Put unlock ideas here.

PotatoCannon

EGO Zealot
Joined
Jul 19, 2008
Messages
1,519
There has been so many posts about your ideas so lets just make one big thread aye?

my ideas :

Spy:

level x Assassians Pistol

Pros

-get 25% cloak for every hit.
-holds 10bullets.

Cons

-10% less damage
-Only holds 2 extra rounds only

Sniper

Level x Howard tow thousand (sniper rifle)

Pros

-Charges up 50% faster
-No scopes are insta kills

Cons
-10less shots
-smaller lens

So wat you think?
AND POST YOURS!
 
Assassin's Pistol:
Pros:
25% cloak every hit? That would be OP how about 5%.

Holds 10 bullets in 1 clip, Wouldn't mind that now.
Cons:
-10% damage, i wouldn't mind.

Only 2 extra rounds, That would be 20 in reserve, but a smart spy would use only about 3-4 shots then reload to preserve ammo.

Howard Tow 1000:
Pros:
Charges 50% faster, Should have lowered damage on charged shots to compensate.

No-Scopes are instant kills, If the sniper had a dot in the middle of his screen (pen mark or something) he could just kill of anyone with no-scopes, i think no scopes should just do more damage, E.G 80 or something.

10 less shots, Wouldn't have a problem with this.

Smaller lens, Sure snipers already are oblivious to spies and people coming at the side. :p
 
I think no-scopes are fine the way they are; the shot's enough to put down an injured pyro charging you but not enough to abuse with a transparent crosshair sticker (Quite easy to get). Faster charging time would be awesome on a sniper rifle, but something like a complicated bolt-action that takes longer to fiddle with between shots would balance it out more; on a number of maps a smaller scope wouldn't do much. Usually there's 2-3 spots an enemy sniper could be, and you can't see each one at the same time from all the spots, or they're sufficiently close to the edge that your eyes won't pick up the movement. You're still gonna get blindsighted with the normal scope, a shrinking one won't really cause all that much difference.

Anyways, I have a few in mind for Spy.

New cloak watch- Replacable, but less durable batteries.
+Ammo crates and fallen weapons recharge cloak (possibly by set amount, like the tiny crates give less, etc)
+Shift fully into cloak faster
-Cloak lasts 75% as long.

I'd see that as fairly balanced; allows you to go into cloak more often but not for nearly as long. To actually get behind enemy lines with that watch on maps like Dustbowl would require a bit more espionage skill, to get closer in disguise without actually getting spotted, but would allow you to sap something, grab a crate or steal ammo from a dispenser, and immediately cloak out.

New sapper- Sabotage Sapper.
+Does permanant damage to buildings; e.g. blocks the HP of buildings from going back up past a specific point.
-Does significantly less damage to the building, -50% or so.

This one's definately slated towards either progressively working down a sentry that multiple engineers are covering, or weakening one to the point another member of your team can destroy it without much problem. Still works absolutely fine if you stab-and-sap the engineer, if there's no one around to fix it. (And if not, by the time they get over there it'll be sufficiently weakened)

Only two I have at the moment, but I'm still coming up with more ideas. I try to slate mine to have a use for the original version; kinda like the backburner, flaregun, natascha, and the KK. There's still reasons to switch back and forth between the originals and their updates, dependant on the situation and your personal playstyle.
 
i thinq the engi could wrench the nukes in reds spawn and fire them at blu lol

im joking im REALLY tired
 

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