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https://www.youtube.com/watch?v=zjls6qvohfU
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.
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.