All the below headers were made from screenshots shamelessly pilfered from this post over on PlayerzBlog.com. For some reason my screenshots of the class select screen didn't work, so I turned to Google for an easy way out. It is my way. Please don't kill me, PlayerzBlog.com staff!Any day now, we'll be getting our hands on the new weapons and achievements for the Scout in Team Fortress 2. My intense anticipation for this has really sent my imagination into overdrive, with a whole bunch of future weapons and achievements beginning to surface in my mind. So, rather than wait for the updates to actually surface making it too late for speculation, here are some things I've thought up for upcoming class packs.
After the Scout, it looks like our mysterious European friend will be receiving the next class pack. Unarguably the most complex of all the nine classes, updating the Spy will be no small task. Nonetheless, I have thought up one new weapon for our international man of mystery.
My idea is The Whittler. It's a far smaller alternative to the Butterfly Knife, and unlike its infamous older brother, The Whittler can NOT backstab. However, it has one distinct advantage over all of the Spy's weapons: It works when cloaked, and won't break your disguise if used undercover. This is great if you see some ignited enemy retreating while you skulk around his base. You just know his health has to be low. So you trigger your cloak, sneak up while he's distracted by the flames, and finish him off with a quick slice. Then simply sneak away, undetected, with no evidence of your presence except the misplaced corpse. The Whittler would help make the Spy more of a team player and less of a lone wolf, reflecting the word "Team" in the game's title.
Of course, to go along with this new weapon, you'll need some achievements to unlock it. Here are a few I thought up:
Thanks For Keeping Your Back Still: Backstab 15 snipers while they're looking through the scope of their rifle
Secret Agent Man: Sneak into an enemy base, grab the intelligence, and successfully bring it back to your base without dying.
FYI I Am A Spy: Backstab an enemy Medic that has healed you in the current life.
Sneaky Medicine: Have a total of 10,000 health points healed by enemy Medics and dispensers.
Malpractice: While disguised as a Medic, backstab an enemy that is calling for a Medic.
Is Anyone Keeping Track Of My Idiots Killed? Stab!: Backstab five enemy Scouts in one life
Deconstructive Reconnaissance: Sap and destroy ten enemy buildings in one life
Lunch Break: Backstab an enemy Heavy that's eating a Sandvich
The Soldier's one of the most formidable foes on the battlefield, but his slow rockets and inaccurate shotgun make him practically useless at long range. To help better balance this army vet, I propose Itsy Bitsy Teeny Weenie Maggot Killing Rocket Thingy (Or IBTWMKRT for short...ish). The IBTWMKRT would fire much smaller and weaker rockets than the standard rocket launcher, but they would be twice as fast as those chunky slowpokes of the battlefield (And I'm not talking about the Heavy). Also, rocket jumps would only go up half as high with the IBTWMKRT.
Another suggestion I have is an Assault Rifle to replace his Shotgun. I play as Soldier more than any other class, but I can never make much effective use of the Shotgun. It's far too close range for my play style, and when I do find myself face to face with an enemy I can never manage to hit the bugger. So, instead of a Shotgun with a six-round clip with an incredibly slow firing rate, I'm proposing an Assault Rifle with a 20-30 rounds clip and a rapid firing rate. Of course, everything has its downside, and the Assault Rifle's troubles lie in strength and accuracy. Each round does a far smaller amount of damage than the Shotgun, instead being somewhere just above the Sniper's SMG. Also, its accuracy makes it even less useful at long range than the Shotgun. Still, it's far more handy in those tense combat situations where your enemies are too close, numerous and erratic to choose a good target without killing yourself. Just fire away and hope you hurt something!
With all updates must come new achievements, so here are a few I thought up for the Soldier:
Bullet-Time For A Photo-Op: Fire a rocket, then taunt while the rocket impacts and kills an enemy
Gravedigger: Kill 5 enemies with your shovel
I Don't Call Shotgun: Use the Assault Rifle to kill an enemy Soldier wielding the Shotgun
King of Spades: Kill 15 enemies with your shovel
Blast Off: Kill an enemy with the splash damage from a rocket jump
The Engineer sadly looks to be the last class that will be receiving an update, but that doesn't mean we can't speculate. All over the internet people comically refer to the phrases "Spy's sapping my Sentry!" and "Spy's sapping my Dispenser!". After all, these two buildings commonly go hand-in-hand. Now, what if that were to be taken one step further?
What I'm proposing is a Sentry-Dispenser hybrid, a... Dispentry, if you will. The Dispentry would replace both the Sentry and Dispenser on the build menu, lowering the engineer's selectable buildings to three from four. The Dispenser part of the Dispentry would supply the Sentry half with metal, always replenishing its supply of ammunition as it's used. Of course, this would mean that the Dispentry would distribute metal to allies at a lower rate, making it less useful on the front lines. Also limiting its effectiveness in the thick of the battle would be the fact that the Dispentry can only be upgraded to level 2, slightly increasing the firepower of the Sentry and the metal distribution rate of the Dispenser.
The bright side to all of this, in addition to the aforementioned Sentry ammunition supply, would be that the Dispentry would have an incredibly high HP, more than that of a level 2 Sentry and a level 2 Dispenser combined when upgraded. Also, it takes two sappers to destroy a Dispentry, one for each half. If the enemy Spy can only reach one half of the Dispentry, only that part of it will be disabled, and it will not take damage. If, for example, the Spy saps the Dispenser part but not the Sentry, the Dispentry would cease to distribute ammunition to the Sentry as well as metal and health to allies, but the Sentry half would remain fully operational. One downside to this is that the Engineer would also need to have access to both ends of the Dispentry in order to destroy the attached sappers. A lot of thought has to go into placing this! The intended purpose of the Dispentry would be to allow the Engineer to leave his buildings alone more confidently, going elsewhere to repair his Teleporter entrances and exits, as well as help out elsewhere in the battle. Of course, the Engineer isn't all that helpful when it comes to person-to-person combat, but hey, maybe one of the other unlockables would help balance that out a bit.
Of course, we can't leave this good ol' boy out of the achievement-farming goodness, so here's a few achievement ideas for the Engineer:
Preventative Maintenance: Kill 20 disguised enemy spies
No Boom For You: Destroy 50 sticky bombs within damage-inflicting distance of your buildings
Close Call, Pardner: Whack a building with your wrench within a second of it receiving damage that would have otherwise destroyed it
Worth Celebrating: Get a kill with your Sentry/Dispentry while dancing
Amateur Marksman: Kill an enemy Sniper with your Pistol
Sneaking In The Back Way: Build a Teleporter exit in the enemy's base
Makeshift Elevator: Suspend an enemy in mid-air with your Sentry's rapid-fire bullets.
So then, that's three new weapons and a new building. Not bad for a bit of brainstorming here and there, huh? What do you think of my ideas? Also, what are some unlockables you've thought up, if any? Let the world know in the comments section, or in
this forum thread!
...maggots!