Showing posts with label unlockable weapons. Show all posts
Showing posts with label unlockable weapons. Show all posts

6/05/2009

Giddy'up, Pardner

I thought I might throw some Engie unlockables at you.

EMP Shottie (Primary Slot)
Shoots an electromagnetic pulse at the enemy, disrupting Spies' cloaks, and "painting" any disguised enemy Spies (without necessarily removing their disguise, but rendering it pretty useless). However, the heavy modifications unto this weapon reduced it's firerate, and it's larger shell size means less per clip.
+ Disrupts enemy cloak
+ Paints enemy Spies
- Reduced clipsize (4 instead of 6)
- Reduced damage? (90%?)
- Slower firerate

Anti-Sap-o-Matic (Drill) (Secondary Slot)
A power tool which allows the user to remove sappers at a faster rate than the Wrench can supply. However, it's not very good for anything else. (Uses ammo?)
+ Removes sappers lickety-split (Faster than 3 hits of the wrench, but not too fast.)
- No pistol means less firepower going forward

'Ol Bessie (Primary Slot)
A trusty dual-barreled shotgun sure to leave a mark. This firearm is good for those who want to get some damage in at farther ranges. Perfect for any outdoor excursion!
+ More range (less spread and falloff)
+ Increased firerate
+ Damage? (120%?)
- Clipsize of only 2 shells
- Slower reload


I chose 2 Primary slot unlockables because the Wrench and Build+Demolish Panels are good as they are, and Valve already decided "3 weapons, any slots". Also, I can't think of another pistol replacement. Maybe a revolver would fit with Engie's character, I dunno. I think 'Ol Bessie's a better match.

10/13/2008

Snoipah Unlochabuhls

Sniper class time.

The Overheater: A sniper rifle that functions more or less like the original, but suffers 60% damage. Ignites the target with a powerful burn.

Tranquilizer: Every hit slows the target. Slower firerate.

Club: 50% damage, but deals 100% crit on tranquilized and overheated enimies.

10/01/2008

Scout Unlockables -edit

Uh, more Scout ideas.

The Boomer: Pushes people back just like Natascha. 75% damage.

Desert Eagle: Same principle as the Scout revolver idea; more damage, lower firing rate and clipsize.

Stunstick: Flashes sparks on the target's screen and "Sentry pushes" if you hit, but swings dramatically slower. (Make sure you can't do this to teammates. That would be bad.)

9/30/2008

I'm Not Even Winded

MOAR

Demoman class--
M79 Thumper: OMG, a real gun! There are images on the web. I think it can manage running on Grenade Launcher hand animations, but the actual weapon doesn't have a revolving chamber.
Holds 3 grenades that explode on impact with anything. This means Demomen can grenade-jump, and are more able against Spies, Pyros, and Scouts, the classes capable of avoiding the original grenades. But, the Thumper's grenades do 50-70% damage.

MIRV Detonation Pack: The dynamite shown in trailers of the beta. Except, they'll need some balancing.
First of all, if fires incredulously slow, since it has to wait for the end of an animation loop. So it's better for setting traps than on-the-fly bombing. (This is where the Thumper and MIRV can be combined very well). The initial blast will have a large radius, but not kill a Heavy in one blast. It should be able to take down a Scout, though. Also, the small dynamite sticks fly pretty far away in open areas, and don't do too much damage. The Demoman can only have one out at once, and can detonate the on he set at any time (maybe even in the air, raining dynamite sticks over the other team huddled around the Payload cart.)

Tonic Water: Doing the taunt will heal you, but the actual weapon does 30-50% damage. It's appearence is a skinnier, longer, translucent bottle.

On a Roll

Moar ideas.

Scout Class--
The Nailgun: They have the weapon and nail models, a guy made the animations, why not?
My concept for a new Nailgun is low damage and high firerate, but the nails don't go very far. (Less far than the Syringe Gun, maybe.)

Revolver: I don't need to explain the details, but I can describe the pros and cons. The revolver does more damage and shoots slightly farther than the pistol does, but holds only 6 bullets, fires slower, and has more recoil. (Since the pistol has none.) This can use Spy animations, but that wouldn't be favorable. Two-handed anims would mean that Valve doesn't need to make new thirdperson fire anims, but they do for firstperson fire and reload.

Bric-a-Bonk: A wooden baseball bat with a large nail stuck through it. 100% crit from behind, but 40% damage. I chose 40% since you can easily rotate to an enemy's back, even when they realize you are there. But if Valve uses this idea (yeah, right) they can choose any doody-dandy percentage they feel is right.
Powered By Blogger