Difference between revisions of "User:Msmeal18/Ideas"
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! class="header" width="20%" | Workshop Link | ! class="header" width="20%" | Workshop Link | ||
! class="header" width="60%" | Stats | ! class="header" width="60%" | Stats | ||
+ | |- | ||
+ | | align="center" | [[File:Aw-Bulldog.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Bulldog''' | ||
+ | | | ||
+ | N/A | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Frontal Lobe.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Frontal Lobe''' | ||
+ | | | ||
+ | [http://steamcommunity.com/sharedfiles/filedetails/?id=43/ Workshop link] | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Lakeside Pride.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''Lakeside Pride''' | ||
+ | | | ||
+ | [http://steamcommunity.com/sharedfiles/filedetails/?id=835350550/ Workshop link] | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
|- | |- | ||
| align="center" | [[File:User jboby1 megavolt.png|120px]]<br> | | align="center" | [[File:User jboby1 megavolt.png|120px]]<br> | ||
Line 2,282: | Line 2,309: | ||
{{Pro}} TBD <br> | {{Pro}} TBD <br> | ||
{{Con}} TBD <br> | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Attitude Adjuster.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Attitude Adjuster''' | ||
+ | | | ||
+ | [https://steamcommunity.com/sharedfiles/filedetails/?id=268384600/ Workshop link] | ||
+ | | | ||
+ | {{Neutral}} Fires nails instead of bullets <br> | ||
+ | {{Pro}} 100% larger clip size <br> | ||
+ | {{Pro}} 25% more damage per shot <br> | ||
+ | {{Con}} Projectiles have limited range <br> | ||
+ | {{Con}} 50% slower firing speed <br> | ||
|- | |- | ||
| align="center" | [[File:Aw-Blizzard Builder.png|120px]]<br> | | align="center" | [[File:Aw-Blizzard Builder.png|120px]]<br> | ||
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{{Pro}} Alt-fire when not near a building to charge up and release a freezing blast that freezes all nearby enemies for 5 seconds. After use, must recharge for 30 seconds. <br> | {{Pro}} Alt-fire when not near a building to charge up and release a freezing blast that freezes all nearby enemies for 5 seconds. After use, must recharge for 30 seconds. <br> | ||
|- | |- | ||
− | | align="center" | [[File: | + | | align="center" | [[File:Backpack Dry Gulch Gulp.png|120px]]<br> |
− | <small>[[ | + | <small>[[Secondary]]</small><br> |
− | ''' | + | '''Frontier Fluid''' |
+ | | | ||
+ | N/A (placeholder image) | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:RED Winter Backup.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Metal Sack''' | ||
+ | | | ||
+ | N/A (placeholder image) | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Aw plutonium pistol.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Plutonium Pistol''' | ||
| | | | ||
− | + | N/A (placeholder image) | |
| | | | ||
− | + | {{Pro}} TBD <br> | |
− | {{Pro}} | + | {{Con}} TBD <br> |
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{Con}} | ||
|- | |- | ||
| align="center" | [[File:Item icon Coilgun.png|120px]]<br> | | align="center" | [[File:Item icon Coilgun.png|120px]]<br> | ||
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| | | | ||
N/A (placeholder [[Team Fortress 2 Classic]] model) | N/A (placeholder [[Team Fortress 2 Classic]] model) | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Aw Rocket-Flare.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''Rocket Flare''' | ||
+ | | | ||
+ | N/A | ||
| | | | ||
{{Pro}} TBD <br> | {{Pro}} TBD <br> | ||
Line 2,331: | Line 2,391: | ||
{{Con}} 25% slower firing speed <br> | {{Con}} 25% slower firing speed <br> | ||
{{Con}} Does only 20% damage against buildings <br> | {{Con}} Does only 20% damage against buildings <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Aw-Blizzard Builder.png|120px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Blizzard Backpack (Concept 2)''' | ||
+ | | | ||
+ | [https://steamcommunity.com/sharedfiles/filedetails/?id=378 Workshop link] | ||
+ | | | ||
+ | {{Neutral}} While using this weapon, the user has no melee weapon, but unlimited Pistol ammunition to compensate. Buildings are repaired by the user doing damage to enemies with their primary and secondary weapons, and upgraded via their functions - a Sentry Gun will upgrade by doing damage to enemies (300 damage to upgrade to level 2, and 675 damage to upgrade to level 3), a Dispenser will upgrade by healing allies (400 health to upgrade to level 2, and 1000 health to upgrade to level 3), and a Teleporter will upgrade by teleporting allies (2 teleports to upgrade to level 2, and 5 teleports to upgrade to level 3 - the builder teleporting themselves won't count). <br> | ||
+ | {{Pro}} Increases maximum metal amount from 200 to 300 <br> | ||
+ | {{Pro}} 25 extra maximum health on user <br> | ||
+ | {{Pro}} Increased maximum primary ammo from 38 to 66 <br> | ||
+ | {{Pro}} User can automatically remove Sappers from a building by walking up to it <br> | ||
+ | {{Con}} Buildings cannot be repaired or upgraded manually <br> | ||
+ | {{Con}} Decreases maximum movement speed from 100% to 90% <br> | ||
+ | {{Con}} Cannot be equipped alongside the [[Wrangler]] <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Ethereal Extremity.png|120px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Ethereal Extremity''' | ||
+ | | | ||
+ | [https://steamcommunity.com/sharedfiles/filedetails/?id=324208521 Workshop link] | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Old Reliable.png|120px]]<br> | ||
+ | <small>[[Melee]]</small><br> | ||
+ | '''Ol' Reliable''' | ||
+ | | | ||
+ | [http://steamcommunity.com/sharedfiles/filedetails/?id=123679042/ Workshop link] | ||
+ | | | ||
+ | {{Pro}} TBD <br> | ||
+ | {{Con}} TBD <br> | ||
|- | |- | ||
| align="center" | [[File:TFC p wrench.png|120px]]<br> | | align="center" | [[File:TFC p wrench.png|120px]]<br> |
Revision as of 17:44, 15 June 2022
This is a place where everyone can share their ideas on how to improve the game of TF2 by sharing ideas about maps, cosmetics, weapons, taunts, action items, game modes, etc. You have the ability to add and edit your own stuff here but you can’t remove other people’s entries, if you notice something of yours is missing then report it. Only I can edit other people’s entries.
Contents
[hide]Red-X the Soldier's Ideas
This is a free-use page, right?
Class Balance Ideas
Scout
- Scout's jump height increased from 45 to 75 Hammer Units and Double Jump height increased from 45 Hammer Units to 100 Hammer Units
- Scouts now deploy and holster all weapons 20% faster
- Added Scout training
Soldier
- Soldiers now have a 50% resistance to self-inflicted blast damage (rocket jumping damage is unchanged)
Pyro
- Pyros now take 20% less damage from direct contact with flames (does not effect afterburn caused by the Gas Passer)
- Pyros now take 50% less damage from airblasted projectiles
- Added Pyro training
Demoman
- Demoman's resistance to self-inflicted blast damage is increased from 25% to 40% (sticky jumping damage is unchanged)
Heavy
- Heavies now take 40% less knockback from all sources
- Added Heavy training
Engineer
- Engineer's maximum health is increased from 125 to 150 (Gunslinger increases this to 175)
Medic
- Medics now regenerate twice the usual rate of health regeneration (6-12 health per second) while healing a injured teammate
- Added Medic training
Sniper
- Added Sniper training
Weapon Balance Ideas
Scout
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Soldier
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Pyro
[collapse]Pyro Weapons | ||||
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Weapon | Edited Attributes | |||
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Demoman
[collapse]Demoman Weapons | ||||
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Heavy
[collapse]Heavy Weapons | ||||
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Weapon | Edited Attributes | |||
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Engineer
[collapse]Engineer Weapons | ||||
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Weapon | Edited Attributes | |||
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Medic
[collapse]Medic Weapons | ||||
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Weapon | Edited Attributes | |||
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Sniper
[collapse]Sniper Weapons | ||||
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Weapon | Edited Attributes | |||
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Spy
[collapse]Spy Weapons | ||||
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Weapon | Edited Attributes | |||
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Multi-Class
[collapse]Multi-Class Weapons | ||||
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Weapon | Edited Attributes | |||
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New Weapon Ideas
Well, what can I say? I had to use as many as I could. Apologises to other users.
Scout
[collapse]Scout Weapons | ||
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Weapon | Workshop Link | Stats |
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120px Primary |
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120px Primary |
N/A |
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120px Primary |
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120px Secondary |
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N/A (placeholder image) |
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N/A (placeholder image) |
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Soldier
[collapse]Soldier Weapons | ||
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Weapon | Workshop Link | Stats |
120px Primary |
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N/A (placeholder image) |
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N/A (placeholder image) |
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N/A (placeholder image, would look like the Quake Champions Rocket Launcher) |
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N/A |
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N/A |
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Pyro
[collapse]Pyro Weapons | ||
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Weapon | Workshop Link | Stats |
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N/A (placeholder image) |
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N/A |
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120px Secondary |
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120px Secondary |
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N/A |
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120px Secondary |
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120px Melee |
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120px Melee |
N/A |
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120px Melee |
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120px Melee |
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Demoman
[collapse]Demoman Weapons | ||
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Weapon | Workshop Link | Stats |
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N/A |
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120px Primary |
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120px Primary |
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N/A (placeholder image) |
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N/A |
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120px Primary |
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120px Secondary |
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Secondary |
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120px Secondary |
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120px Secondary |
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N/A |
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120px Secondary |
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N/A (placeholder image) |
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Secondary |
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120px Melee |
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Heavy
[collapse]Heavy Weapons | ||
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Weapon | Workshop Link | Stats |
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120px Primary |
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Primary |
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120px Primary |
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Primary |
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120px Primary |
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N/A (based on Tomislav concept art) |
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120px Secondary |
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120px Secondary |
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N/A |
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120px Secondary |
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N/A (placeholder image) |
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N/A (placeholder image) |
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120px Melee |
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120px Melee |
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N/A |
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N/A (placeholder image) |
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Engineer
[collapse]Engineer Weapons | ||
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Weapon | Workshop Link | Stats |
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N/A |
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120px Primary |
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N/A (placeholder image) |
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N/A (placeholder image) |
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N/A (placeholder image) |
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N/A (placeholder image) |
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N/A (placeholder Team Fortress 2 Classic model) |
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N/A |
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N/A (placeholder Team Fortress Classic model) |
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Medic
[collapse]Medic Weapons | ||
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Weapon | Workshop Link | Stats |
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N/A |
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Sniper
[collapse]Sniper Weapons | ||
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Weapon | Workshop Link | Stats |
Primary |
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Spy
[collapse]Spy Weapons | ||
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Weapon | Workshop Link | Stats |
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Blueprints
- 2x Back Scatter + Reclaimed Metal = Boston Bulldog
- Crusader's Crossbow + Baby Face's Blaster = Brigand's Blunderbuss
- Baby Face's Blaster + Pomson 6000 = Corkscrew
- Back Scatter + Crusader's Crossbow = Shotgun Bride
- Dalokohs Bar + Mad Milk = Gingerbread Mann
- Buff Banner + 2x Buffalo Steak Sandvich + 3x Short Circuit = Shock Therapy
- Back Scatter + Short Circuit = Spark Shot
Raid
My idea for the scrapped Raid gamemode would play out more like an offensive version of Mann vs. Machine. A team of up to 18 players (the team can only have two of each class) are attempting to push a Payload through hordes of robots. After certain points, they reach a miniature warehouse, where the doors shut to keep them safe and they can spend the credits they earn on upgrades. Unlike in regular Payload games, the Payload cart has a limited amount of health (around 2500-10000) and can be destroyed by the robots, but regenerates health over time at a rate of 25-75 health per second and can be repaired by a Engineer. It also heals like a Level 3 Dispenser rather than a Level 1 one, but doesn't give out Metal, and has a platform behind it where players can stand or even place buildings. Once the Payload is delivered to the objective point, all players are given 60 to 90 seconds to escape the blast zone back to a warehouse or spawn - anyone left in the zone afterwards will be killed instantly. The team loses if the Payload cart is destroyed, if they're all killed in the explosion, or if they take too long to get the cart to a warehouse. Whenever the Payload gets to a warehouse safe point, the timer resets and doesn't start again until after all players give the ready or if a player is ready and 150 seconds have passed, like in regular Mann vs. Machine. There's no bonus from getting all the credits dropped by the robots and upgrades are generally more expensive due to the larger amounts of robots, but each class begins the game with three specific upgrades:
- Scout: +10% Movement Speed, +20% Jump Height, and +10% Attack Speed for melee weapons
- Soldier: +30% Crit Resistance, Level 1 Rocket Specialist, and +20% Reload Speed for shotguns and Righteous Bison or +25% Buff Duration for banners
- Pyro: +25% Fire Resistance, +25% Damage for primary weapons, and +25% Airblast Force or +25% Burn Damage for Phlogistinator
- Demoman: +25% Blast Resistance, +2 Clip Size for primary weapons, and -30% Push Force On Wearer
- Heavy: +25% Bullet Resistance, +1 Projectile Penetration, and +50% Clip Size for shotguns or +15% Recharge Rate for lunchbox items
- Engineer: +5 Metal Regeneration, +100% Dispenser Range, and +20% Reload Speed for primary weapons
- Medic: +2 Health Regeneration, Mad Milk Syringes, and Level 1 Healing Mastery
- Sniper: Explosive Headshot for sniper rifles or +25% Damage for Huntsman, +50% Ammo Capacity for submachine guns or -35% Speed On Target for Jarate, and +25 Health On Kill for melee weapons
- Spy: +50% Clip Size for revolvers, Level 1 Robot Sapper Power, and Level 1 Armor Penetration for melee weapons
Hordes of robots will actively attempt to defend points, deploying Engineers and Snipers to protect chokepoints and warehouses. Every so often, the game will automatically send out a horde of 30 melee-only Scout Robots which don't drop credits. There are no Tanks, and a Sentry Buster will only spawn if a Engineer has kept his buildings in one spot for more than 20-60 seconds, encouraging players to keep moving. A Giant Robot will appear as the final boss of a wave that the team must face, and will typically spawn with a few Medic Robots on it.
Weapons I Want to See Added in Team Fortress 2 Classic
Yeah, I'm that pathetic.
Scout
[collapse]Scout Weapons | ||||
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Weapon | Edited Attributes | |||
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Soldier
[collapse]Soldier Weapons | ||||
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Weapon | Edited Attributes | |||
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Pyro
[collapse]Pyro Weapons | ||||
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Weapon | Edited Attributes | |||
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Demoman
[collapse]Demoman Weapons | ||||
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Weapon | Edited Attributes | |||
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Heavy
[collapse]Heavy Weapons | ||||
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Weapon | Edited Attributes | |||
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Engineer
[collapse]Engineer Weapons | ||||
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Weapon | Edited Attributes | |||
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Medic
[collapse]Medic Weapons | ||||
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Weapon | Edited Attributes | |||
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Sniper
[collapse]Sniper Weapons | ||||
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Weapon | Edited Attributes | |||
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Spy
[collapse]Spy Weapons | ||||
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Weapon | Edited Attributes | |||
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Pre-Existing Weapon Changes
- The Nailgun's clip size is increased from 25 to 40, and its maximum primary ammo has been increased from 125 to 200.
- The RPG's explosion radius is increased by 40%, but its damage bonus is decreased from 30% to 20%.
- The Mine Layer's mines now partially camouflage themselves when left alone for more than 3 seconds.
- The Sandvich now heals the user for 200 health rather than 120 health.
- The Coilgun's damage is increased from 25-75 to 40-120 and its maximum secondary ammo is increased from 16 to 24, but its clip size is decreased from 8 to 6.
- The Tranquiliser Gun now slows enemies down by 40% rather than 33%, and its projectile now travels further.
- The Invisibility Watch now provides the user with a 20% resistance to all damage while cloaked.
- Several weapons have new taunts:
- The RPG uses the live Cow Mangler 5000's taunt.
- The Shotgun used by the Soldier now uses its live counterpart's taunt.
- The Flare Gun now uses the Execution kill taunt.
- The Mine Layer uses the live Scottish Resistance's taunt.
- The Sandvich now can be used to taunt, which will do the same as when using primary fire.
- The Coilgun uses the unused taunt where the Engineer simply takes out and plays the guitar.
- The Shock Therapy has a unique taunt where the Medic examines the weapon, presses his finger against the tesla coils, shakes as he is electrocuted, then shakes his head and returns to normal.
- The Hunting Revolver uses the I See You taunt.
- The Tranquiliser Gun has a unique taunt where the Spy taps the side of the weapon and then chuckles.
Lolimsogreat's ideas
Weapon rebalances
Soldier
[collapse]Soldier Weapons | ||||
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