• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
[QUOTE=_Kilburn]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] How about changing team and starting to grief?
[QUOTE=Enth]Crits don't affect buildings.[/QUOTE] These ones do.
[QUOTE=kukiric]How about changing team and starting to grief?[/QUOTE] Huh? I didn't know griefers could backstab teammates and sap buildings.
[QUOTE=ali3n92]Engineer - A radar that shows the enemies from a small range, ofcourse it can't detect spyes :q:[/QUOTE] The scout would be more suited to that
Here's some for Scout. First off, the Scattergun can be replaced with a Shockgun, which deals a damage-over-time effect to buildings, like a fusion of the Sapper and the Shotgun, roughly 100 damage over 6 seconds, but deals 75% less damage to organic targets. Secondly, the Scout can substitute his Pistol for a Nailgun. It has a 30 round clip, with 3 spare clips, and can be iron-sighted, which increases accuracy and range at the cost of lower damage. However, the Pistol now gets a new toy: a short-range harpoon. This can be fired with the RMB, and only goes from one end of the Intel Room to the other. It can be used to get up to places you normally couldn't reach even with double-jump, such as higher ledges, by pressing Space to extend it, and Crouch to decrease it. You can use it on enemies, too. Depending on the class, you can either stop them in their tracks (Scout, Engineer, Medic, Sniper, Spy), or get dragged along by them (Soldier, Pyro, Demoman, Heavy). Good for getting around and stopping enemies. The Nailgun I mentioned earlier is better for long-range attacks. Finally, the Bat replacement. Sandi. Made from the wood of a tree in a park in Boston, where he met his former girlfriend, Sandi, roughly 6 years before he joined the Team. He felt so good when he was around her, and was very much in love. But she was the only-daughter of a rival gangster, and so it was a risky relationship. Eventually, one night, when they met under their tree, they were followed. The leader of the gang, Sandi's father, discovered the Romeo-Juliet relationship that the Scout and his daughter. As the two met, the gang leader stepped out of the shadows, and fired at Scout. Sandi dived in front of Scout, saving him from the bullet. Her father, distraught by the death of his daughter, shot himself. Scout buried her under the tree, and said "I'll never forget you, Sandi.", as he walked away. "I'll never forget you." Many years passed, and the Scout returned to the tree, during a thunderstorm. The Team had suffered a string of defeats, and Scout was feeling down. He knelt before the tree, and said "Sandi... I really don't know what to do. I really can't live without you. I need you by my side...". As if an answer from the heavens, a lightning bolt struck a branch of the tree, and fell at the Scout's feet. Taking this to heart, he brought the branch back with him to Texas (where TF2 takes place). He carved the wood into a bat, and cushioned the grip with a ribbon Sandi was wearing at the time of her death. When Scout wields this weapon, be ready to run. For although she has decreased swing speed, when Scout makes a kill with Sandi, he remembers her, and this causes him to fly into a frenzy of Rememberance, firing his Scattergun/Shockgun in a semi-automatic fashion (shoots as fast as you click), for 15 seconds. While Rememberance is active, he shouts stuff like "SAAAAAANDIIIIII!" and "I'll ALWAYS remember you, Sandi!" when he makes a kill. The taunt is changed too. Instead of the classic "BONK!", he holds Sandi in his arms, and gives her a kiss. Good for offensive combos, and has a beautiful backstory. How d'you like it?
[QUOTE=Smirnoff Joe]Here's some for Scout. First off, the Scattergun can be replaced with a Shockgun, which deals a damage-over-time effect to buildings, like a fusion of the Sapper and the Shotgun, roughly 100 damage over 6 seconds, but deals 75% less damage to organic targets. Secondly, the Scout can substitute his Pistol for a Nailgun. It has a 30 round clip, with 3 spare clips, and can be iron-sighted, which increases accuracy and range at the cost of lower damage. However, the Pistol now gets a new toy: a short-range harpoon. This can be fired with the RMB, and only goes from one end of the Intel Room to the other. It can be used to get up to places you normally couldn't reach even with double-jump, such as higher ledges, by pressing Space to extend it, and Crouch to decrease it. You can use it on enemies, too. Depending on the class, you can either stop them in their tracks (Scout, Engineer, Medic, Sniper, Spy), or get dragged along by them (Soldier, Pyro, Demoman, Heavy). Good for getting around and stopping enemies. The Nailgun I mentioned earlier is better for long-range attacks. Finally, the Bat replacement. Sandi. Made from the wood of a tree in a park in Boston, where he met his former girlfriend, Sandi, roughly 6 years before he joined the Team. He felt so good when he was around her, and was very much in love. But she was the only-daughter of a rival gangster, and so it was a risky relationship. Eventually, one night, when they met under their tree, they were followed. The leader of the gang, Sandi's father, discovered the Romeo-Juliet relationship that the Scout and his daughter. As the two met, the gang leader stepped out of the shadows, and fired at Scout. Sandi dived in front of Scout, saving him from the bullet. Her father, distraught by the death of his daughter, shot himself. Scout buried her under the tree, and said "I'll never forget you, Sandi.", as he walked away. "I'll never forget you." Many years passed, and the Scout returned to the tree, during a thunderstorm. The Team had suffered a string of defeats, and Scout was feeling down. He knelt before the tree, and said "Sandi... I really don't know what to do. I really can't live without you. I need you by my side...". As if an answer from the heavens, a lightning bolt struck a branch of the tree, and fell at the Scout's feet. Taking this to heart, he brought the branch back with him to Texas (where TF2 takes place). He carved the wood into a bat, and cushioned the grip with a ribbon Sandi was wearing at the time of her death. When Scout wields this weapon, be ready to run. For although she has decreased swing speed, when Scout makes a kill with Sandi, he remembers her, and this causes him to fly into a frenzy of Rememberance, firing his Scattergun/Shockgun in a semi-automatic fashion (shoots as fast as you click), for 15 seconds. While Rememberance is active, he shouts stuff like "SAAAAAANDIIIIII!" and "I'll ALWAYS remember you, Sandi!" when he makes a kill. The taunt is changed too. Instead of the classic "BONK!", he holds Sandi in his arms, and gives her a kiss. Good for offensive combos, and has a beautiful backstory. How d'you like it?[/QUOTE] Not another fanfiction! :argh: I like them, but people would probably come up with auto-pistol script bullcrap for Sandi.
The Pistol is already semi-auto. Sandi would just make the Scattergun/Shockgun semi-auto as well, for about 15 secs. Also, be more appreciative, ya punk.
[QUOTE=Smirnoff Joe]The Pistol is already semi-auto. Sandi would just make the Scattergun/Shockgun semi-auto as well, for about 15 secs. Also, be more appreciative, ya punk.[/QUOTE] :( [b]Le Cancersticks[/b] (Replaces the Disguise Case) PROS + 30 cigs in one. + When smoking, it infects everyone around you with cancer. + Death in 10 seconds, unless healed by a Medic. (Not damage over time, just a spontaneous death) CONS - This includes you. [b]Le Croissant[/b] (Replaces the Sapper) PROS + Places a delicious croissant on anything + Nearby enemies will have their view locked on to it. + Secondary fire is a taunt where you eat a piece of your croissant. "Om le nom le nom". CONS - Can be eaten be slapping it with a melee weapon three times - 100 HP will be restored when it's eaten. The same will happen when an enemy eats it. [b]Nasal Amplifier[/b] (Replaces the Revolver) PROS + Upon snorting (primary fire), you unleash a powerful sound blast that damages anything in its path. + Frenchier accent + Infinite ammo CONS - Short/Mid-range - Slow recharge time [b]La Fedora[/b] (Replaces the Invisibility Watch as an extra selectable weapon) PROS + When selected, the fedora opens up and reveals a portable helicopter (a la Inspector Gadget) + Primary fire disables/enables the helicopter + Secondary fire is a short-range laser that only damages buildings, but doesn't drop your disguise. CONS - No cloak. - The helicopter will slowly run out of fuel. [b]Le Pain[/b] (Replaces the Knife) PROS + Replaces the knife with a delicious piece of French bread. + 100% crits for 3 seconds after backstabbing someone. + 100% crits on backstab. CONS - Heals enemies when attacking from the front.
Heh, those are hilarious. I mean, seriously, NASAL AMPLIFIER? Super-Snorts sound just like something from a comic book.
[QUOTE=Smirnoff Joe]Heh, those are hilarious. I mean, seriously, NASAL AMPLIFIER? Super-Snorts sound just like something from a comic book.[/QUOTE] [media]http://dump.no/files/c5b3066fd04e/Spy_Snort.mp3[/media] Imagine how devastating this would be with that weapon.
It would make people instagib.
I think a Kukri that will fill your recharge for your next shot when you kill someone with it would be cool. Like there's a spy, so you kill him with your Kukri, and next time you scope, it'd be fully charged. Just an idea. :)
Sniper sentry.
New ideas for the Soldier! [b]Tankbuster[/b] (Replaces the Rocket Launcher) Upon colliding with an object, it will explode into shrapnel which will scatter and explode. Despite its new powers, the Tankbuster deals 35% less damage to players and its ammo is lowered to 3 rockets. [b]Hell's Angel[/b] (Replaces the Shotgun) Besides being equipped with a new paint job, the Hell's Angel fires twice as many pellets as the regular shotgun. The added rounds will scatter faster, but deal more damage up close. The shotgun deals 25% less damage from afar though. [b]Spade[/b] (Replaces the Shovel) The new pointy brother of the old shovel is useful for uprooting various objects, but not the way the Soldier thinks of them. Any player it hits its launched into the air. If the Soldier hits a wall or the ground, it will launch them in the same method in the opposite direction. However, the spade will deal 25% less criticals and swing 10% slower. [b]Edit:[/b] New ideas for the Demoman! [b]Magnotron[/b] (Replaces the Grenade Launcher) The Magnotron is a new breakthrough in grenade technology. When fired, it will magnetize the grenade causing it to lock onto the nearest metal object. Because most weapons are metal, this means players. While active, the grenade will home in on enemy players and buildings. However, this feature can not be switched off on the fly, and the grenades deal 50% less damage. [b]Putty Bombs[/b] (Replaces Sticky Bombs) The Putty Bomb will stick to the ground, walls, everything. This means that nobody can ever dislodge it until it goes off. However, it takes 3 seconds longer to detonate and will still be removed when the demoman dies. The limit has also dropped to 5. [b]The Drunken Master[/b] (Replaces the Bottle) A weapon so fierce, it will make Jackie Chan cringe. The new purplish liquid will cause enemies hit with it to become disoriented. They will deal 5% less damage with every hit (to a 50% maximum) and will not be able to see clearly for 2 seconds with every hit. However, it deals 25% less damage and will never deliver crits.
Erm, Nerdboy, you don't really realise Valve's pattern with the unlockables, do you? I'll direct your attention to it. [quote]It's all part of their unlockables schematics. Primary unlockables are like the old one, but with positive and negative tweaks. Blutsauger: No crits, gives user health with each hit. Backburner: Always crits from behind, doesn't have the Airblast of the old one. Natascha: Less damage, but slows enemies down. Secondary unlockables function completely differently from the old one. Kritzcrieg: Swaps 10 secs of invulnerability with 10 seconds of 100% Crits. Flaregun: Ignites from a distance. Sandvich: Heals for 120, doesn't do damage. Melee unlockables are used in conjunction with the primary/secondary weapons. Ubersaw: Gives 25% Uber per hit. Axtinguisher: Always crits a burning enemy. KGB: Gives you half of a Kritzcrieg upon killing a player with the KGB. That's how they roll, man. That's how they roll.[/quote] But they still seem good-ish.
Quick idea: Take weapons, attach to sentries. You could for example take a flare gun and your sentry would fire flares. A engineer wrench upgrade obviously. As all upgrades, there would have to be some cons. Maybe making it unable to upgrade you sentry (other engies would still be able to).
Fine, here's my Engineer ideas: [b]Tagger[/b] The denier replaces the old shotgun with a more electronic one. Countless numbers of gizmos and gadgets make this upgrade knock enemies back twice as far. The upgrade also will "tag" enemies it hits, allowing sentries to spot and lock onto them through walls, or while they're cloaked or disguised. However, this iteration will never deal criticals and deals 50% less damage. Tags wear after 10 seconds. [b]EMP Pistol[/b] The newest in engineer to engineer combat, the EMP Pistol will fire rounds enhanced with electromagnetic bullets. When they collide with an enemy structure, they will disable its functions for 5 seconds and deal twice the damage. However, the EMP Pistol deals only 10% damage to humans and shots will lose their electromagnetism if fired from too far. [b]Thief Wrench[/b] A powerful wrench capable of stealing from an enemy's ammo supply. Once used, the wrench will take a percentage of their ammunition and convert it into 25 precious pieces of metal for you to use, with critical hits delivering 100. The thief wrench will deal 45% less damage and will not work if the enemy's primary weapon is out of ammo. The wrench will sap ammo from enemy sentries, metal from enemy dispensers, and charge from enemy teleporters, as an extra bonus. Also, for the heck of it, building upgrades: [b]Flame Turret[/b] (Replaces the Sentry Turret) Unlike the previous sentry, the flame turret's barrel is replaced with a fire spewing flame thrower. Any enemy that wanders into its range will take a large dosage of heat on the double. The flame turret also deals 10% more damage. Level 1 will puff flames every half second at enemies, level 2 will constantly fire, and level 3 will also fire a small compression blast that disables enemies. However, the flame turret has half as much ammo storage and takes 300 metal to upgrade. [b]Chop Shop[/b] (Replaces the Dispenser) The Chop Shop becomes a much more strategic device. While the dispenser would automatically generate metal, the Chop Shop generates metal as it restores the health of other allies. The chop shop will replenish 2 metal for every 1 hit point it restores, meaning more profit on the front lines. However, the chop shop does not restore metal for healing its builder, and can only hold half as much metal as it previously could. [b]Masser[/b] (Replaces the Teleporter) The Masser is now four times as large as its smaller cousin, but in doing so, it becomes able to transport four times as many allies. When preparing to teleport, it will charge for an extra 3 seconds, allowing more players to hop in and reach their destination. For the price of excellent transportation, the teleporter will now take twice as long to charge, with an extra 2 seconds for every ally that enters its area for a teleport. The Masser also will automatically transmit once four players are on it, and will return to normal if all players leave.
Spy Idea-> STICKY NOTE Replaces Knife, says 'Kick me' on the back, with a small happy smiley face. The person will take damage from teammates for the next 30-60 (or less, might be OP) seconds. The kill message would be PlayerRed [stickynoted] PlayerRed2 and the spy would be atributed 2 points (a la backstabs) Missing would create a sticky note to fly through the air and land on the ground. Worth 10 metal. Pros: Allows the spy to combat spy checking. Encourages the spy to blend in for supreme succsess Encourages the pistol use Cons: No more facestabs ;_; No more backstabs for the spy -> I also suppor the silenced PPK
Sticky Note sounds awesome, but maybe it could actually allow people to deal critical hits when shooting the note, like a Backburner thing or something.
I know he's likely not next, but I want the Soldier to have some kind of Rifle. I just want to hear the Soldier say "This is my rifle. There are many like it, but this one is MINE."
Scout: The Splatter Gun: This new Scattergun will splatter your enemy's brains onto ground, with all crits from above, this weapon will be a fun tool against those heavies that tormented us scouts so much. Does 25% less damage without a crit. No crits outside of attacks from above. Clip size reduced to 5. The Disabler: A pistol replacement that can disable sentries at the cost of 100% damage. Sentries are disabled 1/2 second per shot (To prevent the scout from hitting the sentry and immediately switching to his scattergun to take it out) This still can be used to mess with a sniper's aim, it just won't damage the sniper. Does 0 damage. Can only be shot ever 4/6 of a second. The Bonkinator: This bat will make the scout a more suitable class for taking down those pesky pyros. Every hit with this bat will rejuvenate 5 health for every hit and every kill with this bat will extinguish the scout. This is at the sacrifice of crits and the small bonus in speed a scout would normally get with his bat out. Just some ideas from the top of my head, I might think about them and add more balance.
Demoman. Pipe Bomb unlock: Thumper. [IMG]http://upload.wikimedia.org/wikipedia/commons/3/36/M79_afmil.jpg[/IMG] Fires grenades which stick to enemies. Detonates after 3 seconds, shorter than usual, has 30% damage nerf (45-85, crit is 200), has a loud hum when fired (alerts enemies to Thumper Nades), and has a gas-direction tube on the top, similar to an AK-47, for increased distance and speed. Sticky Bomb unlock: Dynamite. [IMG]http://i152.photobucket.com/albums/s166/Studs_R_Us_Eliza/dynamite.jpg[/IMG] It senses nearby foes (except for cloaked/disguised Spies, of course), and explodes once they're within proximity. Only 3 can be deployed at a time, but damage increased by 50% (135-210). Two different modes of fire: Primary throws it (it can bounce off of walls), and throwing can be charged up, whilst secondary either drops it, or sticks it to a surface. It starts beeping when an enemy is within proximity (twice radius of a control point), and explodes once within range (radius of control point). No remote detonation, so you'd have to use your old Grenades or Thumper to Nade Jump. Bottle replacement: Tabasceh. [IMG]http://i152.photobucket.com/albums/s171/ocdfreak_2007/tabasco.jpg[/IMG] Swings slower than old Bottle, but killing someone with it will make all the bombs you fire within the next 10 seconds deal additional fire damage (100 over 10 seconds). Good for use with Dynamite and Stickies, but don't Sticky-Jump with them. And an achievement could come of this. "Mrpha, Phmoghy!", where a Pyro has to use an Axtinguisher to kill someone you set on fire with a Tabasceh'd bomb.
[QUOTE=Smirnoff Joe]Demoman. Pipe Bomb unlock: Thumper. [IMG]http://upload.wikimedia.org/wikipedia/commons/3/36/M79_afmil.jpg[/IMG] Fires grenades which stick to enemies. Detonates after 3 seconds, shorter than usual, has 30% damage nerf (45-85, crit is 200), has a loud hum when fired (alerts enemies to Thumper Nades), and has a gas-direction tube on the top, similar to an AK-47, for increased distance and speed.[/QUOTE] But I used that name first!
Actually, I got it from the name for that gun (M79), and didn't know you used it.
Engineer Upgrades... er... I mean "substitutes" Shotgun - Metal Cannon A fearsome shoulder mounted cannon that fires scrap metal PROS + Higher damage to enemies + Heal your buildings at range CONS - Slow firing speed - Reload after every shot - Like syringes, gravity affects them (fall downwards and slower than bullets) - Takes 30 metal to fire each shot, but only heals your buildings 15 Pistol - Remote Control View your sentry from range! Pros + Look through the eyes of your sentry + Can make your sentry shoot + Unlimited viewing time Cons - Cannot rotate sentry - Completely vulnerable while controlling Wrench - Hammer HAMMER! :D Pros + Dazes enemy on hit + Repairs buildings 175% as fast Cons - 50% slower firing speed - 75% less damage - Uses 200% more metal Build PDA - SCC (Sentry Control Center) Now, this PDA is a complete control center to monitor your sentry. It shows stats of HP, Ammo, and upgrade status. Now, with this you can select upgrades for your sentry. Level one -Flamethrower (short range, but higher damage) -Mini-cannon (high damage but very slow firing rate and low ammo) -Gun (the traditional sentry, you know what it does) Level two. On this, you can select different attachments for both sides -Flamethrower (higher range than LV1, but still short range weapon) -Cannon (high damage and knocks enemy back, but lower ammo. Same firing speed as LV1) -Minigun (the traditional minigun, as I said before, you know what it does) -Shotgun (quad barreled shotgun, useless at range, medium firing speed, medium ammo) -Laser (constant stream of low damage, slight falloff, medium-high ammo) Level three The two main weapons are the same as level two, but you can select the secondary weapon, and not all of them do damage. -Missiles (you know what they are) -Cloaking device (enemies can't see it until it fires, high battery, is still solid though) -Counter-spy (if the sentry gets sapped, the sentry will fire an EMP pulse and remove his disguise, drain cloak and stop it from regenerating for 5 seconds. Nice way to scare the hell outta a spy. Looks like a missile launcher) -Goo launcher (Makes enemies 50% slower for 10 seconds, but has a low ammo reserve and will fire on already-gooed enemies.) -Suicide bomb (Kills just about anything and blasts away ubers, but can only be activated on the remote control. Will also explode on destruction of sentry. Blasts away teammates, but doesn't hurt them. -Pulse lase (Fires high-damage shots, but has a low fire rate and ammo reserve.) One major drawback, you cannot build a dispenser OR teleporter. Possibly overpowered, but the drawback helps. Also, my dream-level three sentry would have a laser, shotgun, and either counter-spy or cloak
Soldier Unlockable (replaces rocket launcher) [b]Air Cannon : [/b] Damage, rate of fire, and rockets are equal to the Rocket Launcher. The reload is twice as long and it holds 2 rockets. After each shoot, it requires a reload. The Air Cannon shoots 2 rockets : one straight and one towards the air. The purpose is to make the enemy fly in the air and mid-air him with the second rocket. This can deal a lot of damage to a single threat but it's not really effective in other situations. I think it's pretty balanced and it's useful to kill medium classes. Appareance would be a rocket launcher looking "hand-made" with another launcher taped to it on the top. Advantages = Great against single enemies, kills scouts, spies, sniper and other classes almost always with 1 shoot. Disadvantages = Horrible against groups of enemies, you have to shoot exactly at the enemy's feet to mid-air him, looong reload.
[QUOTE=Crazy Ivan]Spy Idea-> STICKY NOTE Replaces Knife, says 'Kick me' on the back, with a small happy smiley face. The person will take damage from teammates for the next 30-60 (or less, might be OP) seconds. The kill message would be PlayerRed [stickynoted] PlayerRed2 and the spy would be atributed 2 points (a la backstabs) Missing would create a sticky note to fly through the air and land on the ground. Worth 10 metal. [/QUOTE] I kind of like that idea. Except who is actually going to shoot their team mate?
Perhaps make them look like the other team to their allies?
[QUOTE=merc of mars] [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 [/QUOTE] I like these, but I'd suggest a change to the Wire Cutters: Does not set off the Engineer's PDA alarm. However, the changes will be visual and can be heard, like the sentry spinning around 360 degrees very fast and making a high-pitched mechanical whining noise, and the teleporter & dispenser visual effects could be changed, like a razzing/crackling heal beam and screen for dispenser and a lower hum and jerky/snapping movement for tele.
[QUOTE=lazyV]I kind of like that idea. Except who is actually going to shoot their team mate?[/QUOTE] Paranoid Engineers? Also, some Soldier ones. First up: Missile Launcher. [IMG]http://i187.photobucket.com/albums/x198/TheZenman1/1118882982.jpg[/IMG] For maggots who like to deal chaos instead of destruction. Missiles deal 25% less damage than usual, but has a strong concussive effect which blasts enemies into the air upon impact. If an enemy dies from a fall caused by your Missiles, you get the kill. Good for jugglers and rocket jumpers. Secondly, the Tommygun. [IMG]http://i8.photobucket.com/albums/a12/Ziggy916/tommygun.jpg[/IMG] A nod to the Soldier's youth as a paperboy, growing up on the mob-infested streets of Manhattan. 30 or so years later, he picked up the Tommygun, and the memories came flooding back. His first job in Hell's Kitchen. The time he almost got caught in a crossfire between two rival gangs. His first kill with a Thompson. And all that stuff right up to WW2, when he sneaked into Poland to kick some Nazi butt. But enough of his old life, anyway. The Thompson is your average 30-round clip, automatic-firing machinegun, which Soldier exchanges his Shotgun for. Has reasonably-low spread, good damage (7-14 per shot at medium range), but a fast rate-of-fire (10 per second), which chews up your ammo quite fast. Finally, our Shovel exchange gives us the Gravedigger. [IMG]http://i293.photobucket.com/albums/mm68/joegress/shovel.jpg[/IMG] The Gravedigger swings slower, deals less damage, but it puts a mark of death on whoever you hit, meaning that all projectiles aimed at the target will always be critical. The Gravedigger itself NEVER crits, except with Kritzcrieg or during Humiliation. The Mark of Death remains on a target for 20 seconds, and it fades away twice as fast while being healed by a Medic. Good for use in conjunction with teammates, your Rocket Launcher, and certain classes whose weapons don't usually crit, like a Blutsauger.
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