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Two New Class Ideas

#  Oct 28, 2008 at 8:51 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 

So I’ve always had a lot of ideas on new classes but lately I’ve been thinking of characters that could really meld well with the TF2 world and came up with these two. I have an idea in the works for a third class that’s offensive (these two are support and defensive respectively), but it’s not done. Anyway I was encourage by lilgamefreak to just make a topic about these and see what kind of response I get. I hope y’all like these!

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Tech                                              125 HP/105% Speed
Asian tech stereotype in electrician's clothing, dark, goggles etc. Has battery on back, rechargeable up to 150 electricity, resupplied by ammo. Wears heavy gloves, elbow and knee pads, gadgets all over waist.

Railgun

Pistol sized high tech infinite range gun that shoots team colored energy bolts, does 35-45 damage each and uses five energy per shot. Shoots slowly, slightly faster than one shot/sec. Has large damage drop-off over long ranges (meaning: Don't try and snipe with this).

NanoBeam

Medigun like gadget that functions similarly with sticky beam, must be in sight, has same range. Has orange beam, uses two energy every second. Restores ammo and metal (though no energy) faster than dispenser (equivalent to five metal/sec or nearly constant ammo) and reduces damage taken by twenty percent. The medigun or nanobeam cannot overwrite eachother, meaning that someone already being healed cannot be given ammo. Damage down effect drops off gradually like overheal, leaving orange sparks.

Crowbar

Normal melee, looks like crowbar from Half Life 2. 45-85 damage, 195 critical, normal rate of fire.

EMP Cannon

Special heavy laser like shoulder fired weapon. Takes five seconds to charge up using eight energy per second of charge, can only be released at full charge otherwise wastes energy. Slows tech while charging. Upon firing is nearly instantaneous, shooting a wave of team colored energy with a slight arc. Upon hit halts enemy movement or temporarily shuts down firing of sentry gun. Destroys enemy ammo (between thirty and fifty percent, random and to the while clip) while dealing medium damage. Does damage comparable to or slightly higher than melee hit. When used on buildings will destroy over fifty percent of their ammo/metal/reset their charge and do medium damage.
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Gunner                                                150 HP/93% Speed
Gritty artillery trooper whose subservient demeanor matches his loss of hearing. Wears jungle uniform with baggy pants, military jacket, cap (Vietnam-ish era), has several rusty medals. Has binoculars around neck and huge rucksack with charts sticking out, also has radio handset.

Rifle

Bolt action post-World War II style rifle which does 55-75 damage per shot. Has a high-tech laser-scope underneath the barrel. Carries total of twenty-four shots. Primary fire shoots with inaccurately (much like the pistol) while secondary switches to iron sights. Pressing primary fire again while in iron sights “tags” the enemy, meaning they’ll take more damage from your team and own weapons. The amount of extra damage is based off of that class's total health, and is capped at either a fifth of the enemy's total HP or a 20% bonus to the default damage done by the attacking weapon, whichever comes first.The number of targets allowed is capped at three total.

Mortar

Old-fashioned mortar, hilariously heavy and unwieldy. Can be carried at full speed but must be deployed using secondary fire, which takes two seconds. Upon set up cannot move but can pivot and has small profile. Fires with trajectory and deals 100-115 direct impact damage from explosion. Subsequent explosion shoots fragments out in every directions, each dealing 15-20 damage, weakening enemies and finishing off those weakened. Reload, however, takes five seconds and also slows gunner slightly while moving. Reloads faster while deployed.

Telescope

Primary fire uses normal melee, 45-85 damage, 195 critical, normal rate of fire. Secondary looks through the telescope, giving a zoomed view that shows the trajectory of the mortar if fired from the current view and also shows an outline of all tagged enemies (must be held down).


-Thanks!
#  Oct 28, 2008 at 8:56 PM
Join Date:
Jun 26, 2008
Post Count:
203
 
Specialty: Sniper
Steam ID: buckeyecilmpup
GamerTag: cilmpup
Clan: Allied Apocalypse
 
Railgun seems to not do enough damage to be a primary weapon
#  Oct 28, 2008 at 9:13 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 
Meh. Think of the tech as a more offensive and tactical version of the medic. You're probably not going to get very many points straight up supplying people with the nanobeam and so you'll have to use some combination of your two main weapons to help the person you're attached (probably a heavy/demo/soldier) get kills on hard targets. The railgun is a throwback to TFC and is meant to give the tech a way to defend himself only, not really a main weapon. I'd say you're right though, that it could use a bit more damage. I think anything above 30 though is going to be spammable... so perhaps 22-27?
#  Oct 28, 2008 at 10:02 PM
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Jan 16, 2008
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825
 
lilgamefreak 82232
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You're certainly much more concise than me.

The tech is a very interesting idea. At first I was a bit apprehensive that it, along with medic, stepped on the engie's toes a bit too much, but then I realized the engie can build freaken SENTRY GUNS! D: And teleports! :0

So yeah. Aside from that, what I find to be strange and complicated is the whole relationship with the medigun. So if you start buffing a guy with a medigun on him, the medigun gets canceled. If a medigun attaches to a person you are buffing, your nanogun is canceled. It seems a bit complicated and unintuitive for me, which goes against the grain which TF2 has tried to establish.  Something like this would encorouge comptetion amongst a team rather than cooperation. Also, though it gives ammo and net damage reduction, I don't quite see why a person would choose this class over medic. First of all, ammo is not hard to find at all. Secondly the nanogun itself costs the player "ammo" to use, so he doesn't have the same permanence of a medic. Someone can be all dandy with the 20% damage reduction and all of a sudden, poof, your guy's gone scrounging for ammo. Thirdly, 20% damage reduction, even added with the ammo regeneration, is not as good as a constant healing I think. There are situations, like saving a guy from a headshot, but a medigun is just generally better most of the time. Lastly, nothing equivalent to an uber.

Of course, if you're looking for a more offensive role like you described above, then the nanogun would be perfectly cool IF the railgun did more damage. As it stands it's like a downgraded pistol. Gun like that are meant to be spammed. The strength of the pistol isn't that it's damaging but that it can shoot almost as fast as you can click. The railgun, as it is now, is like a flaregun without the fire. The Tech just doesn't have the offensive/support power you seem to be trying to get, on both sides. His support abilities aren't strong enough to help out his teammates in the same way a medic can and his offensive abilities can't benefit a push like a scout's can. Just my thoughts.

And as for the Gunner, since it's mostly the same as my idea I have absolutely no criticism, OBVIOUSLY.

Actually, I kinda do. Iron sites seems kinda out of place in TF2. I think it'd be interesting if you just had primary fire the "iron sites" shot and secondary hit with the tag. Of course I think tag ought to consume ammo or have a cool down so you can't rapid tag the entire team as they come out of dustbowl gates or something.
#  Oct 28, 2008 at 11:01 PM
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Oct 13, 2008
Post Count:
67
 
Rath_Wolf 88266
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Specialty: Scout
 
Erm, this may just be me, but 125% damage from all people on your team seems a bit overpowered for the tag, especially when there is apparently no time limit to it's effects and you can tag as many people as you want. I mean, that's pretty much condemning an instant death to most of the low-hp classes.
#  Oct 28, 2008 at 11:12 PM
Join Date:
Oct 15, 2007
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436
 
Specialty: Spy
Steam ID: seigetank2000
GamerTag: swordmas
 
Quote:
Originally Posted by Rath_Wolf
Erm, this may just be me, but 125% damage from all people on your team seems a bit overpowered for the tag, especially when there is apparently no time limit to it's effects and you can tag as many people as you want. I mean, that's pretty much condemning an instant death to most of the low-hp classes.
Yeah, I'd have to agree. 1 hit kill stickies are worse enough.
#  Oct 29, 2008 at 12:55 PM
Join Date:
Apr 12, 2008
Post Count:
125
 
Specialty: Scout
 
Thanks for the constructive ideas everyone... honestly I'm not serious about either of these thoughts because frankly TF2 will never need another class, but I just like to come up with characters that would fit.

As far as the mechanics involved with the laser sight, IDK. I know a lot of people have suggested something similar for the scout or sniper, and frankly it would make for a really interesting support class IMO. The idea with the Gunner is a defensive class that can weaken enemies en mass while also defending himself with the rifle and calling out enemy locations to the team. His goal is for the most part to stay far away from enemies in order to be of use while making the potency of his team-mates even sharper. If there was an easy way to balance him, as far as the targetting goes, I sure couldn't think of it. Maybe limit the number of targets to 3 and cap the extra damage at one fifth of the enemy's total HP per shot? I think that would be much more effective.

Yeah for the Tech to maintain an offensive role, he needs to have either a steady supply of metal via a dispenser or an ammo spawn. The goal here is instead of a class like medic where you stand around following someone and trying not to die until you reach a certain amount healed, it works in reverse. Instead you begin with a full charge (that can be replenished) that must be filled in order for you to be of benefit to the team. In that way the Tech differs from the Engineer because an Engineer is self-reliant once his dispenser is running and also focuses more on area control as opposed to supplying a single target. So maybe to make the mechanics of the nanobeam more worthwhile make the damage down something like 30%? These numbers I'm throwing out are arbitrary, I have no idea whether they'd be balanced or not. The ammo effect merely helps the person being healed to hold his or her ground while being assisted, so that they can get more use out of the damage down instead of having to run away for ammo. The tech also has a cool relationship with engineers in that a tech + engineer combo can pretty much hold a spot from enemies indefinitely barring an uber as the damage down and extra ammo would make the engy that much safer. I also agree that the railgun should be buffed more... it can fill in that middle range between the flare and melee weapons as far as damage goes.

Thanks for the advice again.

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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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