More "Unused/Removed" Content...

Discussion in 'Suggestions' started by [o.W.n.] Telep0rter, Dec 30, 2015.

  1. [o.W.n.] Telep0rter

    [o.W.n.] Telep0rter Not a Noob

    Hi there,
    I wanted to see This Unused/Beta weapons in the game:
    Grenades
    Frag Grenade-A basic Frag Grenade. All classes but the Scout would have had access to such grenades.
    Concussion Grenade-The Concussion Grenade would have been the Scout's secondary grenade.
    Nail Grenade-The Nail Grenade would have been the Soldier's secondary grenade.
    Napalm Grenade-The Napalm Grenade would have been the Pyro's secondary grenade.
    MIRV Grenade/Dynamite Pack-A scrapped weapon intended for both the Demoman and the Heavy. Came in both grenade and secondary weapon versions. For the secondary weapon version, after throwing it, it'd explode into several smaller sticks, which would then explode separately.
    EMP Grenade-The EMP Grenade would have been the Engineer's secondary grenade.
    Heal Grenade-The Heal Grenade,would have been the Medic's secondary grenade.
    Bear Trap-The Bear Trap would have been the Sniper's secondary grenade.
    Gas Grenade-The Gas Grenade would have been the Spy's secondary grenade.
    Syringe-A melee weapon intended for the Medic as seen in the teaser trailer. May have healed friends when jabbing them, same as the TF2 Medkit.
    Walkabout-A Sniper Rifle alternative. This would have removed the move speed penalty when scoped in, allowing the Sniper to move at normal speed. Known downsides are that it cannot zoom in, so the scope effect was merely in place to reduce the Sniper's field-of-view, as scoping was still required for headshots, and it could not charge for increased damage. Unlike the regular Sniper Rifle, it would've been capable of inflicting random critical hits.
    Beer Stein-A melee weapon.
    Instant Teleport-A scrapped secondary weapon for the Engineer, but no models or textures exist. It would have allowed the Engineer to instantly teleport back to his Teleport Exit, and was intended to make it easier for Engineer players to return to their Sentry Gun when it was in danger.
    Repair Node-The Repair Node was a new building concept intended for the Engineer update. It used a pool of energy to automatically repair nearby buildings - when the energy ran out, it had to recharge to full before it could repair again. Multiple Repair Nodes could be deployed in the same area, however their effectiveness would be reduced. The Repair Node was tested as both a Dispenser and Teleporter replacement.
    Recon-Added with the Engineer update, this is likely a remnant of a scrapped Engineer building. Nothing remains of it but sound effect data.\
    P.D.Q.-The P.D.Q. was a Wrench replacement for the Engineer. It couldn't upgrade buildings, but could speed up their construction by 150% while whacking them. The P.D.Q. directly evolved into the Jag, as the Jag's animations begin with the prefix pdq_, and it retains the ability to significantly speed up building construction at 1.95x the normal speed (2.95x normal speed if re-hauling) of the regular wrench, as well as having a 15% faster swing speed and a 20% repair penalty.
    Medigun Beta 1-This was basically a rework of the scrapped Overhealer concept. It could overheal players to 150% of their maximum health like the stock Medi Gun, and like the Overhealer this would never decay, but it healed at half the normal rate.
    Fire Retardant Suit-A replacement for the Spy's Revolver. Two variants of this weapon were tested: One made the Spy resist direct fire damage by 90%, while the other "Beta 2" variant made him completely immune to afterburn. The downside to these effects was, of course, that the Spy no longer had a ranged weapon. While the suit lacked an inventory icon in the beta (it used the Engineer's Wrench icon as a placeholder), one was later added to the game files, which is still present to this day.
    Beta Pocket Rocket Launcher-A mostly terrible new Rocket Launcher concept that uses the Direct Hit model. When it was first added, it'd reward the Soldier with a full eight second crit boost if a Medic was healing him and died. This was later changed to a six second mini-crit boost, and later two different variations were added. One increases the Medic's √úberCharge build rate by 15% while healing the Soldier; the other speeds up the Launcher's reload time by 50% while being healed. All three have the same downside of dealing 10 damage to the Soldier when a rocket successfully damages a player, which is of course almost instantly negated when being healed by a Medic. Hilariously, this downside also screws over Pyros who deflect the rocket and damage an enemy, since they'll also take 10 damage with no possible way of benefiting from the weapon's upsides. This weapon's data is still in the TF2 Beta game files, but the weapon was removed from players' backpacks.

    In addition to the three variants that were tested, there are descriptions for two other weapon attributes which seem intended for it:

    When the medic healing you is killed you gain 2 revenge crits
    When the medic healing you is killed the killer becomes marked for death
    Beta Pocket Shotgun-Complimenting the above, a Shotgun replacement that deals more damage while being healed by a Medic, but reduces weapon switch speed when not.
    Beta Syringe Gun-The final version of this weapon became the Overdose - quite literally, as the Overdose overwrote it. Earlier versions had a completely different concept: It fired at half the normal Syringe Gun rate, did reduced damage (-90% and -50% respectively), but applied the Mad Milk effect to any enemy hit by its syringes for a short time (1 and 2 seconds).
    Beta Sniper Rifle 1-A Sniper Rifle which charges faster or slower based on hits and misses. On release, a hit would increase the charge rate by 35% and a miss by 65%. This was later changed to bodyshots increasing by 25% and headshots by 45%.
    Heraldic Targe-A Demoman weapon.
    Baleful Beacon-A melee weapon intended for the Pyro.
    Flyswatter-A melee weapon intended for the Soldier.


    For Textures/More Info go here:
    https://tcrf.net/Team_Fortress_2/Unused_Weapons








    Taunts-
    Soldier-An unused taunt animation that was removed long ago had the Soldier stomp his feet, cross his arms then show something off.
    Scout-Come And Get Me
    Pyro-Sitting taunt

    All Class-
    There is a taunt for some select classes named "taunt_loot". It shows the different classes gaining something from a chest or a box.



    Unused Marketing Poses-
    Scout Marketing pose, demonstrating the infamous "Crazy Legs" glitch.
    The Soldier, prepared for war. Used in the WAR! Soldier page.
    The Soldier, triumphing over the Demoman to earn the Gunboats. Used in the WAR! Victory page.
    The Soldier poses with his new weapon, the Direct Hit, which is missing from its raw model shot. Used in the WAR! Soldier page.
    The Soldier poses with an active Buff Banner. Used in the WAR! Soldier page.
    Unused. Assumed to have been for the Equalizer's section on the WAR! Soldier page, or as a 'Loss' pose on the WAR! Victory page if the Soldier had lost the battle. If it's the former, then it was likely scrapped due to obvious model flaws.
    The Demoman gestures to the sky in victory. Would have been used in the WAR! Victory page if the Demoman had won the war.
    The Demoman looks down, defeated. The bottle he is clutching in his right hand is missing from the raw shot. Used in the WAR! Victory page.
    The Demoman relaxes, holding his Sticky Bomb Launcher loosely. Used in the WAR! Demoman page.
    The Demoman holds his Eyelander high, and prepares to decapitate an enemy. Apart from the facial expression, this pose matches the taunt animation for the Eyelander. Used in the WAR! Demoman page.
     
  2. Habber

    Habber Noob

    Pretty much all the weapons here either evolved into an existing weapon later or were scrapped for a very good reason, those pocket guns made me die a bit inside when I first heard about them. (and poor Tinder, I remember him being disappointed when the Baleful Beacon didn't get fully added.) A few unused taunts being added could be fun, as long as we don't get the engineer's... "special" one.
     
  3. [o.W.n.] Telep0rter

    [o.W.n.] Telep0rter Not a Noob

    But all the weapons here are making Team Fortress 2 Classic More "Beta Style/Unused" That makes it more "Classic"!!!
    So Please add them(At least the Dynamite Pack to the Demoman and the grenades)!!!!!!!!!!!!!!!!!!!!!!!!!!!
     
  4. [o.W.n.] Telep0rter

    [o.W.n.] Telep0rter Not a Noob

    And after the 2.0.0 (BETA 2) update we got the Flare Gun..
    (How the flare gun makes this mod more "Classic"???).
     
  5. F10 to defuse

    F10 to defuse Active Member

    In tfc, the pyro's default secondary was a flare gun.
     
  6. thatcat11

    thatcat11 Noob

    Agree with OP, Beta weapons belong in regardless of stats. Fix the stats, don't nuke the whole bloody thing.
     

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