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Weapon updates for Scout

#  Mar 29, 2008 at 12:03 AM
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Mar 23, 2008
Post Count:
138
 
Vince2501 83779
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What are your ideas?

The only one I can think of would be duel pistols. Not too much you can do with the Scout, but I'd like to hear some ideas.
#  Mar 29, 2008 at 9:13 AM
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Dec 19, 2007
Post Count:
144
 
Hyudra 81311
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Replace scattergun with...
  • Blunderbuss - As scattergun, but shoots a spray of shrapnel that arcs over a short distance and lasts for a few seconds, hurting those that walk on it.
  • 40mm Flak Cannon - As scattergun, but ammo clip & max ammo is reduced by 1/2.  Creates a dark cloud that momentarily obscures vision.
  • Pump Action Scatter - You have to reload between each shot, but it's a little more effective, with a larger amount of ammo you can carry longterm
  • Regular shotgun?
Replace pistol with...
  • Dual pistols - A little less accurate, but great for spamming at longer range.
  • Flaregun -  Far slower to shoot, with delayed effect, but perhaps blinds or sets on fire.
  • Triplejump - You lose your secondary weapon, but gain another jump
Replace bat with...
  • Pipe - closer to a standard melee weapon (slower to swing, more damage).
  • Tazer/Cattle Prod - Stick enemy with prod, laugh while enemy convulses & has a harder time reacting, ????, profit.  Low damage, warps positions of enemy view & crosshairs, effective vs. machines, if you can reach them.
For some of these ideas, you'll see actions that limit visibility.  That's mostly a 1-second delay at best (1 second there's a dark cloud covering the scout's retreat, whichever).  I see this as a route that emphasizes skill over just tacking on more damage.  I usually have more ideas, but the scout's hard, as Vince said.
#  Mar 29, 2008 at 9:20 AM
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Jan 07, 2008
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556
 
Dingo 81962
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Specialty: Medic
Steam ID: bionicdingo
Clan: {TF2F} Community
 
replace bat with a 2 x 4 with some rusty nails in it. Lower damage than bat, but a 30% chance of giving the victim tetanus which shuts down all forms of communication available to them.
#  Mar 29, 2008 at 9:23 AM
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Dec 30, 2007
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110
 
Urg 81671
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Specialty: Engineer
Steam ID: Zodiac1989
 
i'd like to see something more along the lines of a small sub-automatic weapon like the sniper's secondary or a nail gun
#  Mar 29, 2008 at 9:27 AM
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Oct 31, 2007
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64
 
Specialty: Soldier
Steam ID: Isaak
 
We could always look into the idea of reimplementing the Scouts original nail gun.

I'm not sure exactly why it was replaced when they were working on it, but I'm sure with some tweaking it could work as an effective but not overpowered alternative.

It might not be an extravagant alternative, but the way it functions in combat compared to the Scattergun would give it some situations where it might be a more appropriate choice.
#  Mar 29, 2008 at 6:52 PM
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Mar 24, 2008
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Van Crackin 83825
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Steam ID: VanCrackin
GamerTag: Van Crackin
Clan: {applying for TF2F}
 
We have yet to see some form of assault rifle as a primary weapon. While it may be more akin to a soldier, it wouldn't be a bad option for a scout either.
#  Mar 29, 2008 at 7:35 PM
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Jan 16, 2008
Post Count:
599
 
lilgamefreak 82232
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The nailgun is pretty much the syringe gun anyways.

Honestly, I'd like a variant that gives the scout more pistol ammo but takes away the scattergun for something weaker.
#  Mar 30, 2008 at 4:56 PM
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Dec 19, 2007
Post Count:
166
 
Elandriel 81298
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I don't think there will be a lot of rifles/nailguns

this will harm the spy too much, now when theres a spy, medics or snipers will have to stop doing what they're doing and spray to find the spy. when someone has it as primary it will be a sprayfest all the time and a spy will have no chance of getting somewhere unseen.

i think more something like,

faster - less health

gun w/ more spread

dual elites
#  Mar 30, 2008 at 5:39 PM
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Mar 24, 2008
Post Count:
144
 
Van Crackin 83825
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Steam ID: VanCrackin
GamerTag: Van Crackin
Clan: {applying for TF2F}
 
I disagree, Eldandriel. I think the flamethrower and minigun hurt the spy more than a submachine gun ever could. Shotguns also have plenty of spread, and splash from explosions, ect.

What I do not want to see is the weapon alternatives be unimaginative versions of the same weapon. I think it would be much cooler if the weapon we got was completely different in function and model.

The new healing gun I understand can't be drastically different, because the medic's primary purpose needs to be to heal.

But for classes like the Engineer, will he get a new toolbox with different blueprints or something?
#  Mar 31, 2008 at 7:10 PM
Join Date:
Feb 04, 2008
Post Count:
336
 
Ritz 82737
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Specialty: Scout
Steam ID: ritzblues
Clan: {TF2F} Applicant
 
*beats dead horse* Overhealer's kaput now...

As for scout changes, I could forsee getting a weaker primary weapon in exchange for more speed, or perhaps the ability to induce sprints (at the cost of either max ammo, clip size, or weapon power). These sprints would allow the scout to outrun (just barely) the tracking speed of a lvl 1-2 sentry, but not a lvl 3 sentry, thus giving scouts the chance to push past some sentries, or attempt to circle-strafe them.  Of course, the speed burst would come at a cost... temporary lowered normal speed (just faster than a soldier, but slower than a pyro) to "catch their breath".

I personally like the idea of a more supportive role in the scout, like the ability to drop temporary ammo crates for other classes (at the cost of their own ammo reserves, giving them a "salvager" role as well.  I know Soldiers, Demomen, and Engis would approve of an ammo fetcher in addition to an extra attacker.
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Team Fortress 2


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