STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
712
PELISSÄ
4,542
PAIKALLA
Perustettu
19. kesäkuu 2015
Kieli
englanti
Sijainti
United States 
Näytetään 41–50 / 56
3,550
Suggestions for New Weapons (or New Attributes)
613
April Fools Weapon Suggestions (Non-official)
3,550
Suggestions for New Weapons (or New Attributes)
These ideas may or may not be terrible/unbalanced since I'm rather tired, but here we go...

Canned Conserva

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=511915613

Heavy, are you sure this isn't cat food?
After consuming, grants 25% damage resistance to all sources and slows down movement speed by 10% for 8 seconds.
(-) 30 Second recharge

The Dangerous Catch

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=225904027

OOOHHH! Scout just caught a home run shot straight out of the air!
(+) A well timed Alt-fire can catch a non-lazer projectile straight out of the air.
(+) Caught projectiles can be thrown back via right-click, and retain their properties.
What this means is if you catch a Black Box rocket and you throw it back it will act like a Black Box rocket, restoring health based on damage dealt
(-) You can only have 1 projectile caught at a time
(-) 25% Less melee damage

Extra Notes:
This is a bat and a mitt, the Sandman bat in one hand and the mitt in the other.
Non-lazer projectiles consist of Pomson bolts, Bison bolts, Cow Mangler bolts, Mannmelter beams...
The radius for catching a projectile is about half the radius of the Pyro's airblast

The Desperate Effort

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=131414019

Scout melee weapon. But it can be all class.

When Mann Co. can't arm their mercenaries anymore and they need to resort to stealing fallen weapons...
(+) Stealing a fallen weapon that is different than the weapon you are carrying, recieve a random boost depending on the state of you or the weapon.
(Unable to think of a list that I like at the moment)
(+) Getting consecutive kills with stolen weapons will grant small boosts that stack up.
(+) Kill boosts are not lost upon picking up a new weapon.
(-) No ammo from packs or dispensers while this is equipped in your loadout.
(-) Kill boosts are lost on death.
(-) Picking up a weapon you were carrying before will not grant any boosts.

I thought this could make for some interesting gameplay for any class, not just the Scout.

The Wire Scrambler

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=679240865

Wait, why is my Sentry having a seizure?!
(+) Sapped buildings go haywire.
(+) Sapped buildings will stay disabled for an extra 1 second after sapper removal
(-) 50% Less sapper damage

Extra Notes:
Affected Sentry Guns will shoot in random directions, damaging anything caught in the path of its bullets, even its teammates, however will not shoot rockets.
Affected Dispensers will heal anyone around it, even if they are on the enemy team.
Affected Teleporters will teleport anyone on it, work in both directions and recharge slower.

Transmission Impossible

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=92559312

Prevents anything this is attached to from transmuting any kind of radio signal. Want to know how? It tunes into the same radio channel as the other thing!
(+) Does not inform the Engineer that his building is sapped for the first few seconds of sapping.
(-) Sapper deals no damage.
(-) You deal 50% less damage to buildings sapped by this sapper.

Extra Notes:
This sapper encourages team communication to take out a Sentry nest, especially if the Engineer is not in or hovering around his nest a lot this can be very useful for neutralizing an engi nest quickly with proper team communication.
However, it can only do this for so long before the Engineer is notified that his buildings are sapped if his team didn't notify him first, so you need to get your team in there quickly.


Opinions are welcome, they help me get better at this.
DoctorTnT Senior Warrant Officer lähetti viestin:
ITS TIME FOR MORE OF DOCTORS RANDOM WEAPONS V.5

The Firearm Suprice (Engie primary)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=489810037&searchtext=
+Replaces primary with a mini minigun
+10 damage per bullet
+30% firerate
-2 sec reveup time befor firing
-you cant use your sencondary or melee
-cant build buildins

Marry Suprice (Spy primary)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=347799253&searchtext=
+ buy holding space in the air you get to hover in the air with 100%
controll in the air
-20% less primary damage

The Spooky Situation (Scout Melee Projectile Launcher):
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=97795962&searchtext=
+Alt+Fire launches a "Spook-o-Lantern" projectile that sets players on
fire (You have a max of 3 projectiles at a time)
+Crits burning players
-no melee damage
-50% slower projectile launch speed


Wep 1: Turns the Engineer into a crappy assault class. Without his buildings the Engineer isn't very efficient at being a combat class, especially not without the Mini-Sentry.

Wep 2: Interesting. I can see good Spies using this to cloak, jump off a roof, pull this out and hover behind a pyro, free kills everywhere until everyone catches on.

Wep 3: This is what the Sun-on-a-Stick should have been. I like the idea of this weapon but I don't like the slower projectiles. I don't mind the melee thing though since I don't use my melee as Scout much. Maybe something along the lines of this would be better:

(+) Alt-fire launches a Spook-o-Lantern projectile that creates a splash on impact with a surface or player, dealing fire damage to anyone in the radius and igniting them for 3 seconds. Direct hits ignite the victim for 10 seconds.
(+) Maximum of 3 lanterns carried rather than 1
(+) Deals crits vs burning players
(-) No melee damage
(-) No critical damage vs non-burning players.
(-) You can set yourself on fire.

Welp, that was basically the Sun-on-a-Stick and the Wrap Assassin combined. Still, I give props to you for the idea.
DoctorTnT Senior Warrant Officer lähetti viestin:
An Anonymous Amount of Turtle lähetti viestin:

Maybe...
The medigun is an interesting idea, but it wasn't executed very well. Not being able to heal would require you to soley rely on other medics to do what you could have done. Maybe if it had a reduced heal rate it would be better, but I've no control over your ideas.

The jarate seems interesting... I could possibly see this being exploited to have a giant Heavy with an absurd amount of overheal, or a BFB speed mini-scout that would quite literally break his own collision box. Or better yet a SPYPER!

I love the idea for the wrench. While I don't play engineer often I promote weapons that have such selectability. However I came up with a slightly different upgrading system after seeing that wrench of yours.

Whats your upgrading system and for what persent of heal rat schould i do

(+) Sentry gun damage and removing sappers you build up Points
Points require 600 sentry damage, or removal of one sapper, to aquire one point
(+) Points can be spent on temporary upgrades:
  • 1 Point: Ability to carry one building without being marked for death
  • or ability to carry one building at full speed.
  • 3 Points: Ability to destroy the next sapper in one hit.
  • or temporary increased repair rate (25%).
  • 5 Points: Temporary increased repair rate (50%)
  • or temporary increased building effectiveness (increased dispenser healing speed, increased Sentry firing speed)
  • 7 Points: Temporary increased repair rate (75%)
  • or temporary increased building effectiveness (increased dispenser healing speed, increased Sentry firing speed)
  • 10 Points: Fully upgrade your buildings instantly (or repair them to full health instantly).
  • 12 Points: Combine your buildings into one giant mech that only you can control.
  • The above was a joke.
(-) Points are limited to 15 per life
(-) You lose 1 point if one of your buildings is destroyed
(-) You lose all points upon dying
(-) You are marked for death while carrying buildings, and for a short time afterward.

Extra Notes:
Press your Reload key to select upgrades and Special-Attack to activate them.
Heh... I'll just get started

The Public Address

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=74788313

(+) While within the radius of a teammate's buff flag you will extend its radius.
What this means is if you are near a Soldier using his Buff Banner this will emulate that Soldier. You will emit minicrits in a radius around you just like that other Soldier until their Buff Banner runs out or you exit the radius.
Rage effect grants you and nearby teammates the ability to see enemies through walls as well as see their health.

The Industrialist

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=636601370

(+) On kill: This weapon is instantly reloaded and gain 25% ammo back.
(-) 33% Slower reload rate
(-) 50% Less ammo carried
(-) No ammo from packs or dispensers

The Spine Carver

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=671834359

(+) On backstab: +5 seconds of cloak
(+) Gain up to +20 seconds of cloak with 4 backstabs, or about 30 seconds on the invis watch with no L'Etranger.
(-) Bonus cloak time decays while you are cloaked
(-) You cannot extend the bonus cloak time through collecting ammo boxes while cloaked

The Overkill Outlaw

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=394267616

(+) On hit: Attach a bomb to your victim which requires a similar arm time to the default Stickybomb Launcher.
(+) Attached bombs will gain damage over time, going from 85 to 200 damage.
(+) If a victim with a bomb attached to them is killed the bomb will explode, regardless of who killed them.
(-) Attached bombs will disappear in 15 seconds if they are not detonated.
(-) Medkits will reduce damage of an attached bomb. Constant healing from a Medic or Dispenser can neutralize an attached bomb.
(-) You can only attach up to 3 bombs

Extra Notes:
Alt-fire detonates the bombs.
Bombs have a similar splash radius to the default Rocket Launcher.
Similarly to the Stickybomb Launcher when detonating the bombs via Alt-fire there will be a .135s delay.

The Crate'er Maker

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=571039729

Secondary for the Demoman

Replaces Stickybombs with dynamite packs
Attack button to throw a dynamite pack
Alt-fire to detonate dynamite packs
(+) Dynamite explodes into 4 dynamite sticks
(+) Can stick to buildings
(+) Can hit players to deal light damage to them
(-) Only 6 dynamite packs are carried
(-) Cannot charge dynamite packs

Extra Notes:
The main blast will have the same blast radius and damage as a stickybomb, while the dynamite sticks have about half the blast radius and 2/3 of the damage.
Oh boy! I've had lots of ideas just snowballing in my head, and I think it's time to get them out of there...
This is going to be a long comment


Dynamighty!

http://gtm.steamproxy.vip/workshop/filedetails/discussion/88069994/617328967241104063/

Pound someone into a wall AND blow them up in an instant!
This weapon has a large melee range and deploys and holsters slower
While this weapon is active:
(+) On shield charge: Create a large explosion behind you, dealing massive damage to enemies caught in the blast.
(+) On shield impact: Create an explosion, dealing massive damage and knockback to your victim and some to you.
(-) This weapon carries a limited amount of explosives (20)
(-) On taking damage there is a very slight chance of this weapon exploding, detonating ALL explosives stored up in this weapon, dealing massive damage and knockback to enemies and yourself based on how many explosives were stored in this thing.

Extra Notes:
Based on the blast damage resistance on your shield you will take less damage from the explosions this causes. This also lowers the chances of this weapon exploding when you take damage that matches the damage resistance on your shield.
Shield charging will consume about 2 explosives, while shield bashing will consume 1.
Only a resupply cabinet can give back your explosives, which is why you get so many explosives for it consuming so little at a time.

The Magnetic Horse-shoe

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=159764237&searchtext=

(+) Through use of your buildings (Dispenser healing, Sentry dealing damage, Teleporters teleporting) an "Overcharge" meter will build.
(+) When 'Overcharge' is full your buildings will gain one 'Overclock' level.
When 'Overclock' levels up your buildings will gain a few buffs:
Increased Sentry Gun range (Secondary choice: Increased Sentry gun firing speed)
Increased Dispenser range (Secondary choice: Increased Dispenser healing speed)
Increased Teleporter recharge rate
Overclock can be leveled up to 9 levels.
(-) Your buildings will build up 'Heat' through use while under Overclock.
(-) Overclock will slowly degenerate as 'Heat' goes up.
(-) 'Heat' decreases Overcharge build rate

Extra Notes:
One Overclock level will take about 90 seconds to degenerate while 'Heat' is at a low point. As 'Heat' increases this duration will shorten to about 60 seconds at its highest point.
'Heat' will go down while buildings aren't under use.
To generate one Overclock level it takes about 1000 Sentry damage to achieve. Dispensers would take about 500 healing points and Teleporters would need to teleport at least 8 people. All of these conditions do not have to be met, only one of them needs to be met before you gain one Overclock level.

The Re-Animator

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=5171&searchtext=

Reanimates cold coffee, soggy sandviches and even microwaves popcorn!
(+) Heals 40% faster while your patient is at or below half health
(+) 25% Faster ubercharge build rate
(-) 34% Slower overheal build rate
(-) 25% Faster overheal decay
Ubercharge will activate automatically whenever your patient is in critical condition, restoring 50% of their maximum health to them and healing 25hp to you, and consuming 50% ubercharge. Ubercharge can be triggered manually with a patient for the same effects above as long as you have at least 50% uber.
If you have no patient and trigger an ubercharge you will use 10% ubercharge to restore 30hp to yourself. Similarly to above you need at least 10% ubercharge to use.

Extra Notes:
This medigun cannot hold an actual ubercharge. It stops charging at 99% uber.

The Bolshevik Brew

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=497540615&searchtext=

(+) While spun up: Brew 1 pint of 'Vodka' per second
(+) 'Vodka' increases damage dealt and decreases damage taken. Up to 50% damage bonus and 50% damage resistance with 20 pints of 'Vodka'.
(+) Taking damage also brews 'Vodka'
(-) Dealing damage reduces 'Vodka'
(-) 50% Slower firing speed.
(-) No random critical hits

Extra Notes:
Firing this weapon prevents it from brewing 'Vodka'.
This weapon searches for damage instances, not how much damage was taken. Which means afterburn or continual minigun fire will brew this stuff like mad!

Alright, I'm done for now. I'll dump more ideas later... right now I wanna get back to making weapons for my own server.
Näytetään 41–50 / 56