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My Community
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Topic: Community Class Update Ideas
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Topic: Community Class Update Ideas (Read 13110 times)
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SkyeSlipstream
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Community Class Update Ideas
«
on:
October 01, 2008, 07:37:35 PM »
If you noticed any of my comments on Ubercharged.net (under the name of just Slipstream), you may have noticed that when I aren't praising Ryebread and his gift in writing, I'm reviewing class update ideas. Someone once said to me, "let's see you do better than".
Fine then. I will. Maybe.
====================
This is not just for my ideas, but for everyone's. Hell, this might be in the member's section, but I don't see one in the community section, so let's get this underway.
So far, I'll do each post separately with each class and my personal weapon ideas for them. I might update them at a later time.
====================
SNIPER:
General Update - Scope View
The Sniper can now see the health of his friends and even his enemies through the scopes of both the Sniper Rifles. This allows him to perform better reconnaissance and when using the Dundee Rifle, allows him to choose who to aid with his healing rounds.
Primary Unlockable - Dundee Rifle
The Dundee Rifle has a longer charge time and less ammo. This means the Sniper must choose his shots carefully or he'll waste precious time or valuable bullets. However, the Dundee Rifle has an interesting feature. With the secondary fire, the Sniper can fire a healing bullet. The longer the charge, the more health it heals. However, it doesn't differentiate from friend and foe, meaning if you accidentally shoot an enemy with a healing round, they will get extra health and your allies won't be very pleased. The weapon is more suited to defensive Snipers who wish to aid their allies in battle while the normal Sniper Rifle is better for the offensive Snipers who decide to take out foes with more bullets and faster charging times.
An issue I have noticed with this is the use of greifing, where Snipers could just heal enemies. However, to combat this, I could either make it only heal allies or at least make the healing rounds cost two bullets instead of one (though with the smaller clip size, this makes it somewhat excessive).
====================
Personal thoughts and ideas on new weapons would be appreciated.
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Vitalis
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Re: Community Class Update Ideas
«
Reply #1 on:
October 01, 2008, 07:42:40 PM »
My first though is that's stamping all over the medic's toes.
I'll come back with something more constructive later... sorry lol
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Chaos
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Re: Community Class Update Ideas
«
Reply #2 on:
October 01, 2008, 07:50:56 PM »
wheres the fun?
i snipe cuz i kill people...
screw healing people, if i wanted to do that, id go medic or hang myself
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SkyeSlipstream
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Re: Community Class Update Ideas
«
Reply #3 on:
October 01, 2008, 08:06:59 PM »
@Vitalis: Ah yes, I was certain someone would say that. Well, think about it. The Sniper takes roughly five seconds to charge up his shots and even then, the healing isn't that much. A fully charged shot would heal roughly 100 health AND it requires the Sniper to be able to see his ally AND it uses his valuable bullets.
Meanwhile, the Medic can constantly and efficiently heal people quickly, buff them up to 150% health AND Uber them without wasting any time or ammo. Not to mention he has an easier time finding healing targets.
So with the contrast and comparison, you can see the Sniper isn't trying to upstand his doctor.
@Chaos: This isn't your playing style, then. I prefer to stay back and defend my team from possible threats and work reconnaissance. You prefer heading off on solo assassination missions and also working reconnaissance in a different way, I guess. As such, you would be sticking to the ordinary Sniper Rifle. I myself? I would be watching over you, acting as the divine intervention. :3
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PapaFade
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Re: Community Class Update Ideas
«
Reply #4 on:
October 01, 2008, 08:20:33 PM »
The general update is over-powered, the ability to see ur opponents health is a massive advantage for target selection and tiping off team mates.
The modified 'Healing' rifle seems pointless as it's vastly less effective than a Medic, you can end up healing ur opponents, which is more likely in a mass melee like u get on PL maps around the cart and some HP packs will heal more.
I would venture that a 'Defensive' sniper would be of greater value to his team making tose killer shots on his opponents than wasting time (through increased charge time and care through shot selection) attempting to heal minimal amounts of health to team mates.
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claws
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Re: Community Class Update Ideas
«
Reply #5 on:
October 01, 2008, 08:27:06 PM »
It's a clever idea, but I think you're essentially creating a new class there, and one that doesn't really fit in with anything else. Why would the team want a healing sniper over a medic, for example - a medic seems much more flexible, has uber, and you could be gaining that healing sniper as an extra man. On top of that, if you're in a position where you could emergency heal your (say) heavy, you'd be better off playing regular sniper and taking out his opposition instead.
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Chaos
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Re: Community Class Update Ideas
«
Reply #6 on:
October 01, 2008, 08:34:33 PM »
well lol
maybe my comment was a bit harsh (seen way too many zero punctuation reviews)
but the sniper is and always has been an assassin class,
leave the healing to the medic
he doesnt get that many kills
so if a sniper can steal his assists?
you gotta be some kinda asshole to take that away from him
as papa said, if the sniper gets new weaponary, it will be to boost or add to his defensive capabilities (maybe full charge wont kill a buffed heavy for a helmet that takes headshots from opposing snipers?)
but im really quite happy to leave it to valve to do it, as they have done an awsome job on like 90% (stickies are overpowered and flamethrower range is wayy to long) so far, and i have the confidence that theyll make the right decisions
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SkyeSlipstream
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Re: Community Class Update Ideas
«
Reply #7 on:
October 01, 2008, 08:56:18 PM »
It is clear that, through constructive criticism, this is absolutely the simply worst idea ever thought of. Ever.
While I would love to complain how there has not been ONE positive comment (NOT ONE), I will be lenient and come up with another idea.
I'll also do what everyone else does.
Ask if you can do a better job.
Can you? Huh? CAN YOU?
Probably, considering this is, apparently, completely negative and unwanted in any possible way or form. Ever. Tsk tsk, not too supportive, but I get the message at least.
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claws
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Re: Community Class Update Ideas
«
Reply #8 on:
October 01, 2008, 09:05:04 PM »
Don't take it personally - coming up with these updates is *hard*
I've been trying to think what they could do for the scout without either making him hopelessly overpowered or giving him nothing useful, and it's pretty tricky. My best guess is some armour that lets him avoid damage for a limited period (but perhaps not being allowed to attack). I suppose they could always mess about with his pistol, but that seems a bit cheap considering what the heavy got.
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SkyeSlipstream
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Re: Community Class Update Ideas
«
Reply #9 on:
October 01, 2008, 09:27:27 PM »
@Claws: Interesting. I do feel that it actually will overpower the Sniper considering he could use it to take control points without being contested and generally be untouchable for a period of time, but (HEY LOOK CONSTRUCTIVE CRITICISM) the idea of not letting him attack seems to be good. However, not enough to balance it out. Again, revision is needed, but a good premise is there.
Let's look at the Sniper Rifle by itself:
Pros
-Charged shots to the head kill instantly.
-No damage reduction from distance.
-Decent clip size.
-Powerful shots.
Cons:
-Weak at medium-short range.
-Requires time to charge.
-Zoom level is not that great.
Looking at these points, it would seem the only thing to do is improve the rate of charge and/or zoom level for the new rifle (making it stronger at medium-short range is just overpowering) while dropping down something else like ammo size or overall power. Giving it a new feature (like my proposed optional healing bullet or view of enemy health) would also be advised since changing the charge time wouldn't be a good balance by itself.
I'll try and use this to compose a better idea. Hopefully.
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Chaos
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Re: Community Class Update Ideas
«
Reply #10 on:
October 01, 2008, 09:57:51 PM »
Quote from: SkyeSlipstream on October 01, 2008, 08:56:18 PM
It is clear that, through constructive criticism, this is absolutely the simply worst idea ever thought of. Ever.
While I would love to complain how there has not been ONE positive comment (NOT ONE), I will be lenient and come up with another idea.
I'll also do what everyone else does.
Ask if you can do a better job.
Can you? Huh? CAN YOU?
Probably, considering this is, apparently, completely negative and unwanted in any possible way or form. Ever. Tsk tsk, not too supportive, but I get the message at least.
ok now i feel bad
(thats quite a feat, I dont even blink when my gf cries cuz I'm an idiot!)
Here comes something posetive ... YAY
Its good that you're trying, thinking of and sharing your ideas.
Valve obviously read and take note of community ideas so your providing a valued service to the community!
thank you!!!
and you have to remember, I'm a synical asshole (dont care, I'm ok with it) and I will probably shoot down anything you say cuz I'm like that!
but also realise that its a game for the community and what they say is usually best (but not always)
as your doing it, try to think of something that will reduce sniper wars and encourage killing others like medics/scouts ect...
But I cant see the sniper update coming for a while cuz its not like nobody plays it
«
Last Edit: October 01, 2008, 10:00:32 PM by Chaos
»
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Zarf
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Re: Community Class Update Ideas
«
Reply #11 on:
October 02, 2008, 03:15:50 AM »
I think an alternate primary that can't charge (and hence could only one shot scouts or other snipers) but reduces the damage or healing done of the target by say 50% for 10s would be a good alternate weapon.
A general class update to be able to go prone (static movement, takes a second or two to stand back up or get down) would be pretty good
«
Last Edit: October 02, 2008, 03:23:43 AM by Zarf
»
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Junta
Guest
Re: Community Class Update Ideas
«
Reply #12 on:
October 02, 2008, 07:25:33 AM »
I can see the sniper getting some kevlar - where the protection would degrade over 30 seconds. He'd be buff enough to step out of cover - take down some enemies (other snipers particularly) and then pop back to cover.
The kevlar would have the added bonus of preventing a backstab.
I agree with Zarf that sniper should ALSO be able to assume the crouching position. There should be a time penalty in changing position (so essentially you're vulnerable while changing). The bonus on the crouching position would be a quicker charge time on the scope, so more damage done more quickly.
«
Last Edit: October 02, 2008, 07:32:40 AM by Junta
»
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SkyeSlipstream
Guest
Re: Community Class Update Ideas
«
Reply #13 on:
October 02, 2008, 09:07:53 PM »
Alright, let's try something new then, shall we?
Since the idea of a new sniper rifle is a little too difficult, here's another idea. You may hate it or love it. Probably hate it, but who knows?
SNIPER:
Secondary Unlockable - Coffee Cup
The Coffee Cup is similar to the Sandvich, except the Sniper is not immobile when using it. He simply swigs it down and can run and jump while he is drinking (takes roughly three seconds to finish drinking). After he has drunk his #1 Sniper mug, the Sniper gains something useful while losing something precious. In his new somewhat jittery state, he can take half the damage as normal and he can move 15% faster (somewhere between Medic and Spy). However, he is now incapable of attacking well; the caffeine has made him twitchy and his weapons have been affected by this. Using his melee weapon is unresponsive as his hand-eye co-ordination has become hard to control and sniping is nigh-impossible (when scoped, it is as if he is on fire; he will be shaking and fidgeting). This also replaces a secondary weapon, which means the Sniper only has one form of weaponry that isn't a melee.
These effects wear off after about twenty seconds or so. The more times a Sniper drinks his Coffee Cup, the longer it will last (note that speed and defensive state will still only last twenty seconds while disorientation will continue until the limit is reached).
The Coffee Cup is used for retreat. Boosting speed and defense temporarily allows the Sniper to escape quickly from dangerous foes like Spies, Scouts and Pyros. However, the intoxicated state means he cannot use his weapons, so he cannot exploit his new speed and defense for offensive purposes. It is for the safety-first Sniper who hates getting backstabbed all the time.
====================
Yeah, I know. "oh noes sandvich ripoff this sux omgomgomg".
Well... shush.
(EDIT: Now the Coffee Cup instead of Bear Can. Thanks for the new name.
)
«
Last Edit: October 03, 2008, 07:14:26 PM by SkyeSlipstream
»
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Chaos
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Re: Community Class Update Ideas
«
Reply #14 on:
October 03, 2008, 09:49:07 AM »
meh... a beer can isnt sniperesque... how about the coffee cup from the meet the sniper trailer?
he runs quicker and is jittery when taking shots
basically the same thing
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