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New Class Idea: Artilleryman

#  Jan 23, 2008 at 3:10 PM
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Jan 16, 2008
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lilgamefreak 82232
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I was reading some topics on new class ideas, and noticed a post saying that all the TF2 classes are based off of some sort of military archetype, and this got me thinking as to whether there was something missing, or at least just not present. And then I hit upon it.

The artillery.

Admittedly, the demoman is fairly similar to artillery, packing the explosive potential as well as the ability to lob his or her charges a fair distance using a charge, and because of this, this class idea may be fundamentally flawed, but I’ll give it a go anyways.

The Artilleryman is basically a support class, which serves a fairly similar role to the sniper, long range damage from behind the front lines. It differs from the sniper, however, because he is meant more for weakening a large number of players in a single shot, rather than taking out key targets, and thus hurting a team’s ability to operate. The artilleryman operates by firing canisters of bomblets into an area, which explodes, disperses, and explodes again on contact with anything. The bomblets get fairly concentrated in the center, and a single strike is easily capable of putting most classes in the read or killing it, but the damage quickly tapers off at the end. What distinguishes this from a other explosive devices is that the area of effect is fairly large.

But that is an incredibly general description of the role the Artilleryman plays. To get into real specifics, we need to start with the stats.

Artilleryman:

150 hp

100% speed

Main weapon: Mortar launcher 1/36

Secondary weapon: Shotgun 6/24

Melee: Something (Is it really that important?)

Starting with the main weapon is the Mortar launcher. The mortar launcher deals a huge amount of damage over a wide area. Sadly, it can only hold one canister at a time and thus it is not easily spammed as reloading is essentially a b*tch. The actual ordinance itself is at first like a rocket-grenade hybrid. It explodes on contact like a rocket, but arcs like a grenade. The damage it deals is relatively minor, a direct hit about half that of a direct rocket.

Upon detonation however, it releases a dozen or so bomblets that are spread out over a fairly large circle. Each bomblet explodes on contact as well, and a direct hit causes even less damage than the original canister. However, the sheer number means the damage is total far surpasses the usual explosives.

Damage per individual is depending on situation, but would generally be a little less than a rocket, so the class is more of a support class. The widespread damage weakens an entire attacking force should it be clumped together, and also because everyone sustains an instant amount of large damage, accompanying medics will find it extremely difficult and time consuming to get everyone back up to full health.

However, the nature of the bomblets mean that a canister hitting the center of a large group would mean absolute doom, as the resulting bomblets would all explode upon contact with the surrounding enemies, and thus all of the damage would be concentrated within a particularly small area.

So the firing the weapon should take particular skill. The arc of the weapon would help greatly with this, as well as the slow rate of fire. But an even better way of making it take some skill to use the artilleryman correctly is to model it off of actual artillerymen, namely the need to fire indirectly.

Too aid in this is the mortar’s alt-fire s

#  Jan 23, 2008 at 3:27 PM
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Jan 13, 2008
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Helsing7 82131
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Cool Very cool.  If you could shoot over the battlements into the enemies courtyard in 2fort that would be very sweet.  All you need to do is adjust the barrier in the sky and KA-BLOOIE!  Very Very cool.  You should send this idea to vavle.  Maybe come up with a sketch for it. again, very, very cool.
#  Jan 23, 2008 at 3:52 PM
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Shadowfox952 81767
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Specialty: Spy
Steam ID: phazel
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Would be cooler to have binoculars and a more original side-weapon (shotguns are overused). Would also be useful if he had like a mini-map that showed where his shot hit. This would inevitably lead to immense spawn hitting though.
#  Jan 23, 2008 at 4:04 PM
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Helsing7 82131
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Quote:
Originally Posted by Shadowfox952
Would be cooler to have binoculars and a more original side-weapon (shotguns are overused). Would also be useful if he had like a mini-map that showed where his shot hit. This would inevitably lead to immense spawn hitting though.
I concur, give him a land mine as a secondary and a cannon ball (maybe attached to a chain?) as a meele.
#  Jan 23, 2008 at 4:05 PM
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jZero 81585
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Specialty: Medic
Steam ID: 666jZero666
Clan: {TF2F Maybe? Someday? }
 
That's actually a really cool class idea.  One of the best I've heard.
#  Jan 23, 2008 at 4:19 PM
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Teh Jzzb 81812
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Specialty: Medic
Steam ID: BOOSH Teh Jzzb
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You should  make a close range shot do massive damage to the shooter, so he has less incentive to move out of his element.
#  Jan 23, 2008 at 4:40 PM
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Phoenix 81840
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Specialty: Heavy
Steam ID: [Ba-El] Cold
Clan: [Ba-El]
 
Ooo, me likey. It would be a great class for killing the engys on Dustbowl part three where they hide behind the hut, without actually coming out from cover.

As stated above, try something else than a shotgun, and binoculars would be cool.
#  Jan 23, 2008 at 4:50 PM
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burp154 80844
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i like it, at least here won't be any sniper wars on battlements now, and can it reach the other team's battlement?
#  Jan 23, 2008 at 4:56 PM
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lilgamefreak 82232
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If you aim it right, yes. After all, it is an artillery piece.

For all the discussion of the shotgun, yeah it could be more creative, but for now it works. I mean, why do you think 4 (or 5 if you include scout) carry it? Because it's useful and serves its purpose as a secondary weapon well. If you guys can think of anything better than shoot, because at the moment, I've spent all my brain credits on the mortar.

And binoculars would be cool as a melee weapon. Right click to look, left click to swing.

Or it can be a spyglass. That'd be a bit more swingable. But thanks for all the criticism. I hope I'll get this guy somewhat polished, and hopefully think of ideas for offense and defense classes as well (I have some major OCD and the thought of having 3-3-4 is deeply unsettling).
#  Jan 23, 2008 at 5:23 PM
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burp154 80844
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that would actually be awsome, but there would be too much classes 10 to choose from is a lot, considering most of the time at least one class will be serepeated like 5 soldiers o a 16 mean team.
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