Poll

What class, for TF2, should be updated next?

Sniper
Engineer
Spy
Soldier
Demoman

Author Topic: Team Fortress 2: Predict the next class update  (Read 3949 times)

I would more like to know what the next "Meet The" will be. Or when they are going release it.


Valve has a pattern, and the spy is the next in that pattern.

elaborate?

medic 7
pyro 3
heavy 5
scout 1

something to do with that?


Spy:

•Poison knife, poisons enemies for as much as burning does, except at 1/2 the speed. He can also use this to poison medi-kits, which will also give enemies the poison damage. The poison will last for 15 seconds before it disappears, and the infected medi-kit will give off a green glow every 5 seconds, just to be fair.(replaces butterfly knife)

Maybe something like this for a sapper upgrade. You can sabotage buildables:

Turret: Turns against friendly units
Teleporter: Teleports the player to some random location on the map
Dispenser: Siphons health/ammo or gives the player less.

You can sabotage buildables:

I already had the tazer as a sapper replacement but

that would be awesome, but a bit unfair i think.

spy update: throwing knife

primary fire does less damage, still instakill backstabs

secondary fire gives the spy a fighting chance with the knife, at a past a certain range does normal knife damage, before that (given it hits the opponent's back) it does backstab damage

if you MISS, you have to run and pick it up, or let it respawn: if you're stuck trying to melee you have to use your wimpy spy kung-fu which is hilarious to watch but completely ineffective

Engineer: New buildable: The Spy Trap. If a spy saps it, itll sap the spys disguise and leave him open for attack

Sorry for bad grammar and spelling mistakes, my keyboard gets a bit messed up.

beer
heals you
lv 7 lunchbox
replaces broken bottle
The beer should also somewhat make you a bit woozy after ya drink it.

Mine:

Engineer

- Spy Detector, detects spies in the vicinity of 30 feet. Can be attatched to all buildables. Unlocked at level 20 (?).

- (Bushido's Idea) (Unnamed) Super-Style wrench, coloured red (Or something?) that the Engi whips around and hits people back a bunch of feet.

Spy

- Spy-O-Tron 4000 (Upgraded version!) Allows the spy to perform all taunts, and not catch on fire from Pyros (Maybe.).

good job on creating unlocks with no drawbacks

Allows the spy to perform all taunts
Can't you? Switching disguised weapons and then pressing G puts you in third person for a while, uncontrollable, as if the spy was doing the taunt. The only thing you can't do is taunt with the Sapper out, but if you use it, press B to switch to disguised secondary, then switch to the Revolver or Knife and press G it seems to do the same thing.

Can't you? Switching disguised weapons and then pressing G puts you in third person for a while, uncontrollable, as if the spy was doing the taunt. The only thing you can't do is taunt with the Sapper out, but if you use it, press B to switch to disguised secondary, then switch to the Revolver or Knife and press G it seems to do the same thing.
Enemies see you just standing around. IIRC when you are disguised as enemy Spy and taunt you'll say a taunt line but still stand around.

Soldier: Incendiary rockets: Sets enemies in exposion radius on fire, only has 2/3 shots in rocket launcher at one time.

I really wanna see a soldier update as they aren't played enough.
« Last Edit: March 28, 2009, 09:00:15 AM by Antallion »

Soldier: Incendary rockets: Sets enemies in exposion radius on fire, only has 2/3 shots in rocket launcher at one time.

I really wanna see a soldier update as they aren't played enough.
Haha, incendiary rockets would be epic. Imagine dropping a few of those babies on the cart...

Spy:

Tranquilzer Gun: Slows enemies down and damages them a little. Lots of ammo, no reload, but much slower than the revolver.



That's all. :P

Quote
Engineer
Buildables:
EMP Coil (Replaces Dispenser): de-cloaks and un-disguises spies and renders sappers useless in the radius. Also disables all nearby buildings.

Jump Pad/Mobile Cover/Electric Fence (Replaces Teleporters): Jump Pad throws players upward, to gain access to higher areas. Mobile cover acts like a shield, in which your teammates may use for, obviously, cover. Electric Fence allows Engi to put up an electric fence (Much like the combine fences).

Weapons:
Hammer (Replaces Wrench): Slower attack, but +25 damage, and 75% crit on enemy buildings.

Ammo-Satchel (Replaces Pistol): Allows Engineer to dispense ammunition based on current metal, to those around him (Either radius, or like the medigun)

Blowtorch (Replaces Wrench): %100 crit on enemy buildings, constant attack, slower metal dispense rate, -15 damage.

Grenade (Replaces Pistol): Good radius damage, +25 to enemy buildings.

Double-Barrel (Replaces Shotgun): Two shots, more damage(?)
-From a post I made on facepunch.

http://www.facepunch.com/showthread.php?t=700603

There's some pretty good ideas there.