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Author Topic: Make Up New Unlockables!  (Read 59251 times)

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Doom

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Re: Make Up New Unlockables!
« Reply #380 on: November 24, 2009, 10:31:58 PM »

Cluster Rockets already exist(just unload all four rockets in a wide spread.)

Field is interesting but really weird.

Pocket Dispenser is redundant/pointless. It also encourages not being a credit to team and being a bad engineer. Basically, any Engineer worth their salt can find big ammo box spawns so fast that yadda yadda.

Proximity Mine is the best idea. Maybe give them a knock-back so that you can bet on somebody getting blasted... into a sentry's line of sight. Dohohoho.

Quote
You could just go around it, anyway. Being a flat plane limits its usefulness somewhat, as virtually every map has alternate routes everywhere.

But definitely not every popular sentry spot.
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Doom

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Re: Make Up New Unlockables!
« Reply #381 on: November 24, 2009, 10:44:49 PM »

While I was writing up that Pocket Dispenser critique I thought about what inspired it. They should update the Backburner. Maybe give it's flames a chance to spread to nearby people. Something. Anything. It's really just a giant dope label at this point. At least the Blutsager and Needle-Gun have viable differences now..
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #382 on: November 24, 2009, 11:34:57 PM »

Dispenser replacement: Dispenser dispenser. Any ally can walk up to it and get a pocket dispenser, as defined above. It spawns them slowly. It's particularly devastating when a Spy gets a pocket dispenser!

Anyone carrying a pocket dispenser drops a full ammo reload rather than half.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #383 on: November 24, 2009, 11:57:33 PM »

Sticky bomb replacement: I don't know what to call this. You stick the stuff to whatever as usual. Alt-fire tosses a small charge, which functions like a regular (but weak) sticky-bomb, and alt-fire again detonates that charge. The ones you've been planting everywhere explode any time fire (in the form of a flamethrower, a flare, a burning person) or an explosion happens in range. Chain detonations, in essence. You can have a lot more of them in play than sticky bombs and they reload faster. You have to use the charge for sticky-jumping, though. Maybe make it some kind of continuously-firing explosive goo? At any rate, high teamwork potential.

Soldier shotgun replacement: parachute. Sort of a passive effect. Alt-fire to ready it. When it's readied, if you start moving beyond a certain speed, it will automatically deploy, causing you to fall more slowly, preventing falling damage and giving you considerable means to influence your trajectory. If you rocket-jumped or were otherwise subject to knockback, you go higher and farther. Once you touch the ground, your movements are slowed and there's a big damn cloth getting in everyone's way. Visit the resupply cabinet to get a new one.

Pipe bomb replacement: smoke bomb. Does less damage than a pipe bomb, but the enemy (and, possibly, only the enemy) has their vision obscured by thick smoke in the area where it detonates for a while.

Engineer shotgun (or pistol) replacement: lasso, or tractor beam. Pulls enemies in, ideally to sentry range. If they move against it, they can stand still or maybe even make some headway. If you lasso someone with an ubercharge, they start pulling you. Doesn't last long.

New Soldier hats: a Roman centurion's helmet, with like the brush on the top, a plain medieval conic helm, Judge Dredd's helmet.

New Spy hat: a tinfoil hat.
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yyler

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Re: Make Up New Unlockables!
« Reply #384 on: November 25, 2009, 12:08:33 AM »

What if the Backburner gave you fifty more HP?
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #385 on: December 03, 2009, 03:12:48 AM »

Pyro shotgun replacement: Fire extinguisher. Shoot it at an ally, it extinguishes any flames on 'em. Shoot it at an enemy, they're slowed. Shoot it longer, they're slowed more and their vision is obscured. Maybe defuses sticky bombs. Good Backburner companion.

Minor Heavy buff: make it so he can't be blocked by enemies, except for other Heavies, maybe Spies (for spychecking purposes), Ubercharged enemies, and buildings. That is, rather than being stopped or going through them, he pushes them backwards. While Ubercharged, only another Ubercharge can block him, and his knockback is reduced further. Also, his melee weapons now have a knockback effect.

Minigun buff: make it so (some of?) the bullets pass through the target nearest you and also hit guys hiding behind him. Add an achievement for killing two guys with a single bullet.

Heavy shotgun replacement: Cossack throwing axes. They are axes and you throw them. No need to worry about reloading; they arc, though, and the range is limited, and of course a compression blast can have fun with them.

Medigun replacement (or tweak): you can spend your ubercharge at any time in order to get partial damage reduction. Charges more slowly.

Medigun replacement: longer range than regular Medigun. You can click on allies and enemies. Health is siphoned from most recently targeted enemy to most recently targeted enemy. Effect ends when enemy leaves the ally's range. Enemy and ally remain "marked" for up to ten seconds after leaving range. Ally cannot be overhealed by this method. On ubercharge: marked ally (or self, if mark has expired) siphons health from all enemies in range. Enemies can die from health siphoning. Somewhat "hands-off" Medic style but still requires consciousness of healing duties. Possibly requires boost to maximum HP, since Medic will be going forth into the face of danger more often.

Flamethrower replacement: big flamethrower. Very large tank carries more ammunition, but slows movement speed to Soldier level. Range and damage increased considerably, but cone of fire is narrower and the flames themselves travel more slowly. Made of brass, with detail work and a bunch of conspicuous gauges and hoses. Compression blast does not extinguish allies, and it has a smaller range (both in time and space) for effectively working, but if you blast an ignited enemy, they take heavy damage and the burning effect is renewed.

Soldier shotgun replacement: a machine gun. No tricks, no fancy effects, just shoots bullets fast and reloads quickly. This has been the subject of conjecture before.
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Norondor

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Re: Make Up New Unlockables!
« Reply #386 on: December 03, 2009, 08:29:17 AM »

I like every one of those besides the machine gun tbqh.
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Mongrel

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Re: Make Up New Unlockables!
« Reply #387 on: December 03, 2009, 09:48:57 AM »

I'd be down with the Fire Extinguisher if you get a taunt-kill with it where you swing it around by the hose like a mace and bring it down on someone's head with a cartoonishly loud "clannnggggg!".

I also like the idea of the Heavy using his size (although in Doom's hands...)
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Doom

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Re: Make Up New Unlockables!
« Reply #388 on: December 03, 2009, 09:56:59 AM »

Bongo these are your best ideas yet, please mail them to Valve.

Mongrel: The Fist of the Heavy Star is over two years old. Can you hope to stand against such power?!
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Norondor

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Re: Make Up New Unlockables!
« Reply #389 on: December 03, 2009, 10:16:07 AM »

having read and thought about it for an hour, i think the vampire medigun is slightly questionable and i am not sure what the point of throwing axes is -- some clarification on what you are thinking of for mechanics, bill?

I really, really like the idea for buffs to heavy movement and minigun penetration. Like, those should actually be implemented right this second.
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Zaratustra

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Re: Make Up New Unlockables!
« Reply #390 on: December 03, 2009, 11:02:26 AM »

Flamethrower replacement - Fire doesn't do continuous damage, but gives minicrits like Jarate.

Flamethrower replacement - Fire doesn't do continuous damage, but melee hits crit. Essentially gives everyone else an Axtinguisher.

Mongrel

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Re: Make Up New Unlockables!
« Reply #391 on: December 03, 2009, 11:33:07 AM »

Yeah, I mean most of those idea are bad-to-okay in varying degrees, but the Heavy actually acting like HEY I'M A LARGE HEAVY GUY is brilliant. 
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #392 on: December 03, 2009, 02:01:57 PM »

Fire extinguisher might be a better replacement for the axe than for the shotgun, come to think of it. That way you could combine the spraying power with the bludgeoning power.

having read and thought about it for an hour, i think the vampire medigun is slightly questionable and i am not sure what the point of throwing axes is -- some clarification on what you are thinking of for mechanics, bill?
Vampire medigun: increases micromanagement and complexity to nigh-Engineer levels; raises skill level needed to heal near normal effectiveness in exchange for increased offensive power and the ability to run away like a coward without necessarily abandoning the team. Possibly would create some absurd game-breaking combination if implemented in practice. Notably, gives Scouts a degree of staying power.

Throwing axes: just 'cause they'd be cool. I guess you've got increased damage at medium-to-long ranges at the expense of accuracy, because it wouldn't spread, but you'd have to deal with gravity and non-hitscan wonkiness.

I think I will compile the best of mine and compose an email with the subject line along the lines of "Unsolicited suggestions." Probably have better luck than dumping them in the Steam forums, anyway.
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Norondor

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Re: Make Up New Unlockables!
« Reply #393 on: December 03, 2009, 07:59:14 PM »

Oh, ok. In that case, i would personally be very interested in the vampire gun, but mostly because if it gives me more maximum hp, BATTLE MEDIC BATTLE MEDIC BATTLE MEDIC BATTLE MEDIC
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #394 on: December 17, 2009, 12:39:35 AM »

Boring but practical.

Heavy secondary: Riot shield. Hold fire to raise it; alt-fire to shield bash, for knockback but no damage. Protects you from attacks from the front.

Heavy secondary: Cody armor. Can't actually use it. Gives damage reduction against everything but headshots, backstabs, and fire. The damage reduction starts at about 50%, but is reduced every time you take a hit. Once you've gone three seconds without taking damage, it begins to recover, and it recovers faster after six seconds, so that after ten seconds without being hit it's back up to 50%.

Maybe combine the two above in some way, but make it so you can't move at all while spun up because of how much crap you're hauling around.
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JDigital

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Re: Make Up New Unlockables!
« Reply #395 on: December 18, 2009, 09:02:36 PM »

A few months ago during a free TF2 weekend, someone asked how you get an unlock. I told him you have to put three other weapons into the Horadric Cube.

I just realized that they have actually implemented this.
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McDohl

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Re: Make Up New Unlockables!
« Reply #396 on: December 18, 2009, 09:08:23 PM »

Heh.  Yeah, you're right, I know IM was joking about it too.
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Mongrel

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Re: Make Up New Unlockables!
« Reply #397 on: December 19, 2009, 07:06:00 AM »

Speaking of that, have people started to compile recipes somewhere, or is it a fundamentally random system (like 3 weapons gets you *a* weapon, or 2 hats gets you *a* hat, but you don't know which one).
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McDohl

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Re: Make Up New Unlockables!
« Reply #398 on: December 19, 2009, 07:11:39 AM »

http://www.tf2wiki.net/wiki/Crafting

Mostly.  It's actually pretty logical once you figure out what items take what to build.
81 weapons, in sets of three, will get you a random hat from any class.
112 weapons, again in sets of three (with the exception of four weapons from a single class) will get you a hat.  The four weapons creates a class token.
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Niku

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Re: Make Up New Unlockables!
« Reply #399 on: December 19, 2009, 08:00:02 AM »

Basically the system is 100%, completely useless unless you're looking to gradually make hats.  You will never be able to craft the weapon you want, because it takes at least four of that classes identical weapons to create a class-token and then another four weapons of the specific slot you want to make the slot token and if you didn't get the weapon you wanted by the time you got all those you are the worst achiever in all of TF2 and/or the unluckiest sad sack in the world.

Of course I hear-tell class tokens can drop randomly, but that's not much better than just hoping the weapon you want drops.

Also you cannot make scrap metal out of Spy weapons other than the Ambassador, and you can't Smelt Class Weapons with the Spy, Sniper, or Demoman since that recipe requires three different slot weapons and those three classes have unlocks that don't follow the 1-2-3 slot unlock formula.
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