The unlockables, acheivments, classes and gamemodes ideas thread!

ríomhaire

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If you want to see the previous ideas thread you can find all 42 pages of it here.

Spoiler tags to reduce post size:

Sniper Unlockable Weapons:
Primary: Thermal Scope
Doesn't replace the sniper rifle, only its scope. The thermal scope shows all enemies, allies, projectiles and buildings by their heat signature. This allows the Sniper to see through walls, to a limited degree, but prevents him from distinguishing between friend and foe while looking through the scope. Also, fire and explosions block vision more when looking through this scope than they normally would.

Secondary: Beer
A pint of larger. Takes three seconds to drink and heals the Sniper a small amount. Drinking causes the Sniper's hands to shake a small amount, making it harder to aim the sniper rifle. Consecutive drinks make the effect worse. The effect fades with time and can be cured by a Medic, Dispensor or medkit. Comes with several phrases the Sniper will only say while drunk.

Secondary: Coffee
Exact same effects as Beer. Less funny. Doesn't contradict Meet the Sniper as much.

Melee: Headhunter
It only does half the damage of the Kukri but the Sniper gets a guaranteed critical swing (with full damage) for each headshot he has gotten since spawning. If he has gotten five headshots, he gets five critical swings, and none after that.


Sniper Achievments:
Foad!
Get five kills, without moving.

As long as there are two people left on the planet...
Dominate an enemy who is dominating one of your teammates.

Sportsmanship
Get a headshot on an enemy Sniper, then provide him with a freezecam shot you you taunting him.

Be Polite
Provide an enemy with a freezecam photo of you taunting over their corpse.

Be Efficient
In one life kill ten enemies with ten bullets, or fewer.

Have a plan to kill everyone you meet
Kill all nine classes in one round.

#1 Snipes
Play as Sniper for a whole round and finish top of the scoreboard.

You call that a knife?
Kill an knife-wielding Spy with your Kukri.

Drinking Buddies
While drunk, get a headshot on an enemy Demoman who is drinking.

Double Penetration
Get two headshots with a single bullet. (I've heard this is possible, I don't know if it's true)

Moving Target
Get ten headshots on Scouts.

Pathfinder
Capture five control points as a Sniper.

XXXX
Get four headshots in a single life.

Boom, headshot!
Get fifteen headshots in a single life.

FYI, I See Spies
Get a headshot on ten disguised Spies.

Target Practice
Get a headshot on a Heavy who is eatting a Sandvich.

Crazed Gunman
Get 50 kills with the SMG.

Assassin
Get 100 kills with the Sniper Rifle.

Hitman
Get 25 kills with the Kukri.

Headhunter
Get 500 headshots.

HAX
Get a headshot on a cloaked Spy.

Motorhead
Get a headshot on an Engineer, then destroy his sentry.

Remote Demolitions
Destroy fifty stickybombs, by killing the Demoman they belong to.

Direct Intervention
Get a headshot on a Medic who has a full Ubercharge.

Open-Head Surgery
Get a headshot on a Medic, and the guy he was healing.

Shrimp on the Barbie
Kill a Pyro who has set you on fire with the flare gun.

Home and Away
Win two consecutive rounds, one attacking and one defending, playing as Sniper for the entirety of both.

Neighbours
Kill twenty enemies who are attacking your teammates.

Great Barrier Reef
Kill a Heavy while you are both underwater.

Euthanasia
Get a headshot on five enemies who are calling for a medic.

Scout Upgrades:
Scouts capture at x3 speed when using their pistol taunt.

Scouts can reflect enemy projectiles with a well-timed bat swing.

Scout Unlockable Weapons:
Primary: Riot Gun
The Riot Gun has a slower rate of fire than the Scattergun but has the ability to drain ammunition of the currently-equiped gun of the enemy it hits. The ammuntion is not transfered to the Scout or dropped, it is simply destroyed.

Primary: Sawn-Off Shotgun
The Sawn-Off has a magazine capacity of only two shells but gets guaranteed critical hits when fired at an enemy from point blank range.

Secondary: Mail Bomb
The Mail Bomb looks like an ordinary envolope and behaves like the Sapper, in that the Scout has an infinite amount of them and can plant them as fast as the player can click. But the Mail Bomb is planted on humans, not buildings. When it is planted on an enemy the enemy is immediatly informed and a countdown timer appears on his HUD.

There are five seconds until the bomb explodes. In that time, one can remove the bomb by being healed by a medkit, Medic, equipment locker or dispensor. The Medic's auto-regeneration and the Sandvich will not remove it.

When it explodes the Mail Bomb does damage equal to half of health of the class was planted on (eg, on a Heavy it always does 150 damage). The bomb does no splash damage unless it kills the enemy it was planted on. It is visible on enemies it is planted on.

Secondary: Multiplier
The Multiplier's basic damage is weak, but the game counts how many times someone has been hit by it. The more times someone has been hit by the Multiplier's bullets, the more damage the next bullet does. This also applies to allies using the multiplier. The buff wears off over time. The longer it has been since the enemy was hit with the Multiplier the faster the buff wears off.

Melee: Electrobat
The Electrobat has a slower rate of fire than the regular bat but does moderate amounts of splash damage. It also disables any buildings that are struck (directly) by it for two seconds.


Scout Achievments:
Kind of a Big Deal
Play and entire round as Scout and finish top of the scoreboard.

Proclamation
Run a thousand miles as Scout.

Don't Soot the Messenger
Kill five enemies while carrying the intelligence.

Strike!
Kill twenty enemies with the bat.

Boink!
Kill fifty enemies with the bat.

BONK!
Kill one hundred enemies with the bat.

Home Run!
Kill an enemy with their own reflecteted projectile. (Can't be done now, but could be added in update)

Swing and a Miss!
Avoid being killed by splash damage by double-jumping.

Rush
Capture the first point with at least two other Scouts.

Recon
Be on a point as your teammates capture the previous one, and then succeed in capturing it.

Now How Do You Like Your Useless Pile of Junk?
Destroy ten buildings with the bat.

I'll Have What He's Having
Eat five sandviches.

The Bigger They Are...
Kill fifteen Heavies with the bat.

Steel Cross
Steal the enemies intelligence twice in one life.

Headstomp
Kill five enemies while standing on their heads.

Like a Bat Outta Hell
Kill three enemies whil on fire.

Who's The Greatest?
Capture the final control point, while taunting.

Death From Above
Kill twenty enemies after double jumping.

Air Cushion
Save yourself from dying from fall damage by double jumping.

Double Hitter
Finish an enemy off with the pistol, after bringing down most of his health with the scattergun.
 
Boston Massacre: As scout, kill 3 other scouts in one life.

Boston Tea Party: As scout, kill a scout carry your intel through water
 
Soldier

Maggot! - As a Soldier, Kill 3 enemies with a single Critical rocket

To the left - Kill a medic in a single rocket who is wielding his Primary weapon

Two Birds with one shovel - Kill 2 enemies with the shovel in 10 seconds.

A little more about fighting then you do, Pal! - As a Soldier, be top of the leaderboard at the end of a map

1945 all over again... - Kill 5 Medics in a single life

Cold War - Win a round without killing a single Heavy.

Demoman

Six pack - Kill 6 enemies with the bottle in a single life

Drunken Rampage - Taunt with the bottle 5 times before the start of a round, before being ubercharged and killing 3 people

Is it coz I is Scottish? - Kill 10 people in a single life

Engineer

Man the turrets - Your sentry gun achieves 20 kills without being destroyed

Spy sappin' mah...everything! - Have all 4 peices of equipment sapped by a Spy, but kill the spy and unsap all of the sappers.

Yellow belly'd - Unsap a total of 50 Sappers

Spy

I murdered your toys as well - Place a total of 100 Sappers on equipment

Thank YOU for standing still, Wanker - Backstab 25 snipers who are looking down their scopes

Gentlemen... - As a Spy, be top of the leaderboard at the end of a map
 
Engineer Unlocks:
Primary: Coil Gun
Actually a shotgun. Enemies struck by this gun will lose ammuntion, which is convetered into metal for the Engineer's metal pool. The Coil Gun does not get critical shots.

Primary: Shotgun Turret
Instead of a primary weapon the Engineer gets a fifth buidling; a fast deploying (five seconds) shotgun-mounted sentry gun. Has less health and ammo than a normal sentry gun. The deploy time of the Shotgun cannot be sped up with the Wrench.

Secondary: The Uncertainty Pistol
Does only half damage normally, but does guaranteed critical shots against anyone who has recently been teleported. No crits normally.

Secondary: Supercharger
An idea [strike]stolen from[/strike] inspired by UT link gun. A gun that shoots a beam like the Medigun, that boosts the targets chance of getting critical shots by a couple of percent while he is being boosted. Drains the Engineer's metal reserve rather quickly. Is orange and has the confederate flag on it.

Melee: Golden Wrench
The Golden Wrench has a charge bar similar to the Ubercharge. When the Wrench is fully charged the Engineer can use its secondary fire to fully repair, upgrade and restock a building instantly for no cost. It reduces the Engineer's metal pool to 150. The wrench glows when fully charged. It is powered by Quantum.

Melee: Spanner
Gives the Engi a different Sentry Gun, the Sentry Cannon.

At level one the sentry has a shotgun.

At level two it has two flak cannons that fire in bursts but have a long(ish) reload time.

At level three it gets a laser that does a lot of damage but must charge up in order to fire. It makes a loud whirring noise when charging.



Engineer Achievements
Emergency Repairs
Destroy three sappers in five seconds.

Civil Engineering
Spend 5,000 metal repairing and upgrading your allies' buildings.

Electronic Engineering
Destroy 100 sappers.

Fish in a Barrel
Kill five tired Scouts.

DIY
Kill fifty enemis without using your sentry.

Tankin'
Get five sentry gun kills while continuously hitting your sentry gun with the wrench.

Scrap Monger
Collect 2,000 metal from dropped weapons and scrap from buildings.

Defusing
Shatter fifty sticky bombs.

"Use a Gun..."
Get five kills from a single level one sentry gun.

"...Use More Gun"
Kill ten enemies using both your sentry gun and one of your other firearms.

Prioritise
Destroy a sapper, then kill the Spy who planted it.

Wrench Monkey
Get twenty wrench kills.

Upkeep
Spend 1,000 metal restocking your sentry gun's ammunition.

Forward Outpost
Set up two buildings in the enemies' intel room.

Spawn Port
Get fifteen teleports with one exit.

Chartered Engineer
Play a full round as Engineer on eight official maps.

A Helping Hand
While your ally removes a sapper from one of his buildings, kill the Spy who planted it.

Bug Checker
Shoot 20 allies that are near your buildings.

Submariner
Get three kills with an underwater sentry gun
 
Spy

Don't Bring a Gun to a Knife Fight
Backstab 5 heavies who's spinning their minigun.
 
Sniper

BOOM! - Gain a total of 200 headshots.

Sixth Sense - Kill 10 Spies before they reveal themselves or sap a building.

Scope is for losers - No-scope 5 players.
 
Necessary Evil Backstab four enemy spies while they are backstabing but before the animation is complete.
 
I don't think a golden wrench is quite right for the Engineer. That class should remain very grounded in the real world. Give him a welder's torch as an upgrade to the wrench.

1. When building, it applies metal to new construction steadily, at a faster rate than the wrench.
2. When building, it gives off a big welder's flare. Instead of the banging noise engineers currently make, we would have a crackle and flare as they weld up their sentries and dispensers.
3. When NOT building, it can be used like a zero-range flamethrower, though less powerful. Better for melee than the wrench. Sets fire to people like the flare gun does. Unlimited ammo.
 
Soldier

Grenades (Replace Bazooka) - Arcing trajectory. One mouse button pulls the pin and the soldier has three seconds to throw with the other button. Soldier carries eight or ten.

Automatic Rifle (Replaces Shotgun) - Not a machine gun. 10 shots before reload. Longer range than shotgun, but not crits. Second button provides bayonet thrust.

Demoman

Landmines (Replace Sticky Bombs) - Visible only to friendlies. Activated when stepped on or shot. No secondary trigger detenation. Only eight set at a time. Once the nineth is set, the first will explode (like the stickies).

Moltov Cocktail (Replaces Bottle) - Flaming melee weapon. Secondary trigger throws the bottle that explodes with a splash of fire damage. Enemies within range will be set on fire. Pyros will take far less damage, though. Ten second wait before reappearance (similar to Scout's baseball).
 
Engineer

Spy Detector: Kind of like a tripod mounted radar, it detects cloaked spies. Spies which are not disguised but are detected whilst invisible will be attacked by sentries, whilst spies that are disguised whilst being invisible wont be attacked by sentries, but his presence will be revealed as a Halo or Aura on the map for use by other classes. Though useful, it is also a liability due to its short range, which is the same as sentry (though can detect spies through solid walls) so should only replace the teleporter exit/enter combo.
 
Wow, I specifically dug up this thread so I could put down an idea that is almost exactly the same as the very last post. Whatever.

Radar Replaces either teles or dispenser. Pretty much tells you of any enemies within a range of the radar (about the same as the range of Sentry, but without sight restrictions) on HUD. Vital information like their class, their status, ubercharge %, etc. It would not point out Spies if they were cloaked or disguised, but if you look at the Radar itself it will indicate that there is a py in it's range, but not his location (you can see the location of other classes when looking at the radar). Very rough idea and would be pretty hard to implement, but hey.
 
Both radar ideas seem too overpowered. My idea for a radar was just something that beeped when a cloaked Spy or anyone Ubered was around.
 
How could a little bit of information about the enemy be overpowered compared to a machine that dispenses metal or teleports you? Sure, we wouldn't know until we really tried it, but I don't imagine ever trading teles or dispensers for a beeper that detects spies and ubers.
 
Actually the idea was to have it as a part for the sentry gun.
 
Alternate fire for the Backburner: Vacuum

Tired of running after enemies without ever catching up to them? Well then, worry no more, because this new secondly attack is just for you. For example, if you're running after a enemy medic who is just staying out of range, with a simple click of the mouse you can activate a powerful Vacuum which will bring that medic to you. With half again the range of the compression blast, you can just suck any enemy into range of your Backburner and fry them to a crisp.

What's that? You're also tired of using ammo for the compression blast and getting nothing back? This must be your lucky day as the Vacuum can solve that problem too. Any incoming projectile, Rocket, Flare, Arrow, Sticky Grenade and more can be sucked into your Backburner and turned into ammo.

Warning: Vacuum will have no effect on any Sticky Grenade that has been attached to any floor, wall or ceiling except to draw them closer to you.

Warning: Vacuum will have no effect on any teammates who are on fire.

Warning: Vacuum will use twice as much ammo as the compression blast to use.

Warning: If a Vacuum and a Compression Blast are activated against each other, a Gravitational singularity will be created which will destroy the universe.
 
So... if a vacuum and compression blast are activated against eachother... the round ends and your computer explodes?

Fishy approves.
 
My, this 'Backburner' tool certainly is useful, but you know what could make it better? Removing its only downside with a small variation.
 
Alternate fire for the Backburner: Vacuum

Tired of running after enemies without ever catching up to them? Well then, worry no more, because this new secondly attack is just for you. For example, if you're running after a enemy medic who is just staying out of range, with a simple click of the mouse you can activate a powerful Vacuum which will bring that medic to you. With half again the range of the compression blast, you can just suck any enemy into range of your Backburner and fry them to a crisp.

What's that? You're also tired of using ammo for the compression blast and getting nothing back? This must be your lucky day as the Vacuum can solve that problem too. Any incoming projectile, Rocket, Flare, Arrow, Sticky Grenade and more can be sucked into your Backburner and turned into ammo.

Warning: Vacuum will have no effect on any Sticky Grenade that has been attached to any floor, wall or ceiling except to draw them closer to you.

Warning: Vacuum will have no effect on any teammates who are on fire.

Warning: Vacuum will use twice as much ammo as the compression blast to use.

Warning: If a Vacuum and a Compression Blast are activated against each other, a Gravitational singularity will be created which will destroy the universe.
I had an idea like this, but the converting stuff into ammo idea is interesting. I actually figured sucking rockets towards you could be the disadvantage of a vacuum, not an advantage.
 
Well when you think about it a single rocket or nade couldn't be worth that much ammo as opposed to the 50 it takes just to fire the vacuum.
 
Demoman Unlockable Weapon - Proximity Mine launcher (The Step and Go-Boom )

The Step and Go-Boom is a replacement weapon for the Sticky Mine Launcher. The SAG Grenades are small sticky mines which are attachable to most surfaces and will detonate automatically when a hostile person walks past. Each individual mine will cause slightly reduced damage than the original remote mines. These mines are smaller and less noticeable as a trap but cannot be remotely detonated by the demoman. If these mines are dislodged from the surfaces they have been placed they will hit the floor and shatter, becoming useless.

Appearance - Slightly smaller version of the original spikey grenades but instead of spikes they have small shiny patches which act as close range sensors.

Advantages - -30% Size
- Detonate Automatically when an enemy walks nearby
- +20% Ammo clip size

Disadvantages - -20% Damage done
- Unable to detonate remotely
- Can be knocked off surfaces by explosions and shatter.
 
Scout Achievement

Not So Fast - Stop any opposing Team Member, On-The-Spot, with the Bad or Sandman.

SWIPED! - Finnish off an enemy by using Bat or Sandman, while he is in Mid-Air.
 
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