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View Full Version : TF2 Class Unlockables - Brainstorming[?]


Zogish
04-28-2008, 09:04 PM
You know, Ive been thinking about what the other classes will receive for their unlockables. BOTH the medic achievements and unlockables were so easy to think up mostly because all of the variables that the medic class has. The medic has all these assist combinations, ubercharge, healing AND damage, melee capabilities while most classes just have a main damage, secondary damage, and melee.

So my question to you IS:

What do you think will be the [insert class here] unlockables and achievements. Please think about balance and etc.

JMaster299
04-28-2008, 10:13 PM
Well, I have to go with Demo unlockables as it's the class I have the most time spent playing.

Main Weapon:
Current - Grenade Launcher
New - "Super Mini-Nade Launcher"
It will hold 8 rounds of smaller, less powerful, grenades that fire in a straighter line and explode on contact. Current nades can be bounced off walls to hit targets while staying under cover. New nades would explode on contact with anything just like rockets but would not travel as far. They are slightly less powerful since get 8 shots instead of just 4. The launcher also has a higher rate of fire. You take away the Demoman's ability to spam around corners and reduce his damage per shot. In return he can fire faster and has a better chance of killing moving fast targets since he will not need a direct hit.

Secondary Weapon:
Current - Stickies Bombs
New - "Land mines"
8 rounds like the current weapon but land mines can only be placed on the ground. That includes boxes, bridges and stairs. Land mines have a short proximity area but can not overlap each other. When the Demoman selects his Land mines he sees an overlay on the ground that does not let him place two mines right next to each other. Like real land mines they will be disguised in the terrain but not 100% invisible. Shooting at a land mine will cause it to explode instead of moving it out of the way like Stickies. The Demo can not detonate these all my once with a remote but the first one placed will explode if when the Demo lays more then 8 at a time. Advantage, not as visible as stickies so they can be used more for setting traps and for defense. Balanced by the Demo not being able to detonate them all at once and the fact that they can be destroyed from a distance. Flame damage will not detonate Land mines and they will take a reasonable amount of damage, like from another explosive, before exploding.

Melee:
Current - Piece of shit moonshine bottle that never crits and has horrible reach.
New - "Moonshine Jug"
A big jug for better reach but no damage bonus from crit . Instead when the bottle does crit and break the target gets drunk for 5 seconds, making their screen blurry and messing up their aim. Balanced since it does not get a damage bonus. Remind anyone of something from TFC?

Making a list of Achievements will take some time so I will add them later.

Zogish
04-28-2008, 10:52 PM
i actually like those, and was thinking about land mines as well xD
the moonshine jug might need a nerf though cause bigger reach AND drunkeness for 5 seconds would be crazy. Maybe like a "knockdown" effect that shakes the persons screen when hit.

JMaster299
04-28-2008, 11:15 PM
i actually like those, and was thinking about land mines as well xD
the moonshine jug might need a nerf though cause bigger reach AND drunkeness for 5 seconds would be crazy. Maybe like a "knockdown" effect that shakes the persons screen when hit.

It's nerfed since it can not do Crit damage. The Drunk Effect is instead of crits and does not happen on every hit. It needs a little more reach as the Demo has such a shot Melee reach as it is. The Heavy has a short reach but he crits as often and for as much damage as the Medic and Eng who crit the most often and for the most damage.

ikem1223
04-28-2008, 11:27 PM
i think the heavy should have some sort of cannon, that would be cool, but only have like 4 rounds but they can get multi kills by no just stopping at the first target, there would be a large recoil damamge though.

Iron Lung
04-28-2008, 11:32 PM
The only one I've thought of is a "freeze" pyro. Where your gun slows them down or freezes them on the spot if you go critical.

ikem1223
04-28-2008, 11:34 PM
The only one I've thought of is a "freeze" pyro. Where your gun slows them down or freezes them on the spot if you go critical.

now that would solve alot of scout problems lol, but that would be helpful

Zogish
04-28-2008, 11:38 PM
well since the thread started getting posts i might as well post my opinions for the spy

Current: Backstab Knife
New: Stun Syringe
Description: A syringe that the spy would hold that does minimal damage but instead stuns the victim for 1 seconds or 5 seconds when hit from the back. Does not overlap and victims retain an immunity from stun for 2 seconds after stun.

Current: Pistol
New: [?] Not Sure yet

Current: Disguise Case
New: Idle Disguise Case


Achievements:

FYI I Am a Spy: "Backstab a diguised enemy spy while your disguised after yelling 'spy!' " ( hehehe )
Agent 007: "Kill 7 heavies with your pistol"
Description: New disguise case with 6 new disguises that allow you to transform into idle objects like sentries, teleporters, dispensers, or a corpse.

JMaster299
04-28-2008, 11:57 PM
well since the thread started getting posts i might as well post my opinions for the spy

Current: Backstab Knife
New: Stun Syringe
Description: A syringe that the spy would hold that does minimal damage but instead stuns the victim for 1 seconds or 5 seconds when hit from the back. Does not overlap and victims retain an immunity from stun for 2 seconds after stun.

Current: Pistol
New: [?] Not Sure yet

Current: Disguise Case
New: Idle Disguise Case


Achievements:

FYI I Am a Spy: "Backstab a diguised enemy spy while your disguised after yelling 'spy!' " ( hehehe )
Agent 007: "Kill 7 heavies with your pistol"
Description: New disguise case with 6 new disguises that allow you to transform into idle objects like sentries, teleporters, dispensers, or a corpse.

The corpse disguise is one I have thought of too that I think would be great. I think these special disguises could be balanced with a slight delay before the spy can backstab. Just like the delay when the spy comes out of his cloak. Since these weapons replace your standard load out you would need a good list of objects to choose from that are not terrain/map specific and I think they need to be limited to objects that are at least the size of a crouched person or bigger. So no disguising as a teleport. Also, colission detection still has to work and that is another reason why a Teleporter can not be on the list. A teleporter is the only Eng building that his team mates can stand on or get blocked by if it is placed wrong.

blahdan
04-29-2008, 12:00 AM
I like the idea of the idle disguises. Can you imagine an engi yelling 'that setry's a spy!'

Zogish
04-29-2008, 12:01 AM
rofl "that sentry's sapping my sentry!"

Frodo De Mar
04-29-2008, 12:05 AM
I dont know what character would get this but it would be cool if there was a net gun that could trap multiple players. this probably isnt a really good idea but i just thought it would be funny to see

JMaster299
04-29-2008, 12:17 AM
I dont know what character would get this but it would be cool if there was a net gun that could trap multiple players. this probably isnt a really good idea but i just thought it would be funny to see

An option for Eng instead of a SG. A electronic freeze net gun. It's automated just like a SG but can only shoot one "net" every 10 seconds. Upgrading the gun to three different levels increases the size of the affected area. It fires an electrical charge at the ground around the target and has a resonable effective area, kind of like a electric bubble. That area includes the vertical space equal to the double jump height of a Scout so they can't just jump over it. Balanced since the enemies it traps can still aim and shoot but just can't advance or retreat and the net does no damage it's self. A regular SG can slow an Uber with it's knock back so any one who is hit when Ubered would be slowed for 10 seconds but not stopped. If you are struck by the net before activating the Uber you can use it to stay alive but it will not allow you to break free.

Zogish
04-29-2008, 01:48 AM
the freeze flamethrower thing sounds pretty cool...like the nitrogren chemical gun from bioshock

Kofee
04-29-2008, 01:57 AM
Engy:

From what I have been reading the dispenser will probably be upgraded to a faster heal rate and ammo output.

Teleporters will have a faster spin up rate

Possibility of a L4 to the sentry gun, not sure what it would actually do upgrade wise. An upgrade to the bullets dmg would be a good start! "lead bullets" to "silver bullets" type of deal. Longer range would be very nice, nobody likes to watch there SG sit and chill while a soldier is spamming rockets at you. The ultimate I would like is anti-missle launcher on the gun :P

Weapon wise, I hate the engineer shotgun I wish he had the scouts shotgun. I would like to see the engy have a radar instead of pistol for spy detection. lil blips on a map on the bottom of your screen dots will appear etc. 2 blue soldiers but only 1 dot on map.. = spy :P

Zogish
04-29-2008, 02:51 AM
i doubt it, those are pure upgrades and no have balance to them

Timmah!
04-29-2008, 12:51 PM
Granted, this is all speculation, but here's my thoughts for the demoman, since it's my primary class:

1) PRIMARY WEAPON
original weapon: grenade launcher
new weapon: MOLATOV COCKTAIL
description: Much slower fire rate (and available ammo) than the grenade launcher (for balance and to allow for the animation of the demoman lighting the rag), but causes all nearby enemies to catch on fire, and some splash explosion damage. Basically not enough to kill anyone with full health, but a total of ~50dmg splash damage and fire damage 50-100 if not put out. No criticals. Would add some interesting gameplay dynamics.

2) SECONDARY WEAPON
original weapon: remote pipe launcher (sticky nades)
new weapon: proximity charges
description: seems obvious. Not sure how the details would work out though for balance. Someone already said land mines, but I think it's too limited. Basically, I'm thinking very close to the sticky nades, only they go off automatically when an enemy gets close to them; probably for less total damage or smaller drum capacity. The biggest tradeoff would be that cloaked/disguised spies would not set them off.

3) MELEE WEAPON
original weapon: scotch whiskey bottle
new weapon: bagpipes?
description: can't think of anything else for my beloved black scottish cyclops. Extended reach?

Another thought for the primary weapon is simply a point-detonation option on the grenade launcher - that is, they explode as soon as they impact with anything (ground, etc).

ACHIEVEMENTS
1) Territorial Defender: Block 6 point captures in a single life
2) Guardian: Defend the intelligence 4 times in a single life
3) Controlled Demolition: Explode 4 enemies at once (with stickies)
4) Doctor's Assistant: Assist a medic in destroying 5 buildings in a single ubercharge
5) Suicide bomber: Explode 2 or 3 enemies and yourself at the same time (or get a revenge while committing suicide?)
6) Bar Brawler: Kill 3 enemies with the whiskey bottle in a single life
7) I Spy a Spy: Kill a spy disguised with your name using the whiskey bottle.
8) Career demolitionist: Accumulate 500k points of damage.
9) Splitting ubers: Knock an enemy medic off his uber target, then kill the uber target.
Can't think of many more than that...


Some other ideas for other classes:
1) For the spy: a silenced pistol to replace the revolver. Less damage, but...silenced.
2) For the engy: a laser turret. Slower fire rate, but better range. Maybe as a replacement to the rocket launcher for a L3 sentry?
3) For the pyro, replace the axe with a fire extinguisher, which can be used as a melee weapon (left click) or used to put out flames on teammates (right click)
4) For the scout: the return of the nail gun to replace the scattergun (from pre-release vids?)

Hellzarmy
04-29-2008, 02:29 PM
i expect the auto sniper rifle like from CS:S for us snipers for the main weapon

would be sweet to see them get a .50 beretta sniper rifle... 1 shot 1 kill.. with possibility of going through the enemy and hitting who ever behind him.

obtainable after like 5k headshots or something

not sure for 2nd or melee tho.

Timmah!
04-29-2008, 03:15 PM
Remember though, that every new weapon should have some tradeoffs with it's counterpart to keep the game balanced. Like the blutsauger leeches health, but can't crit. The ubersaw recharges the uber/critz-charge with every hit, but has a slower hit rate.

I hate snipers enough as it is... if they start running around with a Barrett M82 series or an M107, I will not be pleased. :mad:

Zogish
04-29-2008, 08:22 PM
Some other ideas for other classes:
1) For the spy: a silenced pistol to replace the revolver. Less damage, but...silenced.
2) For the engy: a laser turret. Slower fire rate, but better range. Maybe as a replacement to the rocket launcher for a L3 sentry?
3) For the pyro, replace the axe with a fire extinguisher, which can be used as a melee weapon (left click) or used to put out flames on teammates (right click)
4) For the scout: the return of the nail gun to replace the scattergun (from pre-release vids?)

for the pyro that would be actually a good idea

JMaster299
04-29-2008, 09:53 PM
i expect the auto sniper rifle like from CS:S for us snipers for the main weapon

would be sweet to see them get a .50 beretta sniper rifle... 1 shot 1 kill.. with possibility of going through the enemy and hitting who ever behind him.

obtainable after like 5k headshots or something

not sure for 2nd or melee tho.


Like Timmah already said there is no balance to those weapons so they are out. Also, a Sniper can already kill any full health class, besides Solider or Heavy, with a full powered body shot. Snipers don't need any extra power behind their main rifle. A rifle with a faster rate of fire but NO one shot kills would work. That means even a Head Shot would not kill a full health Scout but could have twice the rate a fire by using something other then a bolt action.