Unlockables, acheivments, ideas thread.

The Sonic Spanner-

Replaces: Wrench

An alternate wrench the Sonic Spanner allows the engie to knock off sappers and repair buildings form short range without requiring physical contact between the wrench and the building by pressing the alternate fire button. The downside to this however is that the ranged repair function takes up twice the amount of metal than the normal wrench for doing repairs and can't be used to upgrade or speed up the construction of buildings. The other downside is also that the standard non-ranged upgrade and repair functions of the Spanner consume an additional 10 metal per swing.
 
The Sonic Spanner-

Replaces: Wrench

An alternate wrench the Sonic Spanner allows the engie to knock off sappers and repair buildings form short range without requiring physical contact between the wrench and the building by pressing the alternate fire button. The downside to this however is that the ranged repair function takes up twice the amount of metal than the normal wrench for doing repairs and can't be used to upgrade or speed up the construction of buildings. The other downside is also that the standard non-ranged upgrade and repair functions of the Spanner consume an additional 10 metal per swing.

There is no downside, only an additional function which may or may not be a better idea to use. Thus, an upgrade.
 
The Dismemberor* - A replacement for the traditional dispensor, the Dismemberor* looks like a normal dispensor but if a sapper is placed on it or it is destroyed it explodes with the force of a crit-rocket. The tradeoff to this noob spy murdering machine is that it loses the ability to heal nearby friendly units.



*Yes I know it's not a real word, but neither is lol or most other things I read and sometimes hear whilst playing TF2 so deal with it you damn grammar pilgrims or I will burn your precious libraries to the ground!!
 
Led Zeppelin - As heavy shoot an enemy heavy 10 yards into the air using crits from Sasha or Natascha.

Happened in a game of badwater where I launched another heavy from the cement blocks near the second points, up and over the rooftops.
 
Little Pierre-

Replaces: Revolver

A small Voodoo doll Little Pierre makes use of the problem most spies have: being burned, shot, bludgeoned, etc. Using the primary fire button while the doll is equipped tags the enemy of your choosing with a small tag, when the spy comes under attack pressing the secondary fire activates the tags and for 8 seconds all damage taken by the spy is also inflicted on your tagged foe. There are a few snags though: 1) Once activated the spy cannot cloak or switch weapons and 2) The spy loses all offensive ranged attacks and the tags must placed at close range and they will disappear after 20 seconds of inactivity. For added effect Little Pierre has a tiny version of the spy's paper disguise mask that changes depending on the last class you tagged.


French Revolution-
Kill a heavy while he's spinning his minigun barrel

Double Time-
Kill the person who you are disguised as.

Bring a Gun To a Knife Fight-
Kill a sniper who is using his kukri with your Revolver

Gentlemen-
Go through 100 cigarettes
 
Sonic Boombox: replaces sentrygun, has a highpitched noise that makes enemies in its wide effect radius loose accuracy and speed and reduces their crit chance, downside is it only does damage at lvl 3 and that damage is very weak.

Ammo turret: replaces dispenser, is a turret with a box of ammo attached, if the Engie who built it stands close to turret it can shoot but not if Engie is a certain distance away does the same damage as the pistol , Downside is does not give of health, or as much metal and when it is destroyed by enemies it ignites some rockets inside the ammo box which fly out in random directions hurting the people they hit.

Steam powered Suprise: set up a base in the other teams intel room.
Mechanical surgeon: heal 2000 health with dispensors in one life.
When Sentry guns fly: get 10 kill with your sentry gun 5ft or higher above enemie hight.
 
Heat-Seeker Rocket - Soldier RPG replacement
Adds a "lock-on" ability to the RPG - hold crosshair over target for a couple of seconds to enable.
Drawback: RPG now holds one round only, and seeks out enemies on fire in preference to all other targets.

Tommy Gun - Soldier Shotgun replacement
Swaps the shotgun for a Tommy Gun, similar to the Sniper's SMG, but with a larger clip.

The 'Lobo - Soldier Shovel replacement
All attacks against an opponent wielding a melee weapon are critical hits. Bonus damage against zombies (Max Brooks reference FTW).

Laser Pistol - Engineer Pistol replacement
Fires a continuous beam that does a low amount of damage, but runs off the eng's metal supply. If it is fired too long, it can overheat and start damaging the eng.

Spanner - Engineer Wrench replacement
Disables enemy engineer buildings (like a sapper) until it is repaired, but has a slower swing speed.
 
The Tranquilizer Gun-

Replaces: Revolver

The Tranquilizer Gun fires darts that upon contact with a target, scramble all mouse and keyboard commands input by the target for five seconds; making it a perfect tool for making quick escapes. The downside to the gun is that the darts do very little damage to the target, making it less effective on the offense than the standard revolver.


The Spytronic 4000-

Replaces: Disguise Kit

The Spytronic 4000 allows the spy to select what weapon in seen by the enemy when they disguise. By pressing the - key the ST opens up a menu that shows what class you are disguised as and what you currently are "using" as a weapon from there you can select to appear with that class' primary, secondary, melee, or alternate weapon. The benefit of this is that it makes the Spy's disguises harder to see through. The downside to this is that you lose the ability to disguise as friendly teammates, often used to throw off the other team's knowledge of who's playing as a spy on the enemy team.
 
The Spytronic 4000-

Replaces: Disguise Kit

The Spytronic 4000 allows the spy to select what weapon in seen by the enemy when they disguise. By pressing the - key the ST opens up a menu that shows what class you are disguised as and what you currently are "using" as a weapon from there you can select to appear with that class' primary, secondary, melee, or alternate weapon. The benefit of this is that it makes the Spy's disguises harder to see through. The downside to this is that you lose the ability to disguise as friendly teammates, often used to throw off the other team's knowledge of who's playing as a spy on the enemy team.
I wouldn't say "often" - I see spies disguise as friendlies maybe 10% of the time, if that. Maybe a longer time to -apply- the disguise?
 
The Engineer Piss-Off Device

Basically a sapper that takes more hits to knock off, and it damages the building faster, but in exchange when a building is hit with a wrench it repairs a bit even if the sapper is still there instead of having to wait until the sapper is off.
 
The Tranquilizer Gun-

Replaces: Revolver

The Tranquilizer Gun fires darts that upon contact with a target, scramble all mouse and keyboard commands input by the target for five seconds; making it a perfect tool for making quick escapes. The downside to the gun is that the darts do very little damage to the target, making it less effective on the offense than the standard revolver.
This would be the most offensive gun in the game.
 
The FUBAR

Replaces: Shovel

A TFC-style crowbar the FUBAR initially deals the same amount of damage as the shovel, but as the solider takes more and more damage the FUBAR deals more damage ( +2 HP of damage dealt for every 10 HP lost by the solider) The catch is that due to it's heavy duty nature The FUBAR has a 50% slower swing speed than the standard issue shovel and the added damage dealt effect dissipates after 20 seconds of inactivity.
 
Fire-resistant suit for the spy, you still take contact damage from the flamethrower but you don't catch fire. You have to give up the cloak for it.
 
The Doppelganger

Replaces: Revolver

The Doppelganger causes no damage. Instead of firing bullets, the Doppelganger fires dummy rounds. While disguised, the Doppelganger takes on the appearance of that class's weapons. Pressing fire launches a dummy round, but does not take away your disguise. Pressing alt-fire switches the dummy weapon. For example, if you are disguised as a Soldier, pressing Fire will launch a dummy rocket, and pressing alt-fire switches the dummy weapon to Shotgun, Shovel, and then back to the Rocket Launcher. When undisguised, the Doppelganger can be toggled between Rocket, Demonade, and Minigun mode - the three weapons most likely to cause confusion and fear in the enemy.
 
That reminds me of the halucinogen grenades from TFC.
 
The Grapple Gun:

Replaces: SMG


The Grapple Gun allows the sniper to temporarily scale walls and other structures in order to get a better vantage point for sniping or to get out of harm's way; it can also be used to draw in enemies from short to medium range. While in use the primary fire launches the grapple while the secondary fire draws in the line allowing the sniper to ascend or descend once up in the air. The catch is that the grapple only stays up for 15 seconds meaning that you have to get up make your shot and get back down quickly. The other caveat is that by using the grapple gun you lose all of the offensive capabilities of the SMG.
 
The Doppelganger

Replaces: Revolver

The Doppelganger causes no damage. Instead of firing bullets, the Doppelganger fires dummy rounds. While disguised, the Doppelganger takes on the appearance of that class's weapons. Pressing fire launches a dummy round, but does not take away your disguise. Pressing alt-fire switches the dummy weapon. For example, if you are disguised as a Soldier, pressing Fire will launch a dummy rocket, and pressing alt-fire switches the dummy weapon to Shotgun, Shovel, and then back to the Rocket Launcher. When undisguised, the Doppelganger can be toggled between Rocket, Demonade, and Minigun mode - the three weapons most likely to cause confusion and fear in the enemy.

I assume you are incapable of cloaking while you have it out?
 
Scout

Starting gun

This handy little weapon replaces the pistol. When fired, it doubles the speed of anyone you are near on your team for 10 seconds. It also does double the damage then the original pistol, but has the drawback of being singular reload.
 
The Disruptor

Replaces: Revolver


The Disruptor allows the spy to make quick escapes by reducing the effectiveness of the damage dealt by target's weapon by 25% for three seconds. The downside of the weapon is that the damage dealt by The Disruptor's bullets deal 30% less damage than the standard issue revolver
 
Boston Massacre: As scout, kill 4 snipers in one life.
 
The Disguise-O-Tron 3000

Replaces: Disguise kit


This alternate disguise kt grants the spy special abilities depending on what class he is disguised as. For example deploying the pyro disguise reduces the amount of damage the spy takes while being lit on fire by 25% while disguising as a Demoman would decrease the amount of damage the spy takes when hit with sticky bombs by 25%. The catch is this: Once you select your disguise in the spawn the Disguise-O-Tron will only allow you to use that one disguise until you respawn or are killed. The other catch is that once you break cover there is a 30 second window where the spy cannot disguise, as the device must recharge.
 
Now that everyone is adding spy ideas, I just wanted to say that it's possible we may see 2 replacements for the revolver, instead of Sapper or Disguise Kit getting replaced.
 
They have 4 weapons to choose from, there's no way they're going to double up on one and leave two unchanged.
 
They should really have it as a replacement for the revolver, knife and sapper.
 
I assume you are incapable of cloaking while you have it out?

I keep trying to decide how to respond to this. To be frank, I don't know why you said what you did, because there's no reason to disallow cloaking with that weapon out. Besides which, how are ghost crit rockets not completely awesome?
 
Sniper Acheivments
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 with the most points.

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

Eye Eye
Get a headshot on an enemy Demoman while he 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 ten 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 ten Medics who have a full Ubercharge.

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

Another Shrimp on the Barbie
Dominate 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.
 
^ Very Impressive. I liked all of them, except that I don't think sniper rounds penetrate. Anyone know for sure?

Allow me to add:

A pot of coffee and four empty jars
Stand in one area for 1 minute zoomed in, with your rifle fully charged, without firing, then make a one-hit-kill.

Outback
Make a headshot from more than 600 meters away from your target.

I think his mate saw me...
Kill 5 enemy players shooting at you with a pistol.

Roo Huntin'
Kill 10 Scouts who are double-jumping.

Firing squad

Shoot the same enemy as at least three other snipers.

Grosse Pointe Blank
Headshot an enemy while zoomed in at point blank range.

Lifeguard
Kill 15 enemies who are attacking a scout carrying the enemy intel.

William Tell
Kill an enemy by firing just over a team mate.

The Professional
Kill the same enemy with your sniper rifle, then your submachine gun, then your knife without dying.

Coup de grace
Headshot an enemy that is on 1 health.

Anti-Material Rifle
Destroy 25 Engineer buildings with your sniper rifle.

Movie references ftw.
 
I still think it's a very good idea, perhaps the lack of cloak would be a greater trade-off... probably too much though.
 
Maybe it could replace the "friendly disguises" menu with a "Doppelganger weapon selection" menu. But that would be needlessly complex...
 
Would take far too much time, yeah. You could have them only fake the primary weapon.
 
The Tranquilizer Gun-

The Spytronic 4000-

Replaces: Disguise Kit

The Spytronic 4000 allows the spy to select what weapon in seen by the enemy when they disguise. By pressing the - key the ST opens up a menu that shows what class you are disguised as and what you currently are "using" as a weapon from there you can select to appear with that class' primary, secondary, melee, or alternate weapon. The benefit of this is that it makes the Spy's disguises harder to see through. The downside to this is that you lose the ability to disguise as friendly teammates, often used to throw off the other team's knowledge of who's playing as a spy on the enemy team.


just make it a general overhaul of the spy class, and make it so that the spy will be seen wielding the weapon corresponding to his current selected weapon slot- e.g. you have the knife out you will be seen with a melee weapon out, you've got the revolver out you will be seen with the primary weapon and the sapper as the secondary.

this could help you blend with the enemy team better(I often spot enemy spies disguised as engies, because they're prancing about with their shotgun out, rather than the wrench) while it also presents a challenge to the spy as you will have to adopt to the situations and be even more clever about the disguises you choose. e.g. sniper walking about with kukri out is suspicious.(so you will in many cases have to have your revolver out and then switch in the last minute to do a back-stab.

no need for spytronic and also no need for the whole dummy gun.
 
The Deporter:

Replaces Electro Sapper

An alternate sapper The Deporter sacrifices sapping speed for a one time use only teleporter function. By sapping buildings a meter mounted on the casing of the Deporter fills up slowly, upon being fully charged simply press the alternate fire button and you will be instantly teleported to the nearest friendly teleporter. However along with the 25% reduction in sapping speed if you have the Deporter in your hands you cannot use your cloak, forcing you to rely on stealth and disguises to evade your foes.

The Shifter:

Replaces: Knife

An alternate knife The Shifter grants the spy the ability to "ghost" through enemies for a five second period. In order to use the function the spy must perform backstabs in order to charge up a meter mounted on the blade; one backstab fills up the meter by 15%. the downside to the knife however is that by equipping it the spy's cloaking battery is reduced by 25% forcing you to choose between the Shifter's ghosting or the standard-issue's longer cloak time.
 
Sniper

Cut Throat Cutlass

When the Sniper is confronted they face there enemy with the Kukri in a almost pointless battle in which the enemy wins. But often the Sniper will get in one good hit. So to maximize this attack the snipers replacement for the Kukri, the cutthroat cutlass is a medium to small curved knife that act's like the Spy's butterfly knife but instead of backstab's when the Spy attacks the back, the Sniper will slit the throat of the enemy when the successfully attacking the front of the enemy getting an instakill.

Tbh, this is a bit ridiculous. It's giving the instant-kill ability, a unique feature of one class, to it's arch-nemesis. The sniper isn't about close-range, it's quite the opposite. You could argue that if a sniper has to go into melee with someone, he should lose under equal odds, simply because of the fact he should be wary of his surroundings.

Also snipers might be tempted to run in insta-killing and backslashing (counterpart of a facestab) everyone.

My thinking is it will help shorten sniper fights thus letting snipers focus on other class's and not other snipers. But if it came to it I would rather have the Camouflage Rifle rifle.

Snipers are doomed to fight each other eternally. It's what they're good for and all they're good for. Sure, they can take out heavies, but with a heavy medic combo, a spy is far more useful. Even against snipers, you can similarly use a spy. Don't bother trying to prevent the pointless war between snipers, because it's inevitable. The only way to avoid it is by map design. It's just a flaw with the class.

The Tesla Gun

Replaces: Pistol

An Alt. pistol for the engineer the Tesla Gun fires bolts of electricity that grants a tremendous amount of knockback while doing 10% less damage than the standard pistol's bullets. The knockback effect makes it a good tool for holding off offensive foes but the reduction in damage dealt per shot makes it more suited for use in conjunction with the shotgun. Other than the damage reduction the downside is that the TG can't be fired underwater.

Should be able to fire underwater -- damages Engie.

The Good Stuff

Replaces: Bottle

The Good Stuff allows the Demoman heal 20 HP per second by taunting with it. While still a usable weapon, it comes with some caveats: first, if you should nail someone with the bottle and break it you can't use the heal function until you respawn and second, if you are set on fire and attempt to use the drink taunt the Demoman will explode with the force of a crit rocket.

Like.

The Stickier Bombs

Replaces: Sticky Launcher

The Stickier Bombs when detonated reduce your foe's movement speed to 50% of their top speed for 10 seconds, making it an ideal weapon for slowing down enemy rushes while on the defensive or using it to slow targets and then finishing them with your grenade launcher. The downside is that the bombs do 30% less damage per bomb than the standard-issue launcher.

No like.

The whole "reduction in speed" thing is a bit pointless, and only useful to augment a classes inability to move -- i.e. bring the fight to them (or keep it there).

Besides, the stickies shouldn't need to slow down offenses -- they should stop them.

A better excuse would be to hit them with the nades with greater ease. But it's still a cop-out.

The Nerf Gun

Replaces: Scout Pistol

The Nerf Gun fires projectiles that do no damage whatsoever. However, each round sticks to your foe and increases your entire team's chance of getting critical hits on that person by 15% making it a perfect weapon for those scouting ahead before their offensive teammates. The rounds however, disappear after 25 seconds of inactivity or if the tagged foe is submerged in water for 5 seconds.

Also like, but the numbers should be fiddled with. It would also be a more useful class for the spy -- designed for sabotage. Having a spy behind enemy lines secretly making everyone susceptible to crits is very useful. I'm not sure whether they should be alerted. If they were, I think friendlies (to the spy) should be alerted to so they can be targeted with greater ease.

Force Field - Spy Cloak replacement.
Exchanges the Cloak for a Force-Field, almost identical to an Ubercharge (Invulnerability for 10 seconds, or however long it is). However, you cannot turn it off once you turn it on, and you cannot attack, disguise or pick up/carry intel, score objectives etc.
Pro: You can get past a pesky ultra-heavily-defended chokepoint.
Cons: You're visible the whole time, and will likely attract lots of attention (having the same effect as an ubercharge ie: big red/blue aura thing). All defenders have to do is follow you and wait for it to run out.

Noooo, it's far too much of an upgrade. It prevents the whole stealth tactic thing, because you can't get behind enemy lines in the first place, and if you use the uber to get passed, everyone would just chase you -- instadeath after the 10 seconds are up. Preventing the 'uber' from being visible would be better. You could simply walk past the enemy (disguised) and any attempt to shoot you wouldn't work. With the visible uber idea I'd have said allowing the user to switch it on and off like the cloak would have been better, but an invisible uber shouldn't really allow such an option.

Spy-O-Scope - Sniper Rifle Upgrade/replacement
Reduces the sniper rifle "charge up" damage (to say, 60-70% of max charged up damage, with the charge time remaining the same), but through the scope the spy cloak and disguises do not work and all players are outlined in their team colour.
Pro: Reveal and intercept spies and take less mistaken shots at team mates suddenly jumping out of the enemy base.
Con: With the same charge-up time, less damage.

Spies do not need more classes spy checking them. It was bad enough Natascha arrived, giving the sniper spy-checking abilities would seriously put a dent in the class, particularly as there's already a third of the classes with spy-checking abilities and two more classes which can perform an easy instant kill on them.

C4 - Spy's Electro-Sapper replacement
Placed on engineer buildings as normal, but it doesn't disable the building or deal any damage until 7 seconds are up, at which point it explodes with enough force to one-shot whatever it's put on. So when put on a fully-upgraded and full-health sentry gun, the explosion will deal 216 damage. Note: this is more than enough to take out an Engineer or nearby dispenser in the blast :D.

Needs disadvantage. I'd imagine it would be only one allowed at once.

Stealth-Sapper Spy's Electro-Sapper replacement
As Electro-sapper, but it does not disable the building, and the engineer is not alerted to the fact his gun is being sapped (but the icon in his HUD will still flash and lose health).

Useful if the engie was there and you didn't want him to know you were sapping it. Unfortunately he'd figure you were if there was no-one else in the vacinity. Would need to sap faster.

I realise they won't do replacements for the engineer buildings, but I just thought this would be funny.

I hope they do!

Heat-Seeker Rocket - Soldier RPG replacement
Adds a "lock-on" ability to the RPG - hold crosshair over target for a couple of seconds to enable.
Drawback: RPG now holds one round only, and seeks out enemies on fire in preference to all other targets.

No, no, no. Homing rockets == little skill involved. Abilities to either charge up a crit or activate a rocket mid-flight are much more reasonable suggestions.

Tommy Gun - Soldier Shotgun replacement
Swaps the shotgun for a Tommy Gun, similar to the Sniper's SMG, but with a larger clip.

Doesn't change how class is played. Isn't particularly novel, either. I think grenades are the best idea I've seen as a replacement for the shotgun.

The 'Lobo - Soldier Shovel replacement
All attacks against an opponent wielding a melee weapon are critical hits. Bonus damage against zombies (Max Brooks reference FTW).

Hehe. What's its disadvantage?

Spanner - Engineer Wrench replacement
Disables enemy engineer buildings (like a sapper) until it is repaired, but has a slower swing speed.

What's the point in a sabotaging class if everyone else can do it?



I wouldn't say "often" - I see spies disguise as friendlies maybe 10% of the time, if that. Maybe a longer time to -apply- the disguise?

Then you only every see one in ten spies vaguely good at their job.

The Doppelganger

Replaces: Revolver

The Doppelganger causes no damage. Instead of firing bullets, the Doppelganger fires dummy rounds.

I really don't like all these ideas to make the spy integrate more into "society". Similarly to the disguise originally implemented, people would soon cotton on, and sure, it might add a second onto spy-checking time, but they'd still spy-check. They're not worth the effort to go through to lose an integral part of the class (like the cloak for instance).

The Grapple Gun:

Replaces: SMG


The Grapple Gun allows the sniper to temporarily scale walls and other structures in order to get a better vantage point for sniping

So the Sniper can get to places outside the map...? And to places where he wouldn't even need to use the SMG...?

Scout

Starting gun

This handy little weapon replaces the pistol. When fired, it doubles the speed of anyone you are near on your team for 10 seconds. It also does double the damage then the original pistol, but has the drawback of being singular reload.

Would have to do no damage.

Now that everyone is adding spy ideas, I just wanted to say that it's possible we may see 2 replacements for the revolver, instead of Sapper or Disguise Kit getting replaced.

Unlockable for Sapper makes sense.

Sniper Acheivments
...

Some of those are far too hard.


A personal idea for an Engineer unlockable building would be for the teleporter:

Insert Witty Name Here (Damned if I can)-porter (Disposaporter?)

This would replace an ordinary teleporter exit with an instant teleporter requiring no charge up time. Shockingly overpowered, you might say! But it also has the feature that it explodes after 5 (or 10, numbers are easily changed) teleports, making it a quick, disposable teleporter. To spell it out for you, this would allow for teleporter exits to be set up temporarily on maps where your current holding changes continuously, particularly on cp maps. This allows for your team to get to the front line as quickly as possible and aid your allies. The "5 teleport limit" would not matter as much in these situations as the front line would be continuously changing.

Quite obviously, the disadvantage is that a new teleporter would need to be built every 5 allies that use it. Not so useful for maps where continuous (not necessarily fast) reinforcements are required or the teams are particularly close together.
 
Force Field
Noooo, it's far too much of an upgrade. It prevents the whole stealth tactic thing, because you can't get behind enemy lines in the first place, and if you use the uber to get passed, everyone would just chase you -- instadeath after the 10 seconds are up. Preventing the 'uber' from being visible would be better. You could simply walk past the enemy (disguised) and any attempt to shoot you wouldn't work. With the visible uber idea I'd have said allowing the user to switch it on and off like the cloak would have been better, but an invisible uber shouldn't really allow such an option.
The core of the core of the spy is not stealth. It's being able to disrupt enemy defences and tie up their offence, by sapping tele's and sentries, killing incoming heavies, stabbing snipers. It's just that the current spy's weaponry, health and speed make using stealth the best way to go. This only changes the way they could go about it.
If they're chasing down a spy that's practically wearing a flashing neon "LOOK AT ME, I'M A DISTRACTION" sign, then the spy's team can practically walk into the intel room. It's no different from a good spy entering, taking out the sentries and snipers and then calling all clear. It's meant to give teams that can't muster a medic/heavy combo (for various reasons) a way of breaking past stupidly-reenforced areas, without the unstoppable killing machine or healing benefit of actually having a heavy/medic uber.

Spy-O-scope
Spies do not need more classes spy checking them. It was bad enough Natascha arrived, giving the sniper spy-checking abilities would seriously put a dent in the class, particularly as there's already a third of the classes with spy-checking abilities and two more classes which can perform an easy instant kill on them.
It seemed like a natural extension of the sniper's theme, but I suppose you're right.

C4
Needs disadvantage. I'd imagine it would be only one allowed at once.
The current disadvantage is that it takes longer to explode, and I agree about the one-at-a-time limit.

Stealth Sapper
Useful if the engie was there and you didn't want him to know you were sapping it. Unfortunately he'd figure you were if there was no-one else in the vacinity. Would need to sap faster.
Actually it's more for use when the engie's away, getting health or more metal or whatever it is they do when they momentarily abandon their sentry. I don't think sapping faster would work, since that's too much of a benefit over ordinary sappers.

I hope they do!
Yeah, but I don't keep my hopes up.

Heat-Seeker Rocket
No, no, no. Homing rockets == little skill involved. Abilities to either charge up a crit or activate a rocket mid-flight are much more reasonable suggestions.
They way things are, fights with rockets seem to be over much faster than 10 seconds. A 3- or 5-second lock on would make little difference - classes that are too fast to lock-on would just take unguided rockets, and classes slow enough to get a lock on are generally targets soldiers have little trouble hitting anyway (I'm looking at heavies, soldiers and demomen). A one-round rocket launcher takes out one of the soldier's strengths, being able to spam an area with rockets, and adds the ability to be more accurate at long ranges.
A charge-crit rocket would be way too powerful. Think of how bad it would be if a sniper had the soldier's health, and add a splash damage to their sniper rifle attack.

Tommy-gun
Doesn't change how class is played. Isn't particularly novel, either. I think grenades are the best idea I've seen as a replacement for the shotgun.
But grenades would fit the demoman better, perhaps as a bottle replacement or something. Can you seriously tell me that the backburner has changed how the pyro class is played?

The 'Lobo
Hehe. What's its disadvantage?
The disadvantage is, as I said, the automatic crits only happen when the enemy is wielding a melee weapon. Practically no combat happens in melee with soldiers anyway, so it seems like a good spy killer ("Meet the Soldier", when he's standing on the point).

Spanner
What's the point in a sabotaging class if everyone else can do it?
No clue. I was out of ideas and the term "Throw a spanner in the works" came to me.

Insert Witty Name Here (Damned if I can)-porter (Disposaporter?)

This would replace an ordinary teleporter exit with an instant teleporter requiring no charge up time. Shockingly overpowered, you might say! But it also has the feature that it explodes after 5 (or 10, numbers are easily changed) teleports, making it a quick, disposable teleporter. To spell it out for you, this would allow for teleporter exits to be set up temporarily on maps where your current holding changes continuously, particularly on cp maps. This allows for your team to get to the front line as quickly as possible and aid your allies. The "5 teleport limit" would not matter as much in these situations as the front line would be continuously changing.

Quite obviously, the disadvantage is that a new teleporter would need to be built every 5 allies that use it. Not so useful for maps where continuous (not necessarily fast) reinforcements are required or the teams are particularly close together.
They way I see it, your Disposaporter (yeah, I see what you mean about the name :p, might I suggest "Tempo-porter"?) would encourage classes that would otherwise not use it (scouts, especially), and hog it from the classes that need it (heavies, engies, medics), especially given that scouts and pyros seem to have a very high death rate, thus respawn rate, and thus use of any insta-teleporter at their base.

How about:
Jump-pad
This turns the teleporter into a spring and hydraulic-powered jumpboard, allowing access over walls, onto roofs, and into windows his teammates couldn't previously reach.
Drawback: No teleporter. Engies must get close to the enemy base to use effectively.
Advantage: Lets non-double jump or rocket/nade-jumping classes to get into areas these classes could.

Or

Multiporter
All engineers on one team with this upgrade have linked their teleporters into one network. You don't know which exit you'll come out of, and neither do they.
Pro: If one exit goes down, you will be sent to whichever is available.
Con: Could send you to the wrong spot.
 
The core of the core of the spy is not stealth. It's being able to disrupt enemy defences and tie up their offence, by sapping tele's and sentries, killing incoming heavies, stabbing snipers. It's just that the current spy's weaponry, health and speed make using stealth the best way to go. This only changes the way they could go about it.
If they're chasing down a spy that's practically wearing a flashing neon "LOOK AT ME, I'M A DISTRACTION" sign, then the spy's team can practically walk into the intel room. It's no different from a good spy entering, taking out the sentries and snipers and then calling all clear. It's meant to give teams that can't muster a medic/heavy combo (for various reasons) a way of breaking past stupidly-reenforced areas, without the unstoppable killing machine or healing benefit of actually having a heavy/medic uber.

The idea behind a spy is that he's not noticed. That's the definition. He's supposed to sabotage the team without people knowing. A flashing neon sign would deter from that concept as an undisguised or known spy is practically that as it is. Using the spy as a distraction can be performed without the use of an invulnerability.

Actually it's more for use when the engie's away, getting health or more metal or whatever it is they do when they momentarily abandon their sentry. I don't think sapping faster would work, since that's too much of a benefit over ordinary sappers.

But the sapper's also supposed to be for when the Engie's away. Only a very good or flukey spy can perform a sap and backstab. Having a tool which aided that technique would be much better. Something which required the Engie to turn his back and deal with the sapper on his sentry rather than hit you would be a better technique. Say something which is an instant kill but performed no disabling of the Sentry.

A charge-crit rocket would be way too powerful. Think of how bad it would be if a sniper had the soldier's health, and add a splash damage to their sniper rifle attack.

Single round rockets or no-crits ordinarily would be the disadvantage. It certainly wouldn't be quick to charge up, and the Sniper is only allowed the opportunity to charge it up because he's so far away from the action.

But grenades would fit the demoman better, perhaps as a bottle replacement or something. Can you seriously tell me that the backburner has changed how the pyro class is played?

Yes, I can. Backburner pyro requires getting behind the players or chasing retreating enemies. Compressed air pyros are much better for defense of a point or against projectile-classes. It might not have changed the core play of the class, but neither has any of the other primary unlockables.

The disadvantage is, as I said, the automatic crits only happen when the enemy is wielding a melee weapon. Practically no combat happens in melee with soldiers anyway, so it seems like a good spy killer ("Meet the Soldier", when he's standing on the point).

Far too overpowered in a melee-only sudden death and as you said, little melee happens as is. No crits when a shovel is used normally isn't particularly a disadvantage. Also another spy-check? See above.

They way I see it, your Disposaporter (yeah, I see what you mean about the name :p, might I suggest "Tempo-porter"?) would encourage classes that would otherwise not use it (scouts, especially), and hog it from the classes that need it (heavies, engies, medics), especially given that scouts and pyros seem to have a very high death rate, thus respawn rate, and thus use of any insta-teleporter at their base.

If the teleporter was obviously disposable, it might encourage those who don't "normally" use it to use it less, particularly if they knew it was disposable.

Don't mind the other ideas.
 
The Saboteur

Replaces: Revolver

Designed to assist teammates of the field of battle the Saboteur fires darts that do no damage whatsoever, but upon contact with the enemy target all shots fired at the target by the spy's teammates have a 25% greater chance of getting crit shots for 30 seconds. The catch is that once the dart hits the target it will begin to emit a bright flashing beacon that not only notifies the spy's team of the 20 seconds of enhanced crits but also alerts the opposing team of someone being tagged. The darts can be removed in two ways if there is a 20 second period of inactivity then the dart will simply disappear, they can also be removed by a medic's medigun beam.
 
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