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ITT: We speculate about future Team Fortress 2 Achievements/Weapons/Classes

Akia

Member
ITT: In This Thread

Here are my ideas for new Pyro weapons:

Upgraded Flamethrower [Flamethrower Replacement]

* Blue Flame
* Can't be healed by health packs. <--(Aegus's idea) Only Medic and Water can heal.
* Gimped somehow I don't know how yet. Nerfing it's range would be criminal though

Flammable Oil Spray Gun [Shotgun Replacement]

* Can be sprayed on groups of enemies
* Slow Burn after being lit once (Crits = Burns Severely or Slows Movement Speed)
* Can be thrown on ground for camping entrances
* Helps Spy checking because only enemies would leave footprints
* Imagine all the awesome oil trails people would make through levels
* The possibilities are endless. I can go on about this idea forever.
* Pyros are immune to it.
* Problems:
o Should bullets be able to ignite the oil?
o What weapons from other classes can counter this?
o Black Oil being to noticeable. Who would be fooled by it.
o Hard to balance?

Matches (Unlocks with Oil Spray Gun)

* To light oil trails
* Imagine the awesome animation/sound of a match being lit on a match box
* Not as good as axe but will help balance the Pyros new arsenal
* If used close range on an enemy you can lit a match on them. Low chance of an insta-kill. Funny achievement possibilities.
* Can be used to light a Spy's cigarette
* Problems:
o Dropping a match in contested territory would be difficult.
o No need for matches when you have a flame thrower?

New Axe

*Can't think of anything special for a new axe.


New Weapons + New Achievements + Meet the Pyro Short = Awesome Summer Update

Cool Pyro Video: http://www.youtube.com/watch?v=pC_aGQyFETU
 
They just need to give the pyro a new way to kill people

A jet pack would be awesome, giving the pyro some sort of aerial abilities would be great and really help with his ambush tactics. It would only need to get him up 1 level on to the point. If they did that they would certainly have to make him a little slower
 
ACHIEVEMENT UNLOCKED

You and 3 other Engineers have set up a turret straight away at your base in a Control Point Level.
 
Sniper's new machete should be poisonous or he should get a poison dart gun instead of his current machine gun.
 
Akia said:
Sniper's new machete should be poisonous or he should get a poison dart gun instead of his current machine gun.

or a sharpened boomerang for melee. You could throw it and it would come back to you. Enemies would have to crouch to dodge.
 
Here's a few ones I just thought of :

Soldier : Rocket Launcher with more rockets (6 ?) but no criticals.
Demo : Landmines that do less damage than stickies.
Scout : Scattergun with faster reload time, but no crits.
 
Demo: A sticky gun where you can choose to detonate single or groups of bombs. Can be deactivated by the enemy or gimped somehow I guess.
 
The obvious axe replacement is a Giant Flaming Axe that does less initial damage, but more damage over time, kind of like the difference between fire and other elements in World of Warcraft.
 
I'd want to be able to set up three teleporters as an Engineer. Entrance, an exit you come out of, then the ability to go back on the exit and come out of the third one. They can give them longer recharge times maybe, and require all 3 to be up for it to work properly.
 
Engineer: Ground tank. Gives the Engineers sentry gun mobility, and lets the engineer remotely control it. It cannot, however, fire rockets.
 
spootime said:
Engineer: Ground tank. Gives the Engineers sentry gun mobility, and lets the engineer remotely control it. It cannot, however, fire rockets.
that sounds terribly overpowered.


Engineer: Dispenser that gives more ammo at a faster rate or a dispenser that recharges health maybe as fast a medic, but these dispensers cannot give out ammo and health. Also the engineer would only be able to build the normal, ammo, or health dispenser.

Sentry gun that can be built and upgraded to level 2 with 200 metal total, but has half the health. Cannot be upgraded to level 3.

The final engineer unlock would be a teleporter that charges twice as fast, similar to the medic saw that is clearly a better choice than the normal one.


Demoman: Final unlock is a sticky gun that has two more slots.


The pyro is really hard to do because they're supposed to be close-range only. Putting a flame on a shotgun is overpowering and putting a flame on the axe doesn't make sense since you're close enough to burn people.


Spy: Instant cloak/uncloak, but it depletes 33% faster. Backstabs recharge 15% of the bar. This would be so awesome, but change the numbers around to balance it if necessary.

Final unlock could be the same cloak, but it cloaks/uncloaks twice as fast, this is a HUGE advantage so it would be a final unlock.

A smaller handgun that holds two bullets, but has a much much higher chance of crits, risk/reward type of thing. Reloads more quickly than the six-shot.

That's all I can think of for now. The sniper gun that shoots poisonous darts is pretty cool, but at the same time you don't want to give up that instant kill ability so I don't think many would choose that.
 
Also, for heavy: Sentry. Make the heavy unable to move, but give him unlimited ammo for a certain time limit. Heals effectiveness are reduced by 50% in this stage.

Spy: False image. Give the spy an image projector that projects an image of an enemy unit.

Sniper: Cant think of a name right now: Give the sniper's bullets the ability to penetrate walls. 50% damage reduction.
 
They need to do something for the Heavy. Without making him light. I rarely see anybody play as him any more, it's all Demos and Soldiers.

The Spy should be able to plant something on a device that will cause it to fail exactly when he chooses to trigger it, rather than just instantly. Downside could be that he can't disguise himself well waiting to do it, and then device has some sort of clear visible sign on it.

spootime said:
Sniper: Cant think of a name right now: Give the sniper's bullets the ability to penetrate walls. 50% damage reduction.

That could be awesome. Give him that, or just the ability to see through walls.
 
TheGreatDave said:
They need to do something for the Heavy. Without making him light. I rarely see anybody play as him any more, it's all Demos and Soldiers.

The Spy should be able to plant something on a device that will cause it to fail exactly when he chooses to trigger it, rather than just instantly. Downside could be that he can't disguise himself well waiting to do it, and then device has some sort of clear visible sign on it.



That could be awesome. Give him that, or just the ability to see through walls.

Yeah, something akin to wired reflexes in shadowrun.
 
Snipers seeing through a wall would overpower the ENTIRE team, you have to gimp that severely by giving it a recharge time, or making the sniper unable to fire during this. However, a sniper can keep going back to spawn and change classes to recharge the meter so it could be too cheap too use (they usually hang around spawn as it is, spies do not).


Repost from earlier:

Engineer: Dispenser that gives more ammo at a faster rate or a dispenser that recharges health maybe as fast a medic, but these dispensers cannot give out ammo and health. Also the engineer would only be able to build the normal, ammo, or health dispenser.

Sentry gun that can be built and upgraded to level 2 with 200 metal total, but has half the health. Cannot be upgraded to level 3.

The final engineer unlock would be a teleporter that charges twice as fast, similar to the medic saw that is clearly a better choice than the normal one.


Demoman: Final unlock is a sticky gun that has two more slots.


The pyro is really hard to do because they're supposed to be close-range only. Putting a flame on a shotgun is overpowering and putting a flame on the axe doesn't make sense since you're close enough to burn people.


Spy: Instant cloak/uncloak, but it depletes 33% faster. Backstabs recharge 15% of the bar. This would be so awesome, but change the numbers around to balance it if necessary.

Final unlock could be the same cloak, but it cloaks/uncloaks twice as fast, this is a HUGE advantage so it would be a final unlock.

A smaller handgun that holds two bullets, but has a much much higher chance of crits, risk/reward type of thing. Reloads more quickly than the six-shot.

That's all I can think of for now. The sniper gun that shoots poisonous darts is pretty cool, but at the same time you don't want to give up that instant kill ability so I don't think many would choose that.
 
YYZ said:
That's all I can think of for now. The sniper gun that shoots poisonous darts is pretty cool, but at the same time you don't want to give up that instant kill ability so I don't think many would choose that.

Maybe heashot still kills, but it just adds poison. It could be like the new saw: no reason to go back.
 
There needs to be a taser (or someway of electrocuting people) in this game only because the visual effect would be amazing.
 
They could give the sniper an enemy detection radar, but they would lose their knife and machine gun. This would be cheap though, because spies are the anti-sniper. I'm just thinking out loud here.
 
YYZ said:
They could give the sniper an enemy detection radar, but they would lose their knife and machine gun. This would be cheap though, because spies are the anti-sniper. I'm just thinking out loud here.


Maybe spies are invulnerable to it?

And you would have to give the sniper one of his close range weapons, or he will become useless.
 
demoman- Demolition Boots all sticky mine damage reduced by 75%on himself. enabling him to make use of his insanse sticky bomb jump with only taking as much or less than a soldiers rocket jump.

Stickymines that well.... stick on people.

Spy should have a delayed instant kill that can be done within disguise. spy must survive for 30 seconds after the injection for it to kill. victim dies with ever knowing what happened. posioning key players like a scout while hes running to cap the intel. maybe a limit on the amount of shots active at once.

soldier needs a viable melee weapon. like a rocket with a boxing glove on it that he has to go pick up. maybe limit ammo to 2.

heavy should have body armor that takes 50% damage away from him ammo supply and give him double ammo under uber or just naturally.

Traction boots for heavy would negate sentry gun knock back

engineer should have decoy sentries that blow up to smash damage to lure spies to death. cost twice as much ammo.
 
YYZ said:
The sniper gun that shoots poisonous darts is pretty cool, but at the same time you don't want to give up that instant kill ability so I don't think many would choose that.

I was think a poisonous blow darts to replace his machine gun. Not the sniper rifle.

Shinz Kicker said:
Stickymines that well.... stick on people.

That would be SO FREAKING AWESOME.
 
Shinz Kicker said:
Traction boots for heavy would negate sentry gun knock back

engineer should have decoy sentries that blow up to smash damage to lure spies to death. cost twice as much ammo.

I like these two a lot.
 
I think a poisoned knife for the spy could be pretty cool. You wouldn't lose your cloak, but it wouldn't be an instakill. And the poison could be cured either by a medic or a medpack.

EDIT : You also have to think of a drawback for every advantage you give. There's some awesome ideas, but nothing to compensate it.
 
VictimOfGrief said:
Flame Grenades. I think if there's one class that lacks range, it's the Pyro and it could stand to use grenades. :D

The pyro is supposed to be a really close range character, though.
 
ElNarez said:
I think a poisoned knife for the spy could be pretty cool. You wouldn't lose your cloak, but it wouldn't be an instakill. And the poison could be cured either by a medic or a medpack.

EDIT : You also have to think of a drawback for every advantage you give. There's some awesome ideas, but nothing to compensate it.

for most of things a i picked the only 2 uncompenstated things were the sticky sticky gernades. the heavy boots maybe would make you walk slower. a decoy sentry would cost maybe 50% more to build.

what if they made a wrench that would heal 50% more but take 50% more junk to build stuff. so level 3 turrets would take forever to build but you could keep it up much longer. spy zapper dmg would stay the same.
 
The decoy sentry should cost LESS to build, that's the point of a decoy. It would look and act like a normal sentry when no enemies are around. Splash damage sounds good so it forces the spy to back up. Oh for the decoy, if it's sapped, the spy would have only about a second to get out of the way before it kills him from explosion.

The spy poison dart idea is good, thirty seconds or dead and only medics would know if you have one on you. But if you get hit with it, it does some initial damage to you so you know that something hit you. You have to be uncloaked to shoot it. Would be even more balanced if it was the knife and you would lose the instant kill ability.

Oh here's a good one I think, engineer wrench heals his equipment slightly more while using slightly less metal, but NO CRITICAL HITS.


For the sticky demo boots, the 75% is way too high.
 
The Pyro needs something to cover long distances.

Let him sit on his Flamethrower and use it like a witch's broomstick!
 
The pyro has a shotgun, that's good enough for long distance. Might as well give the demoman a flamethrower.
 
YYZ said:
The decoy sentry should cost LESS to build, that's the point of a decoy. It would look and act like a normal sentry when no enemies are around. Splash damage sounds good so it forces the spy to back up. Oh for the decoy, if it's sapped, the spy would have only about a second to get out of the way before it kills him from explosion.

The spy poison dart idea is good, thirty seconds or dead and only medics would know if you have one on you. But if you get hit with it, it does some initial damage to you so you know that something hit you. You have to be uncloaked to shoot it. Would be even more balanced if it was the knife and you would lose the instant kill ability.

Oh here's a good one I think, engineer wrench heals his equipment slightly more while using slightly less metal, but NO CRITICAL HITS.


For the sticky demo boots, the 75% is way too high.

the demo boots should let him take less damage than a soldier would if he were to rocket jump. the posion thing i was thinking like replacing the knife (it would be sad to see that sweet animation go away) with a syringe filled with posion. maybe only take 10dmg from it, medics see you as a dark green. if the decoy sentry replaced your real sentry it should be much cheaper.

if the scout had a better shotgun. like a 4 round clip reloads fast does more damage and crits just as often... but the catch is it does blow back to the scout. could use in air to triple jump but in close quarters with blow you back 10-15 feet from the blast since you are so light. making that first hit count would be intense. going in for a second would put you at a risk.

i think without bringing back conc gerandes mobility of all classes needs to be increased. hence the better demo man jump and tiple scout jump at cost of reload time and ammo.

the snipers smg should be a sentry like turret that slightly sways a fully charged red dot on the wall. does no damage but just makes it look like a sniper is watching down that alley. letting snipers supress areas and set up another sniper post. how long it would last would be up for discussion. kind of like realistic terrorist sprays from cs. maybe it would also display a fake sniper on the wall adjacent to the dot.

im waiting for the mgo beta to start so im just throwing random shit out.
 
New weapon loadout:

Scout: Nailgun (Primary, allows for less skillful players to spray and pray, but in the hands of an experienced player, it can quickly shoot down players from a longer distance than scattergun, but the nails are not hitscan, providing incentive for closer-range combat)

Nailpistol: (Secondary, this gun's rate of fire is much slower than the regular pistol, but the target will get reduced speed temporarily.)

Bat with nails (Melee, has a slow attack rate, but the target will get concussion)

Soldier: High Explosive Rocket Launcher (Primary, holds up to 3 rockets, a tad bit more damage, farther rocket-jumps, no crits)

Explosive shotgun (Secondary, holds up to 4 shells, fires an explosive shell (with a small AOE), deals the same damage as a point-blank shotgun shot)

Combat Knife (Sharpened Spade?) (Melee, faster attack speed, longer reach)

Pyro: Flame Rocket Launcher (Primary, doesn't to as much damage as the Soldier's rockets, but the damage dealt is compensated with setting the target on fire and a wider AOE.)

Flame Shotgun (Secondary, doesn't do as much damage as a regular shotgun, but the damage dealt is compensated with setting the target on fire.)

Torch (Melee, whack and watch the target burn to death; may blind the target with a cloud of fire)

Demoman: Dynamite Launcher (Primary, launches dynamite that will explode within a short amount of time. This will deal more damage than grenades and have a wider AOE, but does not explode on contact. Holds up to 3 dynamites.)

Caltropic Sticky Launcher (Secondary, launches stickies that will slow down the target if stepped upon; this will make these type of stickies more ideal to be placed on the floor, but that would make them more visible)

OR

Sticky Sticky Launcer (Secondary, launches stickies that sticks onto a target if the target touches it, the sticky stickies will fall off after a certain amount of time (3-5 seconds?)

Molotov Cocktail (Melee, whack the target with an explosive whack!)

Heavy: Natasha (Primary, like Sasha, but fires slower and has a more concentrated firing cone)

Double-barreled Shotgun (Secondary, like a regular shotgun, but it deals twice the damage and uses up twice the shells, no crits)

Brass Knuckles (Melee, deals much more damage)

Engineer: Mechanized Shotgun (Primary, faster attack rate, but no crits)

Laser Pistol (Secondary, fires a laser that deals immense damage, slow firing rate, crits will kill spies in one hit)

Mechanized Wrench (Melee, fixes more per hit, upgrades his contraptions at a rate of 75 metal/hit)

Laser Sentry (Sentry, Level 1 has one laser cannon, Level 2 has two laser cannons, Level 3 has three laser cannons; deals a bit more damage to compensate for the lack of rockets; can target multiple targets (thanks Sciz))

Group Dispenser (Dispenser, heals everyone around it, but the amount healed to each person gets reduced for each person near it)

Mass Teleporter (Teleporter, teleports a small group of people (2 or 3?), but has a longer recharge time)

Sniper: Gas-powered Sniper Rifle (Primary, allows the Sniper to charge while unzoomed, but will deal less damage which will require the Sniper to make headshots more often)

Semi-automatic Rifle (Secondary, the secondary form of the sniper rifle? more damage than machine gun, slower firing rate, but uses up the primary weapon's ammo?)

Rusty Machette (Melee, gangrene will eat the target's leg, causing him to slow down)

Spy Poison dartgun (Primary, poisons the target; poison will go away through any form of healing; may give the target some hallucinations)

EMP Sapper (Secondary, disables and damages (at a slower rate) contraptions in a small radius, can only be planted onto the Engineer's contraptions; in the hands of an experienced player, the Spy can keep on planting them to continuously disable the Engineer's contraptions)

Switchblade (Melee, less time taking this weapon out, faster attack time)

edit: nerfed Soldier, altered Engineer's Sentry
edit2: made some more changes
 
As far as the engineer is concerned, it'd be interesting to see a multi-targeting turret. It would gain one gun per level, but each individual gun is only as powerful as the standard level 1 turret. However, each gun could target a separate player, allowing it to kill up to three people at once.
 
MedievalManIII you must be a big Soldier fan. Because your build makes him super overpowered. Everything else looks great though.
 
Akia said:
MedievalManIII you must be a big Soldier fan. Because your build makes him super overpowered. Everything else looks great though.

Soldier is my least played class. Medic is my favorite class with the Engineer a close second.

:p
 
sms_fludd.jpg
 
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%.

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. :(

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.



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


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.

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
 
Here's an idea:

The new Engineer loadout should be tailored for offense. To use these new weapons you'd have to equip all of them. So you can't mix and match. This would allow the engineer to build offensive robots and crazier contraptions without worrying about him also being able to drop a sentry.

Defensive Engineer = Current Loadout (w/ some upgrades that everyone suggested)
Offensive Engineer = New Loadout (w/ new crazier machines/robots)

edit: Mo the Hawk your ideas are awesome.
 
600junk= caterpillar (aliens) autoloader for engineer. massive health boost, slow. rocket jump.

would be pretty rediculous if engineer could build addons for other player like modify there weapons and gets assists for every couple kills they get with his modified weapon shop.

pyro should have mulitple, throwable, battle axes... limited ammo.

shotgun shoots sticky goo they can run into around corners which is also flammable. pretty much negates all of pyros long range ability.
 
GOOD
MedievalManIII said:
New weapon loadout:

Scout: Nailgun (Primary, allows for less skillful players to spray and pray, but in the hands of an experienced player, it can quickly shoot down players from a longer distance than scattergun, but the nails are not hitscan, providing incentive for closer-range combat)

Soldier:Sharpened Spade (Melee, faster attack speed) Sounds like it would be a final unlock, but virtually useless for soldiers.

Demoman: Dynamite Launcher (Primary, launches dynamite that will explode within a short amount of time. This will deal more damage than grenades and have a wider AOE, but does not explode on contact.) Good but total ammo must be reduced to avoid spamming

Caltropic Sticky Launcher (Secondary, launches stickies that will slow down the target if stepped upon; this will make these type of stickies more ideal to be placed on the floor, but that would make them more visible) Good but I wouldn't use it, not enough advantage

Molotov Cocktail (Melee, whack the target with an explosive whack!) Good, should deal small amount of damage to the demoman attacking as well (~25 per hit), but more damage to the target than a normal bottle. Should cause considerable knockback to balance it and help the demoman get some distance between himself and the target.

Heavy: Natasha (Primary, like Sasha, but fires slower and has a more concentrated firing cone) How about faster firing rate, more concentrated cone, 125 ammo?

Brass Knuckles (Melee, deals much more damage) Same comment as the soldier's shovel

Engineer: Mechanized Wrench (Melee, heals/builds his contraptions more efficiently, but of course this will consume more metal) Could be a good final unlock

Laser Sentry (Sentry, Level 1 has one laser cannon, Level 2 has two laser cannons, Level 3 has three laser cannons; deals a bit more damage to compensate for the lack of rockets) Needs to be gimped somehow

Mass Teleporter (Teleporter, teleports a small group of people (2 or 3?), but has a longer recharge time) VERY GOOD, never thought about that. Would have incentive to wait for teammates rather than use it for one guy

Sniper: Gas-powered Sniper Rifle (Primary, allows the Sniper to charge while unzoomed, but will deal less damage which will require the Sniper to make headshots more often) Good but there's not much incentive to charge while unzoomed in most situations for the sniper

Semi-automatic Rifle (Secondary, the secondary form of the sniper rifle? more damage than machine gun, slower firing rate, but uses up the primary weapon's ammo?) Would need on-screen targeting reticule

Rusty Machette (Melee, gangrene will eat the target's leg, causing him to slow down) Sounds like a good final unlock, but the sniper may not be in melee situations often enough to make it useful. Would allow the sniper to run away from enemies.

Spy Poison dartgun (Primary, poisons the target; poison will go away through any form of healing) Sounds good, shoot at an enemy, cloak and run hide

EMP Sapper (Secondary, disables and damages (at a slower rate) contraptions in a small radius, can only be planted onto the Engineer's contraptions; in the hands of an experienced player, the Spy can keep on planting them to continuously disable the Engineer's contraptions



NOT GOOD
MedievalManIII said:
New weapon loadout:

Scout:Nailpistol: (Secondary, this gun's rate of fire is much slower than the regular pistol, but the target will get reduced speed temporarily.)

Barbed Bat (Melee,has a slow attack rate, but the target will get concussion)

Soldier: High explosive rockets (Primary, more damage, faster firing rate, but no crits)

Explosive shotgun (Secondary, fires an explosive shell at the target with a small AOE)

Pyro: Flame Rocket Launcher (Primary, doesn't to as much damage as the Soldier's rockets, but the damage dealt is compensated with setting the target on fire and a wider AOE.)

Flame Shotgun (Secondary, doesn't do as much damage as a regular shotgun, but the damage dealt is compensated with setting the target on fire.)

Torch (Melee, whack and watch the target burn to death; may blind the target with a cloud of fire)

Demoman: Dynamite Launcher (Primary, launches dynamite that will explode within a short amount of time. This will deal more damage than grenades and have a wider AOE, but does not explode on contact.)

Caltropic Sticky Launcher (Secondary, launches stickies that will slow down the target if stepped upon; this will make these type of stickies more ideal to be placed on the floor, but that would make them more visible)

Molotov Cocktail (Melee, whack the target with an explosive whack!)

Heavy: Double-barreled Shotgun (Secondary, like a regular shotgun, but it deals twice the damage and uses up twice the shells) Too powerful

Engineer: Mechanized Shotgun (Primary, faster attack rate, but no crits)

Laser Pistol (Secondary, fires a laser pistol that deals immense damage, slow firing rate, crits will kill spies in one hit)

Group Dispenser (Dispenser, heals everyone around it, but the amount healed to each person gets reduced for each person near it) Already worse than a regular dispenser. Maybe it heals one person very fast, but speed is reduced for more than 1 person.

Spy
EMP Sapper (Secondary, disables and damages (at a slower rate) contraptions in a small radius, can only be planted onto the Engineer's contraptions; in the hands of an experienced player, the Spy can keep on planting them to continuously disable the Engineer's contraptions) Very overpowered

Switchblade (Melee, less time taking this weapon out, faster attack time) Not sure how this is useful or different
 
Laser Sentry (Sentry, Level 1 has one laser cannon, Level 2 has two laser cannons, Level 3 has three laser cannons; deals a bit more damage to compensate for the lack of rockets; can target multiple targets (thanks Sciz))

maybe its drawback is it never needs to replenish ammo, but had a charge time between each attack. might have to be instant death if touched
 
these are all excellent ideas, I have some modifications/suggestions

Mo the Hawk said:
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)
 
Sciz said:
As far as the engineer is concerned, it'd be interesting to see a multi-targeting turret. It would gain one gun per level, but each individual gun is only as powerful as the standard level 1 turret. However, each gun could target a separate player, allowing it to kill up to three people at once.
I really like this idea, if there's only target, then the extra guns (if there are any) would all shoot at the target.
 
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