01-13-2010, 08:25 PM | #1 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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give me your best ideas
ok i know nobody thinks this thread belongs here, but consider this an experiment. i ask this only of players that play in leagues and pickups, i don't need to hear opinions from pub players, only organized play, i want you to create a useable sniper class.
no limits just make it serious please. just fill in the list, only 2 requirements it must do alot of damage and it must fire long range(both make a sniper a sniper) to begin how do you see YOUR sniper? position: offense, defence, both? Speed: medic fast, current, soli slow? secondary gren: conc, nail grenade, be creative? secondary weapon: AR, shottie, be creative? hp and armour: how much does he need to work? main weapon dmg type: hit scan, projectile, explosive? firerate/charge rate: faster, slower, none? how many granades: more, less? dmg: more, less, same? and any side notes you'd like to add. also assume that hitboxes are a non issue. don't tell me it wouldn't work no matter what, make it work, you have the ability to turn the sniper into whatever you want, i don't care how out there it sounds, MAKE IT WORK. basically create a sniper that could replace a second solider or one of the medics. give him a purpose, even one small thing that the others can't do but is needed, even a utility class that can be switched to in a certain situation then switch'd off of later. BE CREATIVE, LETS HERE IT. Last edited by SSCUJO; 01-14-2010 at 02:12 AM. |
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01-13-2010, 09:41 PM | #2 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Position: Defense
Speed: 280 Secondary Grenade: None Secondary Weapon: Single Shotgun HP and Armor: 90 health, 100 armor Main Weapon DMG Type: projectile based Firerate: Probably variable, only until your preexisting projectile is gone How Many Grenades: 1 fragmentation grenade Damage: very weak splash damage, but high direct hit damage. The weapon should work like in theory the Disc Launcher from Tribes, because I can't think of any other good example of a projectile based weapon used for sniping that doesn't suck. It should deal very poor splash damage, but deal high damage with direct hits. In addition, it should become more powerful the longer its projectile flies through the air, denying it any use at close range, and rewarding Snipers for long range accuracy. Here are some downsides:
You can see the Tribes Disc Launcher here: (protip: The view model is in the thumbnail.): |
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01-13-2010, 10:03 PM | #3 |
Join Date: Mar 2007
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nice idea, i like it, although looking for ideas more so from the pickup community.
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01-13-2010, 10:14 PM | #4 |
pew pew cry Bridget
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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IMO
maybe slgihtly more armor than current, no grenades, either a weaker version of the AR or a single barrel shotgun or something. Instead of a sniper rifle i nominate a projectile version of the HLDM guass gun (much like the engineer railgun). Damage lower than the hldm guass obviously. Can only carry a low amount of ammo so you cant camp, have to pick up bags. No built in zoom function. The guass can be used for movement (should be more effective than the railgun). The projectile should be faster than the railgun and have similar reg. Imo it makes for a fun movement/aim based class that can benefit slightly more spaced out maps than 2fort but still not dominate from openfire balc on defense or something. I would play it, im bored of shotguns and grenades :P |
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01-13-2010, 11:16 PM | #5 |
Lua Team
Join Date: Mar 2007
Posts Rated Helpful 1 Times
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Super Railgun
Same as engineer's railgun but faster projectile and more damage. |
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01-14-2010, 05:06 PM | #6 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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The best idea I could come up with. I doubt the values are correct but the core idea is there.
CLASS ATTRIBUTES
PRIMARY WEAPON
SPECIAL GRENADE
SECONDARY WEAPON Single or Super Shotty depending on how the rest works out SUMMARISED THOUGHTS
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 01-14-2010 at 05:45 PM. |
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01-14-2010, 07:53 PM | #7 |
Join Date: Mar 2007
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great great ideas, elmo do you see that class replacing a second solider in a defencive position? if not is there anything else it needs to put it into that position?
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01-14-2010, 09:05 PM | #8 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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See, I was thinking that during public play it would still be played in the yard (being suited to long range) but I was also trying to consider places inside the base that it might be useful; compared to the current sniper who is currently USELESS close quarters inside bases. And yeah I had been thinking places similar to where a soldier might go.
What are your thoughts on that basic idea.
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 01-14-2010 at 09:23 PM. |
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01-15-2010, 02:58 AM | #9 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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i really really really like the idea of a lighting style dmg that effects enemy's close by,it would work great in choke points. the idea has some potential.
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01-15-2010, 10:14 AM | #10 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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Meh, im not a fan at all of messing with classes, add more classes instead if u guys think that it would benefit the game, instead of changing classes that are familiar for all tf players.
Last edited by zE; 01-15-2010 at 10:15 AM. |
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01-15-2010, 11:46 AM | #11 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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sorry zE but the classes can and will change
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01-15-2010, 05:42 PM | #12 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Maybe a scoped railgun?
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01-15-2010, 09:23 PM | #13 |
crystaLcity
D&A Member
Beta Tester Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D Gametype: Capture the Flag Affiliations: Goodfellas Posts Rated Helpful 7 Times
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why get rid of the sniper? im confused...
edited by squeek
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83745 L0LZ ff_nyx_b2 ff_schrape_b3 ff_security_b1 ff_baked_b2 ff_reloaded_b1 ff_mulch_dm_b2 ff_oppose_b1 Last edited by squeek.; 01-15-2010 at 10:44 PM. Reason: No need for insults |
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01-15-2010, 10:28 PM | #14 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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hmm thanks?!
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01-15-2010, 11:04 PM | #15 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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why not? What contribution to the game does the sniper give currently. When is it the better option, etc.
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01-15-2010, 11:52 PM | #16 |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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The shock gun from UT is the first thing that comes to mind for me. Nnot its ulternate fire/combo explosion thing, that'd be a complete rip off, but the primary fire.
position: offense Speed: faster than medic slower than scout secondary gren: caltrops (Oh ya, they gotta make a come back, but old school TFC style not FF's failed version) secondary weapon: single shotty hp and armour: more than scout, less than medic main weapon dmg type: hit scan but it'll be more in line with a pulse weapon's dimensions instead of a bullet's dimensions of a dot. firerate/charge rate: as fast as the supper shotty, no charge, and static damage how many granades: standard 4 primary, 2 caltrops dmg: does about the same as a super shotty, only difference is it'll be far more acurate at long range. He gets 10 shots before reload, and can carry as much spare ammo as a medic can for his super shotty. It's ult fire can be a spray burst (like the frack cannon in UT but much shorter, like maybe 3-4 times the distance of melee combat, and they shoot straight), give him the speed reduction stuff you gave the HW's AC. No more zoom, and no more headshots, he'll be strong in cross room combat and taking out sg's. Get in close, and the +attack2 little blasts will add up in damage pretty quick (this is his stopping power if he for whatever reason want's to defend in pubs) , plus he doesn't need to be super accurate. Voila, a class capable of being dead accurate at long distances, yet quite strong in close quarters, since it'll be similar damage to the shotty (if the super shotty were to be a 100% hit, which usually isn't the case) so per successfull hit he'll do more than the super shotty. He won't have concs though so he won't rape O more than the medic, but he'll run faster atleast, so he'll be better in DMing especially close quarters. |
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01-16-2010, 12:08 AM | #17 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Why not try FIXing the class instead of just giving up?
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01-16-2010, 12:11 AM | #18 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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you can't fix it until you outline what you want it to be, and what the problems with it are
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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01-16-2010, 01:32 AM | #19 |
sKeeD
D&A Member
Beta Tester |
why fix something thats not broken.
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01-16-2010, 02:14 AM | #20 |
Banned
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Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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