I love most of what I'm hearing so far...
Scout
1/3rd of achievements -
Wooden Bat: 30% more damage per hit, but also 30% slower swing speed. Crit percentage = 0% (to offset the fact that Scouts are the easiest class to melee with in the first place).
2/3rds of achievements -
9MM: Basically makes the pistol more like the Spy's magnum: extra damage and range offset by slower fire rate and reload time.
All achievements -
Ricochet Gun: Scattergun whose bullets bounce off walls one time only. Damage halved during bounce, but otherwise no drawbacks.
Soldier
1/3rd of achievements -
Automatic Shotgun: Double the fire rate of the standard shotgun. Crit percentage = 0%.
Little too powerful I think
2/3rds of achievements -
Steel Spade: Same characteristics as the regular spade, except it can be thrown. Same range and arc path as Demoman's grenades, and just like the Demo's sticky launcher, you can hold down the fire button to "charge up" the throw and increase its range. You'll have to walk up to it to pick it up again, and tossing it off the map makes it unretrievable until your next spawn. Can't do the bang-your-helmet taunt if you don't pick it up.
Make the ammo unlimited, does less damage than normal shovel melee
All achievements -
Platinum Bazooka: Rocket launcher with 75% less self-inflicted splash damage. This applies to close-range shots at enemies as well as rocket-jumping.
75% is much too high
Demoman
All achievements -
Dynamite (the one shown in early trailers)
+ Damage equivalent to 5 non-crit sticky bombs
+ Can be charged up for extra distance just like the sticky launcher
+ Splash damage twice that of a crit rocket
+++ One single explosion - the ULTIMATE anti-sentry device
+++ Massively useful for clearing out crowded control points
- No crits
- Ammo = 3 bundles
- Does not explode on contact
- Have to wait for the previously thrown bundle to detonate before throwing another one
- Fuse duration = 3 seconds after touching the ground
--- Replaces the sticky launcher, making it far less practical for fighting other classes head-to-head
(<---- if you're going to do this then make the dynamite remote detonated or else keep the sticky gun)
Heavy
1/3rd of achievements -
Boxing Gloves: 30% less damage than the bare fists, but can throw punches twice as fast. Crits are still possible.
Sniper
All achievements -
Tranquilizer:
+++ Landing a hit on
any part of the body will cause the enemy's health to drop over time. Takes 15 seconds for everything below the head, 3 seconds for a headshot (This time limit is the same irrespective of the enemy's current health level).
+ If the enemy continues to get damaged by other bullets and explosives, that additional damage will still apply, but the tranq dart's rate of health reduction will stay the same.
- Only 5 shots
- Disables no-scoping
- Picking up a medkit halts the tranq process.
- Enemies being boosted by medics are immune, and medics can remove tranq darts after they hit the target. Victims that hit E for "MEDIC!" will display a skull & crossbones icon instead of a red cross.
Should also slow down the enemy/make them drugged if you're calling it a tranq.
Another possibility: The darts will be big and noticeable once stuck in someone's body, but medics would still have to find the physical tranq dart on the body and aim at it with the medi-gun in order to remove it. This could create a lot of awesome "Stand still, damn it, I'm trying to save you!" arguments. :lol
(I like the original idea more)