Engineeer/Soldier/Demoman Update Ideas

Rukus.

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We only have 3 classes left to update. So I thought I'd make this thread for speculations sake.

Engineer

  • A two way teleport that you cant upgrade
  • (from: russkie) Instead of building a dispenser you build a spy/enemy detector

Demoman


  • Bomb (replaces stickies): A pack of C4 with massive range and damage, only one can be carried at a time.

Soldier


  • Frag Grenades (replaces shotgun): Really the only thing I could think of for this class...
 
if anything for the engineer i would HATE to have a spy detector.

and the demoman idea is a good one and i'm sure that they'll do some justice for the black cyclops

and for the soldier, i'd say grenades would be a good idea as well.
 
Grenades= Never gonna happen.

Well, the reason they didn't include grenades initially is that they wanted each class to have certain things to aim at doing. Rather than pick a class and spam grenades. If they were to add grenades for just the solider it wouldn't break their previous statement.

Feel free to add your own ideas and speculations by the way!
 
Soldier


Frag Grenades (replaces shotgun): Really the only thing I could think of for this class...

I was thinking a rocket launcher with two rockets inside that have a short sapping effect on sentries
 
HOMING ROCKETS!!!! lols

maybe possible actually...

i am seeing stuff like this on steam forums, the general idea was that they would hone in on the target but not to an extreme.

also the engie spy radar thing is a great idea, but you kinda need a dispenser...
 
Engieener

Level 10 rench : Destorys sappers in 1 hit - 25% damage done to spys
Level 5 shotgun : +25% damage on all enemies, low crit rate + -17% clip size (instead of 6 shots you get 5)
Pistol replacement : Higher metal limit (350) - No Pistol

Solider

Level 5 grenades : Replaces the shotgun 2x grenades, small damage range on explosion.
Level 10 Rocket Launcher : + 50% clip size - 25% damage done on explosions

Demo-man

Level 5 sickygun: No damage done when used o blast yourself higher, shorter blast range(when shooting out the gun itself)
Level 5 bottle: When smashed alcohal pours out, if target is on fire the damage does 4x as fast. If you're on fire you get 4x as well.

Just some things I think would be funny
 
Laser guided Rockets for the soldier wouldn't be bad
Engies: Build Sniper Decoys that can pop out with a remote button
Demo: Trip Mines (like old school Half-life)
 
Soldier

rocket launcher: 6 rockets, -20% damage, wider explosion radius
assault rifle: 3 round burst, higher damage at long range, lower at close range
shovel: pick axe that has a higher chance of crit the more damaged you are.

Haven't given thought for the other two.
 
Laser guided Rockets for the soldier wouldn't be bad
Engies: Build Sniper Decoys that can pop out with a remote button
Demo: Trip Mines (like old school Half-life)

1. HL2-style laser guided rockets would be great as long as the damage was reduced with a slightly higher crit-chance.

2. Lets take that a little further, why not have a hologram maker that has copies of a selected class walk about until its shot or comes in contact with an enemy.

3. Like the S.L.A.M tripmines? Might be good if spies can cross them and engineers can remove them.

Engieener

Level 10 rench : Destorys sappers in 1 hit - 25% damage done to spys
Level 5 shotgun : +25% damage on all enemies, low crit rate + -17% clip size (instead of 6 shots you get 5)
Pistol replacement : Higher metal limit (350) - No Pistol

Solider

Level 5 grenades : Replaces the shotgun 2x grenades, small damage range on explosion.
Level 10 Rocket Launcher : + 50% clip size - 25% damage done on explosions

Demo-man

Level 5 sickygun: No damage done when used o blast yourself higher, shorter blast range(when shooting out the gun itself)
Level 5 bottle: When smashed alcohal pours out, if target is on fire the damage does 4x as fast. If you're on fire you get 4x as well.

Just some things I think would be funny

1. I like your engineer ideas.

2. The same goes for your soldier ideas. Although I also like the idea of HL2 style RPGs being suggested by others.

3. A weaker stickybomb gun that is used mainly for quick travel..I like it, but lets take your bottle replacement a little further. Why not Molotov Cocktails?

Soldier

rocket launcher: 6 rockets, -20% damage, wider explosion radius
assault rifle: 3 round burst, higher damage at long range, lower at close range
shovel: pick axe that has a higher chance of crit the more damaged you are.

Haven't given thought for the other two.

1. Not bad, more bang for less boom.

2. Dont you think thats just a rip off of the sniper's smg? I dont think an M4 or M16 would belong in TF2...

3. Cool, I like the concept!
 
1. HL2-style laser guided rockets would be great as long as the damage was reduced with a slightly higher crit-chance.

2. Lets take that a little further, why not have a hologram maker that has copies of a selected class walk about until its shot or comes in contact with an enemy.

3. Like the S.L.A.M tripmines? Might be good if spies can cross them and engineers can remove them.



1. I like your engineer ideas.

2. The same goes for your soldier ideas. Although I also like the idea of HL2 style RPGs being suggested by others.

3. A weaker stickybomb gun that is used mainly for quick travel..I like it, but lets take your bottle replacement a little further. Why not Molotov Cocktails?



1. Not bad, more bang for less boom.

2. Dont you think thats just a rip off of the sniper's smg? I dont think an M4 or M16 would belong in TF2...

3. Cool, I like the concept!

Think of it as a modified M1 Garand...it's a WWII rifle so it would certainly fit the soldier.
 
I was thinking a rocket launcher with two rockets inside that have a short sapping effect on sentries

Last thing the Sentry needs is ANOTHER class to disable it. Ugh, with all the updates, the Engy is nearing useless as it is.

1: Lock-On Too Slow:
Any class can Pistol a Sentry just by ducking around a corner quickly before it can shoot.
This includes Demomen throwing stickies. 3 = dead sentry.

2: Lock-On Bugged:
The Sentry can be shot AT without shooting back, even from within range, if only your (the shooters) gun is around the corner. I see scouts do this one a lot. They shoot it but since only 50% of them sticks out, it does not shoot back.

3: Cloak & Dagger:
A Spy no longer relies on an Engys Dispenser to stay cloaked, so he can sap everything and hide.

4: Lock-On Stupid:
It's motion detection..but bumping a cloaked spy (making him briefly visible) does not gain the ire of the SG on said Spy.
Plus a cloaked Spy can climb over your gun. You would think the Engy would put a weight-detector on it so it would defend itself or at least warn him someone is climbing on it.

5: Sap-Spam:
The Spy can place unlimited Saps in a fraction of a second. The engy takes 2 hits to remove said sap. The Sap does damage the second you place it. Making a repair/sap war a loss of the Engy.

6: The Ambassitor:
It headshots! Disguise near a corner, HS the Engy (most stand still next to their SG), duck around corner to avoid SG, disguise, run up, and sap.

Pretty much a fact that the SG as NO strengths and a ton of weaknesses. Something ELSE designed to damage/disable the SG and nothing else would be a slap to the face of engy-players.

On to my ideas!

Solder Update: Rockets with small homing abilites.
Nothing is worse than people stepping out of the way across a level! Now your rockets will make minor flight adjustments to catch them! Note: This will not allow the Rocket to make a complete U-Turn.

Engy Update: Lvl 4 Sentry!
Add a compressed-air tank! When an enemy or stickies are sensed too close, it blasts out the air to brush them back, just like a Pyros compression blast!

OR

Lvl 4 Sentry!
Bad Spies should be punished, says this Engy! When they bump or have to climb over your Sentry, don't you wish it could disrupt their cloaking and disguises? WIth a small burst of electricity, now it can! Note: The internal generator takes 20 seconds to recharge.

OR

Lvl 4 Sentry!
Tired of your Sentry being Sapped? Now, when the sap reaches a special generator within your SG (1/4 HP gone), the SG generates a small burst that fries the Sapper! (Costs another 1/4 HP, bringing the Sentry down to 1/2) Notes: The generator takes 15 seconds to recharge after it goes off)

Demoman:

Replaces the Sticky Launcher:
Oy! Are you like me? Tired of keeping an eye on your stickies? Then listen up, laddie! The Ronco Proximity Mines are for you! You can only place five, but they reach 25% further in their boom, thanks to the extra explosives within! They also takes 3 bullets to kill, thanks to a thicker shell, but this shell reduces the concussive damage (OOC: The overall damage) by 25%!
They have to be hand-placed, though!
Also keep an eye on sneaky Spies! They can walk up and disarm them in 3 seconds! Though you get a warning when they start too!
 

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