Druckles
Party Escort Bot
- Joined
- Dec 13, 2004
- Messages
- 10,652
- Reaction score
- 26
Was gonig to compile a list, but there's little point, seeing as how you've done such a nice one here. There are some really good ideas, and some ideas which unbalance a few of the roles. If I haven't made a comment, there's probably nothing wrong with it, as far as I can see.
Heavy Weapons Guy
Soldier
Demoman
Pyro
Scout
I did like the idea of planting monitoring devices. While it might not be necessarily the scout's job, it could be an extra building for the engineer, allowing them to play devices that could alert for an approaching enemy. A similar idea of tagging people with the electrobat could work.
Medic
Spy
Engineer
A new type of wrench could work, if anyone has any ideas.
Sniper
That's just a few of my opinions on the matter. Would be good if we can keep adding to and improving this list.
Heavy Weapons Guy
- Sasha - Natasha. No warm up time, full speed. Less damage.
This doesn't really seem to change the way you'd play the class as much as other ideas. All it's done is nerfed one thing and improved another, as opposed to making you think differently. Having heavies run in willy-nilly puts a bigger emphasis for an offensive class - quite how it shouldn't be played. - Sasha - Tanya. Triple-barrelled shotgun. No reloading required.
- Fists - Knuckle dusters. Charged punches do large damage. No crits. Low speed while charging.
I like. Although I don't see how knuckle dusters would decrease the damage that you do with a single hit. It can also be quite useful in a very defensive role, which is good.
Soldier
- Rocket Launcher - Frag grenades. Right-click to throw grenade. Not selectable. 3 second fuse. Cookable. High damage if cooked for too long. Holds 'nade over head.
Don't like the idea of throwing them very quickly. Other than that, it seems like a nice idea. Possibly even how Valve might do it. It seems like a very useful ability to throw grenades around corners, adding something to both offense and to the defending team. - Shotgun - SMG. WWII sub-machinegun. Better at medium range.
Personally I don't think there's much point in replacing the shotgun with simply another weapon. The sniper has an smg, and that's who he is. Having everyone carrying around repeatable weapons seems a bit odd. It might be more preferable to replace this with the 'nades and leave the rocket launcher - possibly even making the grenades selectable. - Shovel - Pogo-stick. Absolutely silly. But awesome at the same time. I wouldn't particularly like to see people pogo-ing everywhere. The shovel isn't particularly effective as it is, but it's quite iconic for the soldier. But then if you have the rocket launcher, there's little point in the pogo-stick. I like the idea of pogo-ing on someone's head. Even if it is ridiculous.
Demoman
- Grenade Launcher - Shrapnel-grenade launcher. Less damage. Shrapnel is released damaging players in the vicinity.
- Sticky-bomb Launcher - Dynamite. When dynamite explodes, sticks are sent in all directions, much like a cluster bomb.
This is a nice idea, as long as there's only one plantable at once. And doing things like blowing up a sentry in one would be nice. Should only be able to have one deployable at once. - Sticky-bomb Launcher - Proxy mine launcher. Less powerful. 5 deployable. Detonated on proximity. Can detonate each other. Not destroyable. Dislogable.
Don't like the idea of the laser. It seems a bit silly to me. Just firing another should work. Also, I'd suggest less than 5. Possibly 4. But I wouldn't decrease their damage. It's a nice idea, but it seems slightly lazy to me. Not having to pay attention to one part of the field... but I think they should be destroyable by the enemy. - Whiskey bottle - Moonshine. Less damage than whiskey. No crits. Causes inflictees to have blurred vision for a limited amount of time.
There's little point in nerfing the damage if you're not having crits. Take the blutsauger, for instance. It has the added ability of healing the medic, but doesn't have any crits. There aren't any nerfs on it, other than that. Blurred vision's quite interesting, otherwise. I like.
Pyro
- Flamethrower - Chemical sprayer/Alternate flamethrower More damage. Enemies do not ignite.
I don't think it's really a sprayer of any sort if it doesn't leave a residue. Part of the pyro's specialty is being able to hit and run, leaving them to slowly die. Taking it away seems like you're removing a vital part of the class. Does more damage than the flamethrower but does not set enemies of fire. I think increasing the range might be a better idea than more damage. There's already plenty of damage in crits. - Shotgun - Molotov cocktails. No direct damage. Sets enemies in a small radius on fire. Can be shot after thrown. A prematurely exploded Molotov causes friendly fire.
Interesting. But no damage is a bit odd. Other than that, it's a nice idea. - Axe - Fire Extinguisher. Low melee damage. Can extinguish teammates. Can stop or extinguish a Molotov.
Extinguishing teammates takes a lot from the Medic class. The Pyro's the opposite of that. I had a good idea a second ago, but I forget -_-.
Scout
- Scatter Gun - Tommy Gun. SMG with large spread
As said before, it doesn't really change how the class plays. In fact, it seems to detract from it. The scout can use his scatter gun quite well, running up, firing and then running away. A tommy gun isn't very scoutish. - Pistol - Detonation pistol. Slow rate of fire. Destroys sticky bombs.
Nice idea. Can it damage other players? - Aluminium Bat - Electro Bat. Disables buildings temporarily. No crits.
- Aluminium Bat - Wooden Bat. Hitting enemies legs has chance of breaking them, hindering enemies speed until healed. Icon appears for medic.
This seems a bit unnecessary to me.
I did like the idea of planting monitoring devices. While it might not be necessarily the scout's job, it could be an extra building for the engineer, allowing them to play devices that could alert for an approaching enemy. A similar idea of tagging people with the electrobat could work.
Medic
- Medigun - Double medigun. Can heal two people at once, left click and right click. No uber.
I like. Employs extra strategy, taking away medic's annoying habit of hanging on to an uber, or doing nothing while they charge it up. Would certainly encourage more a more medic-orientated role. - Medigun - Egon gun. Fires gigantic laser. Does massive damage to everything. Cannot be turned off once activated. Cannot switch weapons. Recoil slows user's movement.
That whole "non-medicy way" comment certainly applies. This is a large No. - Syringe Gun - Poison syringe gun. No damage. Cause enemies to be poisoned. Calls for medic display as green.
It seems the opposite of the blutsauger. Instead of giving you extra health, it takes away extra health from them. Having no damage seems silly. No crits would work better. I also think it might be better as a melee weapon. Just one syringe, rather than the saw. I like the nice "green cross" touch, though - Bonesaw - Infected syringe. Minor damage. Infects enemy with a virus. Virus takes damage over time (less than poison) until healed. Healed virusees become immune until after death. Virusees have a skull-and-crossbones visible by teammates. Visible to medics like a call for Medic.
Alternatively: does no damage - slows player down.
I see little difference between this and the poisoned syringe gun. Can the virus be caught by other players? A gameplay issue to consider would be that one player could catch the virus, run back to base, infect everyone else, and they immediately become vaccinated. It might even work better as a vaccine to give teammates against the poisoned syringe gun.
Spy
- Revolver - Water pistol. Does no damage. Firing the water pistol simulates to enemies firing a real weapon.
Seems really pointless to me. It would only work now because if someone fires, you immediately know that they're your friend. If they don't, then they could be an enemy. In which case you check it out. Having the water pistol simply misses out that step, so you just walk up to them instead, or fire directly. People won't bother paying any attention to weapons fired when looking for spies, in which case it becomes useless. The only time it might be useful would be in the fray. You can stand at the back and shoot water. You'd be more likely to be ignored. Or spotted. Depending on how the gameplay worked. - Sapper - Booby trap. Placed on enemy dispensers and teleporters. Releases toxic gas on use. Appears as yellow tank of gas strapped to building. Can be shot off buildings.
Interesting idea, but if they appear as a yellow tank of gas, no-one's ever going to use it. And if anyone can shoot it off, as soon as they see their health going down rather than going up, they just shoot it. Stops being of any use to the spy. One might as well use the "Hacker", which would effectively disable them. - Sapper - Tracking device. Planted on enemy buildings or players. Tags appear on HUD to nearby friendlies. Even through walls.
A good feature would be the tags disappear on the spies death. I like this idea, as it certainly adds to the spies role as an information-gatherer; reconnaissance rather than sabotage. - Sapper - Hacker. Disables building. Does no damage. Does not alert Engineer.
I like. Also adds a different style of gameplay. This is the sort of unlockables that should be thought up. It adds another route into the game for that class, without changing the role of the player entirely.
Engineer
- Shotgun - Repair gun. Used to repair buildings at a distance. Uses more metal. Using as a weapon uses metal. Less damage.
What sort of range are we talking about? Could it destroy sappers? If it could, it should certainly take longer. Another nice feature would be using it to reload friendlies. - Pistol - Anti-spy gun. Low rate of fire. Reveals Spy if shot.
This would take away the role of a Pyro for the engineer. If anyone should have this, it shouldn't be the Engineer. By giving it to someone else, you form a closer bond between different classes. - Dispenser/Teleporter - Level 1.5 sentry. Creates a sentry with one chain gun. Cannot be upgraded.
It doesn't seem to me to add much more to the gamplay. All you'd have is someone who could work with himself, and have extra firepower. He'd stop building teleporters or dispensers and only build for his own kills. By leaving it out, you force Engineers to work together and with other teammates.
A new type of wrench could work, if anyone has any ideas.
Sniper
- Sniper Rifle - Crossbow. More powerful. No crosshair visible to enemies. Can pin enemies to walls. Bolts take time and are affected by gravity.
To me, the sniper stops becoming a sniper at this point. - SMG? - Rifle. Repeating rifle. Slow rate of fire. Quite Accurate. Small clip capacity.
This change doesn't seem very exciting, either. Or sniperish. - Machete - Boomerang. Throwable. Large damage. Returns after 10s. Can be picked up.
If you can throw it, it's not really a melee weapon. And I pity Valve if they try to implement it.
That's just a few of my opinions on the matter. Would be good if we can keep adding to and improving this list.