Unlockables, acheivments, ideas thread.

I think an Engy should be able to hit them off.
 
That would encourage the Spy to simply follow along with his teammates [edit: undisguised] and tag every enemy that they come across. Plus there's no way for the game to predict if bullets and projectiles will hit that enemy in the future and adjust the weapon's crit rate accordingly. Time travel is not a feature of Source's net code :p
 
It would only need to predict projectiles, and it already predicts crits for the axtinguisher and backburner, the only challenge would be predicting rockets, but I'm sure it's doable. You'd have to look at the source code. If the rocket's destination is already known, then I guess it could figure out whether to crit.

But it would also be determined on the players movements which would certainly be hard. Maybe only to crit on non-projectiles would work. Or crit on splash of projectiles, so the projectile itself wouldn't crit, but the damage would.
 
I like the idea, but it isn't a good idea for spy as stigmata said. It would be better suited for scout or sniper.
 
No. Having the ability to make all attacks against someone crit is simply obnoxiously overpowered if you can do it from a million kilometers away with a sniper. It fits in with the theme of the spy, and a spy's already chased for his backstab, why not chase him for his 'insta-crits' too?
 
But how do you control the use of the darts? If they're unlimited, then the Spy can just tag every enemy he sees and give a base 25% crit rate to his entire team, unfairly decimating the enemy team. If it's a single-use weapon, that forces the Spy to make a single very specific and possibly useless (depending on the combat situation) choice of who to tag, and he might miss. If his disguise disappears or wavers when the darts are used, it would be far more useful to simply backstab the enemy. If the effectiveness of the darts decreases as they become more widespread, then what would be the point of tagging more than one enemy, especially considering the pretty constant base crit rate of about 5% for all classes?
 
Having an 'unlimited' amount of tags would allow the spy to tag everyone everywhere and anyhow, but it would alert both teams to the tags, thus making the medic prioritize further and the enemies to try and seek out the spy. The spy would most likely not get a chance to continue tagging people. If it were a one-on-one situation, the spy would undoubtedly be recognised as a spy from the tag, and thus taken down pretty quickly. Thus a backstab would be more effective. But if there are multiple people you wouldn't risk being spotted by tagging people. It's not quite as overpowered as it sounds, and numbers could be adjusted to make it more or less effective as required.

I think an alternative would be a 'crit' sapper. As crits don't normally work on buildings, I think a sapper which made all shots against a building much more effective (like crits) but provided no damage at all itself would encourage spies to take down sentries with their own team.
 
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.

Not sure what you mean by the sudden death thing, I've never been on a server configured like that. That seems like saying sentry guns are overpowered on low gravity servers - if they are, then tough, that's how it is.
Also, aren't all weapons spy-checks? The 'Lobo would only deal double damage if the spy in question had their knife out.

I like the idea of a crit sapper, but wouldn't it need to be harder to remove? Costing metal, maybe? If a spy's in a position to sap a sentry, and the engineer receives a warning just the same, wouldn't it be better to actually damage and potentially take down the sentry before anyone else from the invading team gets there?
 
First about Sudden Death, there are an awful lot of servers with Sudden Death configured to melee only. I was under the impression it's a standard option with TF2, rather than a mod like low gravity would be.

Not all weapons are spy-checks as such, they're simply able to kill the spies. Spy-checks are techniques which are used to identify a spy as being the enemy without having to kill them. The health meter doesn't go down when you hit them with an ordinary weapon so unless you kill them, the only things which actually do any spy checking are walking into them, seeing them on fire, slowing them down with Natascha and 'seeing double' (i.e. they're disguised with your name). The "'Lobo" wouldn't perform a spy-check as such, but it would instantly kill any spy disguised wielding the knife (which is more often than not). It's an anti-spy tool more than anything. There's still a lack of a disadvantage because crit shovel hits really aren't that important to a Soldier. While it's an interesting idea, I don't think it'd be good enough to be considered as an actual unlockable.

Maybe it would be harder to remove, or even cost metal to remove. It might even not alert the Engy. I don't know, I was just throwing an idea out there. The idea behind it would be that you'd have to wait for someone to arrive and organise it within your team, as opposed to hoping someone comes along. It'd be useful with a demoman, as say only two stickies would need to be planted to take it out (for example). It's simply a different method of playing Spy.
 
I have never seen a server with a melee-only sudden death.
 
You gotta be kidding me :/. At least 50% of the servers I play (where Sudden Death's actually enabled) it's melee-only.
 
No. Having the ability to make all attacks against someone crit is simply obnoxiously overpowered if you can do it from a million kilometers away with a sniper. It fits in with the theme of the spy, and a spy's already chased for his backstab, why not chase him for his 'insta-crits' too?

The sniper already has the ability to kill them from a million miles away. This idea is underpowered compared to the sniper rifle. Maybe if were a 5 shot reload deal, then yeah, it'd be a fair trade.
 
The sniper already has the ability to kill them from a million miles away. This idea is underpowered compared to the sniper rifle. Maybe if were a 5 shot reload deal, then yeah, it'd be a fair trade.

The sniper only has that ability if he's a decent shot or can be arsed waiting around for his meter to charge.

Also not his job.
 
The Gremlin

Replaces: Sapper

A small radio-controlled sapper The Gremlin allows the spy to sap buildings from a short distance. Simply press fire to release a Gremlin into the field of battle, the hand held controller will display an video feed from the gizmo's location while the WSAD keys cause it to move. Pressing the primary fire button again activates the on board sapper when it is in close proximity to a building. The main downside is that the device has a sap speed 25% slower than that of the manual sapper, also when the spy is controlling a Gremlin in the field he is unable to move, shoot, or cloak leaving him completely vulnerable.
 
The sniper only has that ability if he's a decent shot or can be arsed waiting around for his meter to charge.

Also not his job.

He has to be just as good of a shot to tag them, and his meter takes almost no time to charge. If you got rid of the charge and gave a two or three bullets till reload, it could be a very good for people who aren't incredibly skilled but like sniping.
 
So basically there's no point in using The Gremlin?
 
Sorry, I completely forgot about the sv_gravity command /facepalm.

It's a nice idea. Quite a few melee servers have a force class enabled so all players are the same class. It certainly makes it quicker.
 
**** it drookles, I don't care enough, you win.

This. Although I do like the idea.

Really? I would say the majority of servers I've played on have melee only sudden death. Had an all wrench battle yesterday.
 
The Doublecrosser:

Replaces: Knife


The Doublecrosser is an alternate knife that gains 5 hit points of damage potential for every successful non-backstab attack. However, every time the knife gains power a blade mounted meter fills up by 20%, should you overfill the meter the Doublecrosser lives up to it's name and explodes with the force of a crit rocket. if the knife undergoes 20 seconds of inactivity the meter starts to deplete clearing it for further use to avoid this adverse affect the spy should endeavor to backstab his foes.


The Holdout

Replaces: Revolver

A single shot old-style dueling pistol The Holdout offers the spy a 100% chance of scoring a critical hit should you hit your target from behind, or in the head. The catch is, unlike the six shot revolver you only get a single shot per clip with the gun with only 2 extra clips, meaning that the spy must prioritize the greatest threat to himself before taking a shot. Also the weapon is only useful as close to medium range weapon and lacks the sniping ability of the revolver.
 
Lethal Injection

(Replaces knife)

The syringe does no damage, doesn't backstab, and still removes your disguise. However, once you have injected someone there life becomes linked with your own. As soon as you die, anyone whom you have injected and hasn't died since then, will also die. Some restrictions are that picking up a medkit or reentering your spawn will cause everyone you have injected to be cured. Very good for wiping out many people on a team at once.
 
The Doublecrosser:

Replaces: Knife


The Doublecrosser is an alternate knife that gains 5 hit points of damage potential for every successful non-backstab attack. However, every time the knife gains power a blade mounted meter fills up by 20%, should you overfill the meter the Doublecrosser lives up to it's name and explodes with the force of a crit rocket. if the knife undergoes 20 seconds of inactivity the meter starts to deplete clearing it for further use to avoid this adverse affect the spy should endeavor to backstab his foes.

5 points is barely worth it. And what causes a knife to 'gain power'? Backstabs?
 
Boomerang

Replaces: Machette ( Sniper's melee weapon, I forgot the real name)

The boomerang is a great weapon for those that truly enjoy range attacks. While most of the damage done is by throwing, using it to melee is also possible but will do considerably less damage than the machette. It has the ability to spin in an arc and hit multiple enemies before flying back to your hand. The downside to this is that after you throw it and it is flying through the air, you are completely defenseless and are more prone to attacks.

Left-click: Swing Boomerang
Right-click: Throw Boomerang, hold for more power.
 
5 points is barely worth it. And what causes a knife to 'gain power'? Backstabs?

"....gains 5 hit points of damage potential for every successful non-backstab attack."

I don't know how much extra damage potential the doodad should get without being able to try the idea out in the actual game. Thanks for the input Druckles.
 
All these knife-meter added points things are kind of ridiculous, far too elaborate, yet still insignificant changes.
 
And they reward poor Spy play. AND he's posted the same idea four or five times already in this thread, usually by the same name.
 
"....gains 5 hit points of damage potential for every successful non-backstab attack."

I don't know how much extra damage potential the doodad should get without being able to try the idea out in the actual game. Thanks for the input Druckles.

Oh, each non-backstab increases its power. Sorry, I thought you meant it increases your own health. Still, 5hp doesn't sound like much. I get about two slashes in with the knife every life (where I last more than 5s and assuming I get any at all) and it's rare that I get any more than that. It's not a commonly used feature to go around slashing people all the time. Rather, it might be better to change the whole backstab concept altogether, alternatively to reward backstabs instead of non-backstabs.

And they reward poor Spy play. AND he's posted the same idea four or five times already in this thread, usually by the same name.

He's improved upon the concept each time. Take this guy for instance:

Boomerang

Replaces: Machette ( Sniper's melee weapon, I forgot the real name)

The boomerang is a great weapon for those that truly enjoy range attacks. While most of the damage done is by throwing, using it to melee is also possible but will do considerably less damage than the machette. It has the ability to spin in an arc and hit multiple enemies before flying back to your hand. The downside to this is that after you throw it and it is flying through the air, you are completely defenseless and are more prone to attacks.

Left-click: Swing Boomerang
Right-click: Throw Boomerang, hold for more power.

It's no different than the first boomerang mentioned, and it's still a ridiculous suggestion.
 
A bigger impact mark for the Heavy's fists on walls.
 
Alright, Druckles after reading your commentary on my previous idea I retooled one of my previous knife ideas.


The Cloakin' Dagger:

Replaces: Knife

The Cloakin' Dagger grants the spy the ability to recharge 25% of his cloak by backstabbing his foes. The catch to the weapon is that because of its heavier dagger-style construction swing speed is 75% slower than the standard-issue knife, making it less ideal for making non-backstab attacks.
 
Alright, Druckles after reading your commentary on my previous idea I retooled one of my previous knife ideas.


The Cloakin' Dagger:

Replaces: Knife

The Cloakin' Dagger grants the spy the ability to recharge 25% of his cloak by backstabbing his foes. The catch to the weapon is that because of its heavier dagger-style construction swing speed is 75% slower than the standard-issue knife, making it less ideal for making non-backstab attacks.

I'm afraid you fail on two accounts in my book.

1) Slower melee speed.
2) Cloak recharging backstabs.

Slower melee speed is the most bullshit disadvantage ever. The difference is not even detectable. The cloak meter refills fairly quickly by itself, and rewards patience and stealth.
 
The Cut-throat

Replacement for: The Spy's Knife
Basically it replaces backstabs for frontstabs, fighting people from the back now normally stabs them. This new knife also has only a 50% firing rate of the original, to help slow the mad front stabbing during fights.
 
The Cut-throat

Replacement for: The Spy's Knife
Basically it replaces backstabs for frontstabs, fighting people from the back now normally stabs them. This new knife also has only a 50% firing rate of the original, to help slow the mad front stabbing during fights.


Let's have a teleporter unlockable which forces the engineer the build the entrance on the battlefield while we're at it.
 
Alright, Druckles after reading your commentary on my previous idea I retooled one of my previous knife ideas.


The Cloakin' Dagger:

Replaces: Knife

The Cloakin' Dagger grants the spy the ability to recharge 25% of his cloak by backstabbing his foes. The catch to the weapon is that because of its heavier dagger-style construction swing speed is 75% slower than the standard-issue knife, making it less ideal for making non-backstab attacks.

25%'s far too much. The medic gets 25% on his ubermeter which charges up much slower with a weapon he's rarely ever going to use. I think 10% would work better.

The disadvantage ain't that great unless you also apply it to backstabs too. I think a knife which takes longer to backstab people would be much more sensible. Or simply have the same backstab speed as the current animation and just reduce the 15 minutes you have to wait for the animation to complete on the normal knife.

Let's have a teleporter unlockable which forces the engineer the build the entrance on the battlefield while we're at it.

Let's all take everyone seriously and mock them and make them look stupid while we're at it.
 
The Magno-Spanner:

Replaces: Wrench

The Magno-Spanner grants the engineer the ability to siphon off 50 units of metal from a target's primary ammo reserve each time you whack a foe with it. The downside is that the wrench deals 25% less damage than the standard issue model and the maximum amount of metal you can carry is reduced to 130.


Also:

 
The Magno-Spanner:

Replaces: Wrench

The Magno-Spanner grants the engineer the ability to siphon off 50 units of metal from a target's primary ammo reserve each time you whack a foe with it. The downside is that the wrench deals 25% less damage than the standard issue model and the maximum amount of metal you can carry is reduced to 130.


Also:


Well shit. What scares me most is that I want to mock that wrench idea too.
 
Alright Sheepo I haven't seen you come up with anything better.

And I never said I did;)
Lethal Injection

(Replaces knife)

The syringe does no damage, doesn't backstab, and still removes your disguise. However, once you have injected someone there life becomes linked with your own. As soon as you die, anyone whom you have injected and hasn't died since then, will also die. Some restrictions are that picking up a medkit or reentering your spawn will cause everyone you have injected to be cured. Very good for wiping out many people on a team at once.

There that one I posted on the last page. It's very out there, and possibly very unbalanced, but I think it's more interesting than all this "lose miniscule amount of damage/gain some almost some completely useless thing".
 
And I never said I did;)


There that one I posted on the last page. It's very out there, and possibly very unbalanced, but I think it's more interesting than all this "lose miniscule amount of damage/gain some almost some completely useless thing".

I haven't seen Valve come up with anything better.
 
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