STEAM-GRUPP
Custom TF2 Weapons cTF2w
STEAM-GRUPP
Custom TF2 Weapons cTF2w
869
SPELAR
5,174
ONLINE
Grundades
19 juni 2015
Språk
Engelska
Plats
United States 
Visar 31–40 av 56 poster
79
Custom Weapons x10!
2,121
Ideas for Changes/Balancing (Custom Weapons)
3,550
Suggestions for New Weapons (or New Attributes)
Here are some (probably really bad) ideas I came up with:

The Provisioner:

Model:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=108582471

(+) While spun up you and nearby allies will receive 12 hp per sec and receive small amounts of ammo. However, you will receive no ammo.
(+) Kills will temporarily increase healing and ammo dispensing effectiveness.
(+) Healing allies will build up a 'Fury' meter.
When 'Fury' is fully charged press your Special-Attack key to double the effectiveness of its dispensing ability and double the dispensing radius. You will receive ammo from the dispenser during this time.
(-) 25% Damage penalty.
(-) Dispensing ammo will drain this weapon’s ammo (Except during Dispensing Fury).
(-) Cannot dispense ammo to teammates when this weapon is empty.

The BASS CANNON:

Model:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=801025128

(+) Upon using charge: All enemy players around you will get knocked back, all incoming projectiles will be deflected and all enemy buildings around you will be disabled for 2 seconds. This has a 225 H/U radius.
(+) While charging: Epic dubstep will play and enemy players in a small radius around you will be knocked back.
(-) Upon using charge: A deafening bass sound will play (In other words, you can faintly hear it from across the map).
(-) No shield resistances.

The Double Agent:

Model:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=5293

(+) Firing while disguised mimics the firing animation of your current disguise.
(+) Firing while disguised does not remove your disguise.
(-) Mimic shots deal no damage.
(-) 66% Smaller clip size.

The Infernal Furnace:

Model:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=139431994

(+) 15% Damage bonus.
(+/-) Alt-fire will shoot a bunch of smoldering coals that will deal about 10-15 damage per hit instead of airblasting. Coals will deal max damage and minicrit vs already burning players.
(-) 33% Afterburn damage penalty.
(-) 50% Longer alt-fire delay.

The Call to Arms:

Model:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=759628039

Deal damage to build ‘Rage’ (Requires 900 damage to fill).
(+) Upon deployment: Players on your team that were dead at the time of deployment respawn instantly with a speed boost. Place a flag at your current location which marks where your team will respawn in the future.
(+) All players that respawn will receive temporary ubercharge and a speed boost.
(+) 10s longer buff duration.
The respawn flag will destroy itself when you die or when the buff ends.


And a concept:
The Chainstabber:

(+/-) On backstab: You don’t lose your disguise but you deal no damage to the victim. Starts a 2 second timer, consecutive backstabs reset the timer.
When this 2 second timer ends all players you backstabbed within that time will all die simultaneously and you will lose your disguise.

Critique would be greatly appreciated, it helps me get better at this...
3
The soul sucker
3,550
Suggestions for New Weapons (or New Attributes)
I'm gonna leave these two here. You know what to do, I guess:

The Blood Driver:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2473

(+/-) Healing a patient creates a life-link between the patient and the Medic for as long as he is healing him.

Life-linked players will have the damage taken between them spread between each other based on their current health. Up to 75% of the damage can be put on the patient, and only a minimum of 50% damage can be put on the patient. The Medic will always take minimal damage, meaning the Medic will never take more than 50% of the damage.

(+) 25% Faster base ubercharge build rate.
(+) The lower your patient's health gets the faster this medigun will heal him, up to 100% faster heal rate when your patient is at 20% health or lower.

(-) The lower your patient's health gets the slower this medigun will build uber, up to 80% slower than the stock when your patient is at 20% health or lower.
(-) 25% Slower base heal rate.

Ubercharge will make both the Medic and the patient resist damage based on how much would have been taken. Up to 75% less damage can be taken from an attack (This would only happen with something like a crit melee or a direct crit). Note: Life-link effect is affected by this, meaning a minimum of a quarter of the damage taken will be spread between the Medic and his patient.

The Tethered Sapper :

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=338086544

(+) While sapping: All buildings within a 450 HU area around the sapped building will get stunned until the sapper is removed, after which they will immediately become functional again.
(+) After sapper is removed the building stays stunned for 1s after rather than 0.5s.
(+/-) The more buildings in the radius the slower the sapping speed.
(-) 66% Less sapper health (Even the Jag could remove it in one hit).


Critique would be greatly appreciated. It helps me get better at this...
I'll just leave these here...

The Deadly Mortar: (Soldier Banner)

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2134

Deal damage to build up ‘Rage’. When rage is full (900 damage to fill) press your taunt button with your Rocket Launcher, press your Special Attack key or switch to your secondary and attack to deploy the Mortar Launcher.

The Mortar Launcher only holds 1 shot, but this shot is extremely powerful. It deals 100% more damage, has a 200% larger blast radius and it creates a giant smoky explosion similar to what is created when you destroy the Tank in MvM. However, the projectile is 50% slower and it is affected by gravity.
Alt-fire while the Mortar Launcher is out will make you aim down the reticle, and it will give you predictions on where it will land and how it will arc from where you’re aiming.


The Call to Arms: (Soldier Banner)

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=759628039

Deal damage to build ‘Rage’ (Requires 900 damage to fill).

(+) Upon deployment: Players on your team that were dead at the time of deployment respawn instantly.
(+) Players can choose to respawn around you rather than at spawn.
(+) All players that respawn will receive a temporary speed boost.
(+) 10s longer buff duration.

The Bio Breaker: (Heavy Drill)

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=515624474

(+) No movement speed penalty while spun up
(+) While spun up per sec/on kill: Gain +1 speed tick every second, increasing your movement speed by 5%. Up to a maximum of 4 can be stored.
(+) While revved up: Anyone in front of you will take constant damage similar to the damage and speed of a Flamethrower. The range is equal to half the range of the Flamethrower.

(+/-) Attack does not fire bullets, but instead makes the drill speed up and you charge forward like a Demoman with a shield. Anyone in your path will take 75 damage and you will go through them, however this consumes 1 speed tick. You stop charging after impacting a wall, run out of speed ticks or stop holding the attack button.

The SR Mark II: (Sniper Rifle)

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=146017754

(+) Holds a 5 shot clip.
(+) Firing will neither unscope you nor consume your charge.
(+) Landing successful shots grants 25% sniper charge (Caps at 100%).
(-) Reloading the clip takes 3 seconds.
(-) 50% Bodyshot damage penalty.
(-) 75% Slower sniper charge.

The County Killer: (Sniper Rifle)

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=255650660

(+) Sniper reticle is smaller and less visible.
(+) Headshot kills will silence the victim and will not show in the kill feed.
(+) Kills will not show a kill cam of you.
(-) 50% Less ammo carried.

Critique would be greatly appreciated.
SO, I've been developing lots of weapon ideas on top of other things in my spare time and I wanted to some of them on here to get some actual input on them.
Some of these might be reposts of older ideas that I thought deserved to be on here


The Dangerous Catch :

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

(+) 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 they will 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.
(-) You can only have 1 projectile caught at a time
(-) 25% Less melee damage


The Bad Wire :

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2340

(+) When stickybombs arm they will emit a team colored laser from the top of the sticky. The top will always face opposite the wall. When enemies step through this laser the stickies will automatically explode.
(+) 25% Larger blast radius
(-) Stickies take 3 seconds to arm, and they will emit a whining noise until it is armed.
(-) Stickies will only begin arming once they hit a surface.
(-) Stickies cannot be manually detonated.


Dynamighty! :

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=88069994

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. Note: This deals some slight damage to you.
(+) On shield impact: Create an explosion, dealing massive damage and knockback to your victim and some to you.
(-) This weapon carries 20 explosives maximum
Explosives can only be regained through a resupply cabinet.
(-) Upon taking damage there is a 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.
If the damage you take matches a damage resistance type on your shield the chance of this weapon exploding will reduce.
Explosions caused by this weapon will use 1 explosive, and blast damage resistance on your shield will reduce the damage you take from the explosions.



The Booty Hunter :

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3764

(+) On hit: Victim has a chance to drop a Gold Coin.
Chance works exactly like how random crits work. However, the base coin chance this weapon has is equal to double the melee crit chance.
(+) On kill: Victim drops 1-3 Gold Coins.
(+/-) You, your team and enemy players can pick up Gold Coins to receive a very temporary minicrit and defense buff. Picking up more coins will extend the duration.
Coins cannot be picked up for 1 second after they are dropped, and they disappear if they don't get picked up in 10 seconds.
(-) 25% Less accurate
(-) No random crits
(-) 25% More vulnerable to damage while spun up
This does not apply while defense boosted


The M61 Vulcan :

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=225088133

(+) 100% More ammo carried (From 200 to 400)
(+) 20% Damage resistance to damage taken from the back
(-) 20% Slower spinup speed
(-) Damage resisted from behind will be returned as ammo loss
(-) No ammo from dispensers while active


The Anti-Bacterial Medigun :

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=164661788

(+) Removes debuffs 50% faster
(+) Upon removing a debuff: Grants 5% uber.
(+) While healing: Removes debuffs from you at the speed of the stock Medigun. This does not grant uber
(+) 20% Faster heal rate
(-) 33% Slower overheal build rate
(-) 25% Faster overheal decay
Ubercharge meter is split into 4 ubers, each lasting 3s.
Ubercharge grants Debuff Deflection, which deflects any debuffs inflicted on you or your patient onto enemies around you, and deflects 50% of the damage taken onto the attacker. All other attacks deflect 25% of the damage taken onto the attacker.



The Bio-waste Pump :

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=151944588

(+/-) Builds ‘Toxicity’ instead of Ubercharge through healing teammates.
Alt-fire without a patient will make you spray toxic liquid out of this medigun. Distance of the spray is similar to that of the Flamethrower flame. Enemy players caught under the hose will take 5-12 damage per second based on distance. They will become infected if they take damage for at least 0.5s from the spray.
Alt-fire WITH a patient will grant your patient infectious attacks. However, your patient becomes marked for death until you release Alt-fire.

(+) Infected players take constant bleed damage and are slowed until they reach a health pack, resupply cabinet or receive constant healing from a Medic or Dispenser for 5 seconds.
(+) Damage dealt by the spray and by the infection will heal the user for 50% of the damage dealt, and this can overheal.
(-) No ubercharge


The Inside Jab :

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=229539580

(+) Damaging attacks shoot a bullet to deal extra damage and penetrating all players to deal damage to multiple people.
(+) Bullets shot will carry the same stats as carried on your currently equipped Revolver.
This means if you have a L’Etranger and you punch someone the bullet will restore more cloak the more people it hits, and it will deal less damage.
(+) Backstabs do not consume bullets.
(-) You only carry 6 bullets, and each attack consumes 1 (This does not apply to backstabs).
You cannot get bullets back from fallen ammo boxes. However, all other ammo boxes will reload bullets into the chamber.
(-) If you have no bullets your attacks deal 50% less damage than the stock Knife. Additionally, your backstabs will only deal damage equal to half of your victim’s max health, but stunning them for 1 second.
(-) Damaging attacks make a very loud gunshot noise if you fire a bullet.

Welp, that's all the good ones I guess.

Critique would be appreciated. It helps me get better at this...
Alright, so you have heard of the Frontline! workshop collection, right? Well, these are some ideas I got after seeing a Demoman weapon set it included:

The Grenade Launcher:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=728136057

(+) Instead of firing one big grenade this shoots 4 minibombs, each dealing 40 damage on impact. These minibombs explode on impact with the ground.
(+) 25% Faster projectile speed.
(+) 50% Larger clip size
(-) Minibombs are smaller, so they're harder to hit with.
(-) 50% Smaller blast radius.
(-) +3 Degress random projectile deviation.


The Stickybomb Launcher:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=728136477

I had two ideas for this one, a Beggar's bazooka like idea and an idea similar to what I've had before, and a mash up of the two.

(+) Charges 50% faster
(+/-) Charge will increase the amount of stickies fired at once, up to 4 at a time rather than increasing firing distance. Also increases projectile deviation, up to +3 degrees projectile deviation.

And this one:

(+) Stickies arm instantly
(+) 25% Faster firing speed
(+/-) Holding down the fire button will make you fire continuously rather than charging the distance of the sticky bomb.
(-) Stickies have an 80% damage penalty while in the air to both enemies and the user. After stickies land this will decay across 0.5-1s.
(-) -2 Maximum sticky bombs out
(-) 25% Smaller clip size.

And then the mashup of the two:

(+) Stickies arm instantly
(+) 75% Faster charge time
(+/-) Charge will increase the amount of stickies fired at once, up to 3 at a time rather than increasing firing distance. Also increases projectile deviation, up to +3 degrees projectile deviation.
Charging the stickybomb launcher will make it fire 75% faster. Normally, though, it'll fire 25% faster
(-) Stickies have an 80% damage penalty while in the air to both enemies and the user. After stickies land this will decay across 0.5-1s.
(-) -2 Maximum sticky bombs out
(-) 25% Smaller clip size.


The Melee:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=728137023

Again, I had two ideas with this one. One of them encourages stealth, while the other is good for a strong last resort weapon.

First, the stealth one:

(+) Can backstab
Backstabs deal damage equal to 40% of your victim's maximum health and causes bleeding for 10 seconds. If the victim is killed by either a backstab or the bleeding there will be no death scream and you will receive a small portion of your health back
(-) 25% Shorter melee range
(-) No random crits

And the last resort-ish one:


(+) 20% of the last amount of damage dealt with other weapons will boost this weapon's next attack damage.
Damage boosts resulting in less damage than the current boost will not override the current damage boost
(-) 25% Shorter melee range
(-) 20% Damage penalty


Critique would be appreciated, as it helps me get better at this.
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