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TF2 Upgrade Weapon speculation
  #1  
Old 06-24-2008, 05:06 PM
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Default TF2 Upgrade Weapon speculation

We've been talking about it for a while on the servers, but I'd like to see what everyone really thinks the new weapon upgrades will be for each class.

For the spy, who I think may be the next upgraded class:

Silenced Magnum: Fires slower and for slightly less individual damage, but capable of critically hitting an unsuspecting player (a.k.a. the Bullet Backstab)

The Subtle Knife: A knife variation that has a 85% (not entirely certain) LESS chance to insta-kill someone, but gives you the ability to knife attack without breaking disguise. (imagine running along, watching your health, not knowing why the hell you're losing life.)

OR

The Subtle Knife: Backstabs restore cloak energy. (a la the medic's ubersaw)

The Lockbox: Does reduced damage to buildings, but are harder to remove than normal sappers.


These are just ideas I'm throwing out there. I'll write some for some of the other classes later on, but I'm curious to see what you guys think. Remember... it's 3 weapons per update, so each class should only have 3 things being upgraded.

~Jack
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  #2  
Old 06-24-2008, 05:12 PM
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I don't have 3, but I believe the Spy should get some kind of "attack" that doesn't break stealth.

Or maybe the option to drop Sappers while cloaked...I know, that would be mean...

I would like to see some sort of "Fire Proof" stealth mode so pyro's can't randomly blow spy's cover.
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  #3  
Old 06-24-2008, 05:25 PM
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1) Pistol ---> Tranq gun. Like tfc, does little damage, makes you move 1/4 as fast for some time. Bullet flight-time like a single needle, or the flare gun.

2) Sappers ---> Super-sapper. Turns enemy sentry friendly, after a say, 7 second conversion period. Sapper on tele exit is like a proxy-bomb, doesn't affect the tele usability, when someone uses it though it explodes. Like somewhere between 1/3 and 2/3 damage to person, exit destroyed.

3) Knife ---> I'm not sure what they could do to the knife to make it better. The one-hit-kill is a pretty powerful thing. Double wielding knives giving slight damage increase in battles? It'd be cool. Could also have backstabs replenish cloaking.
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  #4  
Old 06-24-2008, 05:31 PM
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Spy:
Syringe+Bottle of Med: Contains a chemical that makes enemies woozy (drunk effect) for a limited amount of time. Stabbing an enemy in the back has an immediate effect; but stabbing in anywhere else would be delayed. A medicated enemy will have birds flying around their head.

The syringe would allow spy's to stab enemies without losing there disguise. This allows for more stealthy action. A spy can only carry one bottle of medication at a time. Each bottle contains 4 doses, it takes 2-3 seconds to reload the syringe.

Magneto Gun: A very loud and very non-stealthy weapon that can kill buildables in one shot. Its a weapon that can be used while disguised but its distinct chirping noise will reveal you to enemies.

This weapon can be charged to 4 different levels. Level 1 will destroy teleporters, dispensers, and level one sentries. Level 2 will destroy a level 2 sentry. Level 3 will kill a level 3 sentry.

Level one charge takes 2 seconds to charge, level two takes 4, level 3 takes 6.
Level 4, will take 11 seconds to charge. What level 4 does is it destroys multiple targets within 10 feet of each other.

The Magneto gun on holds 7 shoots before you have to scavenge ammo. The magneto gun replaces both the Revolver and the Sapper.
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  #5  
Old 06-24-2008, 05:39 PM
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I like the Lockbox and Subtle idea...

A fire proof cloak would also be sweet.


On the Sniper page, we've discussed a semi-auto, but non-charging Sniper rifle, that does more damage that the other sniper, but still less than full charge.

SMG -> ??? I was thinking a claymore-type thing, but I'm pretty sure they're going to keep it sidearm related... Maybe a cool revovler.

Machete -> Pest Paddler (lol just thought that up)... Does extra damage to Scouts, and more criticals when low on hp.

Really the sniper one seems hard to improve... the SMG blows though, I think it is supposed to.
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  #6  
Old 06-24-2008, 05:45 PM
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Although I don't think they'll do it, Tyrian made a suggestion that bears mentioning because of how freaking hilarious it is.

Tyrian suggested having a sniper rifle that gives fake death screenshots.

Like... when you get killed, it gives you a screenshot of who killed you, right? Well, that tends to give away sniper positions in 3 seconds... so what happens when you get headshot and it tells you the demoman 3 ft away was the one that killed you?

AWESOME.

Thanks to Tyrian of that. All I could think of in response was "Oooooh... BRAVO."

Also, I think claymores will be more of a Demoman thing.

~Jack
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  #7  
Old 06-24-2008, 07:04 PM
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Fireproof spies seems really cheap and would turn gameplay around completely...

Here's what I think...

Sniper:

Semi-Auto sniper rifle... Can shoot repeatedly (one shot per click) but does 70% of the damage of a normal rifle... maybe still has the "charge" effect on it like the original rifle does.

SMG: Hmmm... Perhaps a modified SMG that can shoot faster but has more of a "cone" on it, also can hold 150% of the original SMG but takes an extra 2 seconds to reload.

The machete... I GOT IT!!! A BOOMERANG! Can go out a small distance and will come right back. Maybe critical damage to cloaked spies, but you can throw it, then u have to wait, and if you move too far maybe you can lose it and have to go pick it back up.


Spy:

The knife... hmmm... Maybe front shots and side shots will result in damage plus a DOT (Damage over Time) effect, like a poison tipped knife. Draw back... would be... that you would have to "recoat" your weapon with poison after... 3 shots, or 2.

Revolver: Could have a scope on it and be 15% more accurate, for far away sniping, like a sniper rifle in a sort. This way a spy can snipe out an engi then go take out his stuff. Would make u move 5% slower with it, and 20% slower when it's equipped, or it will drain your cloak faster, like... 5% faster.

The sapper could be harder to destroy (as suggested) but kills things slower... So 4 hits intstead of two to remove it, but does 20% less damage, or 35%... Alot but think about it... A spy can keep sapping a sentry over and over and kill it, this gives him more time to move, maybe even kill the engi while he is trying to save the sentry.

CLOAK KIT... how about if you disguise as an enemy spy, you get a random mask, so you look more convincing... and... if ur disguised as a medic u can have a "mock" ubercharge. Maybe put a sniper rifle to ur eye... make it more convincing, draw back would be 70% of the normal cloak and maybe a longer "cloud" effect... Perhaps more perks, like the ability to fire a mock shot, just one... never know. But remember they have a cloak.

Engi:

Sentry gun: could have a flame thrower, or a flare to fire into the air if in trouble, or can fire at the enemy to try and catch them on fire... Maybe... no no no... no a 4th level sentry... Maybe mobile but moves... like... 90% as fast as a spinning heavy... relocation anyone? Draw back would be that it would be bigger, easier to shoot and maybe 85% - 90% of the level 3 health.

Dispenser could be bigger but dispense faster, could be weaker as well.

Tele's could charge up faster but leave a "tail" longer, maybe a 5% chance of failing or breaking with each use.

Umm... The wrench could go golden (mmm gold wrench) which can be slightly bigger, builds 5% faster and repairs the same... Maybe have a "critical chance" against a sapper, but does less damage to enemies (wrench crits... alot...)

Shotgun could be used to harm other engi's buildings, like a web of electricity, also can trap and harm other enemies for... 5 seconds. But has less ammo and has the "arc" like the needle gun.

If you destroy something... eh nothing... u get NOTHING good day sir!

I'll put up more later, if ur interested keep going to my post?
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  #8  
Old 06-24-2008, 07:11 PM
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For the sniper:

Sniper Rifle--> No charge but multiple shots, 5 shot clip. Does the same damage as a regular uncharged sniper rifle, at the cost of more recoil.

SMG--> SMG with scope, when scoped in your more accurate but slower.

Machete--> Boomerang, damn it akira you posted before i did.
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  #9  
Old 06-24-2008, 07:59 PM
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Engineer:

Megawrench: 150% slower firing rate, low damage, but required for building Tesla Sentry items. Allows you to "overcharge" engineer buildings by +50 health when you wrench buildings at full health.

Boltgun: Larger ammo spread, but it does more damage up close, uses both ammo and a slight amount of building material (5-10), can be used to repair sentries at range (not as effective as hitting it with the wrench). Can be used to remove sappers.

Tesla Sentry pack: This has four parts.

1. Tesla Sentry lvl 1: Uses electricity shots with a fire time that's 150% of a normal lvl 1 sentry, but slightly more powerful.

Tesla Sentry lvl 2: Uses electricity shots with a fire time that's 200% of a normal lvl 2 sentry, but mildly more powerful.

Tesla Sentry lvl 3: Uses electricity shots with a fire time that's 250% of a normal level 3 sentry, but mildly more powerful. In addition, a top-mounted tesla cannon with a 10-second recharge time + 1-shot ammo supply (meaning you need to hit the sentry with a wrench to reload it so it can start charging.) The Tesla cannon does damage equatable to a rocket blast to all enemies in a straight path.

2. Tesla Coil: Basically, a dispenser that dispenses Energy for the use in Tesla coils (not compatible with classic Sentry) and dispenses a slight increase in attack power instead of health to all friendlies in range. Easier to destroy than classic dispenser.

3. Blast shield: Builds a small curved shield with a moderately small one-sided mirror (so you can see the other side from behind it) with 800 health that players can use as cover.

4. Thumper: Makes cloaked spies flicker, repels grenades and players much like the Pyro compressed blast ability. Has a 1.5 to 2 second warm-up period between thumps. Easy to destroy.


Whew. This one has been floating in my head for weeks and it still took me an hour to think of how to describe it.

~Jack
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Last edited by PalinFreeborn : 06-25-2008 at 02:50 PM.
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  #10  
Old 06-24-2008, 08:05 PM
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I think they should bring feign death back. I always kind of liked that.
That or you should be able to disguise yourself as a sentry or dispenser....but that's just my opinon. (which is awesome)
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