Fire Extinguisher for the Pyro: melee. just a regular fire extinguisher. he can airblast with it. regular attack is just him buldgeoning the enemy.
Spare Tank for the Pyro: melee. he whips out an extra gas tank to bludgeon enemies. gives +100 maximum ammo. no crits, but if he hits an enemy who is already on fire, he instantly loses 50 ammo but deals a mini-crit as well as setting nearby players on fire.
Spy: distraction-beacon. replaces the sapper. Any sentry within range of the beacon under auto-attack will auto-target the beacon for 5 seconds, ignoring other targets.
Soldier: The Big Bang. Deals 1/4 the damage of a standard rocket with no bonus for a direct hit, but propels anyone hurt by the blast away from the point of impact. Someone hit directly goes about half as far as if they'd deliberately rocket jumped, while someone at the very edge travels just a few feet, and barely leaves the ground. Bad for killing things, much better for territory control.
Dude, what is your beef with spies? I mean...a weapon that lets you see spies? It's bad enough that everyone spychecks everyone who comes near an engineer's buildings. I guess a weapon that lets you spot them before even coming into sapping range is just the logical conclusion. That said, a sapper replacement that turns sentries against their team is actually a pretty nifty idea. In general, giving spies the ability to cause chaos, paranoia, and misdirection sounds good to me.
Anyway, I have only one weapon idea. It's yet another invis-watch for the spy. Call it something humorously fitting like The Iago, or The Turncoat. Instead of cloaking the spy, you point it at an enemy, and it makes them look like a member of your team. Your victim will become vulnerable to friendly fire, including sentries. It has a short duration and requires line of sight on the target, or its effects will wear off. It creates a visual effect that looks just like a spy changing disguise, and leaves a corpse that matches the friendly teammate that your victim was involuntarily mimicking, to avoid being a total dead giveaway.
Well, a few have occurred to me, and I'd be flattered if Robin Walker somehow 'stole' the ideas. I'd like to see a Spy Watch which cloaks the Spy as well as a teammate. Would work like the regular watch with a medigun beam, and only when there is a teammate to cloak.
Also, Pyro could be re-purposed into a useful defense class if they gave him a flamethrower which never extinguished its afterburn while the offending pyro was still alive, burning enemies lost their ability to cap or defend objectives, and the afterburn became mini-crits once the pyro got a certain distance from the victim; to aid this, the pyro gets a speed boost for every lit opponent he has. The downside would have to be something drastic like -50% base damage.
Also, I wrote a thread on the steam forums which amounts to the spy parasitically latching onto the back of his victims for stealth, but it's quite long.
edited 16th Jul '10 1:08:06 AM by Mammalsauce
An accurate, decently powerful, rapid-firing assault rifle-type weapon. Doesn't matter which class.
I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.I refuse to believe you are serious about this.
^^That would totally break the game, since we want class to be useful, not completely broken or useless.
A hat that will allow me to use all of your cool stuff on 360.
A hat that will allow me to not suck harder than a diamond-plated vacum cleaner.
Charlie Tunoku is a lover and a fighter.they already have that, it's called a PC hat.
I'm guessing a Retro Hat would be nice...
And I would have the Engineer to have a Landmine type Secondary Weapon... Or do they have them already?
This is coming from a guy that doesn't play TF 2.
edited 16th Jul '10 2:23:31 PM by AttObl227
Last Defense Line.Insert Good Name Here: A Melee Weapon for the Soldier,a katana that doesn't crit, but it's taunt is that he commits Seppuku and his health drains to zero, but during this time he gets nothing but crits with the katana
Taser: A Melee Weapon for the Spy, more powerful than the knife but can't backstab kill, it can one hit kills Buildings (and Snipers with Razorbacks)
The Wedgetail: A Primary Weapon for the Sniper, it's the titular eagle that when fired, you can control and attack enemies with
Insert Good Name Here: A Primary Weapon for the Spy, it's weaker than the revolver but when you're fully loaded, you can shoot all 6 of your bullets in breathtaking speed
The Hostage Taker: A Primary Weapon for the Spy, when you fire this behind someones back you will take them hostage like this◊ all damge fired by enemies will be dealt to your hostage, fire again and you'll headshot your hostage causing a one kit K.O
Insert Good Name Here: A Secondary Weapon for the Sniper, it only crits enemies that have a high amount of health, good for dealing with Heavies and Medic Buddies
edited 16th Jul '10 2:47:14 PM by truteal
http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.phpI don't have many weapon ideas, but I do have some thoughts on improving the current weapon set:
Heavy
- Minigun (all)
- Increase from 4 bullets fired per round to 5
- Fists
- Damage output increased by 10%
- K.G.B
- Damage output increased by 5%
Medic
- Kritzkrieg
- Increases running speed of healing target by 5%
- Increases running speed of medic during Ubercharge by 8%. In conjunction with Scout, running speed raises to level of Scout (does that seem overpowered?)
Engineer
- PDA
- Both PDAs combine their effects; Alternative fire now destroys machines instead of Demolish Tool (this was something I miss from the Orange Box on the console)
- Sentry Gun
- Sentry Gun can be split up to equal the sum of its parts; Engineer can create three lv1 Sentry Guns that can never be upgraded or one lv2 Sentry Gun and one lv1. It's also possible to invent a Sentry Gun that exclusively shoots Rockets and a lv2 Sentry Gun as well.
Naturally all that would be far costlier. I'd like to do that same for Dispensers.
- Teleporter
- Teleportation count is no longer reliant on Entrance; if Entrance is detroyed while Exit remains, Tele Exit carries Teleportation count as well. Teleportation count is set back if both Tele devices are destroyed.
- Wrench
- Critical swings give twice the normal ammount in metal when upgrading.
- Critical swings double build time when hitting newly created machines.
- Critical swings remove Sappers in a single strike.
In other words, Kritzkrieging an Engy would be worthwhile.
Scout
- Alternative Fire
- Fires two shots worth of force for Scattergun. Longer wait between shots. Spends two rounds (meaning that doing this with the Fo N would spend the entire clip).
- Pistol
- Accuracy buff.
- General buff
- Jumps off walls gain greater height. Jumping off enemys gains greater height.
I do have some ideas for weapons an new mechanics. I'll post them later.
edited 16th Jul '10 5:12:41 PM by Alucard
uh, increase minigun output by 25% all-around? are you just bad with the heavy? he's plenty powerful.
engineer PDA: horrible idea, because alt-fire currently rotates the equipment when you build them. and you select things by pressing the number of the weapon slot anyways, not by clicking the fire button.
sentry: you'd need to rework the entire build/upgrade control scheme.
wrench: crit swings? unnecessary, but more to the point, would be unbalanced. engineers hiding behind sentries rack up TONS of DPS and have a high critical rates during intense fights.
scout: no to the alt fire, that's the entire point of equipping the Fo N.
jumping off enemies can already be done. he's already got a double jump that can change direction mid-air, why do you specifically need a walljump?
New Demoman main weapon: the Accura-launcher. Instead of exploding after a set amount of time, grenades last until you let go of the fire button or after that period of time, whichever comes first. Obviously, you can only have one grenade on screen at a time, but you can move while firing.
Spears Of Explosive Influence: A Secondary Weapon for the Demo, they're spears with small firecrakers on them, much weaker than the Sticky bombs, but can attach to enemy players
The Painsaw: A Melee Weapon for the Pyro, a chainsaw that when you taunt he pulls the cord and you get crits for 5 seconds
Invisicologne: An item for the Spy, spray it on and you'll be invisble for 5 or 10 seconds, but you will not turn visible if you attack during this time, and due to the Invisicologne being extremely flammable, fire attacks will cause minicrits
Koala Skin Gloves: A Melee Weapon for the Sniper, they let you climb up walls (but very slowly)
Hats
Demoman: an African headress
Spy: a Spy Vs Spy hat and glasses
Pyro: a Hockey mask
Sniper: a stuffed koala
edited 17th Jul '10 3:09:53 AM by truteal
http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.phpGreat ideas. Give demoman a javelin and african headdress so he can be a spearchucker.
Some of these ideas are... bad.
edited 16th Jul '10 6:52:47 PM by rallyfan9000
I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.Insert Cool Name here: A Primary Weapon for the Soldier, it looks like a regular rocket launcher with a block of Australium duct taped to it, it causes one hit K.O's to all classes and raises the Soldier's health by half, it would be a Limited edition weapon only avalible to the first 10 or 20 players
more hats
Sniper: Indigenous Australian face paint
Spy: a big Cigar
Spy: 5 or 6 cigarettes (call it the lung cancer special)
Soldier: a Mad Hatter style top hat
Pyro: a Top Hat with bullet marks in it
edited 16th Jul '10 7:10:16 PM by truteal
http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php@Rally: It's not gonna happen, ever. TF 2 isn't a generic regenerative health FPS. Its more like quake, and i'm pretty sure that quake didn't have any assault rifles.
I still want my AK-47, dammit!
I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.The Turncoat: Alternative Spy Secondary, instead of destroying the sentry/teleporter/dispenser, it changes its affilation. Takes a bit to actually convert it, and if the Turncoat is removed, the object switches back.
"Flash!" Energy Drink: Alternate Scout Secondary, it doubles his speed for eight seconds. After that, he is helpless for four seconds.
Ka-glue-ey!: Alternate Demoman Primary. These stick to buildings, players, but not the environment. The explosives have a much smaller radius to compensate.
Anyone who assigns themselves loads of character tropes is someone to be worried about.The AK-47 is a commie gun, there are no commies In TF 2 except for the heavy. And he's is already in a delicate love triangle, I don't think he wants to complicate things any further.
Okay, give me an M-16. Or an STG-44. Or an M-14. Or some kind of assault rifle.
I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.
The Taipan: A Primary Weapon for the Sniper, it's a blowgun that fires poison darts
The Hathunter: A Melee Weapon for the Sniper, it only crits if your target is wearing a hat, and it loses it after you hit him
Bear Claws: A Melee Weapon for the Heavy, they do more damage than just your fists, but you have a slower reload
The Reaper: A Melee Weapon for the Spy, it has a slower strike rate than the knife but when it makes a successful kill, the enemy's ragdoll will walk aimlessly around the area, causing confusion and paranoia
The Spiker: A Secondary Weapon for the Spy, it turns enemy sentries into friendly level 1 sentries
The Scrapper: A Secondary Weapon for the Scout, it's a submachine gun with a sapper duct taped to it, it does minicrits against Buildings
The Bloodhound: A Primary Weapon for the Engineer, a weaker shotgun that when have it out, you can see disguised and cloaked spies
Insert Good Name Here: A Primary Weapon for the Demo, a Grenade Launcher that's weaker, but does no Self damage
The Harpoon Gun: A Secondary Weapon for the Pyro, it will only crit in the water
The Heat Seeker: A Primary Weapon for the Soldier, it's weaker than the Rocket Launcher but it does Exactly What It Says on the Tin (even to disguised and cloaked spies)
more will come, comments would be good, but posting your own would be better
P.S for all you Crafters out there, you can do my ideas but please say that I made the concept
edited 15th Jul '10 11:33:17 PM by truteal
http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php