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Poll: Whose idea was better?
Necross's
MistahFixit's
[Show Results]
 
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The Weapon Design Contest Winner!
Post: #1
The Weapon Design Contest Winner!
Drum-roll please, ladies and gentlemen!

We've decided to make this competition another community decided contest as well. Deviance and I were torn over Necross, and MistahFixIt's ideas.

MistahFixIt's Idea Wrote:The Roustabout
Lv. 3/6/9 Mobile Turret - (Replaces Sentry Gun)
Pros: Mobile Sentry Gun; Engineer Commands
Cons: Lowered Firepower; -25% Sensor Radius; -15% Overall Armor

At all of The Roustabout's levels, it responds to the commands of 'The Wrangler' Sentry Command Module (explained further down)

Hunt - The Roustabout will chase whomever you mark with The Wrangler and attempt to kill them with its Heavy-Caliber gun(s). If it loses line-of-sight with its quarry however, it will give up the chase and return to its Engineer. If it cannot navigate a path back to the Engineer within 10 seconds, it will revert to Patrol Mode. (see below)

Heel - Manually call the Roustabout back to your side, where it will follow you (as best as its speed will allow) In this state, the Roustabout behaves like its predecessor, attacking anything that enters its sensor radius, but does not leave the Engineer's side.

Patrol - Mark a room or area of the map, where the Roustabout will lazily patrol a clockwise circuit, and attack any enemy who enters its sensor radius. It will also revert to Patrol mode if it loses sight of its Engineer for too long, or cannot find him after disengaging Hunt Mode. The Patrol radius is approximately half the Roustabout's sensor range.

Sentry Gun Stats:

Level 1
High-Speed, Mono-Cannon Hunter

* Armor: 125HP
* Speed: 320v (105% base; Medic Speed)
* Firepower: 20 Damage over 2 shots per second (40DPS, same as Level 1 Sentry)

Level 2
Moderate-Speed, Dual-Cannon Patrol

* Armor: 155HP
* Speed: 280v (93% base; Demoman Speed)
* Firepower: 15 Damage over 4 shots per second (60DPS, 75% of Level 2 Sentry)

Level 3
Low-Speed, Minigun Enforcer

* Armor: 190HP
* Speed: 240v (80% base; Soldier Speed)
* Firepower: 10 Damage over 8 Shots Per Second (80DPS, 50% of Level 3 Sentry)

The Wrangler
Lv. 5 Command Module - (Replaces: Pistol)
Pros: Direct Sentry Control
Cons: Useless without an Active Roustabout; Loss of Firepower

The Wrangler is a slapdash wireless control device for handling the Roustabout. (It would probably look something like the Mesmetron from Fallout 3, if you've ever seen it.) The Wrangler has two functions; Primary Fire sends your Roustabout Sentry to a location or target, and Secondary Fire calls it back to your side. 'Firing' the Wrangler at a target instructs an active Sentry to follow and engage that opponent in an erratic flight pattern.

Clicking a wall, floor or ceiling will mark a center point, around which the Roustabout will patrol a slow and lazy circuit, engaging any targets it encounters. The maximum distance from that center point would be equal to approximately half the diameter of the Roustabout's sensor range.

Right-Clicking at any time (even with a weapon other than the Wrangler out) calls the Sentry Gun back to you, allowing you to lead the gun to the front lines, and protect yourself at the same time. Also useful for calling the gun back for repairs/upgrades.

Sapping the Roustabout causes it to stop where it is and fall to the ground. Sapped Roustabouts also ignore any commands issued by the Wrangler, forcing the Engineer to find it, un-sap it, and repair it.

Necross's Idea Wrote:[b/]The Skullbuster[/b]

Level 13 Specialist Rifle

The Skullbuster (using similar aesthetics to Evil_Ice's skin of the same name) is an unlock for the Sniper, combining both outback-style aesthetics and more rifle-like behavior. This weapon has three main parts: a folder the Sniper keeps tabs of his targets in, a golf bag (a subtle reference to his Meet The video), and the rifle itself.
To select a target, the Sniper pulls out his folder (a la the Spy's disguise kit) and selects a class of his choosing. After he does this, the Sniper pulls out a skull of the respective class from his golf bag and shoves it onto his rifle, acting as a visual reminder of what "mode" the Sniper has selected. To keep the Sniper from rapidly swapping out class modes, this process takes approximately three or four seconds.
The rifle has two charging stages; the first one is the default rifle one, and takes about 25% less time to fill up. The second meter is one exclusive to the 'buster, and it takes approximately eight seconds to fully fill. During the first meter, if a shot is fired, it acts like a weaker version of the default rifle. However, the second meter has special traits applied to it, depending on the class selected; these traits only apply and do damage to the selected class, so the Engineer traits can't be abused against a turtling Heavy.

Scout
The bullet has a very small amount of buckshot inside of it, inside of a very tight spread. This ensures a hit on very near misses. Each pellet doesn't do too much, about 30 damage each on body shots, and there are only about six pellets per shot.
Soldier
Default damage is done, but rocket damage to the Sniper is reduced by 20%.
Pyro
Default damage is done, but descoped, the rifle uses a crosshair and recoil is lessened, giving the Sniper some means of defense against an ambushing Pyro.
Demoman
Default damage is done, but pipe bomb and sticky bomb damage is reduced by 20%.
Heavy
Headshot damage is doubled, to a whopping 600 damage.
Engineer
Default damage, but bullets can penetrate buildings, doing damage to both the building and an Engineer hiding behind it.
Medic
Default damage, but bullets penetrate enemies, damaging Medics hiding behind them.
Sniper
Default damage and traits.
Spy
Default damage, but the bullet carries huge amounts of anticoagulant, causing cloaked and disguised Spies to leak blood for the next five seconds.

With the first meter, damage is about one third of the default rifle's, but in the second meter it slowly fills to about two thirds of the default rifle's damage. So, stat wise, the first meter would do about 50 damage on a fully charged bodyshot, and for a fully charged headshot it jumps to 150 damage; for the second meter, a fully charged bodyshot would do about 100 damage, and a fully charged headshot would do about 300 damage. The rifle can be fired without an equipped skull, but base damage is very weak, and a secondary meter doesn't even show up when using this "base" mode. The rifle is also notoriously hard to noscope with, lacking the added crosshair for the rifle (with the exception of the Pyro mode) and aim-reducing recoil.
In a Team Fortress 2 loadout style summary:
Pros:
- Alternate firing modes
- Secondary charge meter
Cons:
- Increased difficulty to noscope with
- Reduced overall damage

I think that this kind of rifle encourages a more Sniperesque playing style, and to keep it from being too overpowered, the individual "anti-class" buffs are limited to the classes that they're meant for.

So we'll be leaving it to our community to vote for the contest, we're looking forward to your input!

Deus Ex Machina - A god from the machine
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Post: #2
RE: The Weapon Design Contest Winner!
Uh, wow, I'm honored that my idea even got this far. Sorry about not being on here for a while, I just moved and haven't had internet for about a week, and this was a pleasant surprise when I got back online.

Obviously, I'm not going to vote, but it makes me all gooshy inside that you think that my idea's good.
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Post: #3
RE: The Weapon Design Contest Winner!
Voted for Necross, because although MistahFixIt's idea is great and all, it has definitely been done before. Not saying you copied it or anything, but I did saw some other people (at other TF2 forums, i.e. the steamforums/tf2fort) posting ideas involving walking (R/C) sentries.

My bullets stay inside your brain like it's your favorite song
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Post: #4
RE: The Weapon Design Contest Winner!
Voted for Mistahfixit because, well, WALKING SENTRIES MAN!

[Image: halolz-dot-com-teamfortress2-engineer-level5sentry.jpg]
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Post: #5
RE: The Weapon Design Contest Winner!
(10-09-2009 04:10 PM)Jason Wrote:  Voted for Necross, because although MistahFixIt's idea is great and all, it has definitely been done before. Not saying you copied it or anything, but I did saw some other people (at other TF2 forums, i.e. the steamforums/tf2fort) posting ideas involving walking (R/C) sentries.

This.

MistahFixIt's idea is incredibly balanced, but not truly original.

I won't be voting though, because I have to be impartial. Dodgy

Scratch that, it appears Deviance voted for MistahFixIt's, as did MistahFixIt himself. I suggest that you vote for your idea ,Necross, because MistahFixIt did for his.

Deus Ex Machina - A god from the machine
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Post: #6
RE: The Weapon Design Contest Winner!
(10-09-2009 04:34 PM)Ticket Master Wrote:  
(10-09-2009 04:10 PM)Jason Wrote:  Voted for Necross, because although MistahFixIt's idea is great and all, it has definitely been done before. Not saying you copied it or anything, but I did saw some other people (at other TF2 forums, i.e. the steamforums/tf2fort) posting ideas involving walking (R/C) sentries.

This.

MistahFixIt's idea is incredibly balanced, but not truly original.

I won't be voting though, because I have to be impartial. Dodgy

Scratch that, it appears Deviance voted for MistahFixIt's, as did MistahFixIt himself. I suggest that you vote for your idea ,Necross, because MistahFixIt did for his.

All right, but only because Fix did.

It appears that another tie is afoot, too.
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Post: #7
RE: The Weapon Design Contest Winner!
Oh ho! It appears that the objects, whose application is to rest other entities on top of itself, have been rotated in an 180 degree circle.

Deus Ex Machina - A god from the machine
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Post: #8
RE: The Weapon Design Contest Winner!
(10-09-2009 04:47 PM)Ticket Master Wrote:  Oh ho! It appears that the objects, whose application is to rest other entities on top of itself, have been rotated in an 180 degree circle.

Fancy jargon when you can just say "Oh crap it's another tie". Tongue
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Post: #9
RE: The Weapon Design Contest Winner!
I have devised an ingenious tie-breaker! The administrators and moderators votes will count as twain! This wi- Oh. That doesn't help at all.

I suppose we can just wait for some more forum-goers to vote, although I'm rooting for Necross.

Deus Ex Machina - A god from the machine
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Post: #10
RE: The Weapon Design Contest Winner!
(10-09-2009 05:04 PM)Ticket Master Wrote:  I have devised an ingenious tie-breaker! The administrators and moderators votes will count as twain! This wi- Oh. That doesn't help at all.

I suppose we can just wait for some more forum-goers to vote, although I'm rooting for Necross.

'ppreciate the support.
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