The easiest way to add a 10th class is to split demoman and demoknight into separate classes instead of the weird class subclass thing it has going on.
Yeah it would make more sense to just add more weapons to existing classes but that's not what OP asked for.
so you want to turn TF2 into a queero shooter instead of letting classes be versatile and have different playstyles
thank god the potted plant is in charge of this game
I don't really care. There's a balance to be struck with the number of classes/heroes because having too few means each class does too many different things to easily know at a glance what they're capable of but too many classes/heroes introduces the same problem in a different by not being able to quickly identify them.
>team needs to take out sentry nests >player would switch to demo but see their team has two/three already >player doesn't realise that it's two/three demoknights who aren't equipped for demoman's main purpose
Similar problem exists with medics who can't do ubers.
so you want to turn TF2 into a queero shooter instead of letting classes be versatile and have different playstyles
thank god the potted plant is in charge of this game
>instead of letting classes be versatile and have different playstyles
this is a disingenuous fricking argument
demoman is already one of the most versatile classes in the game.
Some people don't want to split demo and demoknight because it makes demo more versatile, people want them split because full melee demoknight is doesn't resemble stock demo at all. different weapons, different play styles, different base hp, movement speed, mechanics etc.
>people want them split because full melee demoknight is doesn't resemble stock demo at all
What, exactly, would making a whole different class for 'demoknight' accomplish?
wowie
Let's remove the market gardener and mantreads from soldier and create a 12th class
5 months ago
Anonymous
why are you in this thread, homosexual?
5 months ago
Anonymous
to see if people actually come up with a new class instead of taking items away from other classes?
You fricking mouth breather
5 months ago
Anonymous
>to see if people actually come up with a new class instead of taking items away from other classes?
who cares? almost all demoknight weapons are unusable without also using a shield. the only crossover is the grenade launchers which 10th class knight could still have in some form
>team needs to take out sentry nests >player would switch to demo but see their team has two/three already >player doesn't realise that it's two/three demoknights who aren't equipped for demoman's main purpose
Similar problem exists with medics who can't do ubers.
every single class except demoman does 1 thing and all their unlocks are just variables on how you do that one thing, but then demoman can run loadouts where they have literally 0 explosives and are just a melee class
sniper goes from hitscan to projectile with the huntsman
pyro can go from sustained damage to burst with the dragon's fury
Engineer can give up his sentry for more hp ( yes that 25 hp really matters ) and a mini disposable sentry
>>The Cook >Primary shotgun >Secondary Cooking station
You set it up, pick a dish that gives different buffs or heals and then smack it a bit with your melee. Allies have to take food by hand, draining the stock so you have to keep cooking. >Melee Spatula
Left click cooks at the station, right click stores the cooked item for further usage (throw at allies, maybe throw bad food at enemies).
No. I'd rather fix heavy, sniper and spy first. >heavy
Give him the Quake Lightning Gun as a primary >Sniper
Make all of his weapons projectiles >Spy
Make him get a speed boost when his knife is out and he is behind an enemy at relatively close range. Make the Ambassador pre-nerf on back turned enemies.
Too overpowered. I'd rather the heavy be able to trade their primary for some sort of defensive weapon, like a shield. It's specs would work kinda like this
+ Immune to melee hits from the front
+ 90% resistance to explosive and bullet damage from the front
+ attack is effectively the Short Stop shove.
- 66% movement speed while deployed
- 10% vulnerability to fire and electric damage
- reduced peripheral visibility
- takes 3 seconds to switch weapons to/from this item
>some kind of shield user >faster than heavy, slower than demo >primary: shield (always out, functions similarly to Demoman shields) >has very short-lived effects, like 1 second of damage reflect every 10 seconds kind of thing >secondary: maybe pistols >some kind of melee weapon as well, probably nothing fancy
Pretty much the idea is to make a class that punishes indiscriminate fire, including snipers and spawn camping demos. A stupid idea for a stupid thread.
>>has very short-lived effects, like 1 second of damage reflect every 10 seconds kind of thing
Clarification, you'd be able to trigger it like demo charges. It wouldn't just cycle passively because that'd be fricking useless.
BEHOLD >smaller hitbox then scout >bubble gun that deals 1 damage, but bubbles create a popable shield infront of player, blocking hitscan weapons not including sniper >a throwing sword that has short range, small knockback, and fast spamability I wonder how many of you actually will get what I am refrencing
An invincible wraith that has a gun that fills the enemy player's hard drive with (additional) CP
Target teammates/self to obscure network location like a buff
On full charge, the ultimate ability SWATs all players in a 10 meter radius, friend and foe alike. Can toggle self SWAT
The easiest way to add a 10th class is to split demoman and demoknight into separate classes instead of the weird class subclass thing it has going on.
This, but also give it Soldier's banners.
this is why im so glad the community isn't in charge of deciding what goes into tf2
exactly. tf2 playerbase are too moronic to be given such responsibility
absolute moron opinion, there is nothing wrong with giving a class two radically different playstyles
Yeah it would make more sense to just add more weapons to existing classes but that's not what OP asked for.
I don't really care. There's a balance to be struck with the number of classes/heroes because having too few means each class does too many different things to easily know at a glance what they're capable of but too many classes/heroes introduces the same problem in a different by not being able to quickly identify them.
>team needs to take out sentry nests
>player would switch to demo but see their team has two/three already
>player doesn't realise that it's two/three demoknights who aren't equipped for demoman's main purpose
Similar problem exists with medics who can't do ubers.
so you want to turn TF2 into a queero shooter instead of letting classes be versatile and have different playstyles
thank god the potted plant is in charge of this game
>instead of letting classes be versatile and have different playstyles
this is a disingenuous fricking argument
demoman is already one of the most versatile classes in the game.
Some people don't want to split demo and demoknight because it makes demo more versatile, people want them split because full melee demoknight is doesn't resemble stock demo at all. different weapons, different play styles, different base hp, movement speed, mechanics etc.
>people want them split because full melee demoknight is doesn't resemble stock demo at all
What, exactly, would making a whole different class for 'demoknight' accomplish?
It would add a 10th class.
wowie
Let's remove the market gardener and mantreads from soldier and create a 12th class
why are you in this thread, homosexual?
to see if people actually come up with a new class instead of taking items away from other classes?
You fricking mouth breather
>to see if people actually come up with a new class instead of taking items away from other classes?
who cares? almost all demoknight weapons are unusable without also using a shield. the only crossover is the grenade launchers which 10th class knight could still have in some form
it would kill hybrid knight
valve already killed hybridknight with the weapon switch speed penalty
Would solve
every single class except demoman does 1 thing and all their unlocks are just variables on how you do that one thing, but then demoman can run loadouts where they have literally 0 explosives and are just a melee class
sniper goes from hitscan to projectile with the huntsman
pyro can go from sustained damage to burst with the dragon's fury
Engineer can give up his sentry for more hp ( yes that 25 hp really matters ) and a mini disposable sentry
>headshots but projectiles
>fire but projectiles
>sentry but smaller
wow. those are clearly on the same level as demoknight
Demoknights are useless, they still get stomped by critsaw medics.
If your point is that it should be made its own class, my point is that you are moronic and it should not be made its own class.
No, there is no need
WHERE'S THE HEAVY UPDATE VOLVO
gay sniper
Knight
Would this kill Hybrid Knight? Yes, but you asked for a tenth class, so there you go.
Make the light
He has an SMG as a primary
>>The Cook
>Primary shotgun
>Secondary Cooking station
You set it up, pick a dish that gives different buffs or heals and then smack it a bit with your melee. Allies have to take food by hand, draining the stock so you have to keep cooking.
>Melee Spatula
Left click cooks at the station, right click stores the cooked item for further usage (throw at allies, maybe throw bad food at enemies).
give spy a minigun and fire immunity
enable friendly fire by default
No. I'd rather fix heavy, sniper and spy first.
>heavy
Give him the Quake Lightning Gun as a primary
>Sniper
Make all of his weapons projectiles
>Spy
Make him get a speed boost when his knife is out and he is behind an enemy at relatively close range. Make the Ambassador pre-nerf on back turned enemies.
Why would Heavy have the LG and not Pyro?
It wouldn't fit on Pyro because it doesn't burn you. It's also much more precision based than the flamethrowers.
Alright Black folk, Heavy with a fourth weapon slot.
Yay or Nay?
I wouldn't mind a dedicated lunchbox slot with sandvich becoming stock, or a fat scout-centric passive primary.
Too overpowered. I'd rather the heavy be able to trade their primary for some sort of defensive weapon, like a shield. It's specs would work kinda like this
+ Immune to melee hits from the front
+ 90% resistance to explosive and bullet damage from the front
+ attack is effectively the Short Stop shove.
- 66% movement speed while deployed
- 10% vulnerability to fire and electric damage
- reduced peripheral visibility
- takes 3 seconds to switch weapons to/from this item
no, instead they should add more sub class options
>Spy
>the so called "support" class
>teams are better off without him
They should unironically copy overwatch and let spy disable the enemy team's health pick ups.
>some kind of shield user
>faster than heavy, slower than demo
>primary: shield (always out, functions similarly to Demoman shields)
>has very short-lived effects, like 1 second of damage reflect every 10 seconds kind of thing
>secondary: maybe pistols
>some kind of melee weapon as well, probably nothing fancy
Pretty much the idea is to make a class that punishes indiscriminate fire, including snipers and spawn camping demos. A stupid idea for a stupid thread.
>>has very short-lived effects, like 1 second of damage reflect every 10 seconds kind of thing
Clarification, you'd be able to trigger it like demo charges. It wouldn't just cycle passively because that'd be fricking useless.
BEHOLD
>smaller hitbox then scout
>bubble gun that deals 1 damage, but bubbles create a popable shield infront of player, blocking hitscan weapons not including sniper
>a throwing sword that has short range, small knockback, and fast spamability
I wonder how many of you actually will get what I am refrencing
Only if BLU team is still Curly.
>ITT: mental asylum full of tf2CHADS wishing their major update was real
Brawler was added in the summer update
technically hale is just the soldier but with a model replacement.
God DAMN it anon, he's a HEAVY with a model swap.
nope, its soldier.
Rifleman
Nah, the classes are fine. Add more weapons. And rebalance the really shity ones
An invincible wraith that has a gun that fills the enemy player's hard drive with (additional) CP
Target teammates/self to obscure network location like a buff
On full charge, the ultimate ability SWATs all players in a 10 meter radius, friend and foe alike. Can toggle self SWAT
>ultimate ability
have a nice day zoomer homosexual