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	<title>Comments on: Team Fortress 2 Unlockable Ideas</title>
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	<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas</link>
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		<title>By: MasterMind</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-133826</link>
		<dc:creator>MasterMind</dc:creator>
		<pubDate>Fri, 19 Feb 2010 06:28:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-133826</guid>
		<description>These all sound great especially the spy gadgets!!!</description>
		<content:encoded><![CDATA[These all sound great especially the spy gadgets!!!]]></content:encoded>
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		<title>By: DanPryce</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128257</link>
		<dc:creator>DanPryce</dc:creator>
		<pubDate>Tue, 09 Feb 2010 23:08:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128257</guid>
		<description>@Hash Man Classic

To be honest, I picked names I thought were cool and tried to work something around those. Valve would kick my ass if I turned up to a meeting with those ideas.</description>
		<content:encoded><![CDATA[@Hash Man Classic<br />
<br />
To be honest, I picked names I thought were cool and tried to work something around those. Valve would kick my ass if I turned up to a meeting with those ideas.]]></content:encoded>
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	<item>
		<title>By: Hash Man Classic</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128234</link>
		<dc:creator>Hash Man Classic</dc:creator>
		<pubDate>Tue, 09 Feb 2010 20:52:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128234</guid>
		<description>@DanPryce &quot;The trouble with an assault rifle it&#039;s that it&#039;s boring...If we wanted to play a game where people shoot machine guns at each other, we&#039;d go to Modern Warfare&quot;
&gt;Yeah, I agree with you completely on that point. I still think there should be at least a Tommy Gun-like SMG in a game like TF2; definitely within the right era (1920-50s, right?).
&quot;Here&#039;s MY ideas (because it&#039;s cool to think you can do better than Valve)&quot;
&gt;True dat, brother         :-)

&gt;I really like your aforementioned ideas for Scout, Heavy and Spy, but I could see Spies *really, really, REALLY* abusing the Grapple Gun to get backstabs on their targets if they were good enough. And even a short range Grapple would be a godsend for getting out of a sticky situation (only 125hp to play around with, lame). Though its at the cost of his trusty Revolver; that fact alone may just balance it out.
&gt;Roller Blades? Ha! As if Scout needed any speed boost; but loss of doublejumps makes it palatable.
&gt;Sorry, I&#039;m in love with Olga. Er, well, almost. If you didn&#039;t know, Heavy&#039;s &quot;Sasha&quot; minigun does about as much damage as a level 2 sentry (in-range), but doesn&#039;t automatically fire when an enemy is present. This can be used to great effect; for instance: with a dispenser on the last control point on dustbowl A a Heavy can set himself up as a &quot;living sentry gun&quot;; and I think that is what DanPryce wanted with &quot;Olga&quot;.
&gt;I like how Olga has unlimited ammo (though, it might need a cooldown?) and how it is (apparently) invulnerable to damage (as in: attacking Olga doesn&#039;t deal damage to her Heavy) though the tradeoff is pretty steep: can&#039;t attack when not deployed, and takes several seconds to deploy/disassemble! Now, this would be a good disadvantage if there were only some way to mitigate it a little. 
&gt;How about this: carrying the weighty &quot;Olga&quot; requires the Heavy to wear a harness around his torso to aid in even weight distribution (as in: although Olga is much heavier than Sasha or Natasha, the harness compensates for the Heavy&#039;s off center-of-gravity) so his movement speed remains Unaffected. Also, the extra metal and padding of the harness gives the Heavy some minor damage reduction: 45% Bullet resist, 30% Blast resist. 
&gt;Without damage reduction, an Olga-wielding Heavy is particularly vulnerable since A) he can&#039;t quickly fire his primary weapon B) often times Heavies swap their shotguns for Sanviches and C) Heavies are too slow to chase down and attack enemies in melee range.

&gt;However, I don&#039;t particularly care for some of your other ideas.
&gt;Drums of the Patriots......Er, Buff Banner 2.0?
Sorry, no thanks. Buff Banner is decent enough as it is (though I wouldn&#039;t mind the banner giving its wearer a buff....even 25hp would be nice!)
&gt;
&gt;Chloroform Cocktails &amp; Whiskey Galore!
&gt;I&#039;m NOT a fan of slowing/snaring abilities in TF2. So far only Heavy&#039;s Natasha can slow an enemy and I personally think it should stay that way. Since Heavies are naturally slow, Natasha can only effect targets her Heavy can hit, and when fighting with Natasha both Heavy and his enemies are *EQUALLY* slowed down.
&gt;Simply spraying you enemies in alcohol won&#039;t make them drunk. Depending on the amount of water in the alcohol, there&#039;s no guarantee that a saturated enemy will even catch on fire.....besides, we already have the Sniper&#039;s Jarate that does A)+100% Mini-Crits on target and B) Visual distortion on target; which sounds like what Whiskey Galore! wants to do.
&gt;Same deal with Chloroform Cocktails, even with a 20 second recharge this weapon&#039;s ability is *very* powerful. Assuming the Chloroform shatters and soaks the same way as Jarate, a well placed Cocktail could *completely* nullify a small attacking force for TEN SECONDS! That essentially spells death for the Medic&#039;s victims as they have no choice but to watch the Medic run up to their paralyzed bodies with a bonesaw.
&gt;I&#039;M NOT SURE ABOUT YOU, but being paralyzed for 10 seconds potentially every 20 seconds or so would *RUIN* TF2 as we know and love. Medic is the second fastest class, giving him a weapon to paralyze his opponents is a no-no!
&gt;However, if I where to change the Medic&#039;s current Syringe Guns it would be this: Blutsager (health stolen from target based on low % of damage dealt; Medic otherwise has slow health regen). Syringe Gun (target has %50 chance of being slowed when hit; Medic has faster health regen)
&gt;Why give the standard Syringe Gun the capability to slow when earlier I said only Heavy&#039;s Natasha should? Because it would make the normal Syringe Gun a much more defensive weapon (you&#039;d whip it out and start backpedaling+firing when your Medigun target becomes overwhelmed and there are no other teammates near to help you so you must run away to find another) and unlike Natasha&#039;s 100% chance to slow, the modified Syringe Gun would only have like a 50% chance.
&gt;The modified Blutsager would *STEAL* around 20-22% of the damage it deals (each needle does 8-14 damage which means about 1.6-3.5hp stolen per hit) making this weapon good for combat medics finishing off an enemy and decent for retreating from your enemies too, but the Medic&#039;s passive hp regeneration is, of course, slowed.
&gt;
&gt;Crossbow. I don&#039;t like this idea. Not because its a &quot;bad&quot; idea, but since its basically its the Huntsman, slightly mechanized. Less ammunition and slower reload (doesn&#039;t sound fun, IMHO) would make the Sniper really have to work for his kills.Then again, the &quot;point-and-shoot Crossbow&quot; seems a lot like a gun to me. Might as well put a scope on the Crossbow and call it the Sniper Rifle.
&gt;
&gt;Supply Locker. Yeah, I like the idea of setting up a Resupply Cabinet for my team&#039;s frontliners, but I don&#039;t think it will ever happen. Valve might introduce a Dispenser sidegrade, but it won&#039;t be this.
&gt;And the remote-controlled helicopter w/ live-feed camera as the structure&#039;s Build Time?......Interesting, even ingenious, but isn&#039;t going to happen.
&gt;
&gt;Twisted Firestarter. Among the classes, Pyros typically don&#039;t survive very long. Their job is to run to the enemy, set a bunch of people on fire and *try* to make it out alive. Pyros are small, fast and do their best in close quaters.
But your Twisted Firestarter would slow her speed down, but make her flame even more powerful than it already is (Flame damage is something that should NOT be messed with!). Flamethrowers deal a LOT of damage at close range, add that with up to a 50 damage Afterburn effect and maybe you&#039;ll understand why a flamethrower with increased range and damage is not a fun idea. Also, not being able to strafe or turn while firing your flamethrower sounds pretty lame too.
&gt;
&gt;Instead, how about this for a Pyro&#039;s Flamethrower sidegrade?:
&gt;
&gt;The Gasblaster (replaces flamethrower)
level 15 flamethrower
-40% flamethrower range
Your target&#039;s Afterburn effect ends 40% faster
+50% ammo capacity (basically, you start with 300 ammo)
+60% Compression Blast firing speed
+33%  Compression Blast knockback* and reflected projectile speed
+25% Compression Blast radius and length
Gasblaster-wielding Pyros lose a great deal of their offense since their flamethrower&#039;s range is much shorter and their ignited foes&#039; flame dies out quicker too; but do NOT be fooled: when an enemy is close enough to be hit by the Gasblaster&#039;s flamejet they will be hit for the same amount of damage as if hit by the regular flamethrower at the same distance. This is the Pyro&#039;s specialized compression blast device; a redesigned nozzle lets the Gasblaster spend its fuel more efficiently allowing for more frequent, forceful and larger blasts. Compression Blasts cost 30 ammunition now, but the Pyro carries an extra 100 ammunition (allowing for 10 Blasts before reloading instead of 8). With the Gasblaster the Pyro&#039;s focus shifts from offense to defense/offensive support: she can blowback Spies nearing an Engineer&#039;s buildings, reflect projectiles &amp; explosives away from your teammates, breaking/stalling Ubercharges, etc. 
*Also: cool ability = the compression blast from the Gasblaster has an added bonus over the standard flamethrower. When pointed at the ground and fired, the compression blast will boost the Pyro into the air at about the height of a Scout after jumping once and firing his FaN.</description>
		<content:encoded><![CDATA[@DanPryce "The trouble with an assault rifle it's that it's boring...If we wanted to play a game where people shoot machine guns at each other, we'd go to Modern Warfare"<br />
&gt;Yeah, I agree with you completely on that point. I still think there should be at least a Tommy Gun-like SMG in a game like TF2; definitely within the right era (1920-50s, right?).<br />
"Here's MY ideas (because it's cool to think you can do better than Valve)"<br />
&gt;True dat, brother         :-)<br />
<br />
&gt;I really like your aforementioned ideas for Scout, Heavy and Spy, but I could see Spies *really, really, REALLY* abusing the Grapple Gun to get backstabs on their targets if they were good enough. And even a short range Grapple would be a godsend for getting out of a sticky situation (only 125hp to play around with, lame). Though its at the cost of his trusty Revolver; that fact alone may just balance it out.<br />
&gt;Roller Blades? Ha! As if Scout needed any speed boost; but loss of doublejumps makes it palatable.<br />
&gt;Sorry, I'm in love with Olga. Er, well, almost. If you didn't know, Heavy's "Sasha" minigun does about as much damage as a level 2 sentry (in-range), but doesn't automatically fire when an enemy is present. This can be used to great effect; for instance: with a dispenser on the last control point on dustbowl A a Heavy can set himself up as a "living sentry gun"; and I think that is what DanPryce wanted with "Olga".<br />
&gt;I like how Olga has unlimited ammo (though, it might need a cooldown?) and how it is (apparently) invulnerable to damage (as in: attacking Olga doesn't deal damage to her Heavy) though the tradeoff is pretty steep: can't attack when not deployed, and takes several seconds to deploy/disassemble! Now, this would be a good disadvantage if there were only some way to mitigate it a little. <br />
&gt;How about this: carrying the weighty "Olga" requires the Heavy to wear a harness around his torso to aid in even weight distribution (as in: although Olga is much heavier than Sasha or Natasha, the harness compensates for the Heavy's off center-of-gravity) so his movement speed remains Unaffected. Also, the extra metal and padding of the harness gives the Heavy some minor damage reduction: 45% Bullet resist, 30% Blast resist. <br />
&gt;Without damage reduction, an Olga-wielding Heavy is particularly vulnerable since A) he can't quickly fire his primary weapon B) often times Heavies swap their shotguns for Sanviches and C) Heavies are too slow to chase down and attack enemies in melee range.<br />
<br />
&gt;However, I don't particularly care for some of your other ideas.<br />
&gt;Drums of the Patriots......Er, Buff Banner 2.0?<br />
Sorry, no thanks. Buff Banner is decent enough as it is (though I wouldn't mind the banner giving its wearer a buff....even 25hp would be nice!)<br />
&gt;<br />
&gt;Chloroform Cocktails &amp; Whiskey Galore!<br />
&gt;I'm NOT a fan of slowing/snaring abilities in TF2. So far only Heavy's Natasha can slow an enemy and I personally think it should stay that way. Since Heavies are naturally slow, Natasha can only effect targets her Heavy can hit, and when fighting with Natasha both Heavy and his enemies are *EQUALLY* slowed down.<br />
&gt;Simply spraying you enemies in alcohol won't make them drunk. Depending on the amount of water in the alcohol, there's no guarantee that a saturated enemy will even catch on fire.....besides, we already have the Sniper's Jarate that does A)+100% Mini-Crits on target and B) Visual distortion on target; which sounds like what Whiskey Galore! wants to do.<br />
&gt;Same deal with Chloroform Cocktails, even with a 20 second recharge this weapon's ability is *very* powerful. Assuming the Chloroform shatters and soaks the same way as Jarate, a well placed Cocktail could *completely* nullify a small attacking force for TEN SECONDS! That essentially spells death for the Medic's victims as they have no choice but to watch the Medic run up to their paralyzed bodies with a bonesaw.<br />
&gt;I'M NOT SURE ABOUT YOU, but being paralyzed for 10 seconds potentially every 20 seconds or so would *RUIN* TF2 as we know and love. Medic is the second fastest class, giving him a weapon to paralyze his opponents is a no-no!<br />
&gt;However, if I where to change the Medic's current Syringe Guns it would be this: Blutsager (health stolen from target based on low % of damage dealt; Medic otherwise has slow health regen). Syringe Gun (target has %50 chance of being slowed when hit; Medic has faster health regen)<br />
&gt;Why give the standard Syringe Gun the capability to slow when earlier I said only Heavy's Natasha should? Because it would make the normal Syringe Gun a much more defensive weapon (you'd whip it out and start backpedaling+firing when your Medigun target becomes overwhelmed and there are no other teammates near to help you so you must run away to find another) and unlike Natasha's 100% chance to slow, the modified Syringe Gun would only have like a 50% chance.<br />
&gt;The modified Blutsager would *STEAL* around 20-22% of the damage it deals (each needle does 8-14 damage which means about 1.6-3.5hp stolen per hit) making this weapon good for combat medics finishing off an enemy and decent for retreating from your enemies too, but the Medic's passive hp regeneration is, of course, slowed.<br />
&gt;<br />
&gt;Crossbow. I don't like this idea. Not because its a "bad" idea, but since its basically its the Huntsman, slightly mechanized. Less ammunition and slower reload (doesn't sound fun, IMHO) would make the Sniper really have to work for his kills.Then again, the "point-and-shoot Crossbow" seems a lot like a gun to me. Might as well put a scope on the Crossbow and call it the Sniper Rifle.<br />
&gt;<br />
&gt;Supply Locker. Yeah, I like the idea of setting up a Resupply Cabinet for my team's frontliners, but I don't think it will ever happen. Valve might introduce a Dispenser sidegrade, but it won't be this.<br />
&gt;And the remote-controlled helicopter w/ live-feed camera as the structure's Build Time?......Interesting, even ingenious, but isn't going to happen.<br />
&gt;<br />
&gt;Twisted Firestarter. Among the classes, Pyros typically don't survive very long. Their job is to run to the enemy, set a bunch of people on fire and *try* to make it out alive. Pyros are small, fast and do their best in close quaters.<br />
But your Twisted Firestarter would slow her speed down, but make her flame even more powerful than it already is (Flame damage is something that should NOT be messed with!). Flamethrowers deal a LOT of damage at close range, add that with up to a 50 damage Afterburn effect and maybe you'll understand why a flamethrower with increased range and damage is not a fun idea. Also, not being able to strafe or turn while firing your flamethrower sounds pretty lame too.<br />
&gt;<br />
&gt;Instead, how about this for a Pyro's Flamethrower sidegrade?:<br />
&gt;<br />
&gt;The Gasblaster (replaces flamethrower)<br />
level 15 flamethrower<br />
-40% flamethrower range<br />
Your target's Afterburn effect ends 40% faster<br />
+50% ammo capacity (basically, you start with 300 ammo)<br />
+60% Compression Blast firing speed<br />
+33%  Compression Blast knockback* and reflected projectile speed<br />
+25% Compression Blast radius and length<br />
Gasblaster-wielding Pyros lose a great deal of their offense since their flamethrower's range is much shorter and their ignited foes' flame dies out quicker too; but do NOT be fooled: when an enemy is close enough to be hit by the Gasblaster's flamejet they will be hit for the same amount of damage as if hit by the regular flamethrower at the same distance. This is the Pyro's specialized compression blast device; a redesigned nozzle lets the Gasblaster spend its fuel more efficiently allowing for more frequent, forceful and larger blasts. Compression Blasts cost 30 ammunition now, but the Pyro carries an extra 100 ammunition (allowing for 10 Blasts before reloading instead of 8). With the Gasblaster the Pyro's focus shifts from offense to defense/offensive support: she can blowback Spies nearing an Engineer's buildings, reflect projectiles &amp; explosives away from your teammates, breaking/stalling Ubercharges, etc. <br />
*Also: cool ability = the compression blast from the Gasblaster has an added bonus over the standard flamethrower. When pointed at the ground and fired, the compression blast will boost the Pyro into the air at about the height of a Scout after jumping once and firing his FaN.]]></content:encoded>
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		<title>By: My Team Fortress 2 unlockable ideas. &#171; Dan Pryce&#39;s Eternal Loading Screen</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128217</link>
		<dc:creator>My Team Fortress 2 unlockable ideas. &#171; Dan Pryce&#39;s Eternal Loading Screen</dc:creator>
		<pubDate>Tue, 09 Feb 2010 13:33:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128217</guid>
		<description>[...] 9, 2010   I posted this on Tom Francis&#8217;s blog just now, but figured I&#8217;d repost it here because Lord knows this place could do with some [...]</description>
		<content:encoded><![CDATA[[...] 9, 2010   I posted this on Tom Francis&#8217;s blog just now, but figured I&#8217;d repost it here because Lord knows this place could do with some [...]]]></content:encoded>
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		<title>By: DanPryce</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128214</link>
		<dc:creator>DanPryce</dc:creator>
		<pubDate>Tue, 09 Feb 2010 13:15:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128214</guid>
		<description>@Hash Man Classic The trouble with adding an assault rifle it&#039;s that it&#039;s just so bloody boring. If we wanted to play a game where people shoot machine guns at each other, we&#039;d go to Modern Warfare (or all go Sniper and use the SMG exclusively). As Tom says &#039;Much of TF2’s design philosophy apparently stemmed from the notion that one guy just firing a lot of bullets at another guy is about the least interesting interaction two players can have.&#039;

I like the idea of a Sniper boomerang. I think it should come back though - otherwise why not just give him throwing knives?

Here&#039;s MY ideas (because it&#039;s cool to think you can do better than Valve). I haven&#039;t read any of the above comments, so if I&#039;ve done your thing then sorry.

Scout - Roller Blades - Replaces the Pistol. Allows the Scout to move a little faster at the expense of double jumping

Soldier - Drums of the Patriots - Replaces the Shotgun. Essentially an upgrade to the Buff Banner, except it gives players around the Soldier full crits instead of mini crits. The trade off is that the Soldier himself can&#039;t fight (he&#039;s playing the drum), and both the duration and radius of the effect are reduced.

Pyro - Twisted Firestarter - Replaces the Flamethrower. This flamethrower has a longer range and a deadlier blast, but it&#039;s heavier so the Pyro not only moves slower but isn&#039;t able to strafe or turn while using it.

Demoman - Whiskey Galore! - Replaces the Grenade Launcher. A pump not to disimilar-looking to a Ghostbusters Proton pack that squirts whiskey. Upon hitting an enemy, that enemy is covered in whiskey and takes fire damage twice as quickly. Not only that but their movement becomes slower and more erratic (the effects of the alcohol) making it easier for the Demoman or teammates to hit them.

Heavy - Olga - Replaces the Minigun. Olga is a mobile gun emplacement that the Heavy can set up, dismantle and re-set up at any point. She cannot be fired during transit, and there is a short wait for assembly and disassembly. To compensate she has unlimited ammo, and the player controls her directly.

Engineer - Supply Locker - Replaces the Dispenser. The Engineer can set up a Supply Locker, like the ones in the spawn rooms, anywhere on the map. It does exactly as it does in there - instantly replenishes health and ammo. But the further away the Engineer builds it from the spawn, the longer it takes to complete - a remote-controlled helicopter has to air-lift supplies from the spawn point to the new locker, and the time it takes to make that journey (indicated by a live camera feed in the corner of the screen) is the build time. During the trip it can be taken down by enemies, but the locker itself is invincible until it arrives so the Engineer can focus on protecting the chopper.

Medic - Chloroform Cocktails - Replaces the Syringe Gun. the Medic spawns with a tank of chloroform on his back, which he uses to fill up bottles with. The bottles throw like Jarate but their effect is to completely immobilise an enemy for ten seconds - they fall to the floor, unconcious, completely open to attack. To avoid spamming, filling up the bottles takes twenty seconds.

Sniper - Crossbow - Replaces the Sniper Rifle. Same strength as the Huntsman (and same effect upon impact) but it&#039;s more accurate and you don&#039;t need to draw the bolt back like an arrow. The trade off is that you can&#039;t carry as much ammo and it takes longer to reload.

Spy - Grapple Gun - Replaces the Revolver. Allows the Spy to grapple to any point within range. Cannot be used while invisible or disguised, unless disguised as an enemy Spy. can be used while carrying intelligence. If used on an enemy, the Spy flies towards them, drawing their knife on the way and delievering a facestab on arrival.</description>
		<content:encoded><![CDATA[@Hash Man Classic The trouble with adding an assault rifle it's that it's just so bloody boring. If we wanted to play a game where people shoot machine guns at each other, we'd go to Modern Warfare (or all go Sniper and use the SMG exclusively). As Tom says 'Much of TF2’s design philosophy apparently stemmed from the notion that one guy just firing a lot of bullets at another guy is about the least interesting interaction two players can have.'<br />
<br />
I like the idea of a Sniper boomerang. I think it should come back though - otherwise why not just give him throwing knives?<br />
<br />
Here's MY ideas (because it's cool to think you can do better than Valve). I haven't read any of the above comments, so if I've done your thing then sorry.<br />
<br />
Scout - Roller Blades - Replaces the Pistol. Allows the Scout to move a little faster at the expense of double jumping<br />
<br />
Soldier - Drums of the Patriots - Replaces the Shotgun. Essentially an upgrade to the Buff Banner, except it gives players around the Soldier full crits instead of mini crits. The trade off is that the Soldier himself can't fight (he's playing the drum), and both the duration and radius of the effect are reduced.<br />
<br />
Pyro - Twisted Firestarter - Replaces the Flamethrower. This flamethrower has a longer range and a deadlier blast, but it's heavier so the Pyro not only moves slower but isn't able to strafe or turn while using it.<br />
<br />
Demoman - Whiskey Galore! - Replaces the Grenade Launcher. A pump not to disimilar-looking to a Ghostbusters Proton pack that squirts whiskey. Upon hitting an enemy, that enemy is covered in whiskey and takes fire damage twice as quickly. Not only that but their movement becomes slower and more erratic (the effects of the alcohol) making it easier for the Demoman or teammates to hit them.<br />
<br />
Heavy - Olga - Replaces the Minigun. Olga is a mobile gun emplacement that the Heavy can set up, dismantle and re-set up at any point. She cannot be fired during transit, and there is a short wait for assembly and disassembly. To compensate she has unlimited ammo, and the player controls her directly.<br />
<br />
Engineer - Supply Locker - Replaces the Dispenser. The Engineer can set up a Supply Locker, like the ones in the spawn rooms, anywhere on the map. It does exactly as it does in there - instantly replenishes health and ammo. But the further away the Engineer builds it from the spawn, the longer it takes to complete - a remote-controlled helicopter has to air-lift supplies from the spawn point to the new locker, and the time it takes to make that journey (indicated by a live camera feed in the corner of the screen) is the build time. During the trip it can be taken down by enemies, but the locker itself is invincible until it arrives so the Engineer can focus on protecting the chopper.<br />
<br />
Medic - Chloroform Cocktails - Replaces the Syringe Gun. the Medic spawns with a tank of chloroform on his back, which he uses to fill up bottles with. The bottles throw like Jarate but their effect is to completely immobilise an enemy for ten seconds - they fall to the floor, unconcious, completely open to attack. To avoid spamming, filling up the bottles takes twenty seconds.<br />
<br />
Sniper - Crossbow - Replaces the Sniper Rifle. Same strength as the Huntsman (and same effect upon impact) but it's more accurate and you don't need to draw the bolt back like an arrow. The trade off is that you can't carry as much ammo and it takes longer to reload.<br />
<br />
Spy - Grapple Gun - Replaces the Revolver. Allows the Spy to grapple to any point within range. Cannot be used while invisible or disguised, unless disguised as an enemy Spy. can be used while carrying intelligence. If used on an enemy, the Spy flies towards them, drawing their knife on the way and delievering a facestab on arrival.]]></content:encoded>
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		<title>By: Hash Man Classic</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128203</link>
		<dc:creator>Hash Man Classic</dc:creator>
		<pubDate>Tue, 09 Feb 2010 04:04:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128203</guid>
		<description>oops, here&#039;s the stats for the Engi Wrench
Bash Away!     (would look something like this...)
Level 5 Wrench
+75% Attack Speed
-75% Damage
Strong knockback on target, particuarly devastating against Spies.
25% longer melee reach</description>
		<content:encoded><![CDATA[oops, here's the stats for the Engi Wrench<br />
Bash Away!     (would look something like this...)<br />
Level 5 Wrench<br />
+75% Attack Speed<br />
-75% Damage<br />
Strong knockback on target, particuarly devastating against Spies.<br />
25% longer melee reach]]></content:encoded>
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	<item>
		<title>By: Hash Man Classic</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128202</link>
		<dc:creator>Hash Man Classic</dc:creator>
		<pubDate>Tue, 09 Feb 2010 04:02:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128202</guid>
		<description>Oh, I&#039;ve got a revised Wrench, instead of the aforementioned Crab-Wrench. 
So what do Engineers do the majority of their time? Bashing away at their buildings with a wrench. Coincidentally that&#039;s the name of this Wrench sidegrade the: 
&gt;&gt;&gt;&gt;&gt;&lt;&lt;&lt;&lt;&gt;&gt;&gt;&gt;&lt;&lt;&lt;&lt;&lt;
A larger, hollow alloy wrench. Lighter weight trades damage for faster swings, but a strong 2-handed blow with this monster will send your foe flying several meters. The Engineer&#039;s hatred for enemy Spies is evident when the Bash Away! connects and the little sap-sucker is thrown across the room!

@Anonymous: Your idea for the Lifeburster wouldn&#039;t make much sense in a fast respawn server and would defeat the purpose of arena servers.
I think trading Ubercharge capability for up to 4 &#039;healing pulses&#039; and heals your target 25% faster (not *charge* 25% faster) is a fairly balanced sidegrade idea. (And to be really honest, if a Medic&#039;s teammate dies, he&#039;s kind of failed his job of keeping him alive; but they can always respawn so its no big deal.)

A few more ideas:
scout
Louisville Slugger (replaces primary AND melee weapon)
Deals 75% more damage. Gives scout +50 health. Bonk lasts 50% longer &amp; -25% Bonk snare cooldown. +24 pistol ammo. +15% movement speed. -20% attack speed.
Why? Allows for the melee only scout, the kind that like to sneak up on people and bash them on the head. At the cost of using his shotgun, the scout can still use his pistol for ranged use or his Bonk Energy Drink both of which have bonuses with this baseball bat. The scout loses the powerful shotgun, and since he&#039;s no longer lugging that around he can move around more agilely under the influence of Bonk or care a couple more clips for is pistol. (The Bat comes with a special Little League outfit that increases the scout&#039;s health by 50?)

sniper
Warmerang (replaces the Kukuri)
level 10 Boomerang
The Aboriginal tribes of Australia long ago invented a type of boomerang to use in actual warfare, they called it the &quot;Warmerang&quot; and now the tf2 sniper has brought it out of the outback and onto the front lines.
This weapon is made of a lightweight, but durable wood and has several sharp, metal protrusions for added destruction. Although weaker in melee combat than the Kukuri, the Warmerang&#039;s alt fire allows the sniper to throw it with significant force (aim similar to the Sandman&#039;s ball) and automatically crits on targets that are Jarated and mini-crits on those on fire.
However, unlike what most people like to think about Boomerangs, this weapon does not come back to you when you throw it*. It will lay on the ground near where it hit until you pick it up (or if you acquire enough ammo, you&#039;ll spawn a new one), until you pick it back up the sniper loses his melee weapon, having to resort to his bare hands if things get hairy. But don&#039;t you fret! If you kill someone with your fists, you&#039;ll choke them to death (beware, spies!)

Soldier
AR-15 Assault Rifle (maybe needs different/ unique name)
tf2 has pistols, the sniper&#039;s smg and the heavy&#039;s minigun. It seems to me that one of the most iconic weapons of warfare is woefully unrepresented in tf2, the Assault Rifle.
The AR-15 replaces the soldier&#039;s rocket launcher with a 30 round clip that deals a little more damage per bullet than the sniper&#039;s smg and has 90 rounds and a quick reload to keep your opponents on their toes.
But the tf2 Soldier is one of only 2 classes with explosive (aka &quot;Blast&quot;) damage and I wouldn&#039;t trade that in anything. To keep the Soldier&#039;s explosive damage a viable option, the AR-15 has an m203 underbelly grenade launcher that&#039;s a little stronger than the demoman&#039;s primary &quot;pill&quot; launcher, but once fired (using alt fire) the soldier must reload it before he can fire again or even switch weapons. If the grenade hits an enemy on-the-full it will explode catching the target and any of his allies unlucky enough to be standing too close on fire!
The Soldier spawns with 5 m203 grenades (including 1 in the chamber) and it takes a full second to reload the launcher. During this second the soldier is unable to switch weapons or fire the assault rifle.

I am not completely sold with the last 3 ideas. Let me know what you think.</description>
		<content:encoded><![CDATA[Oh, I've got a revised Wrench, instead of the aforementioned Crab-Wrench. <br />
So what do Engineers do the majority of their time? Bashing away at their buildings with a wrench. Coincidentally that's the name of this Wrench sidegrade the: <br />
&gt;&gt;&gt;&gt;&gt;&lt;&lt;&lt;&lt;&gt;&gt;&gt;&gt;&lt;&lt;&lt;&lt;&lt;<br />
A larger, hollow alloy wrench. Lighter weight trades damage for faster swings, but a strong 2-handed blow with this monster will send your foe flying several meters. The Engineer&#039;s hatred for enemy Spies is evident when the Bash Away! connects and the little sap-sucker is thrown across the room!<br />
<br />
@Anonymous: Your idea for the Lifeburster wouldn&#039;t make much sense in a fast respawn server and would defeat the purpose of arena servers.<br />
I think trading Ubercharge capability for up to 4 &#039;healing pulses&#039; and heals your target 25% faster (not *charge* 25% faster) is a fairly balanced sidegrade idea. (And to be really honest, if a Medic&#039;s teammate dies, he&#039;s kind of failed his job of keeping him alive; but they can always respawn so its no big deal.)<br />
<br />
A few more ideas:<br />
scout<br />
Louisville Slugger (replaces primary AND melee weapon)<br />
Deals 75% more damage. Gives scout +50 health. Bonk lasts 50% longer &amp; -25% Bonk snare cooldown. +24 pistol ammo. +15% movement speed. -20% attack speed.<br />
Why? Allows for the melee only scout, the kind that like to sneak up on people and bash them on the head. At the cost of using his shotgun, the scout can still use his pistol for ranged use or his Bonk Energy Drink both of which have bonuses with this baseball bat. The scout loses the powerful shotgun, and since he&#039;s no longer lugging that around he can move around more agilely under the influence of Bonk or care a couple more clips for is pistol. (The Bat comes with a special Little League outfit that increases the scout&#039;s health by 50?)<br />
<br />
sniper<br />
Warmerang (replaces the Kukuri)<br />
level 10 Boomerang<br />
The Aboriginal tribes of Australia long ago invented a type of boomerang to use in actual warfare, they called it the &quot;Warmerang&quot; and now the tf2 sniper has brought it out of the outback and onto the front lines.<br />
This weapon is made of a lightweight, but durable wood and has several sharp, metal protrusions for added destruction. Although weaker in melee combat than the Kukuri, the Warmerang&#039;s alt fire allows the sniper to throw it with significant force (aim similar to the Sandman&#039;s ball) and automatically crits on targets that are Jarated and mini-crits on those on fire.<br />
However, unlike what most people like to think about Boomerangs, this weapon does not come back to you when you throw it*. It will lay on the ground near where it hit until you pick it up (or if you acquire enough ammo, you&#039;ll spawn a new one), until you pick it back up the sniper loses his melee weapon, having to resort to his bare hands if things get hairy. But don&#039;t you fret! If you kill someone with your fists, you&#039;ll choke them to death (beware, spies!)<br />
<br />
Soldier<br />
AR-15 Assault Rifle (maybe needs different/ unique name)<br />
tf2 has pistols, the sniper&#039;s smg and the heavy&#039;s minigun. It seems to me that one of the most iconic weapons of warfare is woefully unrepresented in tf2, the Assault Rifle.<br />
The AR-15 replaces the soldier&#039;s rocket launcher with a 30 round clip that deals a little more damage per bullet than the sniper&#039;s smg and has 90 rounds and a quick reload to keep your opponents on their toes.<br />
But the tf2 Soldier is one of only 2 classes with explosive (aka &quot;Blast&quot;) damage and I wouldn&#039;t trade that in anything. To keep the Soldier&#039;s explosive damage a viable option, the AR-15 has an m203 underbelly grenade launcher that&#039;s a little stronger than the demoman&#039;s primary &quot;pill&quot; launcher, but once fired (using alt fire) the soldier must reload it before he can fire again or even switch weapons. If the grenade hits an enemy on-the-full it will explode catching the target and any of his allies unlucky enough to be standing too close on fire!<br />
The Soldier spawns with 5 m203 grenades (including 1 in the chamber) and it takes a full second to reload the launcher. During this second the soldier is unable to switch weapons or fire the assault rifle.<br />
<br />
I am not completely sold with the last 3 ideas. Let me know what you think.]]></content:encoded>
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	<item>
		<title>By: Bret</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128122</link>
		<dc:creator>Bret</dc:creator>
		<pubDate>Sat, 06 Feb 2010 04:31:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128122</guid>
		<description>English dictionary?

Doesn&#039;t sound ideal for the situation.</description>
		<content:encoded><![CDATA[English dictionary?<br />
<br />
Doesn't sound ideal for the situation.]]></content:encoded>
	</item>
	<item>
		<title>By: Verde Flash</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128121</link>
		<dc:creator>Verde Flash</dc:creator>
		<pubDate>Sat, 06 Feb 2010 04:20:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128121</guid>
		<description>Fetch me my dictionary.</description>
		<content:encoded><![CDATA[Fetch me my dictionary.]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128107</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 05 Feb 2010 17:11:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128107</guid>
		<description>gp8p</description>
		<content:encoded><![CDATA[gp8p]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128079</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 04 Feb 2010 20:34:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128079</guid>
		<description>hey Hash man, maybie life burster full uber could bring a corpse back to life, a full corpse not giblets or an eyelander victim (guess it would be kinda useless on an isnstant respawn server)</description>
		<content:encoded><![CDATA[hey Hash man, maybie life burster full uber could bring a corpse back to life, a full corpse not giblets or an eyelander victim (guess it would be kinda useless on an isnstant respawn server)]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128078</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 04 Feb 2010 20:13:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128078</guid>
		<description>ok so pain can im freakn mario and gascan suck and ubercannon is overpowering, and i stole the idea for poison needle but what are your ideas on shrapnel grenade, anti riot sheild and engie ideas

maybie gas can replaced with molitov and when team kills teammate with paint, the kill counts as the spy&#039;s</description>
		<content:encoded><![CDATA[ok so pain can im freakn mario and gascan suck and ubercannon is overpowering, and i stole the idea for poison needle but what are your ideas on shrapnel grenade, anti riot sheild and engie ideas<br />
<br />
maybie gas can replaced with molitov and when team kills teammate with paint, the kill counts as the spy's]]></content:encoded>
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	<item>
		<title>By: Verde Flash</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128056</link>
		<dc:creator>Verde Flash</dc:creator>
		<pubDate>Thu, 04 Feb 2010 03:17:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128056</guid>
		<description>SO MANY REASONS.

Go play some Team Fortress Classic and find out for yourself.</description>
		<content:encoded><![CDATA[SO MANY REASONS.<br />
<br />
Go play some Team Fortress Classic and find out for yourself.]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128054</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 04 Feb 2010 02:22:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128054</guid>
		<description>Why?</description>
		<content:encoded><![CDATA[Why?]]></content:encoded>
	</item>
	<item>
		<title>By: Dan</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128052</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 04 Feb 2010 01:52:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128052</guid>
		<description>That&#039;s the worst idea I&#039;ve ever heard.</description>
		<content:encoded><![CDATA[That's the worst idea I've ever heard.]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128048</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 03 Feb 2010 23:44:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128048</guid>
		<description>Ps: yes, I spelled GRENADE wrong</description>
		<content:encoded><![CDATA[Ps: yes, I spelled GRENADE wrong]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128047</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 03 Feb 2010 23:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128047</guid>
		<description>For Demmo man:
Frag Grnade, replaces grande launcher, your clip is decresed to 1, the grnade takes 5 secs to explode and will not explode on direct hits, but instead do 10 damage and make the grnade do mini crits to them. The grnade has small and weak splash damage, but sends 30 peices of shrapnel in random directions that do 20 damage at short range, and due to the laws of acceleration they do 30 damage at medioum range, but do 5 damage at long range. Once the shrapnel has hit a hard surface, they stop and are worth 10 metal to engies.

Achevement:
 From far away: kill a person with at long range with a peice of shrapnel</description>
		<content:encoded><![CDATA[For Demmo man:<br />
Frag Grnade, replaces grande launcher, your clip is decresed to 1, the grnade takes 5 secs to explode and will not explode on direct hits, but instead do 10 damage and make the grnade do mini crits to them. The grnade has small and weak splash damage, but sends 30 peices of shrapnel in random directions that do 20 damage at short range, and due to the laws of acceleration they do 30 damage at medioum range, but do 5 damage at long range. Once the shrapnel has hit a hard surface, they stop and are worth 10 metal to engies.<br />
<br />
Achevement:<br />
 From far away: kill a person with at long range with a peice of shrapnel]]></content:encoded>
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	<item>
		<title>By: Sorry</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128044</link>
		<dc:creator>Sorry</dc:creator>
		<pubDate>Wed, 03 Feb 2010 22:32:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128044</guid>
		<description>yea i accedentaly stole poison nedle idea</description>
		<content:encoded><![CDATA[yea i accedentaly stole poison nedle idea]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128043</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 03 Feb 2010 22:24:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128043</guid>
		<description>If you get mech suit i think you should have a kick out button incase some noob takes it and drives where you dont want to go, and what if he jumps into pit?</description>
		<content:encoded><![CDATA[If you get mech suit i think you should have a kick out button incase some noob takes it and drives where you dont want to go, and what if he jumps into pit?]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128042</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 03 Feb 2010 22:21:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-05-31-team-fortress-2-unlockable-ideas#comment-128042</guid>
		<description>For engie:
killbot and controler, killbot is a little floating robot that spawns with you and has the firepower and health of a lvl 2 sentry and the healing and ammo and metal giving abilties of a lvl 2 dispenser. Your killbot controler replaces your build and destroy menu. The Controler has 3 controls that are selected with numpad first control is move when you select this your screen will change to your killbot&#039;s eyes and your desplay will be in the upper left hand corner. With move you can move your killbot with WASD and Spacebar, to get out of move mode you can; click, get hurt, or have your killbot die or be sapped. The second Option is follow, when you are near enough and select it your killbot will follow you, it goes slowly, and if you go too far it will stop and gaurd, you can also get out of follow mode by going back to control menu and pressing 2 wich is now gaurd. 3 is self destruct, where your killbot will explode and die, he will also explode if he is killed. Your Building status will now show your killbot&#039;s status and screen veiw.</description>
		<content:encoded><![CDATA[For engie:<br />
killbot and controler, killbot is a little floating robot that spawns with you and has the firepower and health of a lvl 2 sentry and the healing and ammo and metal giving abilties of a lvl 2 dispenser. Your killbot controler replaces your build and destroy menu. The Controler has 3 controls that are selected with numpad first control is move when you select this your screen will change to your killbot's eyes and your desplay will be in the upper left hand corner. With move you can move your killbot with WASD and Spacebar, to get out of move mode you can; click, get hurt, or have your killbot die or be sapped. The second Option is follow, when you are near enough and select it your killbot will follow you, it goes slowly, and if you go too far it will stop and gaurd, you can also get out of follow mode by going back to control menu and pressing 2 wich is now gaurd. 3 is self destruct, where your killbot will explode and die, he will also explode if he is killed. Your Building status will now show your killbot's status and screen veiw.]]></content:encoded>
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