Author Topic: Next TF2 update has been mentioned...sorta  (Read 3183 times)

They all ready have the model for it
They have alot of Beta Models, but that doesn't mean they will use them.

I'm better the sniper will get a better sniper, smg with be replaced with a blow dart, and big knife  nad will be replace with another knife or a boomerang.

Soldier will probably get more world 2 weapons.
Scout don't know, probably a nice wooden base ball bat
spy will get james bond stuff
engineer will probably get a nice banjo
Demoman will get better bombs

I'm just guessing.

Soldier-more rockets held in launcher, unknown disadvantage
scout-wooden bat, stronger, slower
spy-tranq gun (revlolver)
engineer-unknown
demoman-more grenades, unknown disadvantage. Pipebombs-replacement for sticky bombs

They have alot of Beta Models, but that doesn't mean they will use them.

Yeah, like the syringe (LOL ETF WUT) and old rocket launcher, which I like better.

Soldier-more rockets held in launcher, unknown disadvantage
scout-wooden bat, stronger, slower
spy-tranq gun (revlolver)
engineer-unknown
demoman-more grenades, unknown disadvantage. Pipebombs-replacement for sticky bombs
I have a feeling that a weapon for the Demoman will be the dynamite cluster. Damn, those would take out sentries just fine....

i expect the demoman will get some sort of high explosive he throws in a high arc, probably a stick of dynamite but maybe nitroglycerin or something

spy will almost definately get some sort of pistol: definately weaker but the gun bullets would be extremely hard to see and it'd be slienced: maybe a silenced glock or something?

the scout will almost definately get some sort of weird wooden bat: maybe a really much larger actually two handed bat that he uses it to knock people away from him, to get him with some sort of different scattergun, or even better an SMG

engineer might get a hammer rather than a wrench: useless for building his sentries, he'd have to let some other engineer to upgrade his sentries, but good for knocking out opposing sentries: maybe he would throw them at a good rate?

Soldier should get remote missles but they should move slower/turn slowly ,hold less in the clip (one shot before reload?) ,hold less overall ammo (6?) ,make him move slower ,and be useless for rocket jumping. Basicly it would make him good for takeing out sentry guns cause he could fly it around corners.

Quote from: my ideas on tf2 unlocks
Scout
I think the scout should actually be able to... you know... do some scouting.
Binoculars- Bat or Pistol replacement
Allows the scout to zoom in on enemies in order to track their data. Using this on a player makes their current class show up in the scores list, but it will not change if they change class until they are scanned again. Allows the scout's team to know what to look out for and to counter easier. Also could be used to automatically say things like "Sentry ahead" when pointing at a sentry, or "incoming" if there's an uber coming. Perhaps when the scout scans a sentry it would make a pointer on every player in the team's screen showing its direction relevant to their location?(i.e medic call indicators)
Perhaps primary could be used to use them as a blunt object and hit someone.(i.e if it replaced the bat, maybe even a binocu-bat)

Soldier-
Shotgun-
Something that was like what was done for the pyro would be effective here. The pyro switched out his medium range damage dealer for a long range flame starter.
The soldier already has a long range weapon, so he needs a close, but not melee close, ranged weapon. It should also play into his role as a class. I just have no ideas.

The Trench Digger-
I dunno what this would do but I think the name is fitting.

Pyro- none, obviously.

Demoman-
Molotov roostertail Launcher?
-75% damage but sets enemies(and yourself if too close) on fire(shorter flame period than normal fire, however)?(probably infringes on pyro territory)

Implosion Stickies
explosion is an implosion, so draws enemies(or yourself) inward rather than pushing them away. With an added 1/4 second delay between detonations, you could make sticky ladders instead of sticky jumping. Explosion would be bigger than usual, perhaps 25% or 50%, but damage radius would stay the same, just the force of the explosion would reach out further.
Nothing like dragging enemies off cliffs or sending them into a room with a sentry. Generally these would allow you to control the enemy's path better, which opens up plenty of new ideas for usage.

Heavy- only thing I can say is make natascha's slowing effect more potent.

Engineer-
A customizable building loadout would be interesting, along with unlocking a building or two after each weapon unlock.

Building ideas:
Two way teleporter-
This teleporter goes both ways and only takes up one slot in your building loadout(you just make two of them), but it has to charge to 200% instead of 100%. Two people cannot go through at once from both ends, however. Also takes 150 metal to produce.
Pros- two way teleporting
only takes one slot in building loadout
Cons- slower teleporting
takes more metal

Fortified doorway-
This door blocks off a doorway allowing only your team members to pass through(disguised spies still can, and sapped doorways malfunction, letting anyone through, but don't take damage). It has considerable health(should take 6-8 sticky bombs to destroy) which makes it ideal for blocking off a passage way or protecting your buildings. Takes 100 metal to build, upgrades with 200 metal to a version that takes 10-12 sticky bombs to destroy.

Refiller-
The refiller is comparable to a dispenser in that it gives out health & ammo & metal. The refiller, however, preforms better with smaller amounts of people than the dispenser. It will heal one person faster than the dispenser but will heal 2 slower than the dispenser.

Medic- nothing here, obviously.

Sniper
I'm not exactly sure, but a sniper rifle that was more useful in assisting your allies than just solo-killing might be interesting. Perhaps an ammo stealer, crit remover or slowing sniper?

A slowing SMG might help you retreat from oncoming pyros as well.

Spy-
Cigar case
Replacement of cigarette case.
Allows you to disguise using any of the classes weapons & unlockables(doesn't allow weapon switching, just lets you choose which one to have out) but either A) eats up 25% cloak, or B) takes 25% longer for smoke to clear away.

Timed bomb
Replacement of sapper
Takes 3-5 seconds to place and will explode in 15-20 seconds. Has good enough explosion force to take out a sentry gun at any level, but also preforms well against players. The spy only carries 1 at a time, so after the first one explodes he must find ammo and place another(only after the previous one explodes). In the last 5 seconds it makes loud beeps before going boom.
The Timed bomb can be placed anywhere on any surface and can be removed if the enemy team finds it and manages to melee it to turn it off.
Generally, spys would have to put it in a sneaky place near a sentry in order to take one out, so its less straightforward than a sapper, but it has more options in that it can harm players too. Also if they find a sneaky place, it can be harder to detect than a sapper. The engie wouldn't know what hit em. Until they start having nightmares about the 5-second beeping noise.

I have a feeling that a weapon for the Demoman will be the dynamite cluster. Damn, those would take out sentries just fine....

That was actually supposed to be the MIRV nade replacement, but there are no nades in TF2.

But it would be useful, it looks like it takes a long time to light.