I haven't play TF2 before but I'll just throw in my crap.
Demoman "Self Destruction"
A five second timer that is easily heard starts and then boom, huge amounts of damage and the dude is dead, if he is shot, they only explode at half power and any kill done by them doesn't give the Demoman points.
Heavy "Rampage"
The Heavy becomes immune to damage for 2 seconds and shoots at double speed (happens if the Heavy has less than 20% health)
Demoman + Pyro "Molotov.. GRENADE!!!"
It's basically a molotov cocktail with 4 grenades strapped around it that go flying after the molotiv detonates and explode after 1 or 2 seconds.
Primary: Freeze Ray. Shoots similar to pyro except that it freezes instead of burns. so it does very little to no damage, but then the enemy is frozen to enemy fire for maybe 4 seconds. but both enemy AND ally pyros can melt the ice. either that or it can just shoot patches of ice that cause enemies to slip on and cause them (fall or freeze)damage. the patches melt after a short time or pyros can melt them.
Secondary: Icicle Gun. Shoots like the medic AIDS gun, but shoots icicles that travel farther do more damage, but shoot slowly, with a small clip size.
Melee: either an Ice Pick or a Frozen Turkey would be good.
seemed like a balanced class. it obviously couldnt battle a pyro, but it could get scouts who move too fast to avoid ice patches or heavies who cant jump as far to get past them. maybe the Freeze class could have a fault with him if he swam in water. it could slow him down and anyone near him
Announcer- Sandwich: If the game ends in a stalemate, then the sandwich replaces everyones weapons, and it turns into a "sudden death" where everyone has to sandwich each other to death.
Lol I got the classes right here! Scout: Hero Sub Soldier: Wrapped-up Dagwood sandwich (A sandwich with multiple layers) Pyro: Sloppy Joe, due to heat Demoman: Beer sandwich which looks like a bottle. Heavy: HAMBURGer Engineer: Steamed Sandwich (It comes from Kentucky, close to Texas) Medic: Butterbrot sandwich Sniper: Peanut Butter n Jelly Spy: Croque-monsieur
Actually, judging from Meet the Scout, it looks like the Heavy prefers simple cold cuts. And the Sniper definitely needs a Vegemite sandwich.
As for weapons, here's a few I've thought of: Scout - A Mauser that has a larger clip than the standard pistol and is more accurate, but has a slower rate of fire and longer reload time. Demoman - An EMP grenade that deals minimal damage and low knockback to players, but disables buildings for several seconds. Sniper - A crossbow with very high damage, and causes some secondary damage over time until healed. It also doesn't need to charge. In return, the bolts move only slightly faster than a rocket, and the weapon has an extremely long reload time. Spy - A ketchup packet that lets him play dead.
Hostages Win Now that mandatory comedic quip feild is filled in, (albeit related to Counterstrike, not TF2)
We add a new series of classes: there's Assault, Defense, Support, and now Recon. (Halo 3 armour wearing crazy obsessive people shut up.) The time inbetween matches is extended for Recon to take their toll on the battlefeild. They cannot fight directly but if nessecary can melee eachother.
SABOTEUR -Sapper Feilds: Prevent Building in a certain radius of this hard-to-see mine-like device -Trip Mines: Demoman would be proud, these detonate on proximity, not player-controlled det -Crowbar: I know.
SPOTTER -Map Recorder: Run around the area taking stock of the battlefeild including metal, friendly sapper feilds & trip mines, friendly and enemy units -War Catalyst: Drop special pickups that make players (can be pickerd up by enemy too, place them well!) guns fire faster or harder, walk quicker, ubercharge, etc. -Telescope: Left click to whack, right click to zoom
Once the match starts, they insta-teleport to the spawn room to change to a fighting class. Only 30% of the servers' players may play as Recon classes during the in-between time.
Maybe a radar system for the engineer to make as offose to a teli, so you know were everyone is BUT you have to get their yourself. Youy can plan more but at the expense of time.
Here are some ideas I've heard so far and think are great, as well as a few I've come up with: * Spy or Engineer ability to make enemy sentries attack their own team or everybody * Spy or Engineer ability to attach a "tracker" to enemies * Spy "ketchup packet" feign death * Spy "engineer building" disguise (perfect for waiting for cloak to wear off) * Spy or Engineer target dummy that distracts players and sentries (either a hologram or a waving cardboard cutout) * Pyro alt-fire with larger range/damage but much higher fuel consumption * Pyro fire extinguisher (bash or spray-and-blind or douse-flaming-teammate) * Pyro or Demo molotov cocktail (slow burning damage over a wide area for a short time; good for cover) * Demo EMP grenades (either short enough time that it requires constant spam to keep a building disabled, or a very limited supply; affects both teams' buildings) * Medic adrenaline shot: give target speed/damage boost, but take more damage (perhaps as an alternative to ubercharge or overhealing) * Medic shock paddles that bring target back to life, but with low health that they constantly lose (at same rate that medic can heal) * Scout bat does less damage, but incapacitates/slows enemy * Scout tazer instead of pistol: drains health at a constant rate while held on target or incapacitates enemy * Scout "homerun" hit: slow but high damage, requires running at target * Soldier triple-shot: load the rocket launcher with three rockets. Each hits at slightly different place (poor accuracy). Causes large damage, including splash damage (instant kill for a direct hit). Has a very long reload time.
spy: stealth suit: increases the cloack duration dart gun: shoots tranquilisers. Life-loss and blurry vision included on the trip to the grave. Poison sryinge: a bit similar to the medic's blut sauger. The enemy loses health till he dies or gets cured by a medic.
Scout: Super nailgun: shoots faster than the sryngegun and does a little more damage but it can't be reloaded (like the minigun)only 100 rounds gheto-eagle: a deserteagle esque handgun, similar to the spy's revolver. Only 7 rounds and 2 clips and less acuracy. wooden bat: Can be broken like demoman's bottle. Less damage but faster.
enginner: level 3 teleporters and dispensers: shorter reload times level 4 turret: laser turret. It shoots a laser beam instead of rockets. They are faster than rockets but less powerful. spanner: faster than the monkey-wrench but less powerful.
How about for the pyro we get an electric current gun, it launches a streaming electric charge that when it lands a hit on someone, aside from just damaging him it spreads to whomever is standing nearby him, the spread can jump from the original guy to anyone near him, and maybe jump one more time from that one, but the chain starts on anyone close enough, of course it'll work like the flame thrower, it'll have a slightly longer range but does less damage to people, however more damage is dealt to sentries and the like.
i think the pyro (or possibly demoman) Should get molotov cocktails, Spys could get something that switches the sides of a turret/dispencer for a few seconds. engineers maybe a flame turret. Demomen could get proximity mines to replace the stickes, but could only fire out a few at a time.
Also, i wish they would release these updates all at once, i dont like being on a team where over half the people are one class. And while the kritzeiger seems a balanced choice, i can't see why anyone would want to use the original bonesaw or syringegun after unlocking the ubersaw and blutsauger, i know they have slight downsides, but they seem far too possitive
pyro: napalm launcher: just like the Unreal 2 flamethrower: the flamethrower squits out napalm and it can be ignited (?) just by firing on it. Someway, it would work like the sticky grenades launcher. Torch: let's return to the spanish inquisition times! 3 hits and the guy, if not dead, will run in flames till he dies or gets healed.
demoman: Timed TNT: replaces the sticky launcher. It's the timed TNT from the first TF2 trailer. Not remote controlled.
remember the weapons have to try and be balanced. valve is not going to make an "improved" ANYTHING unless it has a downside. some ppl think that a spy should just get a more powerful revolver... but then there is no strategy in picking which revolver one is going to use is there? you pick the one that is just better. i do however think that the ubersaw doesnt have enough downsides... but then again its hard enough to get it that it really doesnt matter. you worked hard (hopefully) to get it so you deserve something a little better
renard: demoman: Timed TNT: replaces the sticky launcher. It's the timed TNT from the first TF2 trailer. Not remote controlled.
I think they will rethink the old weapon concepts. The TNT from the second TF2 trailer might be perfect for this. I'm also wondering what the gun the scout is holding in that trailer is all about. It looks like an automatic pistol or something, and if you look closely at the final screen of the trailer with all the characters, you can see the scout is holding the SMG that now belongs to the sniper. Also, did anybody notice that in the trailer the Demoman's grenade launcher's barrel rotates with each grenade launched to prepare the next grenade, while in the final game it doesn't rotate at all?
War Monger of Yabucua: If you ask me, I think that the weapon that a Heavy gets when he goes uber should be this super secret weapon called the "EVERY GUN"! When the heavy gets enough kills, he then has the option to use the everygun which kills everything within 200 feet of him, and then nukes the entire map with a nuclear rocket, exepct his own team. How fucked up and original is that!?
Demo man: TRip mines: Before buying the game, I had assumed the sticky bombs were like mines that would trigger if you stepped on them or passed them. I think that would be a good alternative weapon for the remote controlled stickies. If your careless you'll get hit, but if your causiouse you can avoid them and get by even if the demo is aware your passing by.
heavy: Brass knuckles: Equip them for a slower but more brutal punch.
the engineeer thould be able to build manned turret guns, like its 30. then 50. then minigun
the snipers smg should be more pwerful, hold less rounds, only fire in burst, and have a 2x zoom scope
there should jsut be a ninja class....with a katana, throwing stars(hold down primary fire to charge throw), smoke bomb(only one to prevent spaming, and I don't know a silenced SMG
pyro: napalm launcher: just like the Unreal 2 flamethrower: the flamethrower squits out napalm and it can be ignited (?) just by firing on it. Someway, it would work like the sticky grenades launcher.
I like this idea, but I think it would be better to have some sort of gun that shoots gasoline or some other highly flammable liquid, which would ignite if the target is fired upon later. Or it could be given to the spy as a damage-enhancer, which would be planted on enemies during firefights. Or maybe some sort of negative uber? Instead of invincible, you take more damage.
aussiesniper:
fire axe: replace with the fire extinguisher (good idea) but the primary fire is whacking people with the extinguiher, and the alt-fire is the spray.
Fantastic idea. It would be like a flashbang. Perfect for the Pyro's ambush style of play.
the monopoly guy: the engineeer thould be able to build manned turret guns, like its 30. then 50. then minigun
the snipers smg should be more pwerful, hold less rounds, only fire in burst, and have a 2x zoom scope
there should jsut be a ninja class....with a katana, throwing stars(hold down primary fire to charge throw), smoke bomb(only one to prevent spaming, and I don't know a silenced SMG
i dont even understand your manned turret idea, it seems overpowered.
snipers dont need ANOTHER zoom weapon
the day ninjas are introduced is the day i fuk myself with a rake and eat my computer
the monopoly guy: the engineeer thould be able to build manned turret guns, like its 30. then 50. then minigun
the snipers smg should be more pwerful, hold less rounds, only fire in burst, and have a 2x zoom scope
there should jsut be a ninja class....with a katana, throwing stars(hold down primary fire to charge throw), smoke bomb(only one to prevent spaming, and I don't know a silenced SMG
i dont even understand your manned turret idea, it seems overpowered.
snipers dont need ANOTHER zoom weapon
the day ninjas are introduced is the day i fuk myself with a rake and eat my computer
well they first to manned guns would have a slower rate of fire, and the mini gun would have the same rate as that of the sentrys maching gun
I think they're pretty much starting a the least popular class (Medic) and working their way up (Pyro isn't all that popular either, as far as I can tell in-game). It's a good way to essentially reset the popularity of the classes one at a time.
ElArabDeMagnifico: Thar be rumors about the "Pyro" getting new achievements and new (yet balanced) weapons, I'd post a link, but it's a rumor so why does it matter?
It is incredibly hard for me to think of something balanced for the pyro though. Maybe I'm not thinking far enough outside the box.
ElArabDeMagnifico: Thar be rumors about the "Pyro" getting new achievements and new (yet balanced) weapons, I'd post a link, but it's a rumor so why does it matter?
It is incredibly hard for me to think of something balanced for the pyro though. Maybe I'm not thinking far enough outside the box.
Interesting, but I think they just draw back on the pryo when their not sure what to do next. BAsed off of how they said the next "met the " video would be pyro
Hmm, maybe the pyro can get a "torch" to replace the fireaxe after getting certain achievements, and whenever it gets a crit - it can catch them on fire.
I haven't play TF2 before but I'll just throw in my crap.
Demoman "Self Destruction"
A five second timer that is easily heard starts and then boom, huge amounts of damage and the dude is dead, if he is shot, they only explode at half power and any kill done by them doesn't give the Demoman points.
Heavy "Rampage"
The Heavy becomes immune to damage for 2 seconds and shoots at double speed (happens if the Heavy has less than 20% health)
Demoman + Pyro "Molotov.. GRENADE!!!"
It's basically a molotov cocktail with 4 grenades strapped around it that go flying after the molotiv detonates and explode after 1 or 2 seconds.