Sailors' soldier class upgrade wishlist

bigwilly said...
[blockquote]I think soldier upgrades are a ways off, but still, I'd like a single-shot guided rocket as alternate fire in place of crits, or perhaps a crit-charge rocket system based on damage similar to ubercharge where you can control your crit through the alternate fire (right click) button as opposed to the rediculous random-crit system. Nail grenade is nice too.[/blockquote]
I think that crits should never be controllable only with the help of the Kritzkrieg or else this weapon would lose its purpose. I also think that, although I like them, granades should only be used by demomen. And don't you think that the soldier's 'nades would be nearly the same as the demo's pipe bombs? That would be kinda lame. (I never liked the special nades from TFC like the nailnade. I only liked the napalm grenade and the concnade, sorry.)

-Calle
 
I think #1 armor-piercing proof helmet that prevents 1-shot death headshots from the sniper. #2 knife-proof vest that prevents spy 1 hit kill backstabs. And #3, for those who remember the move Starship Troopers...change rockets out with nukes.
 
What we really need is a high-powered rocket that shoots the missles faster so when you shot them at a scouts feet or face, you don't miss.
 
I think the soldier should have only 1 weapon...a fluffy teddy bear, because you are all to good at being a soldier and your rockets hurt my fat character when i try to wobble by.
 
I was thinking a rocket with only 1 or 2 ammo, but has a sapper effect on an enemy sentry for 2-5 seconds with no crits and same damage to other players as the old launcher.
 
[quote1211162342=Nemo]
I think #1 armor-piercing proof helmet that prevents 1-shot death headshots from the sniper. #2 knife-proof vest that prevents spy 1 hit kill backstabs. And #3, for those who remember the move Starship Troopers...change rockets out with nukes.
[/quote1211162342]

I think the upgrades should only be used to enhance the general play of the class, not render other classes useless, especially if you only aim to downgrade only ONE peculiar other class. And more, there is no downside to those kind of upgrades.
 
What about giving them a wrench, maybe one that doesn't crit but can help repair engineer stuff. I don't think that would be too overpowered because it would be a bit of a sacrifice for them to use it since their ammo is always in such short supply.
 
Come on guys, lets face it, grenades aren't coming back for any class but demoman. Its over, they are gone...

I think a rocket launcher with one shot and a slower reload and the rocket travels slower but it is always a crit would be interesting. The shotgun could be replaced by a carbine of sorts that is accurate and sort of powerful but has a slow reload time and in innefective at close range. The shovel could be replaced by a trench knife with a higher damage but slower attack at a shorter range also it would give you ammo when you hit someone with it.
 
Actually, I like the idea of guided rockets, if it's implemented in a balanced way. I think it should be implemented like so:
1) fire rocket
2) camera doesn't change, but a laser dot appears
3) rocket speed doesn't change, but it does home in on the laser dot
4) alternate fire will cancel tracking, and rocket will continue on its present vector

I think this will lend plenty of balance, as the soldier will be vulnerable while directing the rocket, yet can cancel out of the tracking and beat a retreat if attacked while trying to guide the rocket.

Also, I like the idea of morters, but I think it'd be fun to expand on the concept of having a scout call for the placement of mortars, possibly also by "lasing" the target during mortar launching. The only problem I see with this is that not a lot of maps have wide open spaces to be mortared.

I think this would lend some balance, as
 
Unless Valve has changed its mind, NO GRENADES! I know the soldier has grenades, but they are duds he juggles.

Rocket: like the bigger clip idea, so helpful. I also like the increased speed. Don't like guided rocket idea as a soldier could shoot it before rounding a corner and be rocket would be half way to it soon to be target. No way to predict the path unless they are spamming the same place every time.

Secondary: A rifle (I'm thinking of something like the M1 Garand) That does 1/2 of the max potential damage of that of every shotgun shot hitting its target, but accurate over longer ranges, crits random, head shots DON'T affect critical rate, and it isn't 100% accurate like the sniper, but more accruate than that of the Spy's revolver.

Shovel: Maybe like 25 health sap per hit, normal damage to target, 20% slower don;t really know, can't think of a good one.
 
Thought of a good one.

Shovel upgraded to a slightly different melee weapon that has a 25% chance to disable the currently equipped weapon for 3 seconds (i.e., if an HWguy is firing his minigun and is hit with the weapon, his gun may be disabled for 3 seconds and he is allowed to switch to a secondary weapon and use that until the three seconds are up.) However, limit it to only one weapon in the inventory at a time, so that you cannot just hit someone over and over until they can't use any weapons. Also have it to where it can penetrate uber charges.
 
Nice idea for the shovel, but it effectively shuts down the target for 2 seconds, switching back and forth between weapons. (Also, medic is angered he can't ubersaw ubers :(). At the same time, soldier is slow, it's hard to reach people, and ubers can simply cut you to shreds or run while you try to shovel them. Definitely less useful than the ubersaw, and very well balanced with the basic shovel. It might violate Valve philosophy on not messing up the players, though.

Now, if you could dig entrenchments, then, it would be hilarious.
 
[quote1211233907=Arbitrary]
It might violate Valve philosophy on not messing up the players, though.

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Truer words have never been spoken, also i like the disable; however, it shouldn't effect übered people however. Don't know if this is what you guys meant.
 
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