My soldier ideas...

acefisher1

Thread Thumper
Joined
Sep 4, 2008
Messages
1,026
So for some reason last night, I was thinking about the soldier update. I had a few ideas for the update. Sorry if there was a big thread about this or whatever, I just didn't feel like bringing back an old thread.

Rocket Launcher :

Double-Time - A rocket launcher twice the size, fires rounds twice as big, with a splash radius twice as big. And you can't have all that without taking twice as long to fire and reload. Rockets move slightly slower.

Napalm in the morning - Fires rockets that create a napalm explosion, has a slightly smaller blast radius, fire works exactly like pyro's flare gun. Same reload and fire rate, slightly slower moving rocket.


Shovel :

Helmet - Replaces the shovel, swing the helmet twice as fast, automatic crit on headshots, does half damage on regular hits.

Grenades on a stick - Replaces the shovel, Single shot weapon, 3 grenades strapped to a stick. Does massive splash damage on attack, does damage to soldier as well. Double damage to buildings. Cannot be used until respawn or resupply.


Shotgun :

Landmine belt - Replaces shotgun, does nothing until on death when the soldier falls, the landmine is activated and explodes, large range of splash damage, small amount of damage to everyone within the radius.



More to come when I feel like typing again.
 
Mini-rocket launcher - four times the ammo capacity, fires four times as fast with a quarter damage each and with much less accuracy. Same length of time to reload one rocket, so 4x as long to reload to full.

Or possibly a mini-nuke from Fallout 3... except without the range.

Grenade on a stick sounds good, except it damages like a crit rocket, and also damages the soldier for the same amount.

Shotgun replacement: calls in an air strike at the soldier's current position, he has 3 seconds to bug out or get bombarded like everyone else in the area. One shot, takes 30 seconds to reload.


Soldier needs more "stupidly suicidal" weapons in my opinion.
 
I was thinking a rocket launcher that has -10% damage but the soldier takes no damage at all from his own rockets.
 
I found that the soldiers weakness is his reloading. He reloads one shot at a time for both weapons so...

Rocket Launcher

Cluster Bomb- Shoots a rocket, that for 2 seconds serves as a regular rocket. If that rocket hits straight on (not splash) it deals a mini crit. After 2 seconds, the rocket splits in 3 miniature rockets dealing a fraction of the damage and smaller splash radius (The split goes in random cone, but in the same direction). Can only hold 1 rocket at a time.

Rifle (with rocket attachment)- Rifle is a very slightly more accurate pistol that does ~20% more damage. Has a rocket that can be shot with right clicking with a 16 second cooldown.

Shotgun

Rations- Completely overcharges a target over 2 seconds if at full hp, or heals 25% of missing life. Left click for self, right click for others.

Grenade Coat- When the soldier dies, his body explodes violently

Mounted Gun- A machine gun powerful weapon with 100 bullets. Takes 4 seconds to prepare, and soldier cannot move. Soldier can choose to dismantle it (4 seconds) or abandon it instantly (Cannot regain unless by med cabinet)

Shovel
Officers Sword- Soldier goes to a more honorable time when officers stood in the front of their ranks on horses with only their sword. Twice the range as a standard melee weapon, but 20% slower

Rocket Powered Shovel- Always crits, 400% slower (Added bonus: Taunt is identical to the shovel, but kills the soldier)
 
Last edited:
You guys have to remember that each class has a very specific role given to it by Valve...for example, medic is the healer (or more importantly, main healer or overhealer, only one who can give that kind of survivability to his team), pyro is for sending enemies fleeing and handing out DOT's, demo is indirect fire, etc.

Don't look for Valve to give the soldier napalm, because that just lessens the value of the pyro. And don't look for them to allow the soldier to overheal himself, because that in turn does the same to the medic. Look for tradeoffs that cover weaknesses, but minimize strengths at the same time.
 
All those are good ideas, but i bet Valve will come up with something even better.
 
You guys have to remember that each class has a very specific role given to it by Valve...for example, medic is the healer (or more importantly, main healer or overhealer, only one who can give that kind of survivability to his team), pyro is for sending enemies fleeing and handing out DOT's, demo is indirect fire, etc.

Don't look for Valve to give the soldier napalm, because that just lessens the value of the pyro. And don't look for them to allow the soldier to overheal himself, because that in turn does the same to the medic. Look for tradeoffs that cover weaknesses, but minimize strengths at the same time.

Servo says what I want to say without being offencive. Good job, Servo. ;):facewall::P
 
While the "Grenades on a stick" sounds awesome, they would (likely) never use it. Part of the reason behind the melee weapons is that it lets you have something to ALWAYS fight back with. If the player were to use the grenades on a stick, they'd be left without a melee weapon, and if they run out of ammo on the other weapons, then they'd have absolutely nothing. You'll notice that this is why neither the Jarate nor the Razorback replaced the Kukuri with the sniper. Neither are actual weapons, so he'd have nothing to fight back with.
 
jaxory is correct. Plus, things exploding is more like the demo's job. ;)

edit: imo, this will be a pretty difficult class update. Mostly because soldier is most probably THE most balance class out there. It's gonna be difficult to come up with balance non-gimicky weapons. Plus, the competitive community will have a fit if Valve puts in "useless" weapons.
 
i really like the napalm idea. would be cool at first but i don't think i it would do enough damage to kill people, so it would just become annoying.

the idea of grenades on a stick. im im reading that right, your going from unlimited ammo to a count of 3. is that right?
 
You guys have to remember that each class has a very specific role given to it by Valve....

i beg to differ kind servo, i don't think valve minds redoing classes take the sniper for example they gave him the huntsman and now he is in my mind the best mid range class now and an awesome companion to most other classes with the jarate. jarate + sentry = win.
 
You could always give the soldier an assault gun rather than a rocket launcher. IT would be more accurate than the heavy's minigun, less powerful, and less ammo, but it'd give you a slightly faster rapid-fire weapon.

But keeping in with the idea of a rocket upgrade, either a more powerful rocket with less ammo and a slower rate of fire, or a less powerful rocket with more ammo and a faster firing rate. These'll probably be more along the lines of what Valve does :P

Also, Maj, The sniper is still a mid-to-long range class. He still can't fight real well up really close. The sniper still has to hang back from the fray a little bit, but the idea was to make the sniper a less frustrating class to go up against from far away, but make him more dangerous up close. It's a trade-off.
 

Latest posts

Back
Top