New ability ideas.

Post » Sun May 01, 2011 3:20 pm

I have some ideas for new abilities they should add in the next DLC or something, i wanted to get some feedback from you guys on what you think.


Soldier: Possibly the ability to deploy an ammo crate that teammates can get ammo from for a limited time.

Medic: A passive ability much like the universal ability Resupply Rate Increase, that would further increase the rate at which your supply goes up. (Because even with all the supply passive abilities, it's very easy to run out)

Engineer: Possibly a deployable short wall for cover to shoot from behind, of course if you shot at it enough, it would brake.

Operative: A buff to increase their own or their teammates running speed until they die. (I know medics have a buff like this, but i think Op should have it instead, because they are more speed based and do not have any buff.)
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jason worrell
 
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Post » Sun May 01, 2011 9:05 pm

I like the idea of a passive ability that would further increase our pips, we run out too fast imo and once out its easier to die and run back to the action, so i definitely agree a perk along those lines would make our job a lot more rewarding.
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Rebecca Dosch
 
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Post » Mon May 02, 2011 3:51 am

I like the idea of a passive ability that would further increase our pips, we run out too fast imo and once out its easier to die and run back to the action, so i definitely agree a perk along those lines would make our job a lot more rewarding.

Great minds think alike lol. I'm a light resistance medic too.
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oliver klosoff
 
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Post » Mon May 02, 2011 2:47 am

Great minds think alike lol. I'm a light resistance medic too.



:) tbh i do expect something in the DLC similar to this, we will see either way, looking forward to it.
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Kieren Thomson
 
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Post » Sun May 01, 2011 5:20 pm

I actually really like some of these ideas, and I didn't expect to (no offense, it's just the people don't often have good ideas). I especially like the ones for Soldier and Engineer, as an Engi I would just be tickled to have a tiny wall to hide behind anywhere. I think the Soldier bit about deployable ammo is great, and instead of being timed it should grant a limited number of uses to either side. I'm on the fence about the Medic ability you proposed, as it's clear the resupply is slow on purpose (as an Engi I'd be unfairly powerful if I regenerated Supplies faster, you can be sure of that) and the Medics have some sick buffs. I have no opinion whatsoever on the Operative ability :P
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Rachael Williams
 
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Post » Mon May 02, 2011 12:01 am

I actually really like some of these ideas, and I didn't expect to (no offense, it's just the people don't often have good ideas). I especially like the ones for Soldier and Engineer, as an Engi I would just be tickled to have a tiny wall to hide behind anywhere. I think the Soldier bit about deployable ammo is great, and instead of being timed it should grant a limited number of uses to either side. I'm on the fence about the Medic ability you proposed, as it's clear the resupply is slow on purpose (as an Engi I'd be unfairly powerful if I regenerated Supplies faster, you can be sure of that) and the Medics have some sick buffs. I have no opinion whatsoever on the Operative ability :P

First of all, thank you on the positive feedback. And I was actually thinking the same thing about the deployable ammo box. If you are on the fence about my medic ability idea, i have another one lol. How about another grenade like the lazerous, that healed all teammates in a radius 50% health?
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Emmanuel Morales
 
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Post » Mon May 02, 2011 5:36 am

i want medics to have a poison/nerve gas grenade, just to piss people off! and ops need a buff imo. speed or accuracy or maybe the ability to see hidden mines for a short time. something so they actively support their team, instead of only being able to passively help with beacons, hacks, and firewalls.
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Miss Hayley
 
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Post » Mon May 02, 2011 1:17 am

i want medics to have a poison/nerve gas grenade, just to piss people off! and ops need a buff imo. speed or accuracy or maybe the ability to see hidden mines for a short time. something so they actively support their team, instead of only being able to passively help with beacons, hacks, and firewalls.

That's a great idea. I think it would be cool if medic's got an offensive ability.
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Teghan Harris
 
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Post » Mon May 02, 2011 3:10 am

I think Operatives should get a light-footed ability so they don't set off Mines. Would be pretty sweet, and really helpful. I'll hate myself if they implement this though, since I only play Engi :\

I think Medic should completely get a Nade like the Lazarus that slowly heals over time, but a constant effect for maybe 10 seconds, that heals up to 150% max health over its lifetime, with an incredibly long cooldown. That's what I'd suggest.
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lacy lake
 
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Post » Mon May 02, 2011 2:25 am

I think Operatives should get a light-footed ability so they don't set off Mines. Would be pretty sweet, and really helpful. I'll hate myself if they implement this though, since I only play Engi :\

I think Medic should completely get a Nade like the Lazarus that slowly heals over time, but a constant effect for maybe 10 seconds, that heals up to 150% max health over its lifetime, with an incredibly long cooldown. That's what I'd suggest.

That medic ability sounds great, seeing as they have no heal over times yet. But I don't think the operatives would find a use for the light-footed one (Fallout's light-step xD) useful because when they are disguised they can walk right over enemy mines without setting them off.
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Taylah Haines
 
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Post » Sun May 01, 2011 10:30 pm

I think Medic should completely get a Nade like the Lazarus that slowly heals over time, but a constant effect for maybe 10 seconds, that heals up to 150% max health over its lifetime, with an incredibly long cooldown. That's what I'd suggest.



This :)
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Tiffany Castillo
 
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Post » Sun May 01, 2011 11:15 pm

Oh can they really? Well that's neat :D More incentive to invest in Operative abilities, yay! In that case I'm not entirely sure... I'm trying to think of cool stealthy abilities that DON'T make it a tf2 spy, especially with how obnoxious getting backstabbed already is :P I haven't the foggiest idea.
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Jordyn Youngman
 
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Post » Mon May 02, 2011 4:08 am

I love the idea of an ability for the operatives. I rarely play as one besides getting some easy points for homing, and then hacking. The lightfoot sounds like an amazing perk.
Having the medic be offensive would annoy me. I get stuck in so many games full of medics that do nothing that buff, then never come heal me when I am in need. I feel like no one would also switch to the class needed to get the objective done.
Or maybe I've just had bad luck with team placement.
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Miragel Ginza
 
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Post » Mon May 02, 2011 4:17 am

a Medic gas grenade ould be for area denial. just blur the enemies vision and slow them a little, doing minimal, if any, damage. pretty much just a way for the medic to repel enemies so they can do their thing.
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Alessandra Botham
 
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Post » Sun May 01, 2011 11:13 pm

I love the idea of an ability for the operatives. I rarely play as one besides getting some easy points for homing, and then hacking. The lightfoot sounds like an amazing perk.
Having the medic be offensive would annoy me. I get stuck in so many games full of medics that do nothing that buff, then never come heal me when I am in need. I feel like no one would also switch to the class needed to get the objective done.
Or maybe I've just had bad luck with team placement.

Thank you. And i noticed that the AI never seem to revive you very often. If your talking about actual player medic's, i guess you just haven't been lucky lol. Because I put reviving my teammates as my highest priority. By the way, my forum name is my gamertag if anyone wanted to know.
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Minako
 
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Post » Sun May 01, 2011 8:42 pm

The turrets are weak, perhaps an ability that strengthens it?
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James Potter
 
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Post » Sun May 01, 2011 8:15 pm

What if you could upgrade your laz nade to do damage to the enemy over time while reviving teamates? You'd have to but they original laz nade first just like you have to buy the light turret before the others.
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Natasha Biss
 
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Post » Sun May 01, 2011 12:59 pm

I would like an operative ability to give temporary disguise to a teammate, only like 5-10 seconds but enough to sneak a engineer or soldier to an objective.
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Misty lt
 
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Post » Sun May 01, 2011 3:04 pm

What if you could upgrade your laz nade to do damage to the enemy over time while reviving teamates? You'd have to but they original laz nade first just like you have to buy the light turret before the others.

I like that idea, but only if they increased the cooldown of it after the upgrade by like 30 seconds.
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JR Cash
 
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Post » Sun May 01, 2011 5:38 pm

Being able to build some kind of barricade to use as cover would be awesome for engineers...

As a further turret upgrade, how about the A-10 Thunderbolt II's vulcan cannon mounted on a swivel =P



For the lazarus grenade upgrade, I think a better idea would be to have it heal any allies that are in the splash radius, in addition to reviving downed teammates.

Operatives definitely need some kind of buff... I think giving them an ability that increases a teammate's supply meter/supply max would be pretty useful, and give them something to support the team with. I'd also like to see operatives given the ability to disarm HE charges, and remove that from engineers.

Soldiers should get a passive skill that removes the supply pip cost of using frag grenades and specialty grenades, so they're only limited by cooldown.
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Alexandra Ryan
 
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Post » Sun May 01, 2011 8:10 pm

I think Operatives should have gotten the Supply point Upgrade as well as Firewall. This would enable them to have that team-helping ability that increases pips (upgrading supply point).
Engineers could've had a wider mine detection area instead and we'd all be good.

As for your new ideas I dont think I've played enough yet to comment... I kind of like the game how it is. Being able to place a small wall sounds ace but I can see a bunch of issues with being able to parkour over them or the placement being difficult due to the terrain (it's already hard enough sometimes with turrets), and I would like to see Medic have some sort of offensive option but they have a decent set of supporting abilities already and to sacrifice one of those choices seems a little backwards for the class role. Nothing personal.
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Courtney Foren
 
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Post » Sun May 01, 2011 1:49 pm

How about they take away the smoke grenade ability from the operative and allow all people to choose between normal grenade/smoke grenade? And then they give the operative the ability to form an instant smoke screen in a radius around him.

And second, give the operative a tracking-dart ability that has a cooldown, which, when shot at an enemy makes them appear on the mini-map, and outlines them in red even when they are behind walls. This lasts until death, or when removed by a friendly operative.
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Chris Duncan
 
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Post » Sun May 01, 2011 2:44 pm

I have some ideas for new abilities they should add in the next DLC or something, i wanted to get some feedback from you guys on what you think.


Soldier: Possibly the ability to deploy an ammo crate that teammates can get ammo from for a limited time. NO! Soldier are ammo crates themselves, especially if they have scavenger.

Medic: A passive ability much like the universal ability Resupply Rate Increase, that would further increase the rate at which your supply goes up. (Because even with all the supply passive abilities, it's very easy to run out) NO! I love my medic with his six-eight supply pips.

Engineer: Possibly a deployable short wall for cover to shoot from behind, of course if you shot at it enough, it would brake. NO! They do have a wall, it's called a turret.

Operative: A buff to increase their own or their teammates running speed until they die. (I know medics have a buff like this, but i think Op should have it instead, because they are more speed based and do not have any buff.) NO! Operatives already have a badass buff, its called Comms Hack.
Just no!
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Alexis Acevedo
 
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Post » Sun May 01, 2011 2:03 pm

Soldiers get an ability, in which they get supply pips for killstreaks? Just a thought.
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luis dejesus
 
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Post » Mon May 02, 2011 3:55 am

Soldiers get an ability, in which they get supply pips for killstreaks? Just a thought.


I think that would encourage soldiers to keep on killing rather than buffing their team with ammo. Scavenge needs to be quicker. How long does it take to rip the mag out of your dead enemies gun or nick his grenade belt?

I read in other posts about soldiers disarming HE charges, not engineers.

Operatives buffing command posts & also able to crack a safe & to unhack enemy operative hack boxes. Engineers seem to have too many of the objectives, but is that to keep them focussed on the game & make them less offensive than a soldier? Toughy.
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Nims
 
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