LegendarySurgeon wrote:Grenade type weapons are something that is slowly being reintroduced to the game. They were present in the first TF and slowly many classes are gaining consumable secondary items such as Mad Milk and Jarate and more broadly the scout and heavy's lunchbox items. The soldier and demo each do explosive output normally and they probably don't need more of it. In terms of secondaries with limited use the soldier has banners and the demoman has his Targe. Replacing the Pyro's shotgun with a cooldown timer smoke grenade might be a legitimate weapon. For other classes I'd expect to see things like a throwable sapper that replaces your normal sapper for the spy; some kind of healing grenade for medic that replaces your syringe gun; A mini-sentry that you can throw to deploy (possibly one that constantly loses health and can't be repaired) to replace the engy's pistol.
SpoonFox wrote:Would be very interesting if a pyro could AIRBLAST the grenade/smoke entity (Even enemy pyros)
Sirnak wrote:SpoonFox wrote:Would be very interesting if a pyro could AIRBLAST the grenade/smoke entity (Even enemy pyros)
To airblast the smoke sounds like a great countermesure!
But I wonder if the Source engine can make it possible to push smoke...?
Argent wrote:TF2 did have grenades in alpha testing, which is why so many model sketches have grenades on their armor, but if you've played games with nades as a universal tool, you know a common tactic is just to toss a 'nade around a corner, then take out the weakened enemies without their being aware, and that trick is hard for new players to master. Valve discovered when making the game that players "Had more fun" with the grenades removed, and I do quote.
Sirnak wrote:A throwable sapper? Like in the Meet the Spy vid? That'd be awesome. But... Sounds kinda strong. It needs a weakness. What kind of disadvantage would it have?
Hmm... Oh, I know. The sentry wouldn't be damaged anymore, it would only be disabled. Sounds fair to me. o.o
It would probably need more HP than the normal sapper, since spies usually use between 3 and 25 sappers per op, and would just naturally drop their sentry-dumping powers a ton by having to wait between saps if the first one failed, also if you toss it, the sap wouldn't be instant, so you'd be unable to stab&sap those lvl 3 sentries. Would only be useful in that case if it took 3-4 wrench wacks to remove, to toss the sapper, and give you time to get in there and try to take out the engie.LegendarySurgeon wrote:Sirnak wrote:A throwable sapper? Like in the Meet the Spy vid? That'd be awesome. But... Sounds kinda strong. It needs a weakness. What kind of disadvantage would it have?
Hmm... Oh, I know. The sentry wouldn't be damaged anymore, it would only be disabled. Sounds fair to me. o.o
My thought was that it would work just like a normal sapper but you only have 1 and it would take time to recharge // you have to get ammo.
Rustic Apple wrote:Smoke grenades have been suggested over 9000 times on SPUF, with all of them being shot down because of grief-ability. Toss one in a friendly Sniper's nest, go back to resupply, repeat. An idea I had (but never posted anywhere) was a Smoke Grenade in the form of a can of Hair Spray (which I called "The Heckler's Hairspray"), which gave a 35% damage de-buff to enemies in range, and started doing damage if they stood in range for more then 2 seconds. To prevent griefing, friendlies would see an Amputator-esque ring, instead of the smoke.
Also, the throwable sapper sounds gewd.
Users browsing this forum: No registered users and 1 guest