| (Pages: 1, 2, 3) | |
| 71) | |
Copy Clerk Posts: 107 Joined: 9 Dec 2007 | |
| 72) | |
Paperboy Posts: 50 Joined: 7 Dec 2007 | Pyro: Hot Shot- a shot gun with only 4 rounds however shotgun shells ignite hit targets and cause slow burns. Gibson Flying-V Axe with flame decal- Shred'n enemies and tunes in one fell swoop. the taunt animation Actually plays the tune he air guitars on his normal axe. um... I dunno about any perks or anything for it, but c'mon, it would be awesome to have that 'kabong' guitar sound of him hitting something. Scout: Nail Gun- changes out the pistol with a short range nail gun. the nail gun fires much like the medics needler, however when it hits, it slows the target down significantly. Grand Slam Slugger- the base ball bat Flings targets hit with it a great distance. like hitting a grand slam. Soldier: Machine Gun- much like the Snipers SMG but with a bit more punch. Combat knife/Machete- this massive knife has served him through many a war able to cleave through thick trees and flesh alike each swing refreshes the soldier's health. Heavy: shot gun- (?) open to suggestion Boxing Gloves/spiked knuckles- drastically reduces the speed of players hit allowing the heavy to keep up and follow up with other hits. Demo: Special Mix launcher- by holding down the shot button you can suggnificantly increase the explosive power inside the nade. however, don't wait too long as the longer you hold it the higher chance that it will explode in the barrel. bottle- (?) open to suggestion Engineer: because this network node is basically a dispencer for SGs, it looses its heal and refill ability for players. EMP Shotty- temporarily shuts down or 'saps' enemy building items. Ratchet- The first swing is much like the wrench, however when it lands the player will constantly Ratchet the target it lands on. this effect will constantly dish out healing or hurting so long as the ratchet is on the target. it won't hurt/heal as much as the wrench per hit, but it will add up to be faster over time. Spy: Blanks- when disguised and using the pistol the spy will fire 'blanks' to complete the illusion that he is 'apart of their team' the blanks simply play the animation and give the SFX as if the player is shooting, however he will not shot anything. to the person not paying attention the sound of the shot will simply affirm that he is apart of their team as he can use the primary weapon, however to the player Paying attention, a Soldier shooting his rocket launcher with out any rockets coming out does look a tad suspicious. Cloak and Dagger- when a successful backstab lands it cloaks the spy allowing for a more hasty retreat. |
| 73) | |
Gone Gonzo Posts: 1714 Joined: 23 Dec 2007 |
Jone's Soda Bottle. |
| 74) | |
Muckraker Posts: 315 Joined: 22 Mar 2008 |
Yes. That'll do. Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger. |
| 75) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | the new medic blutsauger should have been replaced with a "braingun" what does it do? shoots brains... >_> |
| 76) | |
Copy Clerk Posts: 72 Joined: 20 Mar 2008 | heavy- autocannon: shotgun: sniper- rifle: SMG: scout: scattergun: pistol: |
| 77) | |
Paperboy Posts: 21 Joined: 5 Feb 2008 | Spy should have a chameleon option, which allows him to mimic the use of any gun he picks up, while dealing no damage. If I pick up a heavy gun, I should be able to disguise as a heavy and have the fireworks to go with it. Fed up of trying to blend in with the enemy team when I'm the only one not firing. I want to be able to join the group of happy medics and blend in before stabbing their ickle hearts out. |
| 78) | |
Gone Gonzo Posts: 1714 Joined: 23 Dec 2007 |
Two minutes? That's a very long time in TF2. An ubercharge only lasts 8 seconds. |
| 79) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | i was thinking that the scout could have a sort of flak gun. he runs into enemies and instead of shooting directly at them he shoots in the air and sharp pointy things rain down on enemies. minimal damage, but very large range. gives the enemy a little small damage surprise. and a team of scouts with these would be very... bad for the heavy's melee weapon he should get a big hammer. it would swing slowly and do a lot of damage if it actually connected, but enemies near it could be pushed back from the shockwave |
| 80) | |
Gone Gonzo Posts: 1714 Joined: 23 Dec 2007 | A Flak gun... how about we make a 'Runner', which is the current Scout, then the title 'Scout' is awarded to previously named 'Flak Trooper'. ![]() Ourders, komrade? His secondary is a very accurate but un-zoomable combat rifle and his melee weapon is a spent shell casing. |
| 81) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | i think that they should add on something the spy w/out acheivements. i think that if after your uncloaked and undisguised you should be able to fill your cloak meter faster by shooting enemies, it would help with getting away, and it only works with the gun |
| 82) | |
Anonymous Source Posts: 9 Joined: 15 May 2008 |
My friend had an idea that the pyro would have a shot gun that would to more damage while on fire but less when not. so like a gasoline pellet gun, it wont have the kick but it will make you burn. |
| 83) | |
Anonymous Source Posts: 9 Joined: 15 May 2008 |
It last ten seconds, and two minute recharge! rounds can end in that time and you are left there helpless and open, I would stick with the normal rifle auto-kill everybody with one fully charged shot. |
| 84) | |
Anonymous Source Posts: 9 Joined: 15 May 2008 | Also giving classes who don't have right-click abilities should have them like a pyro lighting gasoline. Engineer alb to target an enemy (not a disguised spy)so you can be more usefull (extra build option) also I like the idea that a scout can right click and send some body flying but should be a half a second stun for the scout afterwards so there is a draw back, or if you miss you loose footing or something. |
| 85) | |
Paperboy Posts: 27 Joined: 14 May 2008 | The spy should actually get unlockable camo. This "unlockable", would allow him/her to blend in with the environment. For example the spy could take on the appearance of a wall. |
| 86) | |
Copy Clerk Posts: 57 Joined: 3 Oct 2007 | Sniper: I think someone wastalking about a crossbow. That would make sense, it could be a neer instant kill, BUUUUUUTTTTTT, crossbows have no scope :D, you cant scope motha trucka! it'd be the last unlockable, and only experts would be able to utilize it. |
| 87) | |
Copy Clerk Posts: 57 Joined: 3 Oct 2007 | Sniper: I think someone wastalking about a crossbow. That would make sense, it could be a neer instant kill, BUUUUUUTTTTTT, crossbows have no scope :D, you cant scope motha trucka! it'd be the last unlockable, and only experts would be able to utilize it. |
| 88) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | mmm i was thinking instead of the sniper, the heavy would like the crossbow. a big bulky one, maybe with an explosive tip |
| 89) | |
Copy Clerk Posts: 69 Joined: 11 Jan 2008 |
Or if you're familiar with the discworld series how about giving him detritus' siege bow? |
| 90) | |
BANNED Posts: 37 Joined: 15 May 2008 | The Demoman gets a Kamikaze-like uber mode that counts down from 15 seconds when activated, he is invincible for either the first or last 8 seconds. Using the sticky laucnher while K'ed attaches the stickies themselves to you and sends them off in random directions when you explode. Getting more than 2 kills removes the suicide from your Kamikaze and getting 6+ earns you less kills to get to the next Kamikaze mode, e.g.: 6kills: Kamikaze. 7kills in kamikaze mode: Respawn, 3 kills: Kamikaze. Also, there's a new mode called 'sword van' apparently. Capturing the other teams intel 2 times (Works as a countdown, not a max caps limit) respawns your entire team into a noclipping vehicle with 300 Health and instakill contact. |
| 91) | |
Muckraker Posts: 315 Joined: 22 Mar 2008 |
It'd be mainly for 2Fort. |
| 92) | |
Beat Writer Posts: 160 Joined: 27 Sep 2007 | You know what I really want for the Pyro? A rediculously large cannon looking thing that slows you down to Soldier speed which fires a bigass fireball which travels at about the same speed as a rocket and acts like the demoman's grenades in that it gradually falls. When it hits the ground it sets it on fire for a couple seconds. If it hits you dead on, you're screwed unless you're a Heavy or have a few Medic's on you. If you get hit by splash damage or walk through the flames then it does about as much as the flamethrower would at it'ss medium range and set you on fire for the same amount of time. Edit: This thing would hurt you too, and there'd be no "fireball-jumping" since not only do Pyro's not have all that much health, but this thing wouldn't knock you up, but rather to the side. And of course you wouldn't get that much ammo with it - maybe 15 shots, I'd say. |
| 93) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | maybe pyro weapon could be to replace the flamethrower with a gasolinethrower! it doesnt do much damage but has a lot of push back. if someone is soaked then their vision is impaired. if they jump in the water, the gas floats on the top. then if you team up with another pyro who has his flamethrower it would be a badass combination. the ground can be soaked and lit, enemies can be soaked and lit, gas floating on water can be lit. |
| 94) | |
Paperboy Posts: 50 Joined: 7 Dec 2007 | another pyro idea the FlameJet. something like a Jet engine that he carries. it has slightly more damage per hit but almost half the range of the standard flame thrower. the perks would be 2 fold. first off, the Flamejet fires at an insanely faster rate basically allowing you to make crispy critter out of any one you get close to. but you need to basically get into melee range to do just that. something along the lines of you can burn through your entire 200 reserve in about 2-5 seconds. second. it allows you to 'Jet' if you are Airborne while you fire the thing, each individual 'bullet' flings you a little bit backwards. once you can get it down you can basically temporly fly with this weapon or use it to do something like a rocket jump with Soldier or achieve something like a Double jump with scouts. the balancing factor in this is that you will burn off a lot of your ammo just jumping leaving you rather lacking offencive wise once you get to your intended target. an idea for Sniper weapon. something out of TFC that me and a couple of friends used to do. in TFC a fully charged sniper shot 'flung' anything it hit. be it freind or foe it is just often when it hit a foe it would kill them before it flung them, but when a charged bullet hit it would push what it hit in the direction the bullet was going. so with a bit of team work and coordination a sniper could basically Fling his allies to hard to reach spots where they usually couldn't get to alone. the sniper rifle would charge while you held the trigger down and shot when you release the button, much like the Demo sticky bomb distance or old TFC sniper rifle. it would have a simple charge adding to damage like the current sniper rifle, but its maximum damage would be at 50%. anything beyond 50% only adds to the amount of force it gives in the push. a 100% charge to the rifle would be something of an inbetween of a double sticky bomb jump and a standard rocket jump. these could be applied to both friend and foe. |
| 95) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | engineer: trap- builds a disguised trap that hides underground. if an enemy walks over it, the trap comes up and stops them in their tracks. the enemy cant move forward or in any direction unless them jump like 4-5 times. the trap doesnt do damage, but the enemy is in a perfect spot to get shot while they are trying to get away |
| 96) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | spy: shield- it replaces the gun. the shield creates a visible forcefield around the spy that last as long as the cloak (maybe the shield and cloak can share the same energy bar). the shield has a 10 foot distance around the spy. as long as he has it on, he cant shoot out of it and no one can shoot in. if enemies come inside the shield then enemies can attack the spy and vice versa, but because of the radius of the shield, then enemies can still keep their distance from a spy backstab. if allies walk into the spy's shield, they are not protected by it like the spy is. if a spy wants to turn off the shield and cloak, the shield leaves behind a trail like a teleporter for a few seconds. this stops spys from invulning to an enemy base and then quickly disappearing. it is meant for defense from a distance, but if an enemy pyro gets in the spy shield, then the spy is pretty much done for. plus the shield is very visible to others. the reason i was thinking of this shield idea is that it would help prevent spawn camping. a spy to immediatley shield and leave the base to disguise and backstab the spawn campers. |
| 97) | |
Anonymous Source Posts: 8 Joined: 19 May 2008 | Spy: |
| 98) | |
Press Junketeer Posts: 426 Joined: 1 Jan 2008 | Heavy: Venom Gun - More damage and more acurate, but slightly slower and can overheat. |
| 99) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 | mmm net launcher sound likes the engi trap idea. but not bad.
wait, does it do poison damage or something, that would be ridiculously maddening |
| 100) | |
Copy Clerk Posts: 83 Joined: 29 Aug 2007 | The Engineer gets raped by most classes if they're determined enough... Durasteel Sentry: Twice as durable, costs 200 metal to make. Not exactly clever but it would get the job done I imagine. |
| 101) | |
Beat Writer Posts: 196 Joined: 6 Apr 2008 |
That was a version of a minigun from Wolfenstein wasn't it? Humm, bah. Just have all weapons doubled and dual wielded and be done with it! I wonder though, the shotgun is the standard/common weapon between Heavy, Soldier, Pyro and Engineer right? Think they'd do a new unique weapon for all four, or just one for all? |
| 102) | |
Gone Gonzo Posts: 1714 Joined: 23 Dec 2007 | A gun that shoots Shurikens and lightning. |
| 103) | |
Copy Clerk Posts: 84 Joined: 14 Jan 2008 |
only if it had tits and was on fire :) *kicks myself* a replacement weapon for the soldier's shotgun? what if it was like a claymore, or 2. it seems like a soldier type weapon among any other. has a certain radius and a second between triggering and exploding, plus the soldier can always shoot them and make them explode as a type of remote trigger |
| (Pages: 1, 2, 3) | |
|
|
Not registered? Sign up for a free account! |
The engineer should get the Portal Gun. That would be sooo sick. It makes sense, doesn't it? The Engineer already figured out teleport technology, shouldn't be to hard for him to do Portal technology. The gun would only work for the Engineer and the enemy team. This makes it easy for the Engineer to see who's really on his team.