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Author Topic: Unlockable Ideas  (Read 41581 times)
Lord Zurkov
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« Reply #960 on: February 09, 2010, 06:59:09 AM »

The Razorbomb
liek the raxorback, expect:
cant be seen
when triggered, gibs the spy who tried to stab you

also gibs you when triggered
Much lulz would be had. It would have to be unannounced for maximum lulz effect. Just sneak it into the drop table; don't have a build-up to it.
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« Reply #961 on: February 09, 2010, 07:12:38 AM »

The Razorbomb
liek the raxorback, expect:
cant be seen
when triggered, gibs the spy who tried to stab you

also gibs you when triggered

Sadly, that thing would be much more useful than the Razorback.
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« Reply #962 on: February 09, 2010, 08:43:59 AM »

The Razorbomb
liek the raxorback, expect:
cant be seen
when triggered, gibs the spy who tried to stab you

also gibs you when triggered

Sadly, that thing would be much more useful than the Razorback.

I know...the tradeoff is that the sniper explodes
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Lord Zurkov
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« Reply #963 on: February 09, 2010, 11:03:09 AM »

The Razorbomb
like the razorback, expect:
cant be seen
when triggered, gibs the spy who tried to stab you

also gibs you when triggered
Sadly, that thing would be much more useful than the Razorback.
I know...the tradeoff is that the sniper explodes
That is a reason to use it, in and of itself. Did I mention that I hate Snipers?
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« Reply #964 on: February 09, 2010, 11:15:42 AM »

Yea I was just on an arena match. First thing i do is pull off an incredibly bullshit headshot on a scout (even i admit it's unfair). Then i headshotted the soldier who went to investigate. After 10 more seconds i killed a medic preoccupied healing a heavy then got an assist on said heavy.

And you know what?

I'm not even happy on what I accomplished, I feel dirty.
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ArmsAreLoud
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« Reply #965 on: February 09, 2010, 02:13:32 PM »

I'm assuming this is Huntsman, right? Rifle is legit.
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Lobsterlair
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« Reply #966 on: February 09, 2010, 07:23:39 PM »

A "few" Engie unlocks (Oh geez, i wrote a lot, sorry)

Primary unlockables
-
The Alamortician
Less damage than the shotgun, but minicrits enemies that have damaged your buildings recently. Full crits if they destroyed any.

Double-Barreled Shotgun (I already posted this one, but I like it too much)
a shotgun, with TWO barrels! The engie added a second trigger so the two barrels fire separately, with M1 and M2. Each barrel holds four rounds, each of those doing about 60% of the normal shotgun damage. The barrels can be fired simultaneously for extra damage, or alternately for faster speed (great for tracking cloaked spies).

Secondary unlockable-
Extension Cord (The engie's got one on his belt, he might as well use it...)
Allows you to connect your dispenser to your sentry, replenishing the sentry's health and ammo at a fraction of the normal dispensing rate, without you having to be there. You can also attach it to teamate's buildings. Buildings may be plugged in to more than one cord. You lose the cord when you plug it in, like the Heavy's sandvich, and can be regained once it's destroyed by picking up an ammo box when you have full metal. If you are carrying it, it's a passive weapon like the razorback that increases your crit chance by 1%.

Melee unlockables-
Thor's Hammer
Less damage than the wrench, increases speed to 105%, destroys sappers with one hit.

Vulcan's Hammer
More damage than the wrench, reduces speed to 95%, only 20 metal is used with each swing.

Bullwhip
a whip. Longer range than the wrench, and slows enemies upon contact. Fairly pitiful damage.
I figure this would obviously only be used with the PD-Aide or PDQ, buildings that don't need to be upgraded. It can be used to keep enemies away from your stuff, or to keep them in your sentry's sight longer.
(for the taunt, he swings it around like a lasso)

PDA unlockable-
The PD-Aide: features quick setup due to no upgrades and perhaps decent performance based on your helpfulness to the rest of your team. If you're not a team player, the quick setup won't help much, because it'll all suck.

The Friend-try
it's a non-upgradable sentry that can differ in power depending on how many teamates are nearby. If it's just you and your gun, it's weaker than a normal lvl 1 sentry, but if you have, let's say 5 or 6 teamates somewhere nearby, it's considerably stronger. About the same as a lvl 2 sentry, maybe a tiny bit more.
Gives up defensive capabilities for a quick setup of a possibly formidable gun on the front lines.

The Dis-Partner
it's a non-upgradable dispenser that gives out health and ammo at rates determined by how close you are to your teamates and by how much damage you inflict. If you're nowhere near your dispenser, but with a bunch of your team and really dishing out the damage with your shotty, it will dispense at the same rate as if you have a bunch of your team huddled around your dispenser with you there and your sentry protecting you all. Maybe a little less than a lvl 3? However, if you're on your own, it's half as good as a lvl 1.
Again, it's to be a better credit to team a bit more quickly.

The Ally-porter
it's a non-upgradable teleporter that recharges based on how close your buildings are to your team's most recently captured control point and the enemy's next cp. Like, if you're set up in 5cp somewhere between a point you own and a point you're trying to cap, the tele charges in 3 or 4 seconds. If you're set up two or more points back, the tele charges in 20 seconds. Each building contributes to the charge time. Maybe dispenser and sentry contribute differently? I'd say a dispenser farther up would cut down on charge time more than a sentry would. Also, if sapped from the entrance, it takes twice as long to destroy.
Favors more offensively building engies rather than those that hang back to ensure a fully upgraded base.
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« Reply #967 on: February 09, 2010, 09:08:55 PM »

Did I mention that I hate Snipers?


The Friend-try
it's a non-upgradable sentry that can differ in power depending on how many teamates are nearby. If it's just you and your gun, it's weaker than a normal lvl 1 sentry, but if you have, let's say 5 or 6 teamates somewhere nearby, it's considerably stronger. About the same as a lvl 2 sentry, maybe a tiny bit more.
Gives up defensive capabilities for a quick setup of a possibly formidable gun on the front lines.

The Dis-Partner
it's a non-upgradable dispenser that gives out health and ammo at rates determined by how close you are to your teamates and by how much damage you inflict. If you're nowhere near your dispenser, but with a bunch of your team and really dishing out the damage with your shotty, it will dispense at the same rate as if you have a bunch of your team huddled around your dispenser with you there and your sentry protecting you all. Maybe a little less than a lvl 3? However, if you're on your own, it's half as good as a lvl 1.
Again, it's to be a better credit to team a bit more quickly.

The Ally-porter
it's a non-upgradable teleporter that recharges based on how close your buildings are to your team's most recently captured control point and the enemy's next cp. Like, if you're set up in 5cp somewhere between a point you own and a point you're trying to cap, the tele charges in 3 or 4 seconds. If you're set up two or more points back, the tele charges in 20 seconds. Each building contributes to the charge time. Maybe dispenser and sentry contribute differently? I'd say a dispenser farther up would cut down on charge time more than a sentry would. Also, if sapped from the entrance, it takes twice as long to destroy.
Favors more offensively building engies rather than those that hang back to ensure a fully upgraded base.

Why would I use these instead of the normal buildings?
I like the extension plug idea tho
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Lobsterlair
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« Reply #968 on: February 09, 2010, 09:31:34 PM »

for speed
you can race with your team to the front lines, plop down a friendtry and have it be like a level 2 sentry in 5 seconds. have a decent teleporter without taking the time to wrench it. I could imagine these being useful in the more fast paced games.
and all that metal you don't use to upgrade them can be used for repairs.
« Last Edit: February 09, 2010, 09:34:48 PM by Lobsterlair » Logged

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« Reply #969 on: February 10, 2010, 03:35:31 AM »

I think I know why people hate sniper so much.

It's because it unfairly rewards skilled players.

Megaderp.      
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Slayerdrake, Private Detective
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« Reply #970 on: February 10, 2010, 07:22:38 AM »

I'm assuming this is Huntsman, right? Rifle is legit.

nope it was rifle but it's still cheap to me because it's a kill before they can react.
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ArmsAreLoud
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« Reply #971 on: February 10, 2010, 08:23:47 AM »

So is a backstab. And a crit DH rocket from the behind.

Really, I only consider things "cheap" if they are powerful but not based on a high skill ceiling. Thus my problems with the Huntsman and crits.
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« Reply #972 on: February 10, 2010, 01:03:15 PM »

Sandvich 2.0

You start out with 600 "ammo," which goes down one for every point of health you heal yourself with it, and down 300 for every sandvich you throw out for others.
You can throw out 2 sandviches at a time
Ammo is replenished by picking up medkits
Being healed by a Medic refills your ammo after it brings you to maximum overheal

Once you run out of Sandvich matter, you can no longer use the Sandvich
You cannot throw out a sandvich when you have less than 300 ammo
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Lord Zurkov
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« Reply #973 on: February 10, 2010, 01:18:37 PM »

Sandvich 2.0

You start out with 600 "ammo," which goes down one for every point of health you heal yourself with it, and down 300 for every sandvich you throw out for others.
You can throw out 2 sandviches at a time
Ammo is replenished by picking up medkits
Being healed by a Medic refills your ammo after it brings you to maximum overheal

Once you run out of Sandvich matter, you can no longer use the Sandvich
You cannot throw out a sandvich when you have less than 300 ammo
Wat. Why does it cost 300 hammo to throw a Sandvich when it can only heal 150 at maximum?
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« Reply #974 on: February 11, 2010, 02:22:27 AM »

Sandvich 2.0

You start out with 600 "ammo," which goes down one for every point of health you heal yourself with it, and down 300 for every sandvich you throw out for others.
You can throw out 2 sandviches at a time
Ammo is replenished by picking up medkits
Being healed by a Medic refills your ammo after it brings you to maximum overheal

Once you run out of Sandvich matter, you can no longer use the Sandvich
You cannot throw out a sandvich when you have less than 300 ammo

Wat. Why does it cost 300 hammo to throw a Sandvich when it can only heal 150 at maximum?
Because you heal other people with it?
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