I just had the best idea for a Scout unlockable

Discussion in 'Team Fortress 2 Talk' started by The Asylum, Dec 25, 2008.

  1. The Asylum

    aa The Asylum

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    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?
     
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  2. luxatile

    aa luxatile deer

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    lols

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

    Zeewier L9: Fashionable Member

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    In Europe?!?

    Only Germany and USA probably :p
     
  4. Nineaxis

    aa Nineaxis Quack Doctor

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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.
     
  5. ChickenHunter

    ChickenHunter L4: Comfortable Member

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    or he could just drink a case of vault. same effect
     
  6. The Asylum

    aa The Asylum

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    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)
     
  7. The Asylum

    aa The Asylum

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    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.
     
  8. luxatile

    aa luxatile deer

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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.
     
  9. Boom-Chaka-laka

    Boom-Chaka-laka L1: Registered

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    How about dual hand guns and a nail bat which does crit damage
     
  10. Invictus

    Invictus L1: Registered

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    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:
     
  11. Shadow Monkey

    Shadow Monkey Super Monkey

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    Yes, I hate that...I want the uncut version, but fucking Germany.....
     
  12. Walliard

    Walliard L1: Registered

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    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.