possible Sentries, a Demoman places stickies in a hidden spot near his team's Intel. When the enemy spy comes back for the intel, you know that his cloak and his disguise will fall off. In that process, the Mines will detonate, killing the Spy.[/QUOTE] That is an EXCELLENT idea. Apart from instant detonation in the proximity of machines. I think they should be motion sensitive, meaning that if an enemy moves in their prescence, THEN they explode, meaning that you can trap an enemy Spy using the Proxies. Also, maybe you could make the placing limit 4 at the least, and make them still as strong as old Stickies. Plus, shooting the mines shouldn't destroy them, they should just have the same effect on them as the old Stickies. Also, an idea for Sentry unlockables. When in the Engineer unlockables menu, there could be a button next to Sentry, which switches to a new menu, the Tweaking Menu, where you can interchange weaponry on your Sentry. You can interchange primary (your Level 1 and 2 weapons) secondary (which appear at Level 3), and melee weapons (new feature for close-range, last ditch) for it, similar to interchanging your own unlockables. Primary weapons: Machinegun (classic Level 1 armament), turns into the classic ol' dual Miniguns at Level 2. Lasergun (longer range, weaker damage, faster shoot-speed), turns into dual Rayguns at Level 2 (a Pistol replacement I thought up in a previous post). Shotgun (shorter range, higher damage, slower shoot-speed), turns into dual Autoshotties (4 shots per second) at Level 2 (reminiscent of the AA-12 automatic Shotgun in real life). Flaregun (normal range, weakest initial damage, deals high damage over time), turns into dual Flame Cannons at Level 2 (deals weaker than normal Flamethrower initially, but Afterburn is almost as high as a critical flame). Secondary weapons (the Tier 3 superweapons): Quad Rockets (Aw shucks, an ol' classic!). Railgun (longer range, instant hit, faster chargin', less damage than Quaddies, but gives high knockback). Pepper Cannon (sprays loads of mini-explosives at a shorter range, with higher damage, but slower reload). Napalm Missile (same speed as the ol' Quaddies, but deals very little initial damage, but will burn a Heavy into ashes within 5 seconds of hitting). Melee weapons (Good for fending off them pesky Spies, after they uncloak while trying to backstab the Engie, but then the Sapper is removed. Appears at Level 1). Chainy (Pretty basic, tears up them Spies nice and chunky in about half a second). Tesla Coil (Longer range of melee damaging, weaker than Chainy, but makes a real pretty light show with the enemy's bones). Jackhammer (point blank, deals bigger damage, slows 'em down). Barbecue (Very weak at first, but sure does cook up them Spies nice and toasty. Ah think i'll use Uncle Samson's Quality Marinara Sauce for this crispy Frenchman). Anyone like them? Or do the melee addons seem to not be necessary?
The Demoman Proximity Mines give me an idea: if hit by an enemy compression blast from the Pyro, they get knocked away and switch to the team of whoever dislodged it. Vice versa applies, allowing Pyros to fight for control of the mines as a means of stopping the enemy advancing.
I do declare! That is an INGENIOUS idea! Give that man a medal!
[b]Scout[/b] Scattergun becomes rapid fire, but has less of a cone and doesn't deal crits. Pistol upgrade has a higher chance of scoring a critical if the enemy has more health. The Bat will cause enemies to slow by 50%, but will have a 25% less chance of critical hits. [b]Soldier[/b] The rocket launcher will deal more splash damage than the original, but has a 25% less chance of crits. The shotgun will score a critical hit on any building, but deals 25% less damage to players. The shovel causes enemies to deal 25% less damage for 5 seconds, but deals 25% less damage itself. [b]Demoman[/b] The grenade launcher's grenades now home in on the nearest building or player while on the ground or in the air. Sticky bombs can no longer be moved by enemy attacks, but take 3 seconds to detonate. The bottle causes enemy views to be disoriented for 15 seconds after being hit, and lowers their accuracy by 25%. Any sniper hit with it will be zoomed out. [b]Engineer[/b] Shotgun knocks enemies back 50% farther, keeping enemies away from their buildings, but deals 25% less damage. Pistol will slow enemy fire by 25%, but have no chance of crits. Wrench will add 25 metal to the engineers supply, and remove 25% of a clip from the enemy's ammo. It deals 25% less damage, and doesn't add extra metal if the enemy has no ammo left. [b]Sniper[/b] The sniper rifle will charge 50% faster, but will have a beam from the rifle to the dot, making the sniper more visible. The Sub-Machine Gun will deal 25% less damage and give a free 10% charge the next time the rifle is zoomed. The machete will be able to charge like the sniper rifle. The longer primary fire is held down, the more damage it will deal. [b]Spy[/b] The revolver will disorient players for five seconds, allowing the spy to sneak past them, but deal 25% less damage on front shots. The sapper will deal 50% less damage over time, but will also sap sentry ammo, dispenser metal, and teleporter charge (even when placed on exits.) The knife will cause enemies to leave a trail for 30 seconds that only the spy can see, but will take 50% longer to deal a backstab.
[QUOTE=Nerdboy]The shotgun will score a critical hit on any building, but deals 25% less damage to players.[/QUOTE] Crits don't affect buildings. [QUOTE=Nerdboy]The sniper rifle will charge 50% faster, but will have a beam from the rifle to the dot, making the sniper more visible.[/QUOTE] Rifle charges in 4 seconds, what's the big deal with that?
[QUOTE=usaokay]Soldier: The Super Awesome Manhattan Bomb: This is the greatest and coolest weapon ever. It basically haves infinite ammo and there is no stopping it. It can kill you, your teammates, your enemies, and the server. Pros: It haves the words super and awesome in it. It's a fucking nuke for christ's sake. Totally unbalanced. Cons: Absolutely nothing.[/QUOTE] A+ will read again
[QUOTE=Enth]Rifle charges in 4 seconds, what's the big deal with that?[/QUOTE] 4 seconds is plenty of time to get seen, and receive a crit rocket enema.
Yes, because Snipers are in the front of the battle where they are in immanent danger.
[b]Spy[/b] [b]Knife -> Syringe[/b] A straight swap for the knife. - Pros - Instant kill from behind A failed backstab which still connects will have a poison effect on enemys which will continue to ebb away at an enemys life at 3 per second untill healed by some form, vision will become blury the longer the poison is in effect. 1 stab = 20 inital dmg 3 hp a second 2 stab = 20 + 20 inital dmg6 hp a second 3 stab = 20 + 20 + 20 inital dmg 9 hp a second - Cons - Syringe is ammo based at 100%, a backstab is 50% ammo, a stab is 25%. Ammo can be replenished by any conventional means. So that's 2 instant kills or 4 stabs [b]Revolver -> Colt 45[/b] The spy when rumbled is the most vanurable class on the field, he needs an escape weapon. The colt works much like Sascha, enemys in chase will breifly slow down if hit, however It deals slightly less damage and won't crit. -Pros- 25% speed reduction on enemys who are shot (pyro's can fuck off) The only weapon which will allow you to drop instantly out of cloak the moment you use it. -Cons- 30 - 40 Damge per shot Never crits Or [b]Revolver - > Silenced PPK[/b] Deadly accurate and a Sneaky alternative Enemys who are killed by this do not show up on the kill tracker, for all to see. It will always crit from behind, but deals less damage and has less ammo. Deals 30 damage normaly 70 when crit. Very accurate and a high rate of fire [b]General Updates[/b] Enemys who are killed by the knife, syringe (backstabs only) and ppk will not show on the kill tracker. While not mobile the cloak drains 50% slower. While in cloak or disguise , walking into someone and visa versa has a bigger in your face alert to warn you. To coincide with this a pyro nerf. Enemys will not instantly be set on fire by a single puff of fire, enemys have to be exposed to flames for a prolonged period of time to catch on fire, it will stil damage you like normal however.
The Pyro nerf doesn't seem too good, but the stationary cloak drain reduction, and the kills not showing up on the kill tracker, those are great.
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