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Hey Everyone, This is my thread of all of my class ideas, I will add more in groups of 3, a offensive, defensive and supportive class at a single time.
The General He is a over confident general who served in WW2, he runs around with his hat and medals all of the time. He thinks he is the strongest guy in the world and is never scared of the enemy and will charge at the enemy alone. He plays an offensive roll in the team. 175 health or 250. Speed - Beween Demoman and Engie
Weapons Bolt-Action Rifle - He runs around with an old bolt action rifle, it isnt overly powerful, 70-90 damage a shot, and has a RoF the same as the sniper. Holds 16 ammo at one time. Also this is his melee weapon with a bayonet attached to the front, melee weapon causes the same damage aas shovel with the same RoF. Generals Revolver (Better name needed) - Basically the same as the spys revolver but with higher accuracy, slower shot speed and 3 bullets loaded at one time with 12 in reserve. Firing Signal - Throws a burning object onto the ground where a mortar crashes after 6 seconds. Has a cooldown time of 3.5 mins.
The Predator The predator sneaks around setting up traps to catch and kill people. He is armed with 2 kinds of traps and two deadly weapons. He can also camouflage himself if he stands still for 6 seconds, but uncamouflages if he moves. 150 health. He wears an assasins creed style cloak, only has coloured shoulder pads, belt and at the ends of the sleeves. Plays a defensive roll in the team. He is very mysterious. Speed - Pyro
Weapons Silenced Assault Rifle (Thinking of a new name) - A silenced assault rifle, fires fast but doesent do very much damage. Holds 35 ammo and 70 in reserve. Land Mines - Deploys land mines which camouflage they uncloak when enemies are close to them, any explosive dmage or bullets instantly set them off, you can only have 3 deployed at a time, each do 80 damage if directly stepped on, you are vulnerable while setting them up and they take 4 seconds to set up. Dual Knives - Attacks as fast as bat and does same damage aswell, crits in the back. Net Trap - Can only be set up on the roof, when an enemy runs underneith one the net falls on them trapping them, they can escape by hitting it 3 times with melee. They cannot move when trapped, only 1 may be set up at a time, your vulnerable while setting it up and it takes 5 seconds to set up.
The Scuba This is an elite underwatter fighter, he has many advantages, he swims faster than every other class, infact double what the scout moves at. He cannot drown underwater. Wears a scuba suit of his team colour but dark. 150 health. Plays a supportive roll in the team as he can kill fleeing enemies underwater. Speed - Faster than scout underwater, soldier speed on land.
Weapons Harpoon Cannon - Fires harpoons, these cause 70 damage each and have a 30% chance to crit underwater. They fly straight underwater but fall after a short distance on land. Holds 20 ammo, has a moderate RoF, the same as the rocket launcher. Pistol - The regular pistol most classes have, ammo like the scout pistol, slower reload then the other pistols. Shark Knife - A big silver knife, causes same damage and rof of knife, but is a 1 hit kill underwater.
The Scuba is kind of useless on most maps though because of the lack of water. Any suggestions/comments?
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These are actuallt pretty good. And the predator isn't a ripoff of the spy like most similar to him are. The predator and scuba sound fun as hell to play.
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Very nice. Not to sure about the general, though.
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Thankyou very much, both of you. I will just explain why I deicided on each of these classes. The General is basically supposed to be a offensive class which isnt a healing target making it even more offensive. Your not going to ubercharge a guy with a fairly slow firing rifle. He is however possibly the best 1 v 1 class. His revolver is a great finishing weapon, being accurate and powerful he can finish a enemy off before they escape if he has to reload his rifle. Originally he was going to have a grenade, but I figured I should stay away from those so I deicided on the firing signal, it isnt spammable, it causes alot of damage, but it is easily avoidable and thus not a good killing weapon and it is better used in escapes, think about it, if you drop one in a tight area if an enemy turns around the corner and sees it they are likely to back off not risking running into an incoming mortar. The Predator is definately nothing like the General, and is different to the Spy even with his cloaking and sneaking abilities. He is practically useless in combat and also shouldnt be sneaking around the enemy base. He plays a strict role of covering an area and capturing and killing unsuspecting enemies. He kind of playss a supporing role aswell, but I think someone who sets up traps is more defensive. His machine gun is simply a good weapon to escape with and kill enemies silently. Land Mines are just awesome but they can be used to finish off enemies who are running for a medkit not knowing theres a mine just infront of it. The knives are for an efficent killing weapon, these are the Predator's most used weapon. The net trap is great for catching enemies and killing them easier than just waiting for an enemy to pass then kill them. The Scuba doesent really have a good reason other than I just always though a water based class in any game would be sweet. He is easily the most dangerous class in the game, but only underwater. His harpoon cannon is strong, but not very affective on land. He has a regular pistol for finishing off enemy who are fleeing the water. And finally, his knife which rivals the Spy's, the Shark knife which is an instant kill underwater. Combine with his manouverability and speed underwater and you have the most deadly melee weapon in the game. Because his harpoon cannon has a high crit chance and hits easily underwater, this deadly combination makes the Scuba REDICULOUSLY powerful underwater.
I am coming up with 3 more classes to add to this, another offensive, defensive and supportive class. Any suggestions to the current 3? I plan on adding unlockable weapons aswell at some stage.
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The cosmonaut is also good, and i should ad him in a TF2 rejects story i'm making. These four along with the ninja from skippy's post and my pirate idea with cannon, flintlock and cutlass. I still need four more. Edit: two more the cowboy He has a double barrel shotgun (two shots before reload, short reload time, powerful damage, high fall-off), a revolver (same as a spy's, but draws, fires, and reloads quicker), and a boot he kicks with (long "reload" time, moderate damage, does axtra damage against senteries). a typical cowboy. and the gladiator weapons are a swipe from a lion pet he rides on, a trident (thrown, high damage), and a sword (fast, not as strong as cutlass).
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the scuba guy is a good idea...and you dont really need to worry about maps, cuz most maps have some water anyway, but it would encourage new, mainly water, maps
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Yeah, scuba guy sounds fun.
ANd hey, Kamikaze Watermelon..
*fanfare*
Whee!
*SPLAT*
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well, the general sounds too much like the solidger...
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Scuba guy would be incredibly useless. 2Fort has water, but it's a fail map anyway. Well has water... but that's about it. Unless he swims in puddles that is...
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I am aware the scuba would be useless on most maps. But that doesent meen a new water based map couldnt be made, 2fort isnt fail with 6 players per team, but it is overrated.
The general is a more offensive class than the soldier, or atleast a different kind of offensive. He is not a medic buddy, he has the ability to attack at long and short range with good accuracy meaning he could eliminate most classes alone, taking out short range classes like pyro and heavy at a distance while getting up close to kill classes who can have trouble up close like demoman, soldier, sniper, etc.
Hints for the next supportive class I'm working on, he is weak and should never be in close combat, but he can assist you with ammo and health, help you get out of combat when your injured and more. =D
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