Wishlist: Future Weapons

lamelikemike

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Apr 22, 2008
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Hey ever since the medic update my friends and I have been talking a lot about what the future will/should hold for weapons. I was hoping to see what other people thought would be awesome but balanced and realistic updates.

Some of these are a pretty good stretch from what could happen and some are more realistic.

My list as of now:

Pyro:
Molotov cocktail, or instead of the flamethrower, a gun that basically shoots small napalms (fire balls) that aren't as strong as current thrower but have better range.
Maybe even a gun that is just a hose that shoots a flammable liquid that could then be set on fire, much like the demos stickies accept you'd have to be in proximity to through the match or something.

Soldier:
Weaker rockets with a minimal heat seek capability.

Sniper:
A rifle with an x-ray scope that has no charge capability but you can see folks through some walls.

Spy:
A bleed-out knife, has no "back-stab" but does slow damage until the character is healed.

i also think it would be hilarious to have inanimate object disguises. so that you could sap a sentry and turn into one and wait to prey on unsuspecting enemies. They could also be level dependent, i.e. you could be a cart on gold rush, or a stack of tires on 2fort.

Heavy:
I would like to see a gun that has a reload system similar to the current sniper rifle, that shoots like a mid/long range but focused scatter gun. also brass knuckles that did damage to you when used but didn't more damage than regular punching.

Demo:
Timed mines(could look like bundles of dynamite), C4, for a melee he could have a concussion charge (like those used for door breeching) that would need to be "charged" and he would walk slow like the heavy while his mini gun is out.

Scout:
Duel billy clubs or tee ball bats would be funny and add to the bonk joke a lot. and I would like to see a main gun with more range as well.

Engineer:
My Engineer would have a secondary building command in which you would pick your "possible buildings" for instance you could pick to be able to build two sentry's that can't get past the second phase, but then you wouldn't be able to build a dispenser.

Also some of the new buildings I've thought of are:

A sentry whose third tier is exactly like the second tier now except it has a shield that protects the gun and the people behind it.

Also maybe a standalone Shield.

I think it would be neat to see a "fan" that would be similar in size to a teleporter but it launches people in the air like a rocket jump. (it would also be cool for defense to make it hard for people to get in rooms. but at the same time the greifing rate might be too high.)
 
Very nice ideas.

I actually just thought about this one. For a Spy, make a new sapper that is used on people. You would apply it to a person and they would be slowed down and slowly hurt(kind of like being set on fire but not as visual and doesn't hurt as much). Like an injection of sorts.

It would add such an interesting aspect for a defensive spy when people are running to the next point, or running away with a flag.
 
I think that demomen or engineers should get tripwire mines, a la ET:QW.

Also, sentries that can be piloted. That'd be awesome. If they could disguise themselves they'd be robots in disguise, but that would be too much sexiness in a game. My eyes would explode.
 
sniper needs target tracking and something to counter spies like a detection tool
 
REALLY good ideas. I like the pyro one. I like the shooting liquid thingie. And then set it one fire. The enemies running throught it would either loose some maybe 25 health, or be set on fire(loosing 3 health every second).
 
I'm still hoping for a wrench gun for the engis. It shoots out actual wrenches to fix things or pelt enemies in the head with a nice metallic thud.
The shield thing could look really cool too if it were built in sections which would slowly come up in pieces until completion, and angled back as well.
 
I just want TFC weapons/abilities back like napalm rockets for the pyro (I liked the napalm rockets so much) or feign death for the spy. The only thing I want for my Engineer is to be able to build two sentries instead of only one. However these two sentries should only be level one or maybe level two (but I think that would be too powerful) and both only cost 100 Metal so you can quickly build both sentries at the same place.

-Calle
 
Spy:

Easy Disguise Kit (12/36)

Disguises limited to Soldier, Spy, and Pyro. Increases maximum cloak duration by 50% and increases cloak regeneration rate by 30%.

Medium Disguise Kit (24/36)

Disguises limited to Engineer, Medic, and Demoman. Gains the ability to appear to be switching weapons. While disguised as a medic, the spy will have a random Uber/Krit meter displaying, and will run at medic speed.

Difficult Disguise Kit (36/36)

Disguises limited to Scout, Sniper, and Heavy. Appear to be using a class's special ability (Scope Aim / Minigun whirl / Double Jump) The spy will run at medic speed while disguised as a scout. Decreases maximum cloak duration by 20% and lowers cloak regeneration rate by 15%. Can only use special abilities while decloaked.

Engineer
:

Medispenser (12/36)

A dispenser which regenerates metal slower, and has a lower maximum metal capacity, but is much more efficient at healing, and can overheal up to 150%. It costs the same amount of metal as the regular dispenser.

TF Industries Mark II Sentry (24/36)

A sentry gun which has a much slimmer build than the current one, making it a little harder to edge. While it has 15% less health at all levels and doesn't feature a cluster rocket launcher at level 3, it has a 30% further targeting range.
It costs the same amount of metal as the regular sentry.

The Zapper (Replaces Teleporter Entry/Exit) (36/36)

The Zapper is a teleporter platform which stands about half a foot taller than the regular teleporter. An engineer can build two. When a player stands on the zapper, their weapon is zapped with energy, forcing their next shot to be a critical hit. The effect wears off if the player doesn't shoot in 15 seconds. A Zapper platform takes 30 seconds to recharge. They are 200 metal each.

(sigh, post is not preview)

Heavy:

Heavy Machine Gun (12/36):

A Machine Gun which, while still being way too heavy for anyone else but the Heavy Weapons Guy to use, is still a lot lighter than the Minigun, and does not hinder the Heavy's movements so harshly in order to use it. The HMG lowers the heavy's movement speed to 50% while firing, and does not need to whirl up, but only fires 3 rounds per 1 tracer (the regular minigun is 5 rounds per 1 tracer) and does slightly less damage.

Helmet (24/36):

A strong metal helmet that will negate the critical effect of one fully-charged headshot or two partial-charge headshots. Its design obscures your peripheral vision, however.

And that's all I've got. I think they are pretty good, though.
 
If they have any kind of sniper rifle that you can see through walls or have no charge time, I'll stop playing the class.

They need to have some kind of assault riffle, much like in TFC.
 
Perhaps a syringe for the spy that blurs vision and/or slows down movement. To get out of, or into, those tricky situations!
 
Spy achievements: So good, the class gets deleted!

Soldier - armor plating on back to resist back stabs, 8 Crit rocket launcher, and faster reload times !amazed
 

SCOUT


1/3-Nailgun
A simple alternative to the scattergun, has a higher magazine capacity, and comes with a much higher range compared to the scattergun. However, has lower reserve ammo, and is weaker than the scattergun and close range.

2/3-Concussion Launcher
A weapon similar to the grenade launcher of the demo, shoots conc. grenades that distort and annoy any enemies that are within a certain range. However, does very little damage (10, perhaps), and has a low ammo reserve.

3/3-Flail
I called it a flail cause I don't know what else to call it. Basically, a wooden bat with rusty nails protruding from the hitting end of it. Causes major damage to the enemy, but due to the extra weight, slows the scout down (only while holding the weapon, scout is normal speed with other weapons)

I will be coming up with ideas for more classes, but this is what I can think of.
 
For the engineer, be able to upgrade the teleporter so it recharges quicker and the dispenser to heal and give ammo quicker.
 
I've said this before, but the scout needs a whiffle bat. Even faster, even weaker.... even more humiliation.
 
Just one request, a sniper rifle that actually kills people with one shot weather charged or not if its a head shot.. its soo frustrating right now, hit ha heavy with 2 head shots but just because they aren't charged shots, he doesn't die!
 
please won't anyone give the demoman a pistol? what, did he blow his trigger finger off so he can't fire one? :p even the medic gets a gun (kinda)
 
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