• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
Here are some more ideas, the engineer's shield spanner is taken directly from Pendact's blog, but only because I find it the only engineer wrench replacement that's useful. [u]Sniper[/u]: [b]Dingo[/b]: Level 8 Sniper Rifle For the hit and run sniper, it leaves a very noticable laser sight from wherever the sniper is when zoomed in and a fully charged shot that is not to the head won't kill a target, but it charges almost instantly. [b]Outlander[/b]: Level 7 Blunderbuss A blunderbuss pistol that deals as much damage as a scattergun shot, but takes three seconds to reload, and you have to reload after every shot. [b]Snapper[/b]: Level 4 Kukri Everytime you kill someone with this kukri, the next shot with the sniper will be fully charged. The number of fully charged shots correspond with how many people you killed with it, so if you kill three enemies with it, then the next three shots are fully charged. However, this kukri deals -15 damage and has less of a chance at criting. [u]Soldier[/u]: [b]Screamer[/b]: Level 8 Rocket Launcher This rocket launcher has to be reloaded after every two shots, but every rocket fired splits up into four smaller rockets. This rocket launcher has a different reloading and firing sound that sounds slightly more realistic. [b]Little Critter[/b]: Level 2 Shotgun Shotgun that deals -30 damage, but "marks" and opponent and guarantees the shot or whack from the next weapon will deal the ammount of damage of a critical hit. Crits correspond with the number of times the person has been shot with this gun. [b]Exterminator[/b]: Level 6 Trench Raiding Club This trench raiding club always crits up to 4 seconds after a rocket jump, but has a 20% slower swing rate. [u]Engineer[/u]: [b]Ol' Barbara[/b]: Level 6 Winchester For the engineer that wants to kill an enemy from afar before it gets to him, if this gun successfully hits and enemy from an area of about one end to the 2fort bridge to the other, than it would deal as much damage as a point-blank shotgun shot. However, if the enemy is right in front of you it will be only slightly more powerful than the pistol. Holds nine shots, has a 10% slower firing rate, and the bullets don't spread. [b]Backpack[/b]: Level 10 Backpack This lets the engineer carry 350 metal, but takes away his pistol and lowers his speed to 94% when full. The backpack model is always seen on the back of the engineer, even when using another weapon. [b]Shield Generator[/b]: Level 10 Shield Wrench For engineers bored of constantly defending their buildings, this wrench builds a uber-like shield around your buildings that can absorb a few hundred points damage before your building is damaged at all, but at the cost of not being able to repair the shield or damage. A advantage and disadvantage at the same time is that a sapper takes a while to eat away the shield and the building is still operational during that time, but the engineer will not be aware of the sapper until it is actually destroying his building. The spanner can remove the sapper, but again not repair the shield or damage. A much weaker shield can be added to a friendly building or Prowler. [b]Prowler[/b]: Unlockable for the sentry gun, this is a hovering robot that the engineer can use for offensive engineering, but less efficient for defensive engineering. Level 1 prowlers have a little bit less health than a level 1 sentry, but have a light machine gun that deals more damage but sacrifices knockback. It is as fast as the engineer. A level 2 prowlers get more health and have two light machine guns, traveling at demoman speed. A level 3 prowler gets even more health and aside from the light machine guns, gets dual lasers that lock on to a single target and do tremendous ammounts of damage to them, usually killing them within a couple of seconds before locking on to another target. Level 3 prowlers move only slightly faster than the heavy and are a large target. They usually follow the engineer, but he can also send it to scout ahead for him or even controlled with a remote he gets along with the prowler, but cannot move when controlling it. Prowlers can be sapped like normal sentries. They make a hovering sound and a "chatter" sound, which is a slight nod to the Imperial probe droid from Star Wars. It is also worth noting that only a skeleton will be left of players killed by the lasers. [b]Ammo Mule[/b]: Dispenser that instantly resupplies all ammo like a resupply cabinet and gives 20 metal every three seconds, but does not heal. Doesn't have levels. Good for getting teammates back into the fight faster with a fresh supply of ammo, but not for giving health aid. [b]Jump Pads[/b]: Unlockable for the teleporters, the engineer can build two jump pads that can hurl people very long distances, about a bit shorter than the BLU spawn to the nearby cliff in Hydro. To prevent griefing, you have to have the jump button held down when to launch yourself. People using it will not take fall damage when using it. Jump pads don't have levels. [b]Level 2 and 3 dispensers and teleporters[/b]: The regular dispensers and teleporters would get new levels. Level 2 dispensers would start to generate metal every three seconds, and a level 3 dispenser would start to heal players as fast as a medic. Level 2 teleporters would reduce the teleport recharge to only five seconds, and a level 3 teleporter would cut the recharge to only three seconds. It only costs 145 metal to upgrade each, but it's health stays the same as it if were a level 1. The teleporter entrance and exit both have to be upgraded, or it will work like the previous level teleporter. [u]Demoman[/u]: [b]Thumper[/b]: Level 6 Grenade Launcher These grenades explode on contact on any surface and holds five shots, at the cost of doing less damage. Cannot be air-compressed away, if it is attempted than the blast would be so hard that it would explode with an even greater force than the regular grenade. Has a different launching sound than the regular grenade launcher. [b]Bloody Marys[/b]: Level 8 Sticky Launcher As soon as the secondary fire is pressed, these stickies travel at demoman walking-speed to any nearby enemy and explode. The downside is that you can only lay four of these at a time, and they only travel on the surface they are stuck on, so if it's not big they won't go very far. If they are shot or melee'd two times then they will be rendered useless, but it will free up a slot that the demoman can use to lay down another sticky. These stickies are a bit smaller than there regular stickies so they do less damage, but are harder to spot and hit. If they are air-compressed than they turn into proximity mines for the other team, allowing for pyros on either team to fight over them, but this also frees more slots for the demoman to lay down more stickies. [b]Scrumpy[/b]: Level 10 Mug If the demoman hits an enemy with this mug, this adds two points of "Crit juice" to it. When drank, this crit juice turns into seconds that the demoman has crits for. So if a demoman has four successful hits, than when drank he has eight seconds of crits, the maximum number of seconds you can have for this a "Crit stage." However, during this stage you are twice as vulnerable to fall-damage and after it you lose 15 HP. [u]Scout[/u]: [b]Splitter Gun[/b]: Level 10 Sawn-off Shotgun Leaner, but meaner than the scattergun, always and only crits on airborne enemies and makes them fall to the ground. Is 15% more harsher up close and fires as quick as a pistol, but reloads 10% slower and you have to reload after every two shots, and if both shots are expended than you have to finish the two-shot reload completely before firing again. Has a different shooting sound that sounds like a much more fiercer version of the regular shotgun. [b]Pitcher[/b]: Level 5 Pitching Machine A small baseball pitching machine, deals no damage, but can distract a sentry for a short period of time. Each baseball has 50 HP, and you carry a total of 14 of them. Useful so that he doesn't have to rely on the team to get past a sentry, but limits his combat by taking away his pistol. Baseballs can be air-compressed away. Two baseballs can distract a Prowler, but after that it learns that they are just distractions and will attack the scout. [b]Strikeout[/b]: Level 7 Baseball Bat This bat has a feature in which the more health the scout loses, the more damage this bat does. If the scout has full health than the bat will deal less damage than the regular bat, but if he has lost half of his health it's damage will increase considerably. It looks like a wooden bat with a nail driven through it. Has an attack rate between the regular bat and the medic's bonesaw, and it's held with two hands. [u]Spy[/u]: [b]Drain-o-matic 3000[/b]: Level 10 Silenced Pistol This silenced pistol rewards the spy with 10% cloak on every succesful hit. It holds twelve rounds and is much more quiet than the revolver, but still has the same firing rate, never crits, and deals -20 damage. [b]Pulse Sapper[/b]: Level 4 Sapper This sapper cannot be knocked off by wrench hits, but the buildings remain operational even when it is attached, and take a bit longer to destroy. The only way to remove this sapper is to kill the spy that originally placed it. Because the sapper is instantly destroyed when you are killed and you will be getting shot at a lot more than usual, it is near useless when alone, but very useful when working in conjunction with teammates. It gives off a different and lounder sapping sound to alert the engineer that it is a pulse sapper instead of a regular sapper. [b]Garrote[/b]: Level 5 Garrote A garrote that can be used to kill enemies while disguised within a few seconds silently, but is unusable in normal combat. [b]Spyderco 2000[/b]: Level 3 Disguise Case A disguise kit that includes a gasmask that makes you unable to be set on fire, but still take fire damage from a pyro. The downside is that everytime you take damage you have a slight flicker of your team color. [b]Ghost-o-tron 2000[/b]: Level 8 Ghost-o-tron To replace the cloak, the spy can is rendered invulnerable to damage and knockback, and can pass through enemies and their buildings for ten seconds. The downside is that the spy is not rendered invisible. Useful when acting as an enemy team member, but limiting your stealth by removing your cloak. Tell me what you think.
[b]SPY:[/b] [b]Chloroform:[/b] - This is the Knife alternative. When used from behind, it warps the vision of the player inflicted upon seamlessly. If attacked, a player would cough for a second or two, alerting the player he has been poisoned. This is where you must pay careful attention, if you are poisoned, all players switch team colors seamlessly, and you may be firing at your own teammate! This is where teamwork must really shine, as you must alert them they are poisoned or tell them who to shoot. A poisoned player is shown with a gray smoke (similar to the Spy's cloaking smoke) encompassing them. They can harm their own team, but the effect lasts for only 5 seconds, making team kills near impossible. [b]Jammer:[/b] - The Sapper alternative. If attached to an enemy Engineer's buildings, all primary and secondary weapons of players within range will cease to work until they have exited range of the Jammer. It does not destroy Engineer buildings, but instead does this: If placed on Sentry: Upgrade rate would be nullified in half. Making a Level 1 Sentry take 400 metal instead of 200 to upgrade. If placed on Dispenser: Will leach 5 health for every 5 seconds it is placed on the Dispenser. If placed on Teleporters: They will simply stop working, an Entrance would show on the HUD "Teleporter Exit is Jammed!" and vice versa. [b]Sabotager:[/b] - A Magnum alternative. Each shot landed on a target slows their rate of fire by 10%. A great weapon to switch to if being chased. When used against Pyros, each shot removes 2 points of ammo from the Flamethrower. It can be used while cloaked, but not while disguised. _____________________________ Good? I tried to think of original ideas.
I think I said it before, if an Engineer gets mobile buildings he would ignore the concept of defense.
[QUOTE=Nerdboy]I think I said it before, if an Engineer gets mobile buildings he would ignore the concept of defense.[/QUOTE] That's the point, for the unlockables to allow for new ways to play classes. :downs:
Would like an engie update
Sniper: RAILGUN: Slower rate of fire, 50 Extra damage. Instagib on headshot. Replaces Sniper. Binoculars: Can see enemy spies (Even when cloaked) However requires 4 seconds of non-motion to use. Replaces shotgun. Electric Kukri: Think electric fence on sniper melee weapon. 25% Chance of accidentally shocking the sniper using it on every 2 swings. 25 extra damage. Scout: Box of capture: Ever gotten an intel, But never been able to get it out without passing it to another teammate? Well now you can! Use the box of capture by left-clicking while holding the intel, And the box of capture will drop and it will have the intel inside. However, nobody will know you dropped it. Shoot it open or walk on it to get the intel out. Takes 5 seconds to deploy. Rollerskates: 25% Extra speed, -25% Ability to steer. Left click to go faster. Death if you hit something. For BOTH the thing you hit and you. Meow meow bonk: Left click to use this baseball bat with a cat on it. Funny cat sounds when hitting. Right click to take off the cat, Cat runs around and scratches people causing 10 damage. Great for weakening large groups of enemies. Spy: The framer: Shoot someone with this "reworked" revolver and it will cloak them for 25 seconds and allow them to take team damage. Make the enemy think that they are the spy, Not you. Replaces revolver. SapKnife: This knife gives you 50% cloak on stab and immediately cloaks you on backstab/facestab. Replaces knife. Dummy: Replaces Sapper. Works similarly to the disguise kit, to deploy, Left click where you want it and select a class. Turns into an exact model. Replace people you backstab with this. If shot, Will blow around in random directions and make funny fart sounds. Engineer: Screwdriver: Replaces wrench, allows you to hack enemy turrets (Like in bioshock) In 4 seconds, Also allows you to switch enemy teleport entrances to exit at your teleport exit. Slow repair rate. Ground turret/Roof turret: Pops out of places and starts blasting. Replaces sentry. Cannot upgrade and fires fast. Low damage, Slows down enemies. Can be told by distinct metal panel on the floor. Needs to pop out to be sapped/destroyed (Unless you're demoman, You can use sticky bombs to destroy its roof.). Cloak me: Help out your friendly spies and build one of these. Replaces teleport. Recharges friendly spy's cloaks very quickly. Can be used by enemy spies if they are disguised. Slow recharge rate.
[QUOTE=Smirnoff Joe]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] You forgot to add that doing a taunt with this will make the demoman spew fire from his mouth and ignite any enemy in front of you :v:
Agreed.
I'm not sure if this has been pointed out yet, but there is a sort of pattern to the weapon unlocks. Namely, they always add something to the primary weapon for the unlock. The medic gets that thing with glowy lines on the medigun, the pyro gets the monster face on the end of his flamethrower, and the heavy got the ammo belt added to Sasha. Well, technically the medigun is the medic's secondary weapon, but its the one he uses the most. Also, while the melee unlock is basically the same with a twist (heavy and pyro get crits, medic gets ubercharge), they've replaced both shotguns with completely different weapons. So I could see a likely spy unlock being a silenced pistol. A good one for the soldier would be the addition of a laser to make it a laser-guided rocket launcher. DireAvenger, your ideas seem either too powerful, too useless, or too ridiculous to fit into the game. I can [i]maybe[/i] see the popup turret, but it seems like it would be too difficult to destroy.
Laser-guide would be rather tricky to use, if there's Snipers abroad. Maybe if the rockets gave big knockback in all directions of the blast, like an Airblast bomb or something, THAT would be a useful tool, for chaos instead of destruction.
[QUOTE=merc of mars]That's the point, for the unlockables to allow for new ways to play classes. :downs:[/QUOTE] The Engineer is a support class. That being said, he commonly supports the team, rather than work alone. Giving him a sentry on wheels that shoots everyone before they can touch him makes him a hell of a lot more independent.
Oooh... thought of something for a Spy alternative... again. A Razor. Think "Sweeney Todd"... But then again, I may just be thinking facestabs. It would change Spies into being even sneakier, being able to hide somewhere, and then jump out in front... and well... Gentlemen. 110 hit if direct shot at front. 65 hit if anywhere else.
Engineer: Shotgun with a compression blast that can also shoot sappers off buildings. Pistol that can be used to heal buildings from afar, slower firing speed Wrench that attacks faster, but does less damage per swing (good for upgrading).
Combo-Turrets: Pro's- Allows you to build up to two turrets. Con's- Costs 200 metal. Cannot be upgraded.
Spy unlockable ideas: Tracer (Revolver Replacement) When fired, instead of doing damage to the target, his location is instead showed to all the players, including the target's team, for about 5 seconds. I figure this weapon would really help spies fight spies, as well as campers and such. Screwdriver (Knife Replacement) The screwdriver has a shorter reach and does less damage, when not a backstab, but if a spy can hold down the use button (or maybe the primary fire, if it can be made so he doesn't auto-undisguise) on an engineer's building to disable it without alerting himself by sapping. Optically Channelled Potentiator (Sapper Replacement) (Props to anyone who gets the refrence) A small, remote controlled device that can be used to sap engineer buildings at a distance, but cannot destroy the building and only works while the fire button is held down. Toothpick Case (Disguise Kit Replacement) A healthy alternative to smoking for people with oral fixations. No benefits to gameplay, though.
[QUOTE=Larikang]I'm not sure if this has been pointed out yet, but there is a sort of pattern to the weapon unlocks. Namely, they always add something to the primary weapon for the unlock. The medic gets that thing with glowy lines on the medigun, the pyro gets the monster face on the end of his flamethrower, and the heavy got the ammo belt added to Sasha. Well, technically the medigun is the medic's secondary weapon, but its the one he uses the most. Also, while the melee unlock is basically the same with a twist (heavy and pyro get crits, medic gets ubercharge), they've replaced both shotguns with completely different weapons. So I could see a likely spy unlock being a silenced pistol. A good one for the soldier would be the addition of a laser to make it a laser-guided rocket launcher. DireAvenger, your ideas seem either too powerful, too useless, or too ridiculous to fit into the game. [b]I can [i]maybe[/i] see the popup turret, but it seems like it would be too difficult to destroy.[/b][/QUOTE] That brings the demoman into a more powerful class. Still, I would like to see the dummy.
[QUOTE=whazat!!!] Optically Channelled Potentiator (Sapper Replacement) [B](Props to anyone who gets the refrence)[/B] A small, remote controlled device that can be used to sap engineer buildings at a distance, but cannot destroy the building and only works while the fire button is held down.[/QUOTE] Sam Fisher's camera jammer on his Five-seveN Also this is a good idea. You could temporarily disable turrets so people could sneak by.
How about a simple short-range EMP bomb for Spy, which disables buildings for 6 seconds, replacing the old Sapper, for teamwork takedowns. And for Engie's melee, how about a Blowtorch, which deals little damage in battle (25-40 DPS), but can heal from a Flamethrower's distance, and damaging someone with it adds Metal to you, like the Ubersaw. 2 points of Metal for each point of Health.
Ideas for the Spy: [b]Python[/b] The larger cousin of the Spy's revolver, the Python will deal a 100% critical hit to an enemy if shot from behind. However, the Python will remove any disguise or cloak while drawn, making the spy unable to hide. It also deals 25% less damage to the front. [b]Electromagnetic Explosive[/b] Props to Smirnoff Joe for the idea, the Electromagnetic Explosive can be used from anywhere. When used, it creates a shockwave that will shutdown all enemy sentries for 10 seconds. Be wary, it takes 30 seconds to charge again and doesn't deal any damage. It has unlimited usage and can be used while disguised, but the shockwave will be visible. [b]Butcher Knife[/b] Frankly, a Butterfly Knife doesn't always cut it. This grotesque cousin can rip through almost any enemy. The Butcher Knife will deal 50% more damage (bringing it up to 60-80) to frontal stabs, but backstabs will only deal 150 damage. Enemies who are hit with it will also trail blood while fleeing for 5 seconds, allowing the spy to keep chase. The Butcher Knife also swings slower.
One for the Scout: [B]The Slugger[/B] Replaces the Scout's bat. It deals 25% less damage than usual, but the conditions for critical hits are special: score two hits in a row and your third is guaranteed to be a critical hit. How this changes your use of the Scout is that it encourages you to make every hit count. Fumble and you waste an opportunity to score a critical hit on your enemy (or better yet, another enemy).
I'd much prefer a bat that when you make a kill with it, causes the Scout to be able to fire his Scattergun semi-auto for 10 seconds.
[QUOTE=GamerKiwi]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.[/QUOTE] The splatter gun is a good idea. The Disabler very sounds good! It could shut down dispensers and teleporters too and disturb spy's disguise device making him visible to sentries and teammates when shot. I think it could do a small damage against people. The bonkinator doesn't seem very scoutish, because pyros are supposed to be the death of scouts. I like this one more: [QUOTE=Fadeaway]One for the Scout: [B]The Slugger[/B] Replaces the Scout's bat. It deals 25% less damage than usual, but the conditions for critical hits are special: score two hits in a row and your third is guaranteed to be a critical hit. How this changes your use of the Scout is that it encourages you to make every hit count. Fumble and you waste an opportunity to score a critical hit on your enemy (or better yet, another enemy).[/QUOTE]
Ah, I have a few more ideas, gentlemen. [U]Scout.[/U] Scattergun alternative: Ol' Sparky. This version of the Scattergun only deals 50% damage, but leaves a strange "taint" on whoever you shoot. When an enemy is Tainted, weapons fire does double damage to them, effectively letting the others do your dirty work. Also, no matter who kills the tainted foe, you ALWAYS get an assist for your part. If there's a Heavy/Medic combo gunning them down after you taint them, you steal the Medic's assist. If a Pyro sets a tainted person on fire, and then a Demoman blows up the taintee, you steal the Pyro's assist. It's effectively getting revenge on the people who steal your assists. A real teamwork weapon. Or you can just switch to Pistol and pop them good. However, a taint only lasts for 10 seconds, and can easily be healed away within 5 seconds from a Medic/7 seconds with a Dispenser. Pistol alternative: Linear Magnetic Field Projector (Magnetic Laser). Yet another teamwork device, built by the Engie from reverse-engineering the big-ass laser in Gravelpit. Effectively a targeting laser, it will redirect nearby projectiles, friendly or enemy, to the specified target. It has a magnetic field which draws all projectiles (Rockets, Grenades, Stickies, Flares, Sentry Missiles) into the beam, converting enemy projectiles (except Stickies) to your side. Yet again, having allies (and enemies) do your dirty work for you. Has many uses for eliminating enemy Sentry Farms, and blowing Scout rushes to smitheroons. One flaw is that it cannot transmit the beam for more than 6 seconds, or it overheats, and then can't be used for 5 seconds until it reboots. Another is that it deals no damage on it's own, so you'll really need teammates with this one. But one trick is that when the beam passes through fire, most commonly from a friendly Pyro supplying the flames, the laser can become a Death Ray, setting enemies on fire, so long as the beam is going through the fire stream. It won't harm burning enemies, though, since they're already burning. Bat alternative: Speedybat. This bat may do less damage than the old Bat, but each hit gives you some Adrenaline, which brings me to a new feature for the Scout. Adrenaline is a new special kind of "resource" that the Scout can use for certain abilities. This prompts a new kind of functionality for the Double Jump. It's no longer JUST double-jump. Jumping once is normal, performing a double jump now requires a small chunk of Adrenaline, and you can also perform a triple jump, for better aerial maneuvers. The diagram below demonstrates these new mechanics. [code]Single Jump = Free --> Double Jump = 20 Adrenaline --> Triple Jump = 50 Adrenaline[/code] Your Adrenaline meter holds up to 100 Adrenaline points, which regenerate over time, like Cloak for the Spy, with a recharge rate of about 10 seconds. The new triple jump can be valuable in many situations, but it'll drain most of your juice for later maneuvers. However, that's not ALL Adrenaline is used for. When you hold down the RMB while running, it doubles your speed, but drains your Adrenaline at a rate of 15 points per second, meaning you can only "sprint" for about 6.5 seconds at any one time, plus it's hard to aim at such high speeds. Now back to the Speedybat. Each hit replenishes 25 Adrenaline, which is about enough to invest in a Double Jump, or approximately 1.6 seconds of sprinting. But most likely you'll hit more than once, and fill up your Adrenaline at your nearest walking Gas 'N' Go. Man, that was long. Hope you don't find the Adrenaline concept too radical.
Scout: Nail Gun : -Has a good 50/100 ammo clip -Very similar to the medic's primary gun but the nails does not fall quickly while traveling. -Fair reload time. -Does 6-12 at point blank , 5-8 medium range , 3-7 long range , 30 for each crit. And yes this idea was from the scrapped gun for the scout.
[QUOTE=CrazyFarmer]I'd rather have the tranq pistol from FF. Yes, you heard me Fortress Forever. It was one of the things I liked. Single bullet, extreme disorientation and slow-down. It makes it easier for the spy to kill someone who is alone. If I remember the TFC tranq was different, you had more than one bullet and it would only shake your screen.[/QUOTE] i use to play FF the demoman needed so much more skill than now,damn stickies :(
When Demoman gets his update next year, they'll probably change his gameplay mechanics.
Spy. Revolver= new gold color and more dammage. knfie= dagger. cloak= extra long.
I agree. Cloak needs at to be AT LEAST 15 seconds long. You can't really travel a whale wang's length in 10 seconds, and a few of those precious seconds are wasted as you slowly turn invisible. And another thing that is a major flaw for Spies is that speech bubbles (activated in voice chat) and nemesis symbols show up when cloaked or disguised. And that reminds me of an important tip for all Gentlemen. FYI, don't use microphone as Spy.
Maybe a cloak that lasts shorter, but drains very slowly when you're standing still. That would be pretty useful when you got spotted, just go to a safe point and stay there until everyone is gone.
That would be quite useful, apart from lasting a shorter time. Personally, I think the time it takes to fully cloak should be extremely short, like 0.5 seconds or so, as opposed to the classic 2-3 seconds...
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