Team Fortress 2
Calamity-Sanity Jul 10, 2023 @ 8:26am
9 New ideas for Tf2 Classes:
I remembered a thread talking about how Valve should add female mercs. I wanted those mercs to not just be lazy reskins of the other mercs, but rather more original characters. Here is what I came up with:
(Code: 1 = Primary Slot, 2 = Secondary Slot, 3 = Melee Slot, 4 = Bonus Slot)

SCAVENGER: "Pick up dropped weapons and use them for later in combat" 1. (Depends on the Weapon that she found) 2. Grappling Hook (Allows her to pick up weapons from far away) 3. Crowbar (Basic Melee weapon) 4. Backpack (Allows her to store one other weapon she found for later use). She can also drop weapons in hidden spots to use for later.

MAGNETIST: "Lift up various metal objects in your arsenal for combat" 1. Wrecking Balls (They deal more damage the farther away the target is and less if they are closer, they take time to pick up speed. You can right-click to hover a ball in place to use in combat for later) 2. Needles (Deal more damage close-up, a good medium-ranged option) 3. Dagger (Swirls around all sides of her, protecting her from all sides close-up) You can see her clip size and when she has to reload because she will be hovering the objects around her.

ELECTRICIAN: "Use the power of electricity to effectively hurt groups of enemies!" 1. Cattle Prod: (Releases wide bursts of electricity) 2. Taser (Shoots a far-away projectile like the flare-gun, temporarily deals constant electric damage to an enemy) 3. Neon Annihilator (Originally a Pryo Melee, would be better as one for Electrician. Crits wet players. 4. Water Jar: (Temporarily soaks enemies in water, making the Neon Annihilator powerful. Also puts out fire) His Cattle Prog & Taser can also temporarily immobilize buildings, but they will do no damage to the buildings. Only the Neon Annihilator could hurt buildings.

WIZARD: "Control 5 fast-moving log monsters with 125 health each, they will bump into an enemy dealing constant damage to them" 1. Wand: Casts various spells to hurt enemies or help you out 2. Spellbook: Control your log monsters with this, left-click to make them go to your cursor and right-click to make them run away from it. 3: Staff: Long-ranged melee weapon, right-click with this to respawn another log monster. The Wizard has limited range on where he can control his logs. The logs also have some resistance against splash damage.

RACER: "Drive a mini-car around!" 1. Mounted Turret: The main gun of the car, deals normal damage. 2: Side-Guns: Arms the sides of your car with smaller turrets that will shoot at enemies. 3: Bumper: Ram your car into an enemy to deal damage & knock them back. This car takes time to pick up momentum, it is also not very good at dodging.

GUNSMITH: "Combine two parts to make your own unique gun! There are a total of 6 possible combinations you could do!" 1. Rifle Part: Good range with less damage and firing speed. 2: Rapid Part: Nice firing speed, less accuracy & the bullets fade-away for close-combat. 3: Arch Part: Bullets deal more damage and travel in archs, slower firing speed. 4: Bounce Part: Bullets travel faster and bounce off of walls, deal less damage.

COMMANDER: "Gain a Bird's-eye view of the entire map, spend metal to drop down combat robots and other things to help out your team!" Things you could deploy: Mega Sentry, Mega Dispenser, Mega Teleporter, Metal Maker, Barracks, Guard Dog, Walking Mine, Power-up Canteen, Flying Ace, Scout Bot, Soldier Bot, Pyro Bot, Demoman Bot, Heavy Bot, Engineer Bot, Medic Bot, Sniper Bot, Spy Bot, & Civilian Bot. Every one of these things cost metal, come with a recharge, and take seconds to build when deployed. The Class Bots will also be limited to having one weapon, with those weapons possibly being modified.

PILOT: "Fly a drone around and attack enemies from the Sky!" 1. Handgun (A more powerful pistol) 2. Drone (Fly the drone around and shoot at enemies below. The drone may move fast and be hard to hit, but it has: Low health, not immune to fall-off, and it has a certain amount of battery left. Collect ammo as the drone to refill the battery) 3. Recon: Place three of them, they will stick to walls. Whenever an enemy walks near a Recon (they can even detect cloaked/disguised Spies!") a warning sign will appear on the pilot's screen while their controlling the drone. All Demoman shields will make him more resistant to drone attacks & airblasts from Pyros can disorient the drones movement/aim at any range.

MINER: "Dig underground to sneak past enemies and deploy landmines!" 1. Shotgun: (This shotgun is more accurate and has less fall-off damage, having a clip size of 4) 2. Landmine (Deploy a landmine, the mines are not easily visible but can still be spotted. The mines also take a few seconds to arm themselves. If an enemy: Steps on one OR attacks it: The mine will explode dealing 250 damage. Mines could also be jumped over too.) 3. Driller (Allows the Miner to travel underground and sneak past enemies. The miner could also deploy a mine while underground, but will make a dusty cloud after doing so. The miner could also still take damage while underground & If the Minor is in the dirt for too long they will begin to suffocate and take damage. Collect a health pack to remain underground for longer.)

Maybe some of these mercs would actually be better as males, but some would definitely make great female mercs. If you have any questions, suggestions, or concerns about these, me and Chickenslayer would be happy to answer them.
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Showing 1-9 of 9 comments
SINKI Jul 10, 2023 @ 8:28am 
we needs a class that can shot through walls and has infinite range, it does 900 dmg and it has no reload time , it aims for you
Calamity-Sanity Jul 10, 2023 @ 8:33am 
Originally posted by SINKI:
we needs a class that can shot through walls and has infinite range, it does 900 dmg and it has no reload time , it aims for you
What would this class be called? I think the Hacker is a good name.
Nah...
Originally posted by SINKI:
we needs a class that can shot through walls and has infinite range, it does 900 dmg and it has no reload time , it aims for you

https://www.youtube.com/watch?v=zjls6qvohfU
Last edited by Kitt 🌟 Stargazer; Jul 10, 2023 @ 8:35am
Calamity-Sanity Jul 10, 2023 @ 8:35am 
Originally posted by Kitt 🌟 Stargazer:
Nah...
Please emphasize on why you don't like these classes
Originally posted by Calamity-Sanity:
Originally posted by Kitt 🌟 Stargazer:
Nah...
Please emphasize on why you don't like these classes

This game doesn't need new classes, as it has had a need for them for 27 years now. More so if they're still juggling just how to balance the classes they already have now after all this time.
Last edited by Kitt 🌟 Stargazer; Jul 10, 2023 @ 8:40am
SINKI Jul 10, 2023 @ 8:40am 
Originally posted by Calamity-Sanity:
Originally posted by SINKI:
we needs a class that can shot through walls and has infinite range, it does 900 dmg and it has no reload time , it aims for you
What would this class be called? I think the Hacker is a good name.
josh
Calamity-Sanity Jul 10, 2023 @ 8:45am 
Originally posted by Kitt 🌟 Stargazer:
Originally posted by Calamity-Sanity:
Please emphasize on why you don't like these classes

This game doesn't need new classes, as it has had a need for them for 27 years now. More so if they're still juggling just how to balance the classes they already have now after all this time.
I understand about being apprehensive to change, especially to something this old. Maybe Valve could just make this a whole separate game-mode with these classes then, and maybe people will see that they can be a fun asset to Tf2. I agree with you that a lot of the pre-existing weapons need a re-balance, not sure how adding new classes would make the weapons already worse than they are.
Last edited by Calamity-Sanity; Jul 10, 2023 @ 9:06am
Ok, I'm here and I'm ready to grade these ideas. I'll be using a 16 Point Grading System, with 4 points for the idea's creativity, 4 points for the idea's weapon quality, 4 points for the potential in-game strength, and 4 points for details.

Don't take this as law, I made this up before writing the post. If the format seems weird, it's because I wrote this all in notepad and pasted it with a few changes to the format.

Creativity points will be docked if a similar idea is present in the post or in tf2. Creativity points will also be docked if the idea isn't too creative.

Quality points will be docked if the weapons are poorly designed or if I have too many questions.

In-Game Strength points will be docked if the class sounds underpowered.

Detail points will be docked if important information is missing (such as health and speed) as well as if unlockables are mentioned.

Scavenger:
Creativity - 4/4 (really neat idea)
Quality - 3/4 (Weapons are relatively small, so unless the hook can lock onto a weapon, it seems hard to use. Do weapons get lost on death? And how would you use the backpack?)
Strength - 2/4 (Depending on what weapons you can find before they despawn, you could be extremely annoying or find yourself extremely annoyed)
Details - 1/4 (No unlockables, no stats listed at all, mechanics aren't well defined)

Magnetist:
Creativity - 2/4 (Idea is cool, but it feels a bit like a one-trick pony since you can't really get the most out of the idea because something like destroying the enemy's guns would be too powerful. What you can do doesn't exactly seem to be used much, since it's just throwing, hovering, and spinning stuff without any player input)
Quality - 3/4 (How are you supposed to use the Wrecking Balls in combat when they're hovering? And is it possible to use the dagger as a melee or are you forced to spin it?
I feel the dagger is supposed to be an AOE weapon but it's not all too useful in the main-game and is far too risky to use in MVM.)
Strength - 3/4 (The weapons sound like powerful tools aside from the dagger, but there's not much to go off. Also it seems hard to make use of the needles if you can't close the distance)
Details - 1/4 (No unlockables, no stats listed at all)


Electrician:
Creativity - 1/4 (It's just pyro with a different element)
Quality - 2/4 (The best weapons here are the Cattle Prod for being a unique weapon and the Taser, for being a neat spin on the Flaregun. The Neon Annihilator isn't a unique weapon and is just an unlockable put in the spot of a stock weapon while the Water Jar is completely useless if you can't close the distance, unless it buffs your electric attacks, in which case I will still dock points because this wasn't specified)
Strength - 2/4 (This just feels like Pyro if Pyro focused more on AOE damage and stunning buildings rather than annoying players with Fire and Airblast.)
Details - 1/4 (No unlockables, no stats listed at all)

Wizard:
Creativity - 2/4 (A lot could be done with a wizard, but it doesn't seem like you have done much.)
Quality - 1/4 (What kind of spells does the Wizard have? How many spells does the wizard have? How does the Wizard use the different spells? Why does a spellbook control the monsters? Why log monsters? The main parts I'm focusing on is the spells. Those are where I really docked points, the last two are just nitpicks. You shouldn't just say
"you get to use spells" without specifying what the spells are and do)
Strength - 2/4 (The Wizard could be a strong class if we knew what the spells were. Even without the spells, the log monsters really carry the class)
Details - 2/4 (No unlockables, no stats listed for the Wizard, spells were not expanded)

Racer:
Creativity - 3/4 (Pretty neat idea)
Quality - 2/4 (So are all of the weapons equipped at once? Do you have to switch to them? I also don't think putting a whole vehicle in a game like TF2 is a good idea, specifically because of the maps in the game.)
Strength - 2/4 (I don't think a car would be too strong in TF2 unless the car is the size of the taunts, in which case I feel the Racer would be a pretty decent class)
Details - 1/4 (No unlockables, no stats listed at all, car size not defined)

Gunsmith:
Creativity - 4/4 (The idea sounds cool on paper)
Quality - 2/4 (It sounds like the class basically only has one weapon, unless you can carry two combinations. Even then you're missing the melee slot. And how do you combine these weapons? Also "bullets travel faster" ?)
Strength - 2/4 (The strength entirely depends on the parts you've chosen. I can see a meta forming with this class even without unlocks)
Details - 0/4 (Either one or two weapons listed (parts don't count as weapons), no unlockables, no stats listed at all)

Commander:
Creativity - 2/4 (This just feels like MVM in the normal game, plus Engineer)
Quality - 1/4 (I think we should leave the sentries, dispensers, and teleporters to Engineer. The Metal Maker is redundant and the Barracks and Flying Ace aren't defined well)
Strength - 4/4 (Way too powerful on paper. Sounds like you can spawncamp the enemy from spawn as well.)
Details - 0/4 (No unlockables, too many mechanics aren't defined well, no stats listed at all)

Pilot:
Creativity - 2/4 (It just sounds like a remote version of the Racer)
Quality - 3/4 (What do you mean by "more powerful pistol?" What does the drone shoot? What happens if the drone dies?)
Strength - 1/4 (It doesn't sound too strong as a class)
Details - 1/4 (No unlockables, no stats listed for the class, some stats missing for the drone)

Miner:
Creativity - 3/4 (The wordplay is nice and I guess the idea is cool, but the class feels like an actual one-trick pony, since you can't do much other than shoot your gun and place mines)
Quality - 3/4 (Why have two weapons with the same name instead of coming up with an original name for the Miner's shotgun? Are the mines invisible? What is the camera like while underground? How do you collect health packs underground?)
Strength - 1/4 (Honestly sounds way too hard to use)
Details - 1/4 (No unlockables, many stats missing)

Any job can be done by anybody of any gender, so it really doesn't matter if they're men or women. A lot of these could have been defined a bit better, but I'll cut you a bit of slack for not sharing my grading system before hand, entirely because I made it up just before grading.
Calamity-Sanity Jul 10, 2023 @ 11:24am 
Originally posted by Walter Clements:
Ok, I'm here and I'm ready to grade these ideas. I'll be using a 16 Point Grading System, with 4 points for the idea's creativity, 4 points for the idea's weapon quality, 4 points for the potential in-game strength, and 4 points for details.

Don't take this as law, I made this up before writing the post. If the format seems weird, it's because I wrote this all in notepad and pasted it with a few changes to the format.

Creativity points will be docked if a similar idea is present in the post or in tf2. Creativity points will also be docked if the idea isn't too creative.

Quality points will be docked if the weapons are poorly designed or if I have too many questions.

In-Game Strength points will be docked if the class sounds underpowered.

Detail points will be docked if important information is missing (such as health and speed) as well as if unlockables are mentioned.

Scavenger:
Creativity - 4/4 (really neat idea)
Quality - 3/4 (Weapons are relatively small, so unless the hook can lock onto a weapon, it seems hard to use. Do weapons get lost on death? And how would you use the backpack?)
Strength - 2/4 (Depending on what weapons you can find before they despawn, you could be extremely annoying or find yourself extremely annoyed)
Details - 1/4 (No unlockables, no stats listed at all, mechanics aren't well defined)

Magnetist:
Creativity - 2/4 (Idea is cool, but it feels a bit like a one-trick pony since you can't really get the most out of the idea because something like destroying the enemy's guns would be too powerful. What you can do doesn't exactly seem to be used much, since it's just throwing, hovering, and spinning stuff without any player input)
Quality - 3/4 (How are you supposed to use the Wrecking Balls in combat when they're hovering? And is it possible to use the dagger as a melee or are you forced to spin it?
I feel the dagger is supposed to be an AOE weapon but it's not all too useful in the main-game and is far too risky to use in MVM.)
Strength - 3/4 (The weapons sound like powerful tools aside from the dagger, but there's not much to go off. Also it seems hard to make use of the needles if you can't close the distance)
Details - 1/4 (No unlockables, no stats listed at all)


Electrician:
Creativity - 1/4 (It's just pyro with a different element)
Quality - 2/4 (The best weapons here are the Cattle Prod for being a unique weapon and the Taser, for being a neat spin on the Flaregun. The Neon Annihilator isn't a unique weapon and is just an unlockable put in the spot of a stock weapon while the Water Jar is completely useless if you can't close the distance, unless it buffs your electric attacks, in which case I will still dock points because this wasn't specified)
Strength - 2/4 (This just feels like Pyro if Pyro focused more on AOE damage and stunning buildings rather than annoying players with Fire and Airblast.)
Details - 1/4 (No unlockables, no stats listed at all)

Wizard:
Creativity - 2/4 (A lot could be done with a wizard, but it doesn't seem like you have done much.)
Quality - 1/4 (What kind of spells does the Wizard have? How many spells does the wizard have? How does the Wizard use the different spells? Why does a spellbook control the monsters? Why log monsters? The main parts I'm focusing on is the spells. Those are where I really docked points, the last two are just nitpicks. You shouldn't just say
"you get to use spells" without specifying what the spells are and do)
Strength - 2/4 (The Wizard could be a strong class if we knew what the spells were. Even without the spells, the log monsters really carry the class)
Details - 2/4 (No unlockables, no stats listed for the Wizard, spells were not expanded)

Racer:
Creativity - 3/4 (Pretty neat idea)
Quality - 2/4 (So are all of the weapons equipped at once? Do you have to switch to them? I also don't think putting a whole vehicle in a game like TF2 is a good idea, specifically because of the maps in the game.)
Strength - 2/4 (I don't think a car would be too strong in TF2 unless the car is the size of the taunts, in which case I feel the Racer would be a pretty decent class)
Details - 1/4 (No unlockables, no stats listed at all, car size not defined)

Gunsmith:
Creativity - 4/4 (The idea sounds cool on paper)
Quality - 2/4 (It sounds like the class basically only has one weapon, unless you can carry two combinations. Even then you're missing the melee slot. And how do you combine these weapons? Also "bullets travel faster" ?)
Strength - 2/4 (The strength entirely depends on the parts you've chosen. I can see a meta forming with this class even without unlocks)
Details - 0/4 (Either one or two weapons listed (parts don't count as weapons), no unlockables, no stats listed at all)

Commander:
Creativity - 2/4 (This just feels like MVM in the normal game, plus Engineer)
Quality - 1/4 (I think we should leave the sentries, dispensers, and teleporters to Engineer. The Metal Maker is redundant and the Barracks and Flying Ace aren't defined well)
Strength - 4/4 (Way too powerful on paper. Sounds like you can spawncamp the enemy from spawn as well.)
Details - 0/4 (No unlockables, too many mechanics aren't defined well, no stats listed at all)

Pilot:
Creativity - 2/4 (It just sounds like a remote version of the Racer)
Quality - 3/4 (What do you mean by "more powerful pistol?" What does the drone shoot? What happens if the drone dies?)
Strength - 1/4 (It doesn't sound too strong as a class)
Details - 1/4 (No unlockables, no stats listed for the class, some stats missing for the drone)

Miner:
Creativity - 3/4 (The wordplay is nice and I guess the idea is cool, but the class feels like an actual one-trick pony, since you can't do much other than shoot your gun and place mines)
Quality - 3/4 (Why have two weapons with the same name instead of coming up with an original name for the Miner's shotgun? Are the mines invisible? What is the camera like while underground? How do you collect health packs underground?)
Strength - 1/4 (Honestly sounds way too hard to use)
Details - 1/4 (No unlockables, many stats missing)

Any job can be done by anybody of any gender, so it really doesn't matter if they're men or women. A lot of these could have been defined a bit better, but I'll cut you a bit of slack for not sharing my grading system before hand, entirely because I made it up just before grading.
Thank you for your time. This will help me improve the classes. Sorry if the post was a bit lacking...
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Date Posted: Jul 10, 2023 @ 8:26am
Posts: 9