TF2 weapon changes or unlockable ideas?
I was poking around the Steam TF2 forums a while back and stumbled on an idea for a spy unlockable I thought was really clever.
The Prop Gun. Used in place of the spy's normal revolver, it would allow disguised spies to appear to fire the weapon appropriate to their disguised class. It'd mean giving up the ability to do damage at a distance, but would make it that much harder to distinguish real teammates from enemy spies - especially in the heat of combat. (I can't find the source at the moment, so my citation may be a little off).
The only one I've come up with that's at all fleshed out would be a ballistic dampening field as an engineer buildable. It'd be a way to reduce / eliminate damage from ranged weapons within a certain radius of the object. A great combo with sentries, but still vulnerable to sapping or up-close fire (maybe the amount of damage reduction would be proportional to how far outside the field radius the attacker is). Depending on balance I could see it replacing both teleporters, or the dispenser.
So, what ideas do you have for weapon tweaks or unlockables? I'd love to see some mechanism for pyros to more effectively close the gap with opponents, and possibly increase their initial burst of damage, but don't know what shape that might take.


Well on the oldie line, there is a fire rocket for pyros (think soldier style rocket, but is damage is flames instead of blast (and of course much lower)), the mag mines for engineers (holds the enemy in place for a time determined by the amount of "metal" on them), the jump pack for scouts, and the ever popular fake ammo box for spies (I remember fondly dropping those outside the enemy base, their guys run across the bridge in 2fort5 and suddenly right as they hit the teeth of our Defense find themselves with little to no ammo).
"Also, I have four legs and am covered in wool. Baa!" *Legion* reveals his inner furry.
Spy
wep1: Silenced Pistol
wep2: Garrote - would be too awesome at least from the animation side of things. Maybe you could like swing someone into a reversal and then get the backstab, oh wait.. thats wep2. hmm.
Scout:
wep1:deagle
wep2:deagle
wep3:Extremely fast hitting melee with low dmg. (a la zeal diablo2) & lifesteal maybe
The unlockables I would really like are cod4 esque, which I am sure most people would hate. Ones I can see working in tf2 are double tap and juggernaut.
Your friendly neighbourhood hair splitting singularity.
Aperture scientist is my alter ego.
For Engies (my favorite class), I'd love the ability to mount your turret on a wall or ceiling (provided you can reach it). It would give you a better angle on some choke points, and make it harder for Demos to sticky them.
Spies - remote sappers. Attach it, run away, wait for the Engineer to leave his post, then activate it. Limited supply, so you can't remote sap like 4 Engineer Sets at once.
Pyro - Only thing I can think of is napalm. Let them spray the ground with it to make it burn for X seconds, and anyone who crosses it catches on fire. There'd have to be a VERY limited amount of ammo for it, though, or else they could just coat control points with it all day.
Soldiers:
* Rockets with hire base damage, but fire no crits
* Air-burst rockets
* RPG - single-shot, must-be-stationary gun that can destroy a fully-upgraded sentry with a direct hit (maybe a one-use, secondary weapon replacement)
* Javelin - allow someone (like Snipers) to "paint" a target (like sentries), and the Javelin goes up and slams down on the target (obviously, useful in outdoors only) (also perhaps a secondary replacement with only one round)
* Assault rifle - secondary weapon replacement, something more useful at range
* Tactical shield - melee replacement, not a weapon at all but a shield not unlike in Rainbow Six: Vegas. Run out in front of the sentry with the shield, letting it target you, and someone else can then run out (as the gun is still locked onto you and your shield) and fire at the sentry. Let's face it, melee with the Soldier is crap anyway.
I can imagine a Javelin-like weapon, done up in TF2's exaggerated cartoony style, and I laugh.
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I love the idea of having a shield, either mobile or stationary. Mobile would be especially cool to break those sentry gun lock downs which I see a lot in goldrush.
My additions:
* Jump pad instead of the teleporter.
* Scout scatter gun which shoots in quick succession, once engaged, empties the gun and doesn't disengage before that.
* 1 time ricochet rocket for the soldier, ricochets once, from everything even enemies.
* Firepods for the pyro, which creates a burning patch on the ground. (like chirs3 napalm)
* I second the assault rifle.
I don't watch, I interact!
OK, here's why you guys are wrong: Spies are already extremely powerful in the hands of a skilled player. One of the only ways you can even SUSPECT someone's a spy is they're not shooting. Also, "deagles" are way too cliche and don't really fit the Scout's persona. Dual pistols might be kinda neat though.
Here are my takes, based on the classes I play most:
Engineer1: Rivet Gun - Replaces shotgun. Similar to the sniper's SMG but can repair friendly buildings even at a range (hey, if slamming something with a wrench fixes it then perforating it with rivets should work too!).
Engineer2: Flame Sentry - Replaces a level 3 sentry's missile launcher AND machine guns with dual flamethrowers.
Engineer3: Super Wrench - Swings slower but builds faster (overall repair per second is the same as normal wrench), can remove sappers in one hit, transfers metal to the engineer when used to attack an enemy building.
Engineer4: Sandwich - Sappable.
Pyro1: Flaregun - Replaces shotgun, fires like a pistol but sets targets on fire briefly.
Pyro2: Pressurized Napalm - Upgraded flamethrower that does less direct damage but has greater range and burns longer (maybe burns briefly on surfaces too).
Pyro3: BURNING HEAVY METAL THUNDER GUITAR. Or a chainsaw that does continuous but needs to "spin up" like a heavy's minigun and makes a lot of noise.
Heavy1: Double-Barrel Shotgun - Kind of like the scout's scattergun. 2 rounds per load, slow reload, lots of damage.
Heavy2: 30mm Cannon - Slower rate of fire than the minigun but no spin-up, higher direct damage, and small area of splash damage.
Heavy3: Leg of Mutton - A giant chunk of meat used to club enemies. Alternate fire slowly recovers health (but decreases weapon damage?).
NOTE: This is not a doodle bug.
BF2142 Stats
The shield is a great idea, especially if they tweak the knockback when it's equipped so that a soldier can slowly advance towards a fully-upgraded sentry.
I also love the jump pad idea. Why should soldiers and demos be the only ones to get at hard-to-reach places?
Firepods for the pyro could be done as molotov cocktails, and would be a solid middle-distance option. I like that it'd force pyros to choose between being more effective at range against other pyros (the default shotgun), or being more effective at range against all other classes (with the ability to do fire damage at a distance).
Assault rifle for soliders is probably a no-brainer for the basic unlockable. In the same way that the Blutsauger is an unlock for medics with comparatively minor downside, Valve could tweak damage and clip size for balance (maybe slightly less DPS than the shotgun at close range, only a clip or two of ammo, or some small tradeoff).
Really? At distance, I often also key off of folks holding a non-primary weapon. Up close, I'll shoot and/or run into anybody that looks suspect. I like that the prop gun (in place of a revolver) would force spies to be close to be effective, which makes them very vulnerable to friendly-fire or collision checks.
At a distance, spies aren't a big problem. The other big problem is right now, if a spy is among your guys the only damage he can do is sapping or backstabbing one or two people before he's killed. If he could wade into the middle of a group and start unloading a shotgun at point blank without spoiling his disguise? He could kill half the team before finally catching a bullet. Certainly there'd no longer be a choice of what to go after first if a spy comes across an engineer with his sentry gun; blast the engineer with your shotgun and the sentry gun still thinks you're there to share cookies and cake.
NOTE: This is not a doodle bug.
BF2142 Stats
Ah - I see where my synopsis for the prop gun fell short.
The prop gun would appear to fire the primary weapon for the currently-disguised class, but would not do any damage at all. For people on your own team, it could be rendered as a big foam pistol and maybe have a "bang" flag stick out the end when you're firing so they could react appropriately (feigning a retreat to draw folks into an ambush). To members of the opposing team, it would look like you're firing rockets / flames / bullets - but nobody from either side would take damage.
I agree that allowing the spy to have access to every classes' primary weapon is a bad, game-breakingly unbalanced idea, especially if firing them didn't break the disguise. The prop gun forces spies to choose between being limited to point-blank damage (stabs & sappers), and having a more convincing disguise.
I like the rivet gun, chainsaw, and leg of mutton unlockable ideas.
Edit to correct spelling.
OK, that sounds a lot better. I still don't know though. It's nice that it totally takes away the spy's ranged capability but in my experience the revolver is very much a panic weapon. There's not a lot of penalty in taking away a tool the player isn't going to use 9 times out of 10. On the other hand the same could be said of just about any secondary weapon.
Honestly I'm a little nervous what they're going to do for the spy's unlockables since that class is so precisely balanced as is.
NOTE: This is not a doodle bug.
BF2142 Stats
Whichever class I'm playing at the time should have the most powerful gun and it should never miss.
Fedaykin98 wrote:
I want achievement whoring removed from the weapon unlocking process. It sucked in Battlefield. It sucks now. Just give me the damn guns, and screw the E-peen of the poopsockers. Each new set of weapons otherwise would have been a reason for me to install and play that game again. But now it is still the same tired gametypes I have been used to for over a decade. Maybe Valve will wise up.
I joined one of those achievement whoring maps. It was actually an accident... I saw Tkyl was playing, tried to join him and ended up there.
Stood in the "acid pit" with another medic, healing each other. After about 7000 points the asshole sniper who'd been painting dots on our forehead had a "finger slip" accident and blew my head off. Another 7000 points later another medic ubered him and, well, he can't NOT kill people when he's ubered. After that I spawn-killed him about 20 times and left. Screw achievement whoring.
NOTE: This is not a doodle bug.
BF2142 Stats
Have to disagree there. I play spy a lot, and I use the revolver a lot. It's great for:
*taking out buildings under construction
*fleeing enemies (particularly if they're on fire)
*medium range sniping from a position where you're not easily seen (for example, 3rd floor enemy rafters above 2nd point on Well).
Don't get me wrong, I've been to known shoot like crazy while backpedaling after being discovered, but there are plenty of other uses for it, if you're a decent shot.
Aggie in enemy territory | My Steam ID | My TF2 Stats
*Legion* wrote:
What the game really needs are more weapons/abilities tailored towards cooperation.
Every TF2 preview talked about the Heavy/Medic combo, and held it up as an example of cooperation on a 2-man level. Problem is, there aren't a lot of Heavy/Medic combos other than the Heavy/Medic.
That's the thinking behind the Javelin and tactical shield ideas. Neither are of any real use by themselves, they require a second person to exploit their abilities, just like the medic's hoses. TF2 needs more of those.
That said, as far as solo-use ideas go, the rivet gun is golden.
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Is there hacks out there? because either I really need to work on my spy skills or somehow everyone knows I'm a spy regardless of how I work it (I've been shot cloaked underwater by a medic already several times).
"Also, I have four legs and am covered in wool. Baa!" *Legion* reveals his inner furry.
Yeah I am not a very good spy either. Maybe it's a lack of practice with the class but I find that I am little more than cannon fodder when I try to dupe the other team.
The Gaming Chronicles
PSN ID: Harbinger01
Steam ID: [GWJ] CrashedHardrive
Elysium wrote:
You are not cloaked when in water, your silhouette shimmers.
Does anyone know if you can teleport with the intelligence in a CTF mission?
"Also, I have four legs and am covered in wool. Baa!" *Legion* reveals his inner furry.
You cannot, but I can't remember if stepping into a teleporter makes you drop the flag or if you can't use the teleporter at all. I think its that you drop the flag if you step into a teleporter.
I think the rivet gun could be ideal for cooperation between two engineers. I could see that being really useful on Dustbowl stage three, where there are usually guns in that elevated exit, and at the bottom of the stairs facing the point. Being able to help repair other engineer's guns / remove sappers at a distance would be a huge help.
I'd agree that promoting interesting interactions between classes would be nice, but I can't see Valve having any unlockable change the established nature of a class too drastically - the new medic weapons are nice, but are mainly further explorations of the class rather than entirely new dynamics.
Still, color me +1 on the tactical shield. I'm a little unconvinced about the javelin, but I could see something in that vein being fun (as long as it wasn't limited to outdoors).
Well I think the Medic is already pretty solid as far as team dynamics go.
I'd like to see something get Snipers involved in cooperating with the team. Painting a target from afar is the first thing I was able to come up with.
Also, I think Soldiers need some tweaks to better differentiate itself from Heavies. They're both slow, big damage-dealers that are most effective at shorter ranges. I play Soldier most, but on a team with some Heavy/Medic combos running, it's often better to just play something else. A tactical shield would help.
Man, I'm going to be sad now when the Soldier melee weapon isn't a tac shield.
Gaming / PC Tech Blog: www.blastprocessing.net
Xbox Live: Legion SB | PSN: Legion_SB
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I've heard a rumour that the Pyro is the next up... anyone got a reliable confirmation?
"Also, I have four legs and am covered in wool. Baa!" *Legion* reveals his inner furry.
Sniper
Gun stand - You lie down in the prone position and your sniper rifle is propped up on a stand. You no longer zoom out after every shot, but lying down and getting up leaves you exposed.
Caltrop gun - Sprays caltrops over an area, slowing the movement of anyone who steps on them. (A classic scout ability, re-purposed for the sniper's use.)
Earslicer - The sniper can use his machete to hack off the ears of enemy corpses to add to his necklace of ears. Each ear on the necklace reduces the time it takes for the sniper to build up his focus to 100%.
actually, it'd be kinda cool if that was a visual indicator of how far along the sniper was to getting his unlockables...
"Also, I have four legs and am covered in wool. Baa!" *Legion* reveals his inner furry.
I heard that too, no confirmation though. I did see an email from Robin Walker saying that they were going to change how weapons are unlocked since so many people complained about the stupid random achievements that don't encourage good play.
Steam ID: ukickmydog
HL Stats: Stan's Lounge
I always thought the sniper should have some kind of warning indicator that someone is near him. Kinda like a mine that detects motion of the enemy.
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