Other class upgraded weapons

Noobkiller

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Jan 18, 2008
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well since everyone is crazy about the medic weapons like me lets talk about new weapons for everyone else.
Try and make them balanced :)
My idea for the engi is to disable his abilty to build tele's in order to build a second level 2 sentry :O
 
Someone mentioned, somewhere else, the idea of a sniper sentry. Now, while I normally loathe anything to do with sniping, I do think this would make for a great alternate SG.
 
A sniper sentry would be pretty annoying. Really good snipers are already bad enough, I don't want to know what would happen when I start to get AUTOMATICALLY headshotted.

The ability to place a proximity mine would pretty neat, I'd think. It'd be similar to demoman's stickies except the engineer wouldn't have to manually trigger 'em.
 
I used to play a Quake TF mod called MegaTF that had some extra abilities for all the classes and was the precursor to the Scouts double-jump ability with the AirScout (had a jetpack that allowed for the midair jump). I quickly found this page with some incomplete specs:, I'll see if I can't dig up the rest when I get back from dinner.

http://www.backblast.com/mega-tf/mega2kspecs.htm
 
one ive been thinking of for the spy, which i really like is a replacement of sappers, TIMEBOMBS, a limited number of them, maybe 3 could be placed on people to make them go boom and injusre all around with the force of a crit rocket, but they can be disabled by being meleed by friendly players, a little like sappers. Of course it would be made instantly obvious to the "timebombee" that they are gonna blow up. A fun way for spies to kill tricky scouts. : D
 
maybe for demo they will do something and readd the demopack....and im really hoping they update the axe to a fire extinguisher for pyro
 
---Engineer---
Laser Pistol: From TFC, The Laser Pistol will give you 25 metal every time you hit someone.
Scanner: Replaces the teleporter, can pick out a cloaked spy. (Not a disguised one)
Wrench Mark 2: When you whack a teammate with it, it gives them ammo. (uses metal)

There's my idears for Engi, more to come. ^^
 
The pyro should have some sort of electric-burn flamethrower, basically flamethrower that crits when victim comes in contact with water. Trade-offs-no out of water crits and burns don't last as long.
 
I want the medic's new needle gun that sucks hp from the victim, for the SNIPER secondary weapon. the smg is too weak and the new medic weapon would come in handy for the sniper when retreating as well
 
I like that idea Plasma. Uber running up to your base? Just smack the medic away! Make it fire slowly and have the hit sound be the noise it makes when you hit someone with the Homerun bat in SSB.

Maybe the Heavy could get a lighter mini-gun; doesn't deal as much damage but you don't move slower while firing it. And for the melee maybe brass knuckles.
 
They should give the demo either trip bombs, or certain explosive that if an enemy enters it's area it blows up :) Like an automatic sticky...but to not cause spamming, only allow 1 or 2. Also for the heavy they should make it so if you get a certain number of kills before dieing then the spray for your primary gun becomes more focused...better for long range.
 
Anyone remember the guided rocket from Perfect Dark for the N64? That'd make an AWESOME weapon for the engy. =o
 
I had one for the spy. Instead of a knife, the spy has a garrot wire. The metod of killing is to get behind the enemy and strangle them with it. The thing is your disguise is not lost when attacking. It takes a few secends to strangle the victim. When being stragled the victim loses health propotional to the time it takes to kill them full, ie: if they are hurt they die faster. The drawback is the only weapon to head on attack is the revolver and while strangling your victim is seem thrashing in front of you.

this weapon is purely for taking out key enemies only, not in the middle of the fight. It is also useful for taking out an engie as you keep your disguise up and not get hit by the sentry. The thing that keeps this weapon in balance is the time it takes to kill. If your not careful you can easily get yourself killed when strangling. Its a useful but risky weapon to use.
 
I would like to see the scout's nail gun come back to replace the pistol, and also I'd like to see stickies that increase demo jumping distance while keeping the same/decreasing the amount of self-inflicted damage. Call them "concussion grenades" or something stupid.
 
I think scouts should have a new weapon to be able to destroy sentries more easily, because if theres a lv3 sent, nobody goes scout...

btw... did i just see what i thought i saw? ... nvm its gone... 0,0
 
New upgrade for scouts, A non-wep equip that can be used whilst wielding the baseball bat...InfraVision goggles. Now you don't see the stealthed Spy...now you DO! :O
 
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