• If you could put one new weapon in any class - What would it be?
    135 replies, posted
A pistol or something for the medic would be good. Yeah, Para cost more by 750, forgot about it
I'd give the Medic a needle melee weapon. I really want to see that.
[QUOTE=Keychain;23911818]I'd give the Medic a needle melee weapon. I really want to see that.[/QUOTE] As long as it changed his gameplay. I don't want to see more weapons added just because they look different and they just have a dumb gimmick stamped on them.
[QUOTE=MacD11;23910849]Cannon for heavy and Hawk for sniper[/QUOTE] a shotgun-sniper
A weapon for scout that doesn't suck.
[QUOTE=EvilShadow777;23911856]As long as it changed his gameplay. I don't want to see more weapons added just because they look different and they just have a dumb gimmick stamped on them.[/QUOTE] Could give it a bleeding effect, but no one seems to like bleeding.
a minigun that shoots rockets and sanviches
I'd really like that nadelauncher that someone made for policount.
Something that's like the blutsauger, but instead of stealing health, it does damage over time.
A new Spy knife. I can't really think of the stats but he needs a new knife.
Laser trip mines for the engineer.
I would like a flamethrower that handles more realistically as a flamethrower. Basically, somewhat longer and more narrow stream of fire, and it deals more damage as fire is not realistically something you walk away from with minor injuries like the current flamethrowers. The downsides could perhaps be the lack of airblast and less ammo. Meaning that you would be powerful in short/borderline medium range, but you'll have to fire sparingly to not run out of ammo, and you would again be more vulnerable at range since you can't reflect projectiles. It could look like the flamethrower in the concept art of Pyro.
A spy weapon that doesn't make him lose his disguise, with some kind of drawback like halved cloak or something.
[QUOTE=MacD11;23910849]Cannon for heavy [/QUOTE] I too would like the heavy to have a cannon of some sort.
Cannon would fit the Demoman more since he's a Demolition man. I'd love to have a mini nuke or something to Soldier too.
Reprogrammer, replaces sapper + Makes enemy sentry guns start shooting at its teammates - twice the time to sap - once the reprogramming is complete the sentry will continously lose health while its shooting at its teammates
[QUOTE=Fatfatfatty;23913650]Reprogrammer, replaces sapper + Makes enemy sentry guns start shooting at its teammates - twice the time to sap - once the reprogramming is complete the sentry will continously lose health while its shooting at its teammates[/QUOTE] This sounds cool just as long it doesnt shoot the engineer who built the sentry. This would be nice for causing havok in sentry nests.
A throw able sapper but from close ish range, it can still be placed manually but it can't be spammed.
[QUOTE=Fr3ddi3;23914550]A throw able sapper but from close ish range, it can still be placed manually but it can't be spammed.[/QUOTE] So something like +100% cooldown time Can be thrown That reprogrammer would be griefable so maybe the spy has to stay alive to change it. And when it's being changed the sentry doesn't fire at all.
[QUOTE=Fatfatfatty;23913650]Reprogrammer, replaces sapper + Makes enemy sentry guns start shooting at its teammates - twice the time to sap - once the reprogramming is complete the sentry will continously lose health while its shooting at its teammates[/QUOTE] I noticed some flaws, so let me suggest some other stats :3: [code] + The Sentry will turn against it's allies when sapped. + Sentry is no longer immune to friendly-fire. - 50% sapper drain-rate. - Only one sapper can be active at a time. - The Sentry does not consider the Engineer who built it or other buildables to be threats. - The Sapper becomes inactive if the Spy who placed it is killed.[/code] [b]Let me explain:[/b] This sapper would still drain the health of the Sentry, but it would take twice the usual amount of time for it to be destroyed by the sapper. However, during the sapping time it turns against its allies and becomes vulnerable to friendly fire. The nerfed sapper drain rate makes it so the Sentry will be on your side longer, and the friendly fire makes it so that you are encouraging the enemy to kill their own team's sentry gun. Keeping the drain rate makes it so that this weapon can't be made for griefing by for example having a friend place a sentry outside of his own spawn, because it will eventually be destroyed by the sapper. Making the Spy only able to place one at a time encourages the enemy to hunt down the Spy who placed it, and makes it less useful for taking out sentry nests. Making the Sentry not attack the Engineer who built it, gives the Engineer a viable chance to save his sentry. Making it not attack enemy buildings makes the old Sapper the superior choice for taking out sentry nests. [editline]02:07PM[/editline] It has no effect other than "-50% drain rate" on other buildables such as the dispenser and teleporters. The visual indicator that the Sentry is "turned" would be that the newly implemented laser pointers on the Sentry would be the color of the enemy team. [editline]02:19PM[/editline] This would be an "Ambush sapper". It's not good for Sentry nests, and it's not good for taking out the Sentry guns of lone Engineer's unless you kill them before they are able to remove your sappers. It is however very useful if you manage to place it on a Sentry when the Engineer is not able to come to its rescue, and it could be useful for killing enemies when placed in a sentry nest as long as the Engineer isn't there to quickly remove it. [editline]02:20PM[/editline] I just realized I should probably post this in the "Unlockables ideas thread" instead :v:
That Colt model thats been floating round the emporium as a pistol for scout and engineer. Does more damage at close range at the cost of clip size. Not exactly the most innovative weapon but its a kickass model and I'd like to see it ingame.
A medic weapon which would have a faster uber charge rate but wouldn't be able to buff teamates.
I wish Medic would have gotten the Shiv instead of Sniper. I don't mean the model itself, I mean the stats. I wish Medic would have gotten a big syringe, with the Shiv's stats. It would have made sense that since Medic is not a direct combat class, he would get a weapon that deals bad direct damage but deals good damage over time. If "Bleeding" would have been renamed "Poison" it would then have been a nice reference to TFC :(
sniper: crossbow.
something for demoman other than melee, for someone who's primary function is blowing stuff up, he seriously lacks weapons that does the job well.
[QUOTE=Mega Tuna;23916181]sniper: crossbow.[/QUOTE] I agree Something like [CODE]+80% projectile speed +20% damage -20% reload speed Cannot charge[/CODE]
The heavy.
Scout for Scout
[QUOTE=Keychain;23911947]Could give it a bleeding effect, but no one seems to like bleeding.[/QUOTE] If the visual effect wasn't so blinding, whooshy, and impossible to aim through, I might have less of a problem with it.
The Loch 'N Load from the Polypack. Demo could to with a new viable unlock that isn't too situational *coughScottishResistance*cough
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