|
|
|
|
Valve
Join Date: Sep 2010
Reputation: 2327
Posts: 1,158
|
Item Suggestion List We would like to hear from you about the current items in TF2 and any new item ideas that you think we should implement. Please keep all feedback within the TF2 Beta forums. When posting in this thread, please do not use excessive font sizes or effects. In order to keep this as organized as possible, we would like you to do the following:
Failing to follow the above guidelines will result in your post being deleted from this thread. Every reply should include a link and description, please do not discuss individual suggestions here. We are reviewing this thread and look forward to hearing your suggestions and ideas! |
|
|
|
|
|
|
|
Valve
Join Date: Sep 2010
Reputation: 2327
Posts: 1,158
|
Example Reply My suggestion would be to add a limit to the distance that Natascha's slow down effect applys to.
http://forums.steampowered.com/forum...php?p=19287785 |
|
|
|
|
|
#3 |
![]() Join Date: Apr 2009
Reputation: 44
Posts: 432
|
My Suggestion:
A Medigun that trades the Ubercharge for a second Medibeam.
http://forums.steampowered.com/forum....php?t=1638122 |
|
|
|
|
|
#4 |
![]() Join Date: Jan 2010
Reputation: 133
Posts: 837
|
Heavy shot / flak cannon
My idea:
A weapon for heavy that mimics a flak cannon and requires a defensive role similar to artillery. http://forums.steampowered.com/forum...8#post19291128 |
|
|
|
|
|
#5 |
![]() Join Date: Jan 2010
Reputation: 133
Posts: 837
|
The Poor Sap(per)
My idea:
Variant of the spy's sapper which closely imitates visual appearance of sapped sentry for a duration but has no effect on said sentry's function. Attempts to remove the Poor Sap(per) results in activation of a booby trap and subsequent sapping of afore-mentioned sentry. http://forums.steampowered.com/forum...8#post19291818 |
|
|
|
|
|
#6 |
![]() Join Date: Oct 2010
Reputation: 699
Posts: 2,275
|
The Transfusor - a Medigun repalcement that lets you heal as you
My suggestion would be for a medigun replacement that allows medics to passively heal a nominated patient; occasionally using ubercharge to heal both him and his patient (nearly) instantaneously.
The Transfusor: * All healing effects the medic receives are passed on to the patient instead. * Damage dealt builds up Ubercharge in the same way buffer-banner rage is build up. * Ubercharge instantly heals both patient and medic. http://forums.steampowered.com/forum...php?p=19292290 |
|
|
|
|
|
#7 |
![]() Join Date: Oct 2010
Reputation: 699
Posts: 2,275
|
Variant 42 - Natasha with removed slow-down and added mini-crits.
Remove the slow-down effect on Natasha, and replace it with mini-crits on airborne targets.
Natasha (v.42) * - 25% damage done * Mini-crits on airborne targets. http://forums.steampowered.com/forum....php?t=1630114 |
|
|
|
|
|
#8 |
![]() Join Date: Nov 2010
Reputation: 13
Posts: 142
|
|
|
|
|
|
|
#9 |
![]() Join Date: Oct 2010
Reputation: 699
Posts: 2,275
|
Crit-a-cola update
Several suggestions to improve Crit-a-cola. My personal favourite being: Give it full crits on primary usage instead of mini-crits; make its secondary function a throw-down like the Sandvich that grants mini-crits with no penalty.
Crit-a-cola (v.2) * Primary Grants Crits for 6 seconds, plus vulnerability to mini-crits. Interruptible 1.2 second drink time. * Secondary throws a can down, granting the person who picks it up 4 second of mini-crits, no penalty. http://forums.steampowered.com/forum...php?p=19292492 |
|
|
|
|
|
#10 |
![]() Join Date: Jun 2009
Reputation: 445
Posts: 1,875
|
New Medic weapon:
The Bypass Link: http://forums.steampowered.com/forum...5#post19292775 Replaces Syringe gun. + Gains four short range plasma blasts from the secondary function for every 1200 health healed or overhealed (or it can be uber charge based), does not stack. Damage and fall off works somewhere between the Shortstop and the Scattergun. - 1 health per second (i.e Medic will only regain 2 health a second at first) - 20 normal ammo in the clip - Ubercharge builds up 5% slower Design idea: One of the worst things about playing pub Medic is having your heal target more concerned about themselves/deathmatching than your protection or the objective. This gun gives the Medic better capabilities at protecting themselves but makes them overall slightly worse at doing some aspects of their job. Because it requires the Medic to heal to recieve the benefit, it will not allow battle medics to become rampant or if they do, they will still have to heal to get their precious benefit and they are worse in combat until they have it due to the smaller clip. Comp Medics or medics who like the class as is will find the normal syringe gun to be still the better choice (since it doesn't make them any worse overall at their job) and battle medics will still use the Blutsauger To be honest, balancing the weapons damage and capabilities might be tricky, but its the design concept I'm more concerned with to make Medic and healing a bit more appealing to pub play. Last edited by Peachrocks: 12-19-2010 at 01:16 AM. |
|
|
|
|
|
#11 |
|
Banned
Join Date: Oct 2010
Reputation: 60
Posts: 1,109
|
|
|
|
|
|
|
#12 |
![]() Join Date: Jul 2010
Reputation: 1
Posts: 82
|
My suggestion would be a medigun that automatically heals all nearby friendly players when the medic is not attacking.
http://forums.steampowered.com/forum....php?t=1638394 |
|
|
|
|
|
#13 |
![]() Join Date: May 2009
Reputation: 65
Posts: 1,064
|
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 Last edited by Snipe Me: 12-07-2010 at 06:58 PM. |
|
|
|
|
|
#14 |
![]() Join Date: Oct 2010
Reputation: 699
Posts: 2,275
|
Switching the Backburner into the Gas-Jockey set.
Make the Backburner part of the Gas-Jockey set to improve item-synergy and make it and alternative load-outs more functional.
* Backburner replaces Degreaser as the Primary weapon for the Gas-Jockey set. * Backburner adopts the name and appearance of the Degreaser so it doesn't break the Aesthetic of the Gas-Jockey set. * Degreaser adopts the appearance of the Backburner, is renamed to "Slow Burner" http://forums.steampowered.com/forum...php?p=19292741 |
|
|
|
|
|
#15 |
![]() Join Date: May 2009
Reputation: 65
Posts: 1,064
|
Gunslinger Buff
I suggest giving Gunslinger users 100 metal teleporter entrances and exits. Doing so makes teleporter building less stressful for offensive engineers, and the ability to still build a mini after the teleporter gives more incentive to actually build teles.
http://forums.steampowered.com/forum....php?t=1638417 |
|
|
|
![]() |
|
||||||
| Thread Tools | |
| Display Modes | |
|
|