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The Trooper **10th Class**

#  Jul 16, 2009 at 1:57 AM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 

The Trooper

150 HP / 100% Speed

Bio – A highly decorated French Canadian officer who was tragically injured in an underwater logging accident, causing him to lose his hearing. To serve his nation, he joined the service and became a star officer. One day, a particularly uphill beach landing ended with all of his troops killed. Without a unit, he stormed the beach alone and captured the enemy’s entire artillery corps. From then on he carried their dog tags with him, along with the responsibility of his entire unit and became a one man tour de force.

Description – A bearded, stocky, muscular soldier with a thick Canadian accent. His faded fatigues have been traded out for light armor and a pinstripe sweater of his team, decorated with a rusty medal. On his head he wears a cap, has binoculars around his neck, and on his back has a huge rucksack with charts sticking out and a radio handset, antenna.

Primary – Carbine                                                                              40 / 160

Large drum-fed assault rifle that resembles a Thompson SMG. Each drum holds 40 shots and fires at a rate of 4 per second. While each bullet does a reasonable 17–32 damage, the carbine has hefty recoil to make it extremely difficult to aim. Even at medium range it’s difficult to hit with, but the automatic fire of the carbine makes it a powerful primary. 

Secondary – Mortar                                                                                 1 / 7

Old-fashioned light mortar, hilariously heavy and unwieldy. Can be carried at full speed but must be set up to fire, which is done by holding the fire button temporarily until the charge bar is full, taking 3 seconds and slowing movement. When the fire button is released, the mortar fires with a high trajectory. The shell deals 85-105 direct impact damage to nearby enemies but also sends them skyward, flying away from the impact. The subsequent explosion also shoots fragments out in every direction dealing 12-17 damage, weakening enemies. At close range the explosion does low damage and the fragments will not deploy, and self damage is high. The reload also takes several seconds. A low, long-range jump is possible by firing the mortar beneath oneself while jumping, but unlike the Soldier or Demoman’s jumps the self-damage done is extremely high, between 75–85 damage.

Melee – Saber

Inspiration for Trooper silhouette & body


Example of cap

Carbine

Mortar


Saber

So, that's what I've got. I thought out how it would all function, now I'd like to hear your reactions. The idea with this class is to fill the gap of a class that is capable of disrupting groups at long range, but without giving him such an overpowering tool that he's annoying. Instead he's made useful by way of direct combat using the Carbine to push back enemies with his spray... assuming you can aim it. The mortar is intended less to do heavy damage than to knock enemies away from an area and potentially to pick out single targets. Aim and prediction are very much required to hit a specific person at long range, though. Finally, the mortar jump is really just added for fullness. For a class to really compete against soldiers, demos, and scouts in the arena of high level play, it needs mobility. The Trooper stays mobile with his high normal run speed and ability to cover long distances at the cost of much of his health. ^__^

-FoXy

#  Jul 16, 2009 at 2:06 AM
Join Date:
Aug 03, 2008
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1079
 
Specialty: Sniper
Steam ID: Nikibob
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Yesterday I realized why I love TF2 so much more than other shooters, its because it doesnt have a class with moderate speed and health with a powerful assault rifle, it doesnt have an everyman, please dont suggest taking this away from me
#  Jul 16, 2009 at 3:02 AM
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May 31, 2008
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WarningSDE 85254
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I think it seems pretty solid overall, maybe a bit overpowered though

Still, to be honest, I don't really want a 10th class
#  Jul 16, 2009 at 3:26 AM
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NEKPED 80542
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You can already play this class on Battlefield Heroes, save for melee.

It's the Gunner.
#  Jul 16, 2009 at 11:41 AM
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Apr 12, 2008
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Specialty: Scout
 
To be honest Nekped I was inspired to create this class after playing Battlefield Heroes. The thing is, the gunner is not really the same thing, because the gunner in BFH just sits back and spams MG most of the time. The Trooper is more involved in the battle because he has to try to find opportunities where his weapons will be effective. He can't just sit back and spam mortar or carbine to get kills. Granted, the idea of the mortar is based off of the gunner's bazooka, and kudos to you for catching that. The way it functions in BFH is cool because it lets you knock enemies away, and that made me think that the same mechanic would work well as a long-range support class in TF2.

The carbine sounds overpowered on paper just by its damage, but I hope that in practice it would prove balanced because of how unpredictable its recoil is. The idea there is to make a gun that brings a new mechanic to TF2, recoil is something Valve has totally overlooked as a way to add a challenge to an otherwise "easy mode" weapon like an automatic rifle.



Frankly I never see Valve adding a 10th class either, guys, so chill out here and open your mind. I love thinking of WHAT IFs, and frankly I think this class would mesh very well with TF2's current gameplay. While its place as a "class with moderate speed and health with a powerful assault rifle" may break the traditional TF2 mold of being quirky, I think if you wanted to such a class could plug right into the center of the other nine classes and they would remain mostly unaffected.
#  Jul 16, 2009 at 12:15 PM
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Jun 23, 2009
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Applehat 91136
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Steam ID: guilliamx
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If people are so desperate for a hitscan rapid fire weapon, play sniper with the SMG and the kukri. Your carbine is something like the 26th weapon in a long line of new weapons and classes that seem to be designed to be easy for classic FPS players and it doesn't belong in TF2. No offense, but you might be better to stick with BF:Heroes
#  Jul 16, 2009 at 1:04 PM
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Specialty: Sniper
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Quote:
Originally Posted by Applehat
If people are so desperate for a hitscan rapid fire weapon, play sniper with the SMG and the kukri. Your carbine is something like the 26th weapon in a long line of new weapons and classes that seem to be designed to be easy for classic FPS players and it doesn't belong in TF2. No offense, but you might be better to stick with BF:Heroes

THANK YOU!!
#  Jul 16, 2009 at 1:36 PM
Join Date:
Jun 14, 2008
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Specialty: Scout
Steam ID: JustAConspiracy
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Quote:
Originally Posted by Applehat
If people are so desperate for a hitscan rapid fire weapon, play sniper with the SMG and the kukri. Your carbine is something like the 26th weapon in a long line of new weapons and classes that seem to be designed to be easy for classic FPS players and it doesn't belong in TF2. No offense, but you might be better to stick with BF:Heroes
You sir. earn a cookie.


Post of the year right there folks!
#  Jul 16, 2009 at 1:47 PM
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Jun 13, 2009
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M_24 90984
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Steam ID: Hardboiled_24
 
Heres a message to everyone who;s designing a new class: Recoil cann't be a facotr. there is no recoil in tf2. none. so don't add it.


or just don't design a new class and be happy with the 9 we already have.
#  Jul 17, 2009 at 12:10 AM
Join Date:
Apr 12, 2008
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Specialty: Scout
 
For what appears to be a forum for people who have creative ideas about Team Fortress 2, I basically got told that "HAY WE DUN LIEK UR IDEAZ". Only m_24's post seems to be a valid critique, which I appreciate him for.

That said, those of you who think that any automatic weapon is will automatically be overpowered, break the game balance, or make the game unfun, I think you're very close-minded. Like I said above, I don't think TF2 needs a 10th class and this is just my take on what it would be. The fact that I think the 10th class could only work if had an automatic weapon is just more proof of how perfect TF2 is right now, that every niche is taken.

Some of the responses make me wonder if you guys actually read my post, because I truly intended for this class idea to be taken seriously. This isn't some half-assed not thought out attempt at adding something to the game, I really did consider how an automatic weapon would affect TF2. At short range it wouldn't make a difference whether the gun were automatic or just a shotgun, because the damage output and ease of aiming would be basically the same. At long to medium range the only differences would be in how to aim them, because the damage output would be very similar to the shotgun's if a person hit most of their shots with the carbine. At long range neither gun is meant to be effective and neither would do anything much. Stop crying about my idea somehow breaking TF2 with a single weapon and consider how the class would actually play, please?



This is all in the spirit of debate, I'd love to see someone prove me wrong. :3

-FoXy
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Team Fortress 2


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