New TF2 update ideas.

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Strong Intelligent

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Feb 25, 2009
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Hooray, first post.

Well, I'm new hear and I decided to post a topic that's been on my mind awhile.

Have you got any ideas for future Tf2 updates? I have.

THE SPY:

Revolver - Silenced Pistol.

Does less damage, but is much more stealthy, allowing for essentially; sniping.

Sapper - Meh. It's a keeper.

Disguise - Forever-sparent.

Basically, you can't disguise but you have an infinite cloak. You have less chance of being spotted, but you go incredibly slow. Also, as with the disguise, you come out of your cloak when attacking.

Butterfly knife - Patented hands

It's the fist with bare hands! It has the same princibals as the knife, with front and back. The "catch" is, it's tons louder, but faster, and with the Forever-sparent, can be amazing. The "behind" animation is kneck-breaking, whilst the front is uh...a slap?

Anywho, not only would feedback be nice, but your ideas too. Thanks!
 

Avatar Roku

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Jul 9, 2008
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I like your ideas. For the Sapper, they could have a thing that the engineer can't hit off, but you have to stand there planting it for several seconds. It'll also make you take the cloak off while you plant it.
 

Abedeus

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Sep 14, 2008
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Kellerb said:
i think the sniper needs a bit of variety.
True. I'd say - give him a dart thrower instead of the machine pistol. Less ammo and damage, but slows down the target and lowers rate of fire for 3 seconds. Plenty for you to get up close and cut him.

Spy could use a throwing knife. You know, like you get a special knife - 50% less damage non-Critical, but if a target is on 25% health, you can throw a knife. Like Scout's baseball, you have only one at a time and you must wait till it "reloads".

Or have a dummy instead of the gun. So you set him up, enemy Spy tries to backstab it... And then you come from the shadows and backstab him.
 

Brotherofwill

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Jan 25, 2009
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Kellerb said:
i think the sniper needs a bit of variety.
Me too. The scout turned into an invincible death machine overnight, and even though I am best with the sniper , he is way too weak. They should give him a rifle that doesn't get stronger over time but prevents some damage more severly when only shooting the legs for example. That way quick firing would be rewarded with more accurate aim
 

Strong Intelligent

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Feb 25, 2009
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Abedeus said:
Kellerb said:
i think the sniper needs a bit of variety.
Spy could use a throwing knife. You know, like you get a special knife - 50% less damage non-Critical, but if a target is on 25% health, you can throw a knife. Like Scout's baseball, you have only one at a time and you must wait till it "reloads".

Or have a dummy instead of the gun. So you set him up, enemy Spy tries to backstab it... And then you come from the shadows and backstab him.
I quite like your latter idea. Sapper alternative?
 

Corven

Forever Gonzo
Sep 10, 2008
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I'd like a variation of the sapper that momentarily makes enemy buildings work for you, say it last 5 or 10 seconds on a Turret, 10 to 20 seconds on a dispenser, long enough to heal and grab extra ammo, and and is permanent on teleports. see since the engineer can destroy his buildings at any time, it could also be strategic, he won't want a turret firing on him or his buddies, so he destroys it giving you a chance to steal the intel or what ever the objective is at the time allowing you and your teammates to gain some extra ground.

It will have to have some drawbacks as well like is you use the special sapper you can't change weapons until it either is destroyed or runs out of time, or alternatively using them makes your disguises and cloak unusable, so your are exposed to the enemy at the same time, it will also have an activate time of about 4 seconds to 'hack' into the enemy buildings giving the engineers enough time to break it.
 

peachy_keen

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Feb 1, 2009
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I can't WAIT for the spy update because then there's going to be a million fail spies trying to outrun my flamethrower.
 

Strong Intelligent

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darkstone said:
I'd like a variation of the sapper that momentarily makes enemy buildings work for you, say it last 5 or 10 seconds on a Turret, 10 to 20 seconds on a dispenser, long enough to heal and grab extra ammo, and and is permanent on teleports. see since the engineer can destroy his buildings at any time, it could also be strategic, he won't want a turret firing on him or his buddies, so he destroys it giving you a chance to steal the intel or what ever the objective is at the time allowing you and your teammates to gain some extra ground.

It will have to have some drawbacks as well like is you use the special sapper you can't change weapons until it either is destroyed or runs out of time, or alternatively using them makes your disguises and cloak unusable, so your are exposed to the enemy at the same time, it will also have an activate time of about 4 seconds to 'hack' into the enemy buildings giving the engineers enough time to break it.
Nice.

One thing could be the option to destroy the sticky grenades, too.