Team Fortress 2

Team Fortress 2

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Concept Fortress - Engineer Weapon Ideas
By Okami Tomato
So, a fair while ago I made a page for Heavy Update weapon ideas, which was fairly well-received

Later-on, I made one more focused on weapons specifically, and made it for Pyro

Now, as I approach 7 years of TF2 playing, I thought I'd finally have a go at designing some Engineer weapons

Anyways, I hope you enjoy
   
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Overview
Similar to the Pyro Weapon ideas, this page deals with Engineer weapon ideas I've come up with, as well as some takes on other ideas seen in things like the TF2 code leak (as there's some interesting stuff in there as well).

Like with the Pyro one, I will be updating ideas for a while after making this in order to balance them better or based on suggestions.

Also, I know this isn't a guide, this is just one of the easier places to organise this sort of information without it getting as cluttered, sorry.

Anyways, onto the ideas
Primaries:
Engineer has a few of these already, so this is one of the 'less-important' fields to look into. However, I would still like to put forward some ideas.
Big Iron
Stats:
! The player's primary is replaced by a 6-shot revolver
! The revolver fires shots roughly every 0.45 seconds, shooting 1 accurate bullet per shot
! Damage caps out at around 60 point-blank
! The reload time is ~20% faster than a Shotgun
+The player will mini-crit with the first shot of the clip if the weapon was recently deployed
! There is a soft 'wooshing' sound to indicate when this mini-crit is in effect
-20% holster speed

Design:
A classic-styled western revolver, the sort you'd probably expect to see in a western movie.

Reasoning:
A weapon that, like a revolver in a western stand-off, is better at medium ranges. Most of its stats are based either of Spy's primaries, as he uses revolvers already, or on the Shotgun for the sake of balancing it comparatively to Engineer's other weapons.

The revolver is generally weaker than most shotguns at point-blank, but is generally more reliable at medium-range due to firing only a single accurate bullet than a cluster of pellets.

The ability to mini-crit is, again, a reference to stand-offs as it allows the first shot. If fired very shortly after being deployed it removes damage fall-off and does more damage, a quick-draw reference primarily, but also intended to functionally work with multitasking; as the Engineer switches between weapons frequently the buff comes into play more often

The sound is also a reference, but also a quiet audio cue to both the Engineer and to any enemies nearby, similar to the Market Gardener's.

Finally, the holster speed is more of a minor punishment for anyone who tries to spam switches for too many free mini-crits, though doesn't have too much effect on gameplay otherwise.

Possible Synergies:
+Short Circuit
The player can delete projectiles and switch back for a mini-crit. More intended for Engineer deathmatching against explosive classes than keeping a sentry nest alive

+Gunslinger
Grants the Engineer more health and allows them to roam more freely. Minis can also work as a distraction while the Engineer draws and gets their mini-crit

+Jag
Fast-paced wrench that allows for faster swings, allowing Engineers to switch to the wrench, hit their sentry, and go back to shooting; allowing the Engineer to be more 'active' even when their sentry is under fire
[Added: 26/10/20]
Tesla Turret
Stats:
! Primary-fire releases a constant stream of plasma-like energy at foes
! Alt-fire will charge up and shoot a small explosive ball of energy that ignites foes
+Alt-fire will mini-crit any foes recently hit by the plasma stream
! Uses a 'Plasma' meter to indicate its ammo that slowly re-fills itself over time
! Meter can be filled faster by being near a dispenser
-Short-ranged

Design:
A fairly bulky device that is clearly unfinished; with wires hanging out and not much of the casing being in-tact.
A glass container is present above where the shotgun's 'pump' normally is, with a coil visible inside that produces a similar plasma-like effect to plasma balls (or, for a more TF2-related example, the 2 'Plasma' unusuals).

Reasoning:
Shotguns are generally good in close-range, but can still be used for chip damage outside of this. This weapon, on the other hand, is almost entirely for close-ranged interactions with enemies; usually most likely to happen if one approaches your nest. This weapon sacrifices most of its range in favour of good close-range DPS.

The 'energy ball' is mainly a pressure tactic, as its damage is fairly low and will only just about 2-shot light classes. However it is fairly quick to use and, when used carefully, can punish enemies trying to get out of your range with a potent mini-crit.

This weapon is also adept for spy tracking as the constant stream allows you to keep better notice of his movements, even while cloaked, and keeps you out of the reach of most trickstabs if you're careful. With good prediction you can even catch the spy with the stream and then mini-crit them with the energy ball while they retreat.

The main drawback is the 'Plasma' meter that acts as this weapon's ammo. While it does re-fill over time, this does make the weapon inefficient to spam, even when using a dispenser to re-charge it faster.

Possible Synergies:
+Pistol
Grants additional firepower if the Plasma meter is running low, also provides additional long-range chip damage to follow up on hitting anything with the plasma ball

+Wrangler
Allows the Sentry to act as the long-ranged pester tool to compensate for losing range on your primary

+Short Circuit
Allows the player to realistically get near to an opposing Soldier or Demoman without fear of dying almost immediately to projectiles
[Added: 27/10/20]
Secondaries:
Engineer has only 3 secondaries at this point, which is a fairly underwhelming number compared to most other classes' weapon options; only above things like the PDA and Disguise Kit in terms of customisation. Therefore, this is one of the main areas I wanted to delve into here.
Wild Welder
Stats:
+Upon hitting a friendly building: Capable of healing buildings
+Upon hitting a friendly building: Temporarily increases the building's maximum health up to a maximum of +40%
! Additional health cannot be healed back without using the welder again
! Any buildings not constructed by the player can only receive +20% max health
! Health boost is lost upon being hauled or wrangled
+Upon hitting a player: Inflicts afterburn for 2 seconds
-Uses metal as ammo
-Very short range

Design:
Basically just a blowtorch, honestly.

Reasoning:
Engineer is a class that is usually glued to his buildings, to one main idea was to allow the Engineer to be able to make his buildings a little beefier temporarily so he doesn't have to babysit them as much. This means that buildings can take a few extra bullets or perhaps a little more splash damage, and gives the Engineer more time to remove sappers also.

It also allows Engineers to, as is a core component of the class, get stronger the longer he is left to his own devices. The buffs aren't much, but may still come into play if the Engineer can get set-up in time. Bear in mind, though, the buffs work like overheal and aren't permanent; requiring the player to re-apply them with metal if the building takes damage.

However, due to concerns that it may make co-operative engineering too strong, the health buffs to allied buildings are cut by half, and are entirely removed if the building in-question is a wrangled Sentry

One extra note is, if using this weapon, the Engineer cannot use the Wrangler's shield or the Short Circuit's energy orb. The latter may work if grouped together, but this is generally not a good idea for Engineers anyways due to Uber pushes.

Also the afterburn could, in theory, be used to keep track of spies. However, with its short range and short duration, this isn't very reliable and not really recommended.

Possible Synergies:
+Rescue Ranger:
Basically any defensive items work with the Rescue Ranger, so this is a given, honestly

+Jag:
Allows the player to get buildings up significantly faster, which makes the Welder more useful, and the Welder can help keep buildings alive even with the Jag's reduced heal rate and sapper-removing abilities

+Eureka Effect:
The player can unexpectedly teleport somewhere and have a durable sentry somewhere that Engineers realistically shouldn't, allowing for sneaky but still durable sentries

-Frontier Justice:
Actually likely more of a hindrance, as the Frontier Justice's gimmick conflicts with the increased longevity of the Welder

-Gunslinger:
A 140-health Mini Sentry isn't likely going to be much help. Nor is sacrificing even more personal firepower by losing both your secondary's and a sentry's reliable damage
[Added: 26/10/20]
Provisions Pack
Stats:
! Places a modified mini-Dispenser on the Engineer's back
! Dispenser provides health and ammo to nearby teammates at the same rate as a level 1 Dispenser
! Dealing damage and supporting allies builds an 'Overclock' meter
+Once the meter is full the Dispenser's effects will become those of a level 2 Dispenser
+Meter can be refilled by supporting allies and dealing damage even while Overclock is in effect, but at a slower rate
! Lasts around 10 seconds on-average before fading
+25 Max health on wearer
+4 Max health regen per second on wearer
-Player is incapable of building Dispensers

Design:
A backpack strapped to the Engineer that looks like a smaller version of the Dispenser. It is lacking its lower 'flap' and its buttons are smaller, and it appears generally thinner.
Its 'Overclocked' state has the top of the Dispenser rise up like a level 3 Dispenser's, and a small flashing team-coloured light to the side of this. These retract again once Overclocked expires

Reasoning:
The main concept came from a combination of something Uncle Dane suggested in an older video, as well as an old concept from a very old and very outdated page I made a while back

The main goal is promoting 'active engineering' and to keep the Engineer working and moving up alongside his team

The max health and regen stats buff the Engineer out of the 'light class' pool and increase his general survivability, allowing for bolder moves and making it less of a worry that you'll die from splash or indirect damage due to being a little more durable.

The Dispenser-like effect is an incentive to keep the Engineer with his team, and his team to look after the Engineer. In return the team gets additional health and ammo, and the Engineer gets assistance for an easier time getting buildings set-up.

The 'Overclocked' meter is partially there for keeping the item more interesting, but also to promote further co-operation. Yes, you can technically just fill the meter alone with your shotgun, but healing allies, building sentries and teleporting allies greatly increases the charge rate and allows the buffs to generally last longer, further incentivising teamwork as both the Engineer and his allies get buffs for working with each other.

Bear in mind, however, that you, the Engineer, do not get to benefit from your dispenser outside of the stat buffs.

Possible Synergies:
+Gunslinger
As the health buffs will stack with each other, the player will have a total of 175 health; making them roughly as durable as a Pyro. Additionally, as the Gunslinger makes mini sentries at a reduced cost, the Engineer will have enough metal to build all of his buildings (as a Dispenser can no longer be built). Also, as the Gunslinger encourages being more active, this synergises as this 'weapon' would force Engineers to be more active to find metal, as they couldn't rely on their own dispensers anymore.

-Widowmaker, Pomson, Frontier Justice, Rescue Ranger
Essentially, any sort of weapons that remove the Engineer's self-defence using his primaries is likely undesirable, as this weapon already entirely sacrifices the secondary slot. While these can work, if the risk doesn't pay off you'll likely just be left with melee as your only option
[Added: 26/10/20]
Pulse Pistol
Stats:
+Infinite ammo
+On Hit: Build 'Pulse' meter charge
! As Pulse increases the firing speed of this weapon will also increase
-On Miss: Lose 'Pulse' meter charge
-Pulse is lost on death
-25% firing speed

Design:
A futuristic pistol with a box near where the trigger should be. The box itself reads "Danger! High Voltage" as expected. Several cables/wires connect to various other parts of the gun, though most head in the direction of the barrel. There is also a team-coloured neon strip down the left side.

Reasoning:
Engineer secondaries, when partnered with some weapons, become more heavily relied on for either a more consistent damage option or a fallback if the primary is out of ammo.

This pistol, as its 'Pulse' stat would suggest, rewards consistently hitting shots. Starting out firing at only 75% of the regular pistol speed, though increasing up to roughly 125% with max boost. Hitting shots also gives more boost than missing shots loses, so against more close-range targets the meter will generally climb even with missed shots, but spamming at foes from a distance is less useful.

The infinite ammo makes little difference as clip size is the same as a Pistol (12), and because Engineer already carries a staggering 200 reserve ammo.

Possible Synergies:
+Frontier Justice
High risk primaries may be good to be paired with a comparatively low-risk secondary. The Frontier Justice is a classic example due to its lower clip size, but also the player perhaps wanting to save critical hits for later use

+Widowmaker
As with the Justice, it makes a decent backup option for a high-risk primary weapon. Notably, this one also rewards aiming, as does the Widowmaker

+Tesla Turret
The Turret loses a lot of possible range, so the pistol makes up for it. Also makes for a weapon that can always be used, even when the Turret's own meter is recharging
[Added: 27/10/20]
Melees:
Normally the final section of items, though Engineer has one extra little section after this one
Hard-Hat's Hammer
Stats:
! Replaces the standard Sentry with a 'Cannon'
! Cannon Sentries instead launch cannonballs at foes, exploding on contact or after around 1.5 seconds of time passes
! Each cannonball deals on average around 85 damage and fires roughly every 2.1 seconds for a level 1, or every 1.2 seconds for a level 2
+Alt-Fire; A slower swing that can knock enemies away on hit
+Alt-Fire will heal 1.5x the regular heal rate and remove sappers in 1 hit
-Alt-Fire takes 1 second to swing fully
-Sentry can only be upgraded to level 2
-Player's sentry cannot be interacted with by other Engineers

Design:
A large mallet-like hammer. It has a wooden handle and a mostly-wooden head, though there are studded metal bands around both ends of the mallet. Additionally, there is a bolt through the centre, presumably securing the handle, and the 'faces' of the mallet are also plated with metal.

The 'Cannon Sentry' itself has a mostly-wooden frame with only a few metal bands and bolts holding it together. Atop the frame is a cannon, with a cluster of cannonballs stationed in a cupped platform behind it. At level 2 it generally gets larger and some metal plates are attached at the front to protect the frame.

Reasoning:
Originally, the plan was to make a weapon that would work in Medieval Mode; A gimmicky but fun gamemode where Engineer is otherwise easily the worst class, though the design has developed since.

The Cannon Sentry is already a majorly-different building to Engineer's other Sentries; using explosive damage instead of bullets which gives it higher burst damage than the average sentry. Notably, it struggles a little more than other sentries at further ranges due to shooting a projectile as opposed to hitscan, but the projectiles themselves are fast enough to catch most mid-ranged targets as-is so this shouldn't come into play too often.

A lot of the stats on the weapon are tailored towards solo-engineering, such as the alt-fire's ability to remove sappers faster and provide a quick burst-heal if needed, or to knock away a Spy attempting to harass your buildings. Additionally, the Sentries are less costly to make overall due to the level cap, and cannot be interacted with by other Engineers, meaning this weapon is less friendly towards fellow Engineers.

Possible Synergies:
+Widowmaker
Less metal spent on a sentry means more to shoot with, the extra damage can make up for the Sentry's reduced firing rate, and this weapon allows the Engineer to attack alongside his Sentry for not only 2 different damage types but also to pressurise opponents moreso than usual.

+Provisions Pack
Partially just due to Medieval mode again, as this weapon would likely be allowed due to being a backpack item. Makes the Engineer far more durable and allows him to fulfil a support role for the team as both a healer and with the ability to build at least one sort of building.

+Wrangler
As literally every sentry does. A doubled fire rate means you can fire, at the fastest, roughly every 0.6 seconds, and the shield increases the durability of the Sentry due to it otherwise being stuck as a level 2
[Added: 27/10/20]
Heavy Metal
Stats:
+40% max building health
+Buildings can heal back up to 33% health when upgraded to a higher level
-Buildings constructed with this wrench cannot be healed
-25% movement speed when hauling buildings

Design:
A larger, bulkier wrench with more obvious wear. The handle is scrappy, the wrench head itself is dented, and a yellow and black set of warning stripes between its 'teeth' has had its paint scratched away at.

Reasoning:
An area-denial defensive wrench that specifically and actively hinders 'turtling'. It also hinders co-operative engineering somewhat as well due to its main downside.

Its main upside is that all buildings the player constructs have 40% more health, translating to 210 health for a level 1 building, 252 for a level 2, and ~302-303 health for a level 3. This would seem bad on-paper due to making sentries tankier, but due to one of its downsides only really allies extra health comparable to around 1 or 2 wrench swings, meaning that a Sentry being healed by an Engineer would actually be tankier despite having less health.

The ability to heal when upgrading is mainly to offset some chip damage received when levelling so that a lower-level sentry taking a bit of damage doesn't nearly-immediately make it worthless to invest in. With the stats above it would heal ~69-70 damage from level 1, and ~82-83 for level 2's being fully-upgraded

The main downside is that buildings cannot be repaired when damaged, a stat originally for Mini-Sentries. This means that, even though the buildings are initially more durable, damage taken can't simply be healed by the Engineer during downtime and thus proper sentry placement and knowing when to abandon a nest becomes crucial. Sappers and spy harassment in-general also becomes more effective as sapper damage cannot be healed away (though it does mean the Red-Tape Recorder is even worse of a choice.)

Finally, the hauling speed penalty is meant to dissuade Engineers from setting up near spawn where it's safer and just hauling already-complete buildings with little consequence.

Possible Synergies:
+Frontier Justice
Your sentries are technically more powerful than average and thus are more likely to get kills, but are more likely to die faster due to the inability to heal them. Therefore, the gun that benefits from this seems appropriate

+Widowmaker
Less metal is spent on sentries, yes, but this is mainly so the Engineer can actively work to help defend his nest as opposed to simply hiding behind his sentry

+Short Circuit
Capable of dealing with rockets and other projectiles aimed at your sentry, increasing its longevity

+Wrangler
Works with basically anything. Makes sentries immensely tanky, but now makes the -66% heal rate from the Wrangler into -100%.

-Rescue Ranger
Ironic that a defensive wrench doesn't work with a defensive primary. The healing effect of the bolts is worthless as they won't work, the player loses more personal firepower which may have proven helpful if trying to abandon the nest due to it being overrun by enemies, and the teleport is only sometimes helpful as often if a building needs teleporting it's already in trouble and thus already taking damage. Also the 'mark for death' when hauling doesn't help the hauling speed penalty, either.
[Added: 27/10/20]
PDAs:
A strange equip slot, as aside from the Strange PDA (which is itself already a fairly rare item) nothing can actually be equipped here at the moment.

Therefore I thought I'd take a crack at designing some possible PDAs to keep things interesting.
Mobile Module
Stats:
! Replaces the Engineer's Sentry with a 'Shielded Sentry'
+The Shielded Sentry has a firing speed comparable to a level 2 sentry and 165 health
-Shielded sentries deal 25% less damage than level 2 sentries
-Shielded sentries cannot be upgraded
-Mini-Sentries take priority over Shielded Sentries with the Gunslinger equipped
! Replaces the Engineer's Teleporters with 2 'Boost Pads'
+Boost pads provide a 3, 5 or 7-second speed boost to teammates that step on them
-The boost can be lost prematurely by taking damage or firing any sort of weapon
+Buildings cost 100 less metal to upgrade (Does not apply to initial cost)
-20 max metal capacity on wearer
-25% max metal gained from Dispensers or the Payload Cart
-Cannot be equipped alongside the Hard-Hat's Hammer (Due to conflicting abilities)*

Design:
The PDA itself has a larger screen and a darker grey colouration. The display on said screen is team-coloured on a black background. The buttons are mostly a lot flatter, as opposed to a single fairly large orange button on the side.

The Shielded Sentry is a shorter and much stockier version of a level 1 sentry, noticeably more heavily-armoured with more metal plates to protect it.

The Boost Pads are fairly flat and lay on the ground. A small conveyor marked with arrows spins quickly down the centre with team-coloured guards at the sides. There is a small flashing light on the right side, also team-coloured.

Reasoning:
Based on the TF2 source code leak predominantly.

Most of the items here are about setting up quickly and being mobile, as the name would suggest, in favour of sacrificing longevity of some buildings.

The Shielded Sentry is a more durable version of the Mini-Sentry that deals more damage and can take more damage, but in-turn takes longer to set up and requires more metal, meaning it requires a little extra thought to place down and is more reliable at holding back enemy pushes than a mini-sentry would be.

The Boost Pads are mainly to help with shorter maps or ones where spawn points switch frequently, as maintaining teleporters in these scenarios often becomes a major hassle. Therefore, these boosters do not require near as much maintenance but in return are worse at longer maps.

The reduced cost of building buildings, now only 100 metal, means that it is much faster to upgrade multiple buildings. However this is offset by the Sentry not being upgrade-able (as to avoid as much Sentry spam as possible), and the player's metal capacity being reduced to only 180 (Just enough for a Sentry and a Boost Pad). Furthermore, the player will receive less metal from Dispensers and Payload carts with this PDA, once again to make large nests a little harder to set-up.

Possible Synergies:
+Frontier Justice
The Shielded Sentries are still intended to be more disposable than levelled Sentries, but are tanky enough to have a slightly easier time getting kills; making it a good balance between the levelled Sentry's damage output and the Mini-Sentry's disposable nature.

+Rescue Ranger
Bolts, as Dane has also discussed, save metal. Additionally, with a decently-powerful sentry that can be built quickly, self-defence may be less of an issue, though this would likely also be best paired with a Pistol in-case of scenarios where another Sentry cannot be placed.

+Jag
A wrench based around getting set up faster is likely going to synergise well with a PDA that specialises in having buildings set up faster.

-Short Circuit
While this may still work, bear in-mind that the player cannot fire 3 energy spheres even with full metal capacity, and it is a little harder for the Engineer to replenish metal consistently with this PDA equipped.

-Gunslinger
Mini-Sentries are prioritised over Shielded Sentries, so in total you're left with the Gunslinger's Mini-Sentries and extra health, and the Module's reduced levelling cost (useless for Minis anyways) but reduced max metal capacity and increased difficulty getting metal consistently (also meaning you can't build both a mini and a dispenser without going to get more metal).

-Eureka Effect
As you can't build teleporters you can't teleport to anywhere but spawn; nerfing the one main ability that this wrench offers.

-Hard-Hat's Hammer
Literally cannot be equipped together due to conflicting Sentries and functionality.
[Added: 27/10/20]
Calamitous Contraption
Stats:
! Replaces the Dispenser into a Beacon
+Beacons provide health and a resistance buff for a few seconds to nearby allies. Resistance scales with level (5%, 10%, 15%)
-Does not provide ammo or metal to allies
! Replaces the Teleporter Entrance into a Catapult; capable of launching ally players forward at high speed. Higher levels increase the height and range of the catapult
+Players are highly resistant to fall damage when using the catapult

Design:
A partially-destroyed PDA, with wires and circuit boards sticking out of the side. There are additional screens wired-up that display other sorts of information, but the main screen of the original PDA is noticeably broken over the slot for the teleporter exit.

Reasoning:
Provides additional diversity into the Engineer's other buildings as opposed to his Sentry.

The Beacon is a more strictly defensive variant of a Dispenser, still providing health but unable to provide ammo or metal to allies. Additionally, it will provide a temporary damage resistance buff to anyone in its vicinity.

The Beacon is a building that is intended to be at the front lines, perhaps even moreso than a dispenser would normally be, as its healing and defensive buffs are very useful in a firefight or when retreating. It also doesn't benefit the Engineer specifically as much, making it less useful to set up specifically for yourself or generally in the back lines.

The Catapult is somewhat similar to the boost pads in terms of providing temporary mobility as opposed to outright repositioning players. Its trajectory and distance increase with level, though users are granted fall damage resistance as to minimise accidental kills or trolling.

The additonal height can allow for some classes to be able to flank from unexpected places, for example a Heavy or Sniper being able to reach higher ground, but also allows the Engineer to set up in more unexpected places by catapulting himself to higher ground also.

Also the catapult specifically, like the Cannon Sentry from earlier, would also likely be allowed in medieval mode to keep Engineer more useful there.

Possible Synergies:
+Widowmaker
High risk but high reward. While you can't get metal back from Beacons, Widowmaker shots can supply you with metal if you can get close enough to enemies. This also solves the ammo problem

+Pistol
Bypasses the Beacon's ammo problem due to having 200 reserve ammo.

+Gunslinger, Jag
Same general reasons of being offence-based wrenches. The catapult helps with flanks or quick bursts of mobility and these wrenches make setting up generally easier and faster.

+Hard-Hat's Hammer
Quicker Sentries, yes, but this admittedly mainly comes from making Engineer useful in medieval mode as he'd then have access to 2 buildings. Though also knocking enemies back with the Hammer's alt-fire before catapulting into them for a pseudo-Market Gardener sounds fun too.

! Provisions Pack
You give up the Beacon entirely, as it fills the Dispenser slot. Therefore you're just switching teleports for a catapult.
[Added: 27/10/20]
[Rebalancing Section]
Items that already exist, but if I had the option would change in some ways in order to make them more interesting or well-balanced.

Primaries:
Pomson 6000:
Engineer's worst primary and possibly his overall least-powerful weapon at the moment. In need of a buff at some point.
+Returned its ability to penetrate players, losing damage per player penetrated
+Damage falloff over distance reduced, making it better at medium range
+Projectile speed increased slightly
-Loses ability to affect Medic Ubercharge or Spy's cloak
This would make it both a good medium-range weapon, and also a weapon that can be spammed down choke points, like how the Bison (a similar weapon from the same update) was intended to be.
[27/10/20]

Short Circuit:
Fine in most situations, however it can be too easily spammed near payload carts. Primary-Fire is also currently useless.
! Removed Primary Fire functionality, moving the energy ball to Primary Fire in its place
! 'No Random Crits' text updated to also mention its inability to be crit-boosted
-Cannot get metal from payload carts while equipped
Primary fire is basically useless anyways, and actually hinders the weapon in the hands of new players who are unaware of the alt-fire
Payload cart nerf isn't "only while active" as it can just be switched back to, functionally negating the downside otherwise
[27/10/20]

Wrangler:
Arguably TF2's most overpowered weapon just in how stupidly powerful 1 aspect of the weapon is.
-Shield now only reduces 25% of all incoming damage
The shield does mean it's less of a worry that your gun will go down from a couple rockets, making offensive pushes with a Wrangler easier, but the defence buff is no longer as game-breaking as its original 66%.
Also, the ability to heal a Wrangled building remains the same as it currently is.
[27/10/20]

Southern Hospitality:
The only weapon that isn't functionally overpowered or underpowered, but is instead just fairly dull and doesn't really do anything.
+A Spy cloaking does not reduce the timer of the Bleeding debuff
+Capable of dealing Random Crits
! '20% Fire Damage Vulnerability' moved to a 15% Damage Vulnerability when Active
The bleeding debuff not being reduced against cloaked spies allows it to do what it seems to have been intended for, tracking cloaked spies, which was indirectly nerfed a few updates ago. The 'No Random Crits' penalty seemed useless as, if meleeing someone with a wrench, a crit is the main thing you're likely wanting anyways and stripping the wrench designed to hit people of this ability just seemed redundant or outright counter-intuitive in any games with random crits enabled
The downside I also tweaked as currently it only affects a rare damage type to begin with, so I made the vulnerability itself weaker but make it universal; so going to try to melee hit someone either requires them to be unaware, or just a spy
[27/10/20]
Final Notes
Well, those were just some Engineer weapons I came up with recently. I mean, as with the Pyro and Heavy pages, it's unlikely they'd ever appear in-game and especially using my stats, so this is mainly just for fun more than anything else. Also balancing stuff in-game still takes priority over new weapons anyways.

Figured that, as it's my 7th year of TF2-ing, I'd do my 'main' as it's a class I'm more familiar with, but the balancing still isn't likely perfect as, even though I do this weird stuff a lot, I'm still far from perfect :P

As always feel free to comment. I do read all the comments I get and will try to respond if I know how to. Maybe you have your own weapon ideas? Maybe your own ideas for balancing these weapons? Maybe you think that me still putting these things in the guides section is obnoxious? I dunno

I'll try to list dates on anything I change so it's more obvious if something changes, mainly to cover for me if there's any cross-continuity errors with other descriptions, just so there's something to suggest that there was originally something I removed which I could then fix a bit easier

Anyways, hope you enjoyed some random Engie main's ideas for weapons
See you next time :)