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Old 07-07-2012, 10:38 AM   #676
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No random Crits on unlock/craft weapons
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Old 07-24-2012, 02:30 PM   #677
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Marshmallow-on-a-Stick

It's a marshmallow on a stick, and when you land a hit vs burning players, it roasts the marshmallow. Intended for the Scout.
• Becomes edible for a buff once roasted
• 100% mini-crit vs burning players
• -x% damage penalty
(Perfect for a set accommodating this, this, and this.)

http://forums.steampowered.com/forum...1#post31926131

Last edited by jmk138: 07-24-2012 at 02:45 PM.
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Old 07-24-2012, 02:44 PM   #678
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Water-charged Weaponry

This idea plays off of water sources (or a lack of) on any given map.
• Melee weapon, ideally a bucket
• Stores a crit or mini-crit charge when player makes contact with water
• Also extinguishes fires and removes milk/jarate
http://forums.steampowered.com/forum...3#post31926383
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Old 07-28-2012, 09:16 PM   #679
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Interactive maps (destruction objectives, fortify doors, hack doors)

Destruction Mode
-Have destructible objectives such as knocking out (buildings, rooms, radar stations, etc.)
-Have a specific type of bazooka or satchel to knock out these objectives.
-Have map only weapons (say an engineer can only build a mortar in that certain spot, and it would spam the last point, so the opposite team would have to take out the mortar team in order to cap the last point)
-Engineer Specific Weapons suggestion
-Mortars (maybe take a couple of sappers to sap?)
-Beefy Sentry guns
-Possible wall Sentry guns

Door Breach Mode

-To Close the door: An indoor area maps say such as steel. Having doors fortified by welding them closed
-To Open the door: 1) demo would blast the door down
2) engineer would weld the door open
3) spy would carry C4? (instead of sapper)

http://forums.steampowered.com/forum...8#post31997238
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Old 08-05-2012, 08:30 PM   #680
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A proper buff for the Manmelter that puts it on par with the Flare Gun and encourages a different style of play.

Additional stat: 1 Crit earned for every [X amount] flamethrower damage dealt

Playstyle revolves around using only the flamethrower to ambush enemies, retreat and then use the earned crits to pick targets at range. Encourages the flamethrower's primary fire ability. Discourages constantly weapon switching in combat, mostly with the Degreaser.

http://forums.steampowered.com/forum...6#post32124946
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Old 08-06-2012, 10:13 PM   #681
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Because stock melee is the most underpowered piece of dirt unless you're a spy or demoknight.

Contains both damage and utility buffs that I feel is worth testing exclusively for stock melee.

http://forums.steampowered.com/forum....php?t=2841093

Last edited by flashn00b: 08-06-2012 at 10:20 PM.
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Old 08-14-2012, 03:36 PM   #682
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I'd like to adjust the Direct Hit to emphasize its sharpshooting and do away with the instant kills. Sort-of new mechanic, so may need testing in beta.

http://forums.steampowered.com/forum...4#post32290174
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Old 08-15-2012, 10:51 PM   #683
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I think the fix for the Black Market Business by Colossal and SNIPA should really be implemented ASAP.

http://steamcommunity.com/sharedfile...00&searchtext=
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Old 08-16-2012, 01:37 PM   #684
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There should be a minigun more suited for shotgun heavies.

http://forums.steampowered.com/forum....php?t=2882116
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Old 08-20-2012, 09:44 AM   #685
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Super Tank/Super Boss (Grey Mann)

http://forums.steampowered.com/forum....php?t=2891478
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Old 08-24-2012, 12:34 PM   #686
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A few buffs for the big earner suggested by the spy forum
http://forums.steampowered.com/forum...8#post32516338
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Old 08-24-2012, 12:39 PM   #687
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A few buff ideas for the diamondback, from the spy forum
http://forums.steampowered.com/forum...php?p=32516404
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Old 09-14-2012, 08:09 PM   #688
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A weapon concept for the Saboteur 66 in the TF2 Workshop. While the Scout is overhealed, damage dealt is returned as healing and overheal to the last Medic who healed him. This is at the cost of reduced damage. This is intended to promote a slightly different playstyle based around supporting the survival of the Medic that blends well with the Scout's already existing playstyle of flanking and harassing the enemy.


http://forums.steampowered.com/forum...2#post32813782
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Old 09-30-2012, 05:47 AM   #689
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Quote:
Originally Posted by Snipe Me View Post
My Spy ideas.

1) A new, demo-knight-esque playstyle for spies that focuses more on offensive guerrilla tactics by replacing backstabs with a shotgun (replaces sapper)

2) A stronger melee weapon for Spies that also gives a free crit on each backstab but removes the disguise kit

3) A gun that disables buildings at range but also makes destroying buildings as Spy 100% impossible.

http://forums.steampowered.com/forum...2#post19292652
But that kinda takes away the idea of a Spy, doesn't it?
A good spy needs the disguise kit, regardless of what Your Eternal Reward fans say.
However, the shotgun to replace the Sapper works, and so long as the invisibility watch is still there, it works.
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Old 10-06-2012, 06:16 AM   #690
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Let Scout fly with earned jumps, and a set of related ideas

I would like to suggest a Scattergun that trades Scout's double jump for "earned jumps"; for every kill he can jump two extra times, for every assist, one extra time.

I would like to suggest a Pistol that gives him a damage resistance while he's in the air, but make him vulnerable while he's on the ground.

I would like to suggest a Bat that gains a large damage bonus while the user is in midair and crits on midair targets, but doesn't randomly crit, sustains a major damage penalty while its user is on the ground and suffers from a firing rate decrease.

http://forums.steampowered.com/forum....php?t=2961012
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