I just had the best idea for a Scout unlockable

T

The Asylum

Replacing the 9mm: Cocaine.

One snort and the Scout takes 50 damage, but runs twice as fast and counts as 4x on a point for ~10 seconds.

Best idea, or BESTEST idea?
 

Ida

deer
aa
Jan 6, 2008
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lols

Too bad they'd probably have to bump up the age rating to 18+ in Europe for that. :p
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
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In Europe?!?

Only Germany and USA probably :p
 

Nineaxis

Quack Doctor
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May 19, 2008
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I'm still betting on the battercharge, every double jump contributes to your battermeter and when it's full, you get 100% crits using the bat for 5 seconds, with a 25% slower swing rate.

Just seems like what Valve would do based on the past unlocks.
 
T

The Asylum

I'm still betting on the battercharge, every double jump contributes to your battermeter and when it's full, you get 100% crits using the bat for 5 seconds, with a 25% slower swing rate.

Just seems like what Valve would do based on the past unlocks.

Wouldn't we then be seeing Scouts doing nothing but double jumping all the time? At least with the Ubersaw you actually have to WORK to get it's benefits.

Then again, Valve really hasn't been on the ball with weapon balance with the unlocks, case in point, the Will Sometimes Crit From Behind If You're Really Really Lucky (Backburner), the Gun of Slight Annoyance (Natasha), and of course the Super Pyro Nerf Gun (Blutsaughter)
 
T

The Asylum

Anyway, some more ideas

Replacing the Scattergun- Nailgun

Back from TFC and the beta trailers. Shoots a steady stream of nails (3/sec, 12dps). 12 nails loaded, carrying 36 extra. Valve said they wanted the Scoot to be more useful in Dustbowl-style maps, I think this works.

Replacing the Bat- Super Slugger

Like the regular bat, only it bats enemies far away while doing minimal damage (like 10-30 HP). Sorta like the Pyro's compression blast only it only knocks enemies away, not Rockets/Nades/etc. Would be good for clearing enemies off points for capping.
 

Ida

deer
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Jan 6, 2008
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So what would the effect of the nailgun actually be? I never played TFC - is it supposed to slow people down? I think TF2 already has one slowing weapon too much, honestly.
 

Invictus

L1: Registered
Oct 15, 2008
26
1
I'd like to see the Scout continue capping for a few seconds after he stops touching a point or cart...I haven't suggested it on the Steam forums because just reading posts over there is infuriating. :cursing:
 

Walliard

L1: Registered
Jan 5, 2009
45
3
I'd like to see the Scout continue capping for a few seconds after he stops touching a point or cart...I haven't suggested it on the Steam forums because just reading posts over there is infuriating. :cursing:

I like that idea, but it needs to be an unlockable, not a straight buff. Hmm...

Capball
Replaces Pistol
Ammo: 1

Primary to throw, secondary to drop; it sticks to surfaces like a stickybomb and can be similarly dislodged(but not destroyed) by bullets and explosives. Counts as 1 person towards capturing, but is supressed if the Scout that threw it is also on the point. Neutralized after 5 seconds, turning into ammo. Can be picked up by its owner at any time.

Obv. needs testing, but I kinda like it.