Class Update Ideas

The Mighty Gerbil

Tribe of Judah TF 2 Chapter Leader & CGA Admin
Staff member
I've got several ideas for the remaining class updates. I posted in the steam forums about them so I thought I would post them here too.

Soldier:

The Shock and Awe: Think Nuclear


What it does: It has two parts. The "shock" part is a concussion blast that occurs behind you every time you fire a rocket. That parallels real rpgs that have an explosive exhaust. This does no damage but behaves like the Pyros air blast pushing away enemies behind you (does not extinguish flames). Good for running away and discouraging spies. More importantly it allows you to rocket jump by pointing upwards, jumping and firing. Traditional rocket jumping will damage you greatly due to the "awe" part. The "awe" part is a small 1~ second (or the exact reloading time for rockets) radioactive zone that happens at a rocket's point of impact and damages any enemies (and you) if you walk through it. Allows for area denial by targeting carefully. Directly hitting an enemy makes him damage any others he comes close to as well as damaging himself over time. The radioactive zone is indicated by a green glow which fades away.

Replaces: The Rocket Launcher.

Visuals: A full new model is not necessary. Adding an attachment to the rocket launcher with a nuclear symbol on it like the Kritzkrieg or Backburner seems enough. A green glow is needed for whatever you hit.

Debuffs: Holds only 3 rockets in a clip. Slight direct damage debuff to compensate for the increased damage of the radioactive zone.

K-rit-rations:


What it does: Works like the sandvich except instead of health you get one guaranteed critical if you fire a weapon 5 seconds after consuming it.

Replaces: The shotgun

Possible dialogue: (Important as it warns approaching players you are going to have a crit.)
Maggots! Tastes... like... maggots!
And for dessert I'll eat you alive (followed by a sinister laugh).
Cardboard just like Mother used to make.
Now serving up PAIN!

Visuals: Granola or candy bar like appearance.

Debuff: No shotgun and it has a short cool down time (you could call the cool down "hunger level" :p ).

The Bayonet:

What it does: Weapon works by quickly lunging your character forward a short distance and stabbing. A successful hit knocks back an enemy a little giving you time to strike again with it. Switching weapons to this is quick which is a benefit with the overall decreased weapon ammo the other upgrades give you.

Replaces: The shovel.

Visuals: Attaches to your Rocket Launcher or Shock and Awe when equipped (a Rocket Launcher with a Bayonet = Glee IMO ^^). Changing to it lowers the weapon to holding it bayonet rifle style. A custom animation on killing an opponent would be nice but not necessary. I am thinking grabbing their gut and keeling over to the side.

Debuffs: The lunge throws you directly forward a short distance and has a slight pause at the end of it's animation as your character re-stances. Miss an opponent and you will be open for a counterattack. The pause also negates the increased traveling speed you could get from continually lunging around a map otherwise.

Engineer:

Nailgun:


What it does: Fire and damage is similar to the Medic's needlegun. Shooting buildings with this repairs them allowing you to fix buildings at a distance. (a good nailgun sound effect is a must). Has a very large max ammo capacity. Does not remove sappers.

Visuals: Looks like a nailgun.

Replaces:
The shotgun.

Debuffs: It's like the needlegun in damage and accuracy. Having to reload it will not allow you to continually heal structures. You cannot heal structures from within spawn.

MSG:

What it does: Need to add a little death to the mix? Add a pinch of MSG! As in "Mobile Sentry Gun"! The MSG...
1. Requires you to control it directly as it does not auto target and it deactivates if you are not controlling it.
2. May not be controlled in spawn.
3. The left mouse button shoots bullets, right click shoots rockets at level 3.
4. One may jump on top of it and ride around on it by controlling it. There is nothing to keep you from falling off or protect you from hits though.
5. Moves at Heavy speed.
6. No jump feature.
7. Water destroys it instantly.
8. It is built and upgraded like a normal sg and controlled via switching to the pistol weapon slot.
9. If you follow it around you can repair it. Having another Engineer do so could work similar to medicing.
10. Sappers work on it but it takes a bit longer to completely destroy using only it compared with a normal SG.

Replaces: It's controller replaces the pistol but equipping it also replaces the static regular SG on the build screen.

Visuals: It looks like an SG with tank tracks. It has three levels just like the normal SG. Needs an indicator of when it is being controlled, perhaps a red light on it.

Debuffs: It leaves you vulnerable while you are controlling it as you will be looking through the SG's viewpoint and your body will be immobile. Likewise the MSG will be vulnerable if you are not controlling it. Also...
1. MSGs cannot heal or resupply themselves by picking up ammo or HP.
2. Ammo count on bullets and rockets is much less than the regular SG.
3. Increased metal cost on upgrade levels.
One and two mean an Engineer will have to be fairly close to repair/resupply it. Remember too rocket rates of fire are slow on normal SGs.

Monkeywrench:

What it does: Causes enemies hit with it to drop all the ammo of the weapon they are currently holding as a medium ammo pack. This allows you to get double the metal from an enemy kill. Plus it makes enemies close to you need to melee battle you.

Visuals: Slightly modifying the regular wrench should do. A different skin is all that is needed. Perhaps a bright red/blue (based on team) color to warn enemies you have it equipped.

Replaces:
The regular wrench.

Debuff: No crits.

Demo:

Stickel Bomb Launcher:


What it does:
1. Unlike the regular sticky bombs stickels do not stick to the walls or ceiling though they will lay on the ground.
2. If you hit an enemy with one or he walks over one Stickels will attach to him (like a burr). This is visible to all players but the one the Stickels are stuck to.
3. They will also attach to you if you walk over them. This allows for suicide bomber runs.
4. Stickels will fall off (and break apart) if you jump 3 times, you go to a health locker or, if they are enemy stickels, a teammate may remove them by shooting or airblasting you.
5. They detonate with right click.
6. Detonating stickels attached to you always produces an upward force. Allowing for sticky like jumping.

Visuals: The stickels themselves are triangular (caltrops?) allowing you to tell them from stickies from a distance. The weapon model itself can just be an attachment to the end of the regular Sticky Launcher.

Replaces: The Sticky Bomb Launcher.

Debuff:
You may only put out 6 at a time.

Bombed: The alcoholic beverage for irresponsible Demomen!

What it does: Drink it and get "Bombed" as in immune to all explosive damage for ten seconds. Includes rockets, stickels, stickies, grenades and most importantly your own weapons. Works like the sandvich. You drink by right clicking when equipped with it. Left click is a regular bottle attack and if the bottle shatters you cannot use right click until you go to a locker to get a new one. Useful for making runs at the enemy covered in stickels and for making really long demo jumps with multiple stickies or stickels. Use both techniques at once to attack and make a get away at the same time. Remember you are only immune to explosive damage everything else hurts you.

Replaces: The Bottle.

Visuals: A new skin for the bottle, a visual blur when you drink it and a "drunken" walking animation to tell a Demo is under its effects.

Debuffs:
1. While under the effects you cannot walk straight as slight, random, left, right motions occur.
2. While under the effects the screen is blurry making targets difficult to discern at a distance.
3. When the bottles effects run out you get a 50 hp life decrease.
4. 20% slower firing speed for the regular attack (like the ubersaw).

I've got some ideas for replacing the Demo's grenade launcher but none I have decided on yet. I do think they need to add a killing taunt of the Demo suicide exploding :p .

In addition I've also got some ideas for new hats though I posted these in another thread.

1. A firefighter hat for the pyro.
2. One with a bunch of camouflage on it for the soldier (like a twig with a bird's nest ).
3. One of those reflective, metal, donut shaped things doctors wear for the medic (IDK what they are called).
4. A wielding mask for the engineer.
5. A beer hat with bonk in it for the scout.
6. Some kind of furry creature made into a fur hat for the sniper. Think roadkill like with absurd small XD eyes looking at you.
7. Maybe a Fabio wig for the heavy OR better yet a Zangief Mohawk!!! (and beard if possible)
8. Bomb disposal people wear a helmet to go with the outfit the demo has on. Why not make one to complete it?
9. I haven't thought of a really good one for Spy yet. Perhaps a villainous mustache like Valve had on their flier or another mask like Robin wears (Batman and Robin) to go on top of the balaclava (one can never be too secret). They may not be possible because of the way the hats are attached though. A top hat or a beret because he is French are also possibilities.
 
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