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06-28-2008, 02:04 AM
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Join Date: Sep 2007
Posts: 7
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how about instead of carrying 4 rockets. he carries 8?
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06-29-2008, 12:46 AM
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Join Date: Jun 2008
Posts: 12
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Didn't read the whole post but I'd like to toss my two cents on on the sniper, because I am hardcore waiting for the sniper upgrades, what I'd like to see is...
Sniper Rifle - I'm not really sure how I'd like to see this changed, as far as I'm concerened any improvement on it wold be nifty. I like the fake death shot idea x] But yeah, maybe a semi-automatic rifle sans the charging capability. Can you imagine the chaos? I also wouldn't mind if the only upgrade was removing the sighting dot that gives you away, that'd do a world of good for me. Also, the bullet penetration idea.... I'd KILL for that!
The SMG - I HATE the SMG, I'll use the knife and charge before I use the SMG. I'd be happy with just a considerably larger clip. With that I think it'd make it much more effective and give the sniper some CQC capabilities so they don't always feel compelled to sit far, far away.
The knife - I love the knife as it is, just a good all around melee weapon. The boomerang idea is nifty but I'm not sure I could do any good with that so I would probably not even bother with it. So maybe just giving them a larger melee weapon that has a little more reach to it. That'd be good enough for me.
I don't really play often enough to be able to suggest what kind of wild stat pluses or minuses weapons should get to maintain gameplay balance. But as a strict sniper user, these are changes that -I'd- be happy to see.
But I'm excited one way or another to see what Valve has instore for us.
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Last edited by supmarsh : 06-29-2008 at 03:53 PM.
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06-29-2008, 12:25 PM
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OWS Mid Admin
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Haha, Palin... Grasping straws for sure :P
I like the Auto-Shotgun idea, but I definitely don't think the guided missile should slow you down. It's the same thing, but with laser+heat guiding, which quite frankly only adds a few ounces of batterys and a laser (in real life).
The Minelayer souns cool, but I can gauruntee you that valve would never remove melee capability, but it's nice to throw idea around. It'd be awesome if we hit something dead on...
Sniper SMG:
Switchable Semi-Auto with Alt-Fire, give you 50% more accuracy... Or scopable at Full-Auto, but slightly slower, and with increesed accuracy (similar to the Bullpup [Steyr AUG A1 508mm] on CS:S).
I still think the boomerang is the best idea for a machete replacement... If you do not like the weapon, you do not have to use it.
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06-29-2008, 04:32 PM
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Join Date: Jun 2008
Posts: 12
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Well I know I wouldn't have to use the weapon, and trust me, I wouldn't. I just don't see how a boomerang would be a very practical melee weapon, at all. That is of course unless you have the option of not throwing it at all and can just beat people with it! x]
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06-30-2008, 12:32 AM
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OWS TF2 Mid Admin
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Join Date: Dec 2007
Posts: 34
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What I'd like to see in the upcoming classes are for
Soldier,
Shotgun Rockets/Drunken launcher: Tri-Rockets in one shot that shoot in delta formation, or in 3 random directions. Perhaps a higher rocket jump with something like a parachute in order for him to be able to hang in the air and shoot.
Demoman,
Procimity Mines: Mines that are placed and when an enemy walks over or near enough it blow them up. Takes time to place but is very distructive.
New Melee Weapon: As seen in beta version the old TNT dynomite used to swing at enemies and upon impact an explosion.
Spies,
Nothing. I hate them all. forever and ever and ever.
Heavy,
Add uber sapping ability when hitting opponents, so that when heavy is being healed, medic charges uber faster. Can sap ammo from kritzcreig/medigun.
Perhaps bigger mini-gun more barrells same ammo etc.
Mike Tyson, When using fists ubered, heavy bites people's ears off.
Sniper,
Ray gun. Charges up but can be swept accross enemies to cause more damage. Autosniper multiple shots without reloading, no crit on headshot. Crit only when charged.
Scout,
Bat when jumping causes crit, again going back to beta, alternate pistol that allows scout to xray through walls.
Finally my favorite,
The Engineer.
I'd like to see a flamethrower attached to the sentry. Perhaps a level 4 sentry gun, or 5th gadget. Portable spawn would be intresting concept. Faster teleports that leave longer trails, Anti spy detector, handheld, can switch to another weapon when he detects a spy. Sentry still vounerable to spies. Wrench with crits to spies and sappers. Mobile sentry, set up between 4 markets, randomly moves around the area. Perhaps for 5th gadget, portable bunker to create cover for units etc.
Lots of good ideas out there. i'm intrested to see what valve comes up with! See you in the servers.
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[=1=]Killaska

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06-30-2008, 05:07 AM
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OWS TF2 Recruit Member
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Join Date: Jun 2008
Posts: 62
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I want the soldier to have a Tommy gun with a stick magazine(in other words, not gangsta, WWII soldier)
Seriously! its just asking for it!! i don't care what it does really. i just want to see him with his "proper" weapons
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07-03-2008, 02:56 PM
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OWS TF2 Mid Admin
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Well... since we know the Heavy update is next... anyone want to speculate more heavy weapons?
~Jack
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07-03-2008, 03:28 PM
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Quote:
Originally Posted by PalinFreeborn
Well... since we know the Heavy update is next... anyone want to speculate more heavy weapons?
~Jack
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One thing I'd like to see is a Heavy's Minigun that gives a pushback effect ( Like a Turrets) Perhaps they can reduce crit chance or damage. Would be a nice effect to help seperate ubers or help protect chokepoints. What do you guys think?
Perhaps "Sasha's Little Sister" Smaller Minigun for faster movement and spooling, less damage.
Or Perhaps brass knuckles that cause a "drunk / or like the drug effect" effect upon hit.
-Justin
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07-03-2008, 07:01 PM
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OWS TF2 Member
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For the Heavy's primary, I would say Palin's ricochet gun, but instead of longer windup time, give it an overheating feature. It wouldn't heat up too fast(For example, if I were to fire all 200 bullets nonstop, the gun would really only heat up to ~75-80% of the max temperature), but it'd take twice as long to cool down.
The gun would operate normally below 50-55% max temperature, but above that the rate of fire would start slowing down. At 100% overheating, the gun would not fire at all.
Heavy's secondary should be a small mortar cannon that works like UT's flak cannon's alt-fire. It should fire in a slight arc, explode on contact, and have a huge splash damage radius. If you hit an enemy dead on with it, it should be able to one hit kill any 125 hp classes. But if the enemy was only standing about 2 feet away, it would do 55-60 damage, 4 ft: 25-30 dmg, 6 ft: 10-15 dmg, 8 ft: 5-10 dmg.
It would have a very slow rate of fire and reload(3 to 5 seconds between shots/reload), and long range shots with the cannon would fragment like shotgun shells, doing little damage. There should be 16 mortar shells. The weapon would be great for softening up enemies, and the occasional lucky dead on kill. The Heavy is the #1 close range class, so these shots would be lethal in hallways and such. The downside is the painfully slow reload, which would make the minigun a better weapon for more immediate threats.
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07-03-2008, 08:03 PM
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OWS Mid Admin
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I would love for the regular Minigun to have the pushback effect.
I also think that the bouncer should have some kind of downside, such as overheating, just to keep it even.
I'm not a big UT player, but I think the cannon idea, similar to the Flare gun, sounds great... Something that you need to be talented to use correctly...
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