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Class Ideas *(Quite Detailed!)*

#  Jun 20, 2008 at 8:34 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 
    First off I'd like to say up front that I'm a die-hard fan of the Team Fortress series and believe that the game is perfect as is. I played TFC when it came out and I think TF2 perfectly represents the balance present there. But I also think that new content, such as these new upgrades, are also amazing! The creative spirit around these recent updates really got my creative juices flowing, and so I decided to create some class ideas. I'm not saying that these ideas are perfectly balanced but I think they're well constructed and fit both gameplay AND character niches that we could use in TF2. Just check them out and tell me what you think!



Thanks for reading everyone! Feel free to ask questions for clarifications, or to post your own ideas! ^_^

EDIT: Fixed an error in the Sentinel's Secondary section! Whoops! >_0
#  Jun 21, 2008 at 8:03 PM
Join Date:
Dec 02, 2007
Post Count:
49
 
Rexford 80855
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Specialty: Medic
Steam ID: Rexford
 
Can you say overpowered?

In any case sure these are good ideas for classes I suppose....yet most of their roles are already covered in game.

#  Jun 21, 2008 at 8:29 PM
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Jan 02, 2008
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249
 
Supersoup 81777
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Specialty: Spy
Steam ID: Supersoup
 
yea I hate to say this but all those roles are pretty much taken
Spec-Ops = Spy
Commander = Heavy

But the sentinel is actually a pretty good idea, you just overdid it

Grenades, a riot shield, headshots, backstabs, proximity mines, solid pistol Oh my

Take 2 of those out and your good to go
#  Jun 21, 2008 at 11:11 PM
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Jun 21, 2008
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PureChaos 85877
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Specialty: Pyro
Steam ID: PureChaos
 
Quote:
Originally Posted by Supersoup
yea I hate to say this but all those roles are pretty much taken
Spec-Ops = Spy
Commander = Heavy

But the sentinel is actually a pretty good idea, you just overdid it

Grenades, a riot shield, headshots, backstabs, proximity mines, solid pistol Oh my

Take 2 of those out and your good to go
yeah i agree with the sentinal idea , sound like a heavy with a medic if your are hitting from the front.
#  Jun 22, 2008 at 12:10 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 
Personally yeah they are overpowered. But not like LOLZ IMA RAPE THEIR WHOLE TEAM. Personally I don't see how the Commander is unbalanced. Basically you get one powerful area of effect show that is very hard to aim and has an extremely long reload time. The initial impact damage would only be for a direct hit (and isn't enough to kill a heavy or an SG), and then the shrapnel would hit anyone within 10 feet or so. The rifle as a secondary weapon seems quite fair, at least to me.

Spec-Ops was meh. I'm not sure if it would even do very much damage, but if anything it would be fun to play as. The crossbow could be weakened so that its damage isn't very high, which is a good idea. It would be rather hard to aim, though. Think of it like the crossbow from halflife but much weaker, as far as a weapon.

Sentinel is probably the idea that I think would be useful. The point here is that he's very hard to kill but does almost no damage. His pistol shoots slowly and his next most useful weapon is the tear gas, which can be used to help your team on both defense and offense. Throw it on the CP and march in. I'm thinking definitely remove the mines (they don't fit in TF2 or with his character) and I also think make his resistance to headshots and backstabs less. Or here's another idea: remove all of the backstab/HS resistance and give him 100 metal, like an engineer, that acts like armor when he gets hit with a HS or backstab.
#  Jun 22, 2008 at 4:49 PM
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Jan 16, 2008
Post Count:
825
 
lilgamefreak 82232
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The mortar and the binoculars......... are exactly the same as my own shit.



All my ideas in this thread in case you want any ideas to help your own. Keep at it, it looks interesting.
http://www.teamfortress2fort.com/forums/t/NewClassIdeaTheTrilogy-11191.aspx
#  Jun 22, 2008 at 8:10 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 
Seriously? >_>

I came up with the mortar class idea a long time ago, that was the first one I made up. Then I was thinking of a melee weapon recently and remembered reading a thread with something like that, so I kinda borrowed it. Hope you don't mind! I think the idea of a mortar class in TF2 would be quite balanced.

BTW looked at your thread and your ideas are pretty creative too! Sounds fun!
#  Jun 22, 2008 at 9:51 PM
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Jan 16, 2008
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825
 
lilgamefreak 82232
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Haha, guess it was my thread.

I remember racking my head trying to figure out a way to let the guy know where the hell his mortar would land without it being overpowered. Took me nearly a month or two but that's what it finally came down too. I remember when I thought it up I was like, "DAMN! MmmmmMmmmm that is elegant!"

Glad I could help. Haha.
#  Jul 10, 2008 at 1:34 PM
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Jul 10, 2008
Post Count:
533
 
da10x 86530
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Banned
 
grenades ruined TFC
#  Jul 11, 2008 at 8:02 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 
I don't think that argument is valid, seeing as TFC was one of the best games of its time. Mind you I didn't like getting raped by MIRVs in spawn either, but I fail to see how tear gas grenades would be spammable. Their effects wouldn't overlap other than the visual smoke effect which is used to cover a CP... although yes I agree I'd rather stay away from grenades if possible. Any other ideas for weapons for the Sentinel that could possibly fit into his SWAT character?
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