digibutter.nerr Forum Index
Hey [you]! If you haven't noticed, this is now the old digibutter forums. Go over to the new site!
digibutter.nerr
It's Hi-Technicaaal!

Suggest a new class for TF2
Goto page 1, 2  Next  
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    digibutter.nerr Forum Index -> Gaming
Author Message
Token Nazi?
Zelnor



Joined: 01 Jul 2007
Posts: 6425

HP: 10 MP: 7 Lives: 1



PostPosted: Thu Feb 12, 2009 5:47 am   Reply with quote

So Valve is looking to MAAAAAAYBE add a 10th class, and I wonder what you would do ?

Serious, feasible suggestions only.

My idea: The Architect.
Like The Engineer, only not.

Weapon 1: Nailgun (like the Medic's Syringe Gun, but with Nails)
Weapon 2: Pistol
Weapon 3: Metal ruler
Special 4: Construction
Special 5: Destruction

The Architect, whilst having little hitpoints and not much firepower, provides a vital service - he changes the battlefields.
He builds Walls to cover behind, Walls with an opening for a sniper, Boxes / Steps to stand on, ramps, whatever.

These covers can be upgraded and repaired with metal, which he can gain from fallen weapons as well.

Build an actual, if rather small, Team Fortress ! Just be careful, because Soldiers, Demomen, Heavys and the Payload will, if given the chance, blow your beautiful constructions to smithereens.

Born in China, the Architect grew up amongst bamboo and soon learned to build simple things from it. But he wanted to go... higher and higher.


Unlockable
1. 15 achievements: Build small room: NEED A DISPENSER HERE.
2. 20 Achievements: Build a launching pad lol i unno
3. All Achievements: TBA 2009


I dunno if this would break gameplay, but it would be epic if you could make one of every kind of them to change the flow of gameplay.

:/ But they'd have to protect against blocking, spawn camping, etc.
Back to top
Twilit Mall: Zelnor Mart    
Nintendo Zealot
Warlord_Mike



Joined: 04 Jun 2008
Posts: 353

HP: 99 MP: 7 Lives: 0



PostPosted: Thu Feb 12, 2009 11:38 am   Reply with quote

*thinks long and hard*

Ah! I've got one:

The Miner
A man who lives his life underground.

Melee: Miner's Pick. Crit animation is a powerful downward swing.
Secondary Ranged: Pistol
Primary Ranged: Flechette Launcher. The Flechette grenades cover an area about 3 Heavies in diameter, and the blast lingers for about 3 seconds while the metal shards bounce around. Tunnels also are always this wide, as an aside.
Special 1: Dig
Special 2: Collapse

The Miner doesn't seem like much at first glance, but he is indispensable in combat. The flechette launcher he carries makes him an "Area Denial" combatant, and they also rip apart the Engineer's constructs, dealing double damage to what he's built.

The Miner's primary mission, however, is to create tunnels or "mining deposits" of metal that can be used by Engineers, giving them even better metal rate than a dispenser. In certain areas, he can also build trenches for cover, or mounds of dirt for higher ground.

The problem is that enemies can use his tunnels as well, and only certain areas of the map can be dug. However, miners can collapse the tunnels they've dug, crushing everyone inside (be sure no friendlies are in there!).

Born in West Virginia, this bearded, gritty character was the best at what he did - carving up the earth in search of coal for his company. However, he found rather perverse joy in digging tunnels...and then collapsing them just for the hell of it.

Unlockables:
15 Achievements: Ol' Reliable. A Miner's pick on steroids, this high-end mining tool deals only 80% damage of the original, but it constructs tunnels, trenches, and dirt mounds 50% faster.
25 Achievements: X-Ray Goggles. Replacing his Pistol, the X-Ray Goggles allow multiple benefits for the Miner - the most obvious one being where enemies are located, including your tunnels. However, perhaps its most valuable asset is that it reveals enemy Spies in your ranks. The downside? Its range is VERY limited, and it reduces your vision to the same range as the bridges in 2Fort. As a humorous side-effect, you also see the skeletal structures of your teammates - the skeleton's color indicates whose team they belong to.
All Achievements: Ravager. This upgraded Flechette Launcher is a beast to behold. It doesn't seem any different from the basic Flechette launcher, but in crowds of 3 or more people, the flechettes activate a "heat-seeking" mode, causing them to "gravitate" towards the organic targets, increasing their damage by 75%. However, because it is now geared towards organic targets, the flechettes only deal full damage to Engineer structures, now.

Some of this stuff could quite easily be considered game-breaking, but I made every effort to re-compensate with fairly significant downsides.
Back to top
   
I TROL U
Mantis15



Joined: 30 Apr 2007
Posts: 7743

HP: 100 MP: 3 Lives: 0



PostPosted: Thu Feb 12, 2009 2:02 pm   Reply with quote

Meet The Scientist!

Heathl - 125

Looks like- White labcoat, safety goggles, short black hair, and Japanese orientation

Weapons-

Primary: Ray Gun- Can shoot a lazer that does 50 damage uncharged. You can hold the secondary fire button to charge your gun; the gun will start charging after 2 seconds and continues up until 4 seconds. Each second adding by 50 damage. Releasing the secondary button causes it to fire.
Damage:
Uncharged: 50
2 second: 100
3 seconds: 150
4 seconds: 200


Secondary: Acid Squirter- Shoots boiling acid from a little squirt gun pistol. It does very little damage, but it does damage overtime until they get healed or they die.
Damage:
Shot: 25 damage
Damage Over Time: 5 damage per second


Melee: Beaker- Similar to the Demoman's whisky bottle, breaks when there's a crit.


Graduating from the smartest university in Japan, he's a scientific genious who has invented his own weapons.


Upgrades

15 Achivements- Pump Action Poision Gun 4000: A big water gun upgrade from the pistol that shoots poison at the enemy. Although this won't do damage at all, it does 300% damage over time than before.
Damage Over Time: 20 damage per second


20 Achivements- The "This Might Hurt a Bit"-izer: A big syringe needle that this scientist carries around. It has a dangerous chemical in it though, and possibly the first melee weapon that can use ammo, but doesn't need it. After the first hit with the needle, the chances of getting a crit on him rise up by 50%. However, the needle moves 40% slower than usual.

All Achivements- The Magnifier: This upgraded version of the Ray Gun is a beast! The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge(rounded up) and there is a 2 second delay before the shot is fired.
Damage:
Uncharged: 75 damage
4 seconds: 150 damage
6 seconds: 225 damage
8 seconds: 300 damage


Last edited by Mantis15 on Thu Feb 12, 2009 5:05 pm; edited 1 time in total
Back to top
Relations 'R' Us    
darkzero
Rusty Shackleford
Vampire


Joined: 12 Jun 2007
Posts: 16661

HP: 1 MP: 2 Lives: 0



PostPosted: Thu Feb 12, 2009 4:18 pm   Reply with quote

The VIP

Nuff said. °Д°
◉_◉ ʘﮯʘ
Back to top
darkzero's Bargain shop    
High Priestess Paula
Count_Bleck



Joined: 27 Apr 2007
Posts: 29980

HP: 30 MP: 2 Lives: 9



PostPosted: Thu Feb 12, 2009 4:28 pm   Reply with quote

Mantis15 wrote:
This upgraded version of the Ray Gun doesn't need to charge. The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge.
Wat.
Back to top
Lapin Angelique    
Elzilcho
ohclizlE
Burning Vampire


Joined: 08 Oct 2007
Posts: 6715

HP: 94 MP: 5 Lives: 0



PostPosted: Thu Feb 12, 2009 4:48 pm   Reply with quote

Mahoro Andou wrote:
Mantis15 wrote:
This upgraded version of the Ray Gun doesn't need to charge. The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge.
Wat.
Yeah, this confuses me as well. Maybe he means 'doesn't need to charge to dish out larger damage', or words to that effect...
Back to top
Z.I.L.C.H.    
I TROL U
Mantis15



Joined: 30 Apr 2007
Posts: 7743

HP: 100 MP: 3 Lives: 0



PostPosted: Thu Feb 12, 2009 5:05 pm   Reply with quote

Elzilcho wrote:
Mahoro Andou wrote:
Mantis15 wrote:
This upgraded version of the Ray Gun doesn't need to charge. The big magnifying glass on the front of the barrel increases the itensity of the ray by 50%! As a downside to such power, it takes 100% longer to charge.
Wat.
Yeah, this confuses me as well. Maybe he means 'doesn't need to charge to dish out larger damage', or words to that effect...
I made a mistake, I accidentaly left that in from my old idea.
EDIT: Fixed it.
Back to top
Relations 'R' Us    
Serene Absolute~
Zuzu



Joined: 10 Feb 2009
Posts: 121
HP: 100 MP: 10 Lives: 0



PostPosted: Thu Feb 12, 2009 5:24 pm   Reply with quote

Hmm...

My idea: The Valkyrie.
The heroic and crime fighting twin blade master.

Weapon 1: Twin Blades (the size of each is usually between a regular-sized sword and a dagger)
Weapon 2: Bow and arrow
Weapon 3: Katana
Special 4: Self Heal
Special 5: Revitalize

The Valkyrie to some is one who has wings. But, this Valkyrie is wingless, due to a defect at birth. Nonetheless, the Valkyrie carries around twin blades, which may sometimes do double the damage if a weak point is hit.

The Valkyrie has also utilized the abilities to heal themselves over a period of time. They would only heal when they aren't attacked, though. The less the Valkyrie is attacked, the unlikelier the Self Heal ability won't reset. Also able to revitalize themselves of any other conditions, the Revitalize ability is somewhat similar to the Self Heal ability in terms of taking time to work, though it takes a bit longer than the Self Heal ability if the Valkyrie is affected by some sort of condition.

As for secondary weapons, Valkyries prefer using the bow and arrow if they wish to stay away from whomever they're attacking, or if they wish to snipe (after all, who doesn't like to snipe?). They also choose to use a katana, seeing how the twin blades might weigh them down every so often, and they need great speed to accomplish whatever challenge they are facing.

---

Just something I thought of out of boredom. I always liked the idea of a "Valkyrie" class.


Last edited by Zuzu on Thu Feb 12, 2009 7:57 pm; edited 1 time in total
Back to top
Artifacts of Tetyth    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

HP: 100 MP: 10 Lives: 1



PostPosted: Thu Feb 12, 2009 7:18 pm   Reply with quote

Somehow I don't think magic would work well in TF2. ФֻФ
Back to top
asdf    
Serene Absolute~
Zuzu



Joined: 10 Feb 2009
Posts: 121
HP: 100 MP: 10 Lives: 0



PostPosted: Thu Feb 12, 2009 7:54 pm   Reply with quote

TooManyToasters wrote:
Somehow I don't think magic would work well in TF2. ФֻФ
I wasn't sure of that either, to tell the truth ^^' Which is why I stuck with supportive magic rather than offensive (though Life Drain is sort of in the middle).

But I guess I can change it to something more practical, but still supportive...
Back to top
Artifacts of Tetyth    
Token Nazi?
Zelnor



Joined: 01 Jul 2007
Posts: 6425

HP: 10 MP: 7 Lives: 1



PostPosted: Fri Feb 13, 2009 3:28 am   Reply with quote

I think we'd all be a horrible gamebreaker.

The lazer does too much fire, people would spam walls and dispensers and block all entries / exits, the battlefields would become a piece of swiss cheese, and no engineer would be safe.

I need to rethink it.

Actually, I haven't put any damage values, so at least that one is open.

But, there need to be restrictions. No walls before entries / exits / spawns...

I mean, Engi / Archi rush would be the most boring thing evar,
Back to top
Twilit Mall: Zelnor Mart    
Nintendo Zealot
Warlord_Mike



Joined: 04 Jun 2008
Posts: 353

HP: 99 MP: 7 Lives: 0



PostPosted: Fri Feb 13, 2009 11:51 am   Reply with quote

Zelnor wrote:
I think we'd all be a horrible gamebreaker.

The lazer does too much fire, people would spam walls and dispensers and block all entries / exits, the battlefields would become a piece of swiss cheese, and no engineer would be safe.

I need to rethink it.

Actually, I haven't put any damage values, so at least that one is open.

But, there need to be restrictions. No walls before entries / exits / spawns...

I mean, Engi / Archi rush would be the most boring thing evar,

*Agrees*

Well, this is my third attempt to post it, but here's another one I thought up:

The Technician
A man who's handy with a wrench and a toolbox.

Melee Weapon: Crescent Wrench. The Crit animation is a fierce swing from left to right.
Secondary Ranged: Shotgun.
Primary Ranged: Tesla Gun. A portable Tesla Coil, the gun fries enemies, and has a 50% chance to stun them for 3 seconds. Because it's electrical damage, it also has about a 10% chance to overload an Engineer's structures, destroying them instantly. The Crit animation shows the target's skeletal structure, and ALWAYS comes with a stun.

The Technician wouldn't sound like a front-line unit, but he is in fact very valuable in his own right. The Tesla Gun is great for giving your team a chance to interrupt an attacker, and the chance to instantly destroy a Sentry, Dispenser, or Teleporter is always a nice bonus.

The Technician's primary mission, however, is to upgrade your teammates' weapons, up to three times each. However, this isn't without cost - it takes 10/20/30 seconds to upgrade a weapon to level 1/2/3, during which time NEITHER unit can move, or the upgrade process stops.

To make matters worse, ANY interaction on either of you by other players, friend or foe, will also break the upgrade process (you can still talk, but that's all). Obviously, this leaves you EXTREMELY vulnerable to attack. Additionally, the upgrades require 250/500/1000 metal for level 1/2/3.

Unlockable Weapons are un-upgradeable (for now - I may change my mind if I can think up something). Additionally, Spies can't have their knives upgraded, but the Revolver, Disguise Kit, and Electro-Sapper can. Technicians may not upgrade their own weapons.

The upgrades are as follows:

Shotgun

1st: 10% Damage increase
2nd: 15% Damage increase, 5% Spread increase
3rd: 20% Damage increase, 10% Spread increase, gains an auto-fire function, firing twice per second

Pistol

1st: 10% Damage increase, 5% Speed increase
2nd: 15% Damage increase, 10% Speed increase, gains a laser sight
3rd: 20% Damage increase, 15% Speed increase, gains a scope with short-ranged zoom function

Engineer

Wrench, 1st: 10% Damage increase, 5% Speed increase
Wrench, 2nd: 15% Damage increase, 10% Speed increase, 5% Repair increase
Wrench, 3rd: 20% Damage increase, 15% Speed increase, 10% Repair increase, 5% Crit Chance increase

Soldier

Shovel, 1st: 5% Damage increase, 10% Speed increase
Shovel, 2nd: 10% Damage increase, 20% Speed increase, 5% Crit Chance increase
Shovel, 3rd: 15% Damage increase, 30% Speed increase, 10% Crit Chance increase

RL, 1st: 10% Damage increase, 5% Blast radius increase
RL, 2nd: 15% Damage increase, 10% Blast radius increase, Blasts to self are cut in half
RL, 3rd: 20% Damage increase, 15% Blast radius increase, Become impervious to own blasts, Rockets gain heat-seeking warheads

Pyro

Flamethrower, 1st: 5% Damage increase, 5% Range increase
Flamethrower, 2nd: 10% Damage increase, 10% Range increase, Burn duration is doubled
Flamethrower, 3rd: 15% Damage increase, 15% Range increase, Burn duration is tripled, Ammo Consumption is cut in half

Fire Axe, 1st: 10% Damage increase, 5% Speed increase
Fire Axe, 2nd: 20% Damage increase, 10% Speed increase, 5% Crit Chance increase
Fire Axe, 3rd: 30% Damage increase, 15% Speed increase, 10% Crit Chance increase, 1% Chance to deal instant death

Demoman

Grenade Launcher, 1st: 5% Damage increase, 5% Speed increase
Grenade Launcher, 2nd: 10% Damage increase, 10% Speed increase, 5% Range increase
Grenade Launcher, 3rd: 15% Damage increase, 15% Speed increase, 10% Range increase, Become impervious to own blasts

Stickybombs, 1st: 5% Damage increase, +2 additional Stickybombs
Stickybombs, 2nd: 10% Damage increase, +4 additional Stickybombs, 5% Blast radius increase
Stickybombs, 3rd: 15% Damage increase, +6 additional Stickybombs, 10% Blast radius increase, Become impervious to own blasts

Scumpy, 1st: 10% Damage increase, 5% Speed increase
Scumpy, 2nd: 15% Damage increase, 10% Speed increase, 5% chance to spill alcohol, increasing pyro DPS by 10%
Scumpy, 3rd: 20% Damage increase, 15% Speed increase, 10% Chance to spill alcohol, increasing pyro DPS by 20%, Can light spilled alcohol w/Alt-Fire, dealing 5-6 DPS

Sniper

Sniper Rifle, 1st: 5% Damage increase, 10% Speed increase
Sniper Rifle, 2nd: 10% Damage increase, 15% Speed increase, 5% Crit Chance increase
Sniper Rifle, 3rd: 15% Damage increase, 20% Speed increase, 10% Crit Chance increase, Can detect enemy spies

SMG, 1st: 10% Damage increase, 5% Speed increase
SMG, 2nd: 15% Damage increase, 10% Speed increase, +25 Ammo Capacity
SMG, 3rd: 20% Damage increase, 15% Speed increase, +50 Ammo Capacity, -5% Scatter radius

Kukri, 1st: 5% Damage increase, 10% Speed increase
Kukri, 2nd: 10% Damage increase, 15% Speed increase, 5% Crit Chance increase
Kukri, 3rd: 15% Damage increase, 20% Speed increase, 10% Crit Chance increase, Becomes a medium-range boomerang-type weapon with Alt-Fire

Heavy

Minigun, 1st: 5% Damage increase, 5% Spread Reduction
Minigun, 2nd: 10% Damage increase, 10% Spread Reduction, 5% Crit Chance increase
Minigun, 3rd: 15% Damage increase, 15% Spread Reduction, 10% Crit Chance increase, 5% Spin-Up Time reduction

Fists, 1st (Brass Knuckles): 5% Damage increase, 1-3 Yard Knockback
Fists, 2nd (Metal Gauntlets): 10% Damage increase, 3-5 Yard Knockback, 5% Chance to stun for 3 seconds
Fists, 3rd (Fists of Fire): 15% Damage increase, 5-7 Yard Knockback, 10% Chance to stun for 3 seconds, 5% Chance to set targets on fire for 10 seconds, dealing 5-6 DPS.

Medic

Medigun, 1st: 25% Ubercharge Rate increase, 5% Heal increase
Medigun, 2nd: 50% Ubercharge Rate increase, 10% Heal increase, 50% Ubercharge Duration increase
Medigun, 3rd: 75% Ubercharge Rate increase, 15% Heal increase, 100% Ubercharge Duration increase, Will not heal/ubercharge disguised spies

Syringe Gun, 1st: 10% Damage increase, 10% Speed increase
Syringe Gun, 2nd: 20% Damage increase, 15% Speed increase, 5% Crit Chance increase
Syringe Gun, 3rd: 30% Damage increase, 20% Speed increase, 10% Crit Chance increase, 1% chance to add 10% to your Ubercharge meter

Bone Saw, 1st: 10% Damage increase, 10% Speed increase
Bone Saw, 2nd: 15% Damage increase, 20% Speed increase, 5% Crit Chance increase
Bone Saw, 3rd: 20% Damage increase, 30% Speed increase, 10% Crit Chance increase, 5% Chance to cause "Open Wounds," dealing 5-6 DPS until the target is healed.

Spy

Revolver, 1st: 10% Damage increase, 5% Speed increase
Revolver, 2nd: 15% Damage increase, 10% Speed increase, gains a silencer
Revolver, 3rd: 20% Damage increase, 15% Speed increase, gains a laser sight

Electro-Sapper, 1st: 5% Deactivation time reduction
Electro-Sapper, 2nd: 10% Deactivation time reduction, requires an additional hit to remove
Electro-Sapper, 3rd: 15% Deactivation time reduction, requires two additional hits to remove, jams HUD warning beacon

Disguise Kit, 1st: 25% Disguise/Cloak Activation/Deactivation time reduction
Disguise Kit, 2nd: 50% Disguise/Cloak Activation/Deactivation time reduction, 25% Cloak Duration increase
Disguise Kit, 3rd: 75% Disguise/Cloak Activation/Deactivation time reduction, 50% Cloak Duration increase, 25% Cloak Charge time decrease

Technician

Crescent Wrench, 1st: 10% Damage increase, 5% Speed increase
Crescent Wrench, 2nd: 15% Damage increase, 10% Speed increase, 5% Crit Chance increase
Crescent Wrench, 3rd: 20% Damage increase, 15% Speed increase, 10% Crit Chance increase, 10% Upgrade Time reduction

Tesla Gun, 1st: 10% Damage increase, 5% Crit Chance increase
Tesla Gun, 2nd: 15% Damage increase, 10% Crit Chance increase, 5% Stun Chance increase
Tesla Gun, 3rd: 20% Damage increase, 15% Crit Chance increase, 10% Stun Chance increase, Will Auto-Target enemies, even cloaked/disguised spies

The top student in his class at MIT, this super-geek puts all the others to shame, proving that just because you're super-smart doesn't mean you can't fight.

Unlockables:

10 Achievements: Mjolnir. Named after Thor's legendary hammer, the upgraded Tesla Gun has a nifty function: it has a 50% chance to chain-lightning targets, bouncing up to 3 times. Unfortunately, it loses the ability to stun its targets (except when it crits), and it only deals 75% the damage as the Tesla gun. Each bounce also deals 10% less damage than the last.
20 Achievements: Ball Lightning Gun. The replacement for the shotgun fires orbs of Ball Lightning, which auto-home in on targets pretty quickly (about as fast as a Soldier's rocket). The only problem is that its damage is fixed at the shotgun's medium-range damage, but there's no damage fall-off.
All Achievements: WrathWrench 6000. The last unlockable the Techician can get, the WrathWrench 6000 is certainly worth the effort. It may only deal 75% the damage of the Crescent Wrench, but it has a 25% chance to crit, making it quite a fearsome weapon. Additionally, it upgrades all weapons twice as fast as the Crescent Wrench - however, you still have to fork over 250/500/1000 metal for level 1/2/3 upgrades.


Last edited by Warlord_Mike on Mon Feb 16, 2009 3:53 pm; edited 1 time in total
Back to top
   
Token Nazi?
Zelnor



Joined: 01 Jul 2007
Posts: 6425

HP: 10 MP: 7 Lives: 1



PostPosted: Fri Feb 13, 2009 3:31 pm   Reply with quote

Sorry, but those damage values are ridiculous, and I think even a 10 % chance would bugger gameplay.

Also, Kritzkrieg. :/
Back to top
Twilit Mall: Zelnor Mart    
Blue Eyes wins.
Captain Blue



Joined: 21 May 2007
Posts: 15314

HP: 95 MP: 10 Lives: 2



PostPosted: Fri Feb 13, 2009 4:14 pm   Reply with quote

The Dude

The Dude is the same The Dude from Postal and Postal 2. He's got the same health, jumping height, and running speed as The Soldier.

Melee weapon: Machete. Critical makes blood appear on the blade. Can be thrown. It will come back like a boomerang. If it gets stuck on a wall it'll stop coming back and The Dude has to go pick it back up.
Secondary Ranged: Scissors. They can be thrown normally and kill in 2-4 headshots and are thrown quick, or can be thrown a bit slower and weaker, but they can ricochet off walls for a very long time. Critical makes a rather disgusting cut sound effect.
Primary Ranged: Shotgun with "Silencer". A live kitty cat is placed on the end of his shotgun, making it do more damage than the normal shotgun and makes the cat yeowl, but the shots also spread out quicker and thus do less damage at medium range.

Upgrades

15 Achievements: Scythe. This is an upgrade of the Machete. It swings much slower but kills in two hits. Critical animation slices the target in half. Alt fire throws the scythe. It's an instakill if it hits, but if it hits a wall it stops. The Dude has to pick it back up after he throws it.

25 Achievements: M@D Shuriken. These are an upgrade to the Scissors. They do more damage and can be thrown much faster. Critical animation has the shuriken explode, doing minor splash damage to those nearby.

All Achievements: SMEG. It's a special type of shotgun that also has an explosive alt fire. However, he has to reload after a shot of either fire. Regular shot takes longer than the normal shotgun, and the alt fire twice as long as that and uses up a lot of ammo. The Dude says a random line regarding violence or explosions when he gets a critical.

Oh, and if Machete doesn't work, there's always the shovel. He swings it sideways. Critical animation for the shovel sends the enemy flying.
Back to top
   
Token Nazi?
Zelnor



Joined: 01 Jul 2007
Posts: 6425

HP: 10 MP: 7 Lives: 1



PostPosted: Sat Feb 14, 2009 9:49 am   Reply with quote

Guys, this isn't appropriate class creation.

Instakill in two hits or if alt-thrown ? You've gotta be kidding me; everyone'd spam the dude and throw scythes; they don't stop if they go through people. Close to a wall, in a corridor, or ubercharged, he'd be ridiculously strong. Sorry, but I don't think that'd work.
Back to top
Twilit Mall: Zelnor Mart    
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    digibutter.nerr Forum Index -> Gaming
All times are GMT - 5 Hours
Goto page 1, 2  Next
Page 1 of 2

 


Powered by phpBB © 2001, 2005 phpBB Group