• Unlockable Ideas Megathread - Post unlockable ideas only in here
    1,215 replies, posted
For Demoman Grenade Launcher: The explosion from the grenade will cause all your other nearby grenades(excluding stickies) to explode, capable causing chain reactions that could kill enemies in one swoop. Fire rate increased, magazine capacity increased, damage decreased. The grenades also cannot make direct hits any more, instead will simply bounce off. Sticky Launcher: Rather than having to shoot several stickies, the TNT come in a single convenient package of explosives. The demoman can throw these, albeit not very far, into enemy choke points. Once that is accomplished he pulls out a detonator finger primed, meaning that he can only place one at a time and that he cannot have another weapon out and still detonate the TNT. The TNT itself does damage equal to 3.5 stickies, but the splash radius is almost twice as large. Bottle: instead of some crude and simple thing like a bottle, the Demoman has adopted a more technical way of inflicting bodily harm at close range. A broken stool leg! What's a more elegant way of hurting someone? On killing someone with this ingenious device, somehow all the ammo currently chambered in his primary weapon becomes a 100% critical. It's a tricky thing however, should the demoman kill anyone because he runs out of ammo he will receive no bonus. 20% slower swing rate.
Are these ideas starting to loop or is it just me?
I think it's you, mate. Also, the TNT seems cool, but it needs to be a bit more different. Maybe if it had a radar sweep that would make it detonate when an enemy entered the 90 degree scanner field within the blast radius. That'd make it more different, and quite useful for Demomen who need to focus on other things than their Stickies.
Can't you just download a material hack if you want to see through walls?
What the hell did anyone say about material hacks?
[QUOTE=Smirnoff Joe]and nemesis symbols show up when cloaked or disguised. [/QUOTE] Lies.
I think not.
DAN DAN DAAAAAA!!!! GO CART!!! a go cart, like a jeep in hl2 but smaller. it can go as fast as a scout, it cost 200 metal, and it has 3 lvls. -1st lvl, you can only ride it -2nd lvl, you can ride it and a passenger can ride it too but they can fire -3rd lvl, you can ride it with a passenger and it has a dispencer on it @each lvl costs 200 metal @pros -it can go as fast as a scout -it will be good if you want to get to a place fast to build a sentry -it can go up and down stairs -passengers can shoot out of it @cons -it is dull and you need to repair it -if it falls you and it gets hurt(from impact damge) -you cant run over stuff to get metal @I want to have the building Pad have a sentry and the cart at the same time, but if you have a sentry up you cant build a cart(and the same to the go cart) and when you blow it up it drops 150 metal if you read this come up with ideas for like a replacement for a tele, and maby find some things that would work for this =D
If it's been posted already, sorry... [b]Paintball Sentry[/b] - Does minimal damage. (1 or 2 HP per hit) - Paints enemies with their team color. - Paint lasts for 12 seconds. - Paint is not lost when Cloaking or Disguising. - Faster rate of fire. (8-10 shots per second) - Longer Sap time. (12 seconds) - 4 Wrench hits to destroy sapper. - 200 Metal - 220 Health
I just think a rocket with more control and less dodgeability, will end up being the unlock for soldier, but will end up making more people get comp blast
Ooh, how about a Stealth Rocket for Soldier? I know, it's an idea from Metal Gear. But it's still a good idea. The rocket is slow moving, and can be controlled by the Soldier with a remote control. A disadvantage is that you can't just fire it like the normal Rocket Launcher. You have to stay still in order to control the Rocket, during which time you are vulnerable to enemy fire. But to make it more useful, the Stealth Rocket has zero falloff, deals 200 damage on hit, splash damage of 150, and is quiet in transit, but gives off a huge audial warning when it's about to explode. Sure, it'd mean you'd have to hang back from the battle, but not too much. For the Stealth Rocket actually has a Fuel meter, good for 30 seconds of travel time, and the speed of the Stealth Rocket is quite slow, taking 6 seconds to get from balcony to balcony in 2fort. When in flight, the Stealth Rocket has two functions, Detonate and Boost. Detonate happens automatically when you crash into an object or your fuel runs out, but if you want to detonate it before then, use the LMB. Boost makes the Rocket go at normal rocket speed for as long as you hold down the RMB, but at the cost of Fuel decreasing twice as fast, so use it only for short bursts. Another thing that puts the Stealth Rocket at a disadvantage is the fact that it can be knocked back by Sentry fire, but you can combat that by using Boost when heading towards the Sentry, providing you have enough fuel to do so. Airblast is the Stealth Rocket's worst enemy, as it sends the Rocket spiralling out of control. If your Stealth Rocket gets Airblasted, the best you can hope for is that it crashes into an enemy in it's spiralling death throes. The Pyro who blasted the "Strocket" gets a kill point if it hits a wall after it was Airblasted. So steer that thing away from Pyros. You can have 10 Stealth Rockets in all, and it takes a long time to reload. So this weapon is good for those who like to stay back and control their rockets. Not good for direct combat, but can really ruin an Engineer's day when you explode it on him when he's in the middle of his placement, roasting marshmallows at his little campfire, destroying him and his stuff.
Jump pad: Replaces the teleporter. Bounces up team mates that press jump on it. (to prevent blocking) Maybe has a charge time. Proximity stickies: You see a small sticky icon in your hud for every sticky planted. When an enemy gets in the range of the sticky, the sticky icon gets lit up with a small beep. Also the stickies beep and start glowing the team color clearly. [QUOTE=Smirnoff Joe]Stealth rocket.[/QUOTE] What about compression blast against this? Seems a bit overpowered against sentries and pretty much everything around a corner, but in open pretty useless.
As I just edited, the compression blast is the Stealth Rocket's worst enemy.
You know what would be funnier, if comp blasting it reversed it's path, and it flies exactly the same way it came, so let's hope the soldier moved, or no one is standing where he was
That'd be fun.
Then the rocket would hit the soldier no matter what, unless the soldier can abort the flight and move. And if he doesn't realise to do so he's stupid enough to be easily taken down.
Abort would be easy, just press R.
[QUOTE=Talishmar]Then the rocket would hit the soldier no matter what, unless the soldier can abort the flight and move. And if he doesn't realise to do so he's stupid enough to be easily taken down.[/QUOTE] actually I doubt that you could keep controlling if it got air blasted
syringe gun turret, that heals it self 2 hp per hits.
Vampire Turret, eh? Quite an interesting idea. Konami would LOVE it (Castlevania).
Quoting, because it seems that the smartness system thinks there is something wrong in this post, though I don't know what's wrong exactly. [QUOTE]Reminds me of my old Modular Sentry idea. It would have no weapon when built, and therefore, be totally useless until an Engineer mounts weapons on it. So, an Engineer having this alternative sentry would be able to carry only one dropped weapon at a time, and convert it into raw metal by right-clicking if he doesn't need it. A level 1 sentry would be able to hold only one weapon, a level 2 sentry would hold up to two weapons, and a level 3 one would hold up to 4 weapons. The heavier those weapons are (miniguns, rocket launchers), the slower they will turn around. So if you have a sentry with 4 miniguns on it, it may be pretty vulnerable against scouts and pyros (just like real heavies), and if you have one with pistols or syringe guns, it should deal less damage, but be harder to take down by light classes. It should also have some kind of AI, which means it should make the difference between close range weapons (flamethrowers, shotguns), long range weapons (sniper rifles), weapons that are affected by gravity (grenade launchers, syringe guns), and weapons that aren't (rocket launchers). Of course, it shouldn't have a perfect precision (because a sniper turret would be impossible to take down without the help of a spy). It doesn't accept melee weapons (which are instantly turned into metal when picked up), and other non-offensive weapons (sappers, sandviches, disguise kits, etc...). Though a Medigun would be fun, it would heal teammates faster than a dispenser (at the cost of one weapon slot), but wouldn't be able to übercharge them. As for some "special weapons" such as the sticky launcher, I don't really know. Maybe they would explode on impact instead of sticking on walls. So, basically: + Can be customized for different applications (long-range defense, close-range defense, etc...) + May be more powerful than a regular sentry with some configurations - Takes much more time to be operational, requires the owner to go look for dropped weapons (which means it really cannot be used for quick defense setups) Someone told me it would be too easy to quickly set up a sentry by asking your teammates to commit suicide, like, during setup for instance. Well, then, I don't really see where the problem is, unless the server has some shitty instant-respawn script.[/QUOTE]
I thought it would be neat for a Scout pistol replacement if they gave him the ability to steal ammo from enemies at point-blank range. You could only take enough to replace what you're missing, though, so if your ammo is full, you can't take any more. I'd say you'd be able to take the equivalent of a medium ammo box's worth of ammo if you're completely out. Probably less, though.
Ammo-stealing doesn't really seem too good, since most weapons kill you fast. Maybe a weapon-jammer would be more useful? Without guns, you're screwed, and you'd have to wait until it wears off, effectively taking someone out of combat temporarily.
I have ideas for acheivements and upgrades. Man hunt: Kill a player whom you're dominating as the Scout a total of 20 times while inside/on enemy base/control point. (Scout)Milestone 1: The sharpshooter. ( A broken Pool stick ) Pros: Swing 40 o/o faster. Cons: -20 damage (This all just came to me while I was thinking about a totally different subject)
[QUOTE=C0linSSX][b]Spy Unlocks:[/b] (Format: original weapon/replacement) \Knife/Neck Snap: Instakill from any direction, takes about twice as long as the backstab to complete[/QUOTE] JUDO CHOP! Taunt should be the spy (harmlessly) cracking his own neck and saying, "This will hurt you more than it will me." Anyone who wants to improve this just quote it.
Snipah time: [b]Heat Signature Scope[/b] This replacement for the regular sniper rifle allows the user to see enemy heat signatures, letting them take definite shots at enemies. While in scope, enemies appear in orange, friendlies green, and everything else tinted blue. The downside is that the rifle takes twice as long to charge to full, and can only show nearby enemies. [b]Tranquilizer Gun[/b] The replacement for the submachine gun allows the sniper to easily escape confrontations or clean shots with proper use. When an enemy is hit with it, their vision blurs and tilts, and they move at 70% their regular speed. However, the amount of darts is very low, and the weapon is no longer automatic, meaning that it is less effective against near enemies. The shots also deal very little damage. [b]Hunting Knife[/b] A strange weapon, the hunting knife stabs rather than slashes. When an enemy is hit with it, the sniper gains 100% charge for 7 seconds, which resets after every stab. The knife attacks at 50% the speed, however.
For engineer: A floor sentry It will be hidden under the floor, with only a small sensor thingy sticking up. It will also be silent (or reduce the beeping made by a regular sentry). When an enemy aproaches the sentry pops up from the ground and fires at the enemy. excellent for maps when you have to protect the intelligence, like 2fort. The demomans bombs won't explode on touch if the sentry is underground. It is also more resistant to sappers. Here's an example: [img]http://www.filecram.com/files/BMP.png[/img] Cons: The range will be reduced greatly, and it will only be upgradeable to level 2. Also, the small hole it creates while popping up will create a nice space for the demoman to put his bombs. It has lesser HP than a regular sentry and takes longer to deploy. This will also eliminate the idea of camping next to your sentry, since the whole purpouse of this is to have a sentry catching the enemy by surprise. It could also be possible to place it on wall or roofs :3:
More like "ground sentry" then. Anyway, I don't think this will be possible, you just can't make holes in world geometry. Unless you use portals. Way too hard to implement, not worth it. Edit: Oh god, what have you used for drawing this masterpiece?
[QUOTE=_Kilburn]More like "ground sentry" then. Anyway, I don't think this will be possible, you just can't make holes in world geometry. Unless you use portals. Way too hard to implement, not worth it. Edit: Oh god, what have you used for drawing this masterpiece?[/QUOTE] MSpaint :v: Felt kinda useless to use photoshop when Paint did the trick just fine.
[QUOTE=_Kilburn]More like "ground sentry" then. Anyway, I don't think this will be possible, you just can't make holes in world geometry. Unless you use portals. Way too hard to implement, not worth it.[/QUOTE] Ever heard of nocollide? You could have it nocollide with the world, and stay in that spot. It's simple, and it wouldn't collide with the world when popping in and out of the ground. This is an excellent idea, but it's a bit too similar to the old Sentry. We need more difference. Here's a list of some Engie unlocks. Note that they are designed to make the Engineer more of a help on the offensive, and by far more mobile. Not just that guy who makes a forward base to allow the others to get there faster, but like to actually directly aid friends on the battlefield, so to give Engies a bigger taste of the action, and to be more directly useful on the offense, not just being some 35 year old Texan grease monkey camping behind a Sentry. [B][U]Sentry unlock: F.A.L.C.N[/U][/B] FALCN, or [B]F[/B]rontline [B]A[/B]ssault [B]L[/B]evitating [B]C[/B]ombat machi[B]N[/B]e as it's technical name, is effectively a flying Sentry, which accompanies the Engineer, and attacks nearby targets with an automatic gun, which deals 10-15 damage, slightly less than the regular Sentry, at a rate equal to that of the regular Sentry. Instinctively, the FALCN dodges projectiles such as Grenades, Pipe Bombs, Stickies, and even Flares. These projectiles are targeted by the FALCN, who shoots them away, thus meaning that Demomen will have a hard time with these things. Since it is able to dodge and deflect high-power projectiles, it has lower health than the Sentry, with 120 HP, compared to the 150 of the ordinary Sentry. Like the regular Sentry, the FALCN can be upgraded. Tier 2 has dual automatic guns, like Tier 2 Sentry, albiet not dealing as much damage, but at the same higher rate as Tier 2 Sentry, and has higher health than Tier 1 FALCN, at 165 HP, a bit under the 180 of the T2 Sentry. Tier 3 is a lot like the Tier 3 Sentry, higher health (200 as opposed to the 216 of the T3 Sentry), higher rate of fire, and of course, it fires Rockets, although the T3 FALCN fires a single, more powerful rocket than the Sentry does, dealing about 50-75 damage, firing the Rockets at a slower rate than the T3 Sentry. All in all, the FALCN isn't necessarily as powerful or as strong as the Sentry on any of the 3 tiers, but it makes up for that through mobility and survivability, making it a good companion for the Engie, and the offensive counterpart of the Sentry. It takes 100 Metal to build a FALCN, and each Tier requires 150 Metal to upgrade, leaving enough Metal for repairs and other such things. [B][U]Dispenser unlock: Vendasuit.[/U][/B] This is effectively a mobile Dispenser, except you don't really carry it. You ARE the Dispenser. Imagine Iron Man's armor (he was originally a 1960's hero in the old Marvel), except more TF2 styled, with a small-styled Dispenser on the back, and without the helmet/mask (Engie still keeps his hard hat). It heals people, like a normal Dispenser, albiet a slightly lower healing rate, doesn't hold as much ammo, and sadly, it doesn't give you any Health or Ammo, just the people around you. Well, if it did, it'd make a Vendasuit Engie overpowered, like a Medic with a Shotgun, Pistol, and way too much ammo. The Vendasuit requires 150 Metal to build, since it is in some respects almost superior to the Dispenser. But being a Dispenser man, and not getting any is quite a bitch, so the Vendasuit has another cool feature. It uses it's own Health, 100 HP, to protect the Engie from most incoming damage, like Armor. And before anyone whines about Armor being overpowered, i'll tell you this. Armor was overpowered in TFC and Final Fortress because everybody had it. The same applied with grenades, and you know what happened? In TF2, the Demoman became the only one who had grenades, even though they're officially called Pipe Bombs. So if Engie is the only one with armor, people can't whine about it. Anyway, the Vendasuit acts as armor for the Engie as well as being a watered-down mobile Dispenser. When damaged, running over Ammo restores some of the Vendasuit's health, like the suit batteries in the Half-Life series, but this means if your Vendasuit is damaged, you don't get Ammo, instead your Vendasuit heals itself. Friendly Engies can also repair your armor for you, if there's no Ammo Packs nearby. Another little trick of the Vendasuit is that you have "Anti-Crit Insurance", since the Vendasuit is a building, and buildings don't get extra damage from crits. However, this does not mean that you are insured against headshots or fire, the latter of which ignores the armor (except Backburner crits). Also, wearing a Vendasuit makes you more vulnerable to Spies. Although you can't get backstabbed or backburnt, due to protective armor protecting the vulnerable back hitbox, you can get Sapped. Normally, Sappers deal 25 damage per second to buildings, but the Vendasuit is a bit more resistant to Sappers, taking 8 seconds to be destroyed. However, this isn't necessarily a good thing. Y'see, when Vendasuits are sapped, they lock up, rendering the poor Engie paralysed, unable to shoot or run away, but he will automatically cry for help in an attempt to alert nearby friendly players. Hopefully, you'll be saved by an Engie if in this situation, and the Sapper is removed before the suit is destroyed. The Vendasuit may seem overpowered and superior to the Dispenser, but this is balanced out by a Dispenser tweak. The Dispenser now rejuvinates the cloaking battery for the Spy, and causes all Snipers near it to have their Rifle charges at maximum as long as they're near it, whilst the Vendasuit just gives out health and ammo, gives the Engie protection from crits & backstabs, and acts as armor for him. So the Dispenser is good for those on the defence, whilst the Vendasuit is for offensive support and personal protection (to a certain extent). That's all I got for now, got no idea what a good Teleporter unlock would be.
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