Team Fortress 2

Team Fortress 2

Not enough ratings
A few random TF2 item concepts I made :P
By Okami Tomato
A small list of some random TF2 item ideas I had
Feel free to use any of them if you want to as I don't plan to do anything else with them (Please credit me though :P)
   
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Scout Primaries:
Name: Double-Tapper (Place-Holder)
Buffs:

+80% faster firing speed
+40% faster reload speed
-The fire button cannot be held down
-50% clip size
(!) This weapon reloads its whole clip at once

Positives:
-People with fast trigger fingers can make great use of this weapon
-Increased firing and reload speed
-Slight damage increase

Negatives:
-As fire cannot be held down you need a quick trigger-finger to use this weapon
-Only 1/3rd of the normal scattergun clip size
-Only taking 1 shot can waste some ammo, but this is rarely a problem

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Name: Sharp-Shooter (Place-Holder)
Buffs:

50% more accurate
+15% damage
-1 pellet per shot
-10% firing speed

Positives:
-The accuracy makes it easier to hit people from longer ranges
-The damage boost almost negates the pellet reduction

Negatives:
-The decreased damage makes this weapon worse than stock from close-range
-The accuracy can be a slight hindrance if you are inaccurate, meaning that some shots you may have hit with the spread will miss due to this weapon's decreased spread
Scout Secondaries:
Name: Sugar Rush
Buffs:

On Use:
+25% firing speed, +25% reload speed & +33% movement speed for 10 seconds
-20% movement speed for 3 seconds after the effects wear off

Positives:
-Makes the scout incredibly fast and dangerous with the stat buffs he receives
-Can be used for both offense and to retreat

Negatives:
-The -20% speed makes scout barely faster than a medic for 2 seconds after use
-The fast move speed makes it harder to aim shots
-Takes up a slot that could be used for something like mad milk or the crit-o-cola

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Name: (None yet)
Buffs:
+25 max HP on user
-75% fall damage taken on user
-33% firing speed
-25% clip size

Positives:
-This pistol gives 2 very useful passive buffs to the scout. The first being a bit more health so the scout can take as much punishment as a medic can (not counting regeneration) and the second buff works like the pocket pistol's buff of reduced fall damage, but slightly weaker

Negatives:
-To use this you will have to sacrifice your secondary as it in the secondary slot, meaning no extra damage with the crit'o'cola, no immunity with bonk! and no healing with the mad milk.
-This weapon's reduced clip and firing speed make it more of a tool than a weapon, forcing scouts to rely on their primary for ranged combat
Scout Melees:
Name: (None Yet)
Buffs:

+20% movement speed while active
-15% damage
+25% damage vulnerability while active

Positives:
-Can be used to get to places faster while avoiding enemies with the speed buff, making it a useful flanking tool

Negatives:
-the damage vulnerability can leave scout as a sitting duck if he gets ambushed by a high damage class, like heavies, soldiers, demomen or other scouts

Item Design Idea:
-A damaged wooden bat with a design like that of an aged, and heavily warn & damaged, sandman
Soldier Primaries:
Name: Burst Blaster
Buffs:

+Gain +1 clip size on kill to a maximum of 8 rockets
+60% firing speed
+20% reload speed
Must fire whole clip at once
Can only fire when fully loaded
+4 degrees random projectile deviation
-15% blast radius
-15% damage
-2 Clip size

Positives:
-After getting a few kills you become a colossal threat with rapid-fire bursts of rockets, even with the damage reduction you can do hundreds of damage with only 1 barrage

Negatives:
-After firing off rockets you’ll have to reload all of them before using it again, leaving you open to a counter
-The counter resets on death, forcing you to play carefully
-It is hard to rocket jump with this weapon
-The 2 rockets you start with make it hard to get kills at the start of a life

Item Design Idea:
-A rocket launcher with yellow and black warning stripes on it. It's main colours are a dark-ish green (like the liberty launcher) and a dark grey, like stock. It will also most likely have a very bulky appearence, like the black box

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Name: Big Bertha
Buffs:

+25% damage
+20% blast radius
-3 clip size
-20% firing speed
-15% projectile speed
-20% reload speed

Positives:
-From close ranges you can do over 100 damage and from point-blank enough to kill a medic

Negatives:
-The clip, firing, reload and projectile speed decreases force you to use secondaries as to not get caught with no clip
-Pyros can deflect the rockets back into you easier, almost guarenteeing an instant death when fighting compitent pyros

Item Design Ideas:
-A very bulky rocket launcher with a lot of yellow and black warning stripes on it. It will also most likely have a 'warning triangle' on it depicting a rocket and a large explosion

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Name: Magnetic Missile
Buffs:

+Mini-crits rocket jumping targets
+Rockets have a slight 'pull-in' effect, pulling foes towards it's explosions and the rocket as it travels
-20% damage
-25% blast radius

Positives:
-Better for people with less accurate aim, making the rockets pull foes towards them as it travels, making it easier to get direct hits than with other rocket launchers
-The bane of rocket/sticky/sentry jumpers, mini-critting them with rockets that pull them in

Negatives:
-The decreased blast radius is still important as the 'pull-in' effect is not strong enough to always land direct hits
-The damage reduction makes some classes take more rockets to kill like a liberty launcher, but unlike the liberty launcher this primary does not have a 5th rocket
-Pyros deflecting the projectiles mean there is a mini crit-boosted rocket that pulls foes in heading straight for your team

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Name: Electro-Pulse Pulveriser
Buffs:

+Does not need ammo
+20% damage
+25% clip size
-50% rocket jump distance
-90% damage to buildings
-No random critical hits

Positives:
-This rocket launcher has a mash-up of different buffs from different rocket launchers: The Cow Mangler's infinite ammo, the Liberty Launcher's 5th rocket and the Direct Hit's damage increase
-The rocket-jumping downside can almost be nullified if your team has teleporters that go straight up to the front lines

Negatives:
-This launcher heavily decreases mobility, making rocket jumps only take you half the distance a normal one would while also taking the extra 20% damage from the damage bonus
-This launcher does even less damage to sentries than the Cow Mangler, dealing a measly maximum of 14 damage to sentries from point-blank and a minimum of 6 damage from long-range and it does not even have the sentry-deactivating charge-shot the Mangler has.

Item Design Ideas:
It could possibly look similar to the rocket launchers the robot soldiers use in A Wrench In The Gears (great SFM btw)
Soldier Secondaries:
Name: Damage-Dealer (Place-Holder)
Buffs:

+Grants mini-crits to you and nearby teammates upon use
+50% buff duration
Doing damage while under the buff’s effects will recharge the meter
Upon the buff wearing out you are marked for death for 5 seconds and anyone who was under the buff’s effects when it wore out for 2 seconds

Positives:
-The buff lasts 50% longer than the buff banner, giving you enough time to do tonnes of damage
-Damage done while under its effect means the meter will recharge, meaning with enough constant damage output from you and allies you can keep the buff going for a very long time

Negatives:
-The 2-5 seconds marked for death make this a high-risk-high-reward weapon
-Smart teams can keep away from you, forcing the buff to run out and leaving you wide open to counters
-Sentries do not give back buff, making them a major problem

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Name: Trench Warfare
Buffs:

+25% damage
+10% firing speed
-50% clip size
Increased weapon spread

Positives:
-Amazing at point-blank due to the weapon spread almost being negated when close to foes

Negatives:
-The decreased clip size makes it hard to use this weapon for very long
-The weapon spread makes this weapon a lot less useful at close range
Soldier Melees:
Name: Trenchmaker
Buffs:

+2 seconds buff duration per melee kill to a maximum of +8 seconds
-15 Max HP on wearer
-15% swing speed

Positives:
-The increased buff time is incredibly helpful for you and teammates, allowing large, buff-boosted pushes to continue on for longer

Negatives:
-The -15 HP makes you easier to kill, meaning that you could lose your buff and extended buff time easier
-The decreased swing speed makes it harder to get kills with this weapon

Extra Notes:
With Buff banner:
-Forces you to play with a high-risk-high-reward style, but after charging the buff makes you into a slightly-reinforced-glass cannon that may have even more time to do his glass-cannon-related stuff

With Concheror:
-The health reduction is not very noteworthy due to your natural regeneration and the buff’s heal-on-damage effect

With Battalion’s Backup:
-The health deduction is completely negated with this weapon’s +20 HP, leaving you with more HP than an average soldier would have anyways.
Pyro Primaries:
Name: Smelter (Place-Holder)
Buffs:

+50% damage
+50% afterburn damage
Extinguishing teammates heals 20 HP
-20% afterburn time
-50% max ammo
+150% airblast ammo consumption

Positives:
-Catching classes off-guard can be a death sentence for them due to this weapon’s increased DPS
-The afterburn damage goes from the normal 40 in 10 ticks to 48 in 8 ticks, meaning you have faster and more damaging afterburn

Negatives:
-Airblasts take up half of your ammo, making them very risky to use
-You only have 100 ammo, meaning you have to play carefully or stay near ammo sources often

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Name: Air Cannon
Buffs:

-25% airblast ammo consumption
+15% airblast range
+20% reflected projectile speed
Extinguishing teammates heals 25 HP
-50% afterburn time
-25% afterburn damage

Positives:
-This flamethrower is incredibly airblast-oriented, only using 15 ammo and making reflected projectiles even faster
-Extinguishing teammates gives an extra, but rarely noticeable, 5 HP

Negatives:
-As this flamethrower is more airblast-oriented classes that do not use airblastable projectiles will become problems
-The afterburn debuffs make the flamethrower hard to use for a hit-and-run
Pyro Secondaries:
Name: Burner's Backpack
Buffs:

+25 Max HP on wearer
+10% speed on wearer
Wearer can regen up to +3 Health per second
+50% max primary ammo

Positives:
-The backpack provides a lot of good neutral buffs that benefit pyros, like more primary ammo, a max HP of 200, health regen and the ability to outrun the now speed-boosted spies so they cannot make a quick getaway

Negatives:
-Since this backpack takes up the secondary slot they pyro cannot use a shotgun or flare gun, limiting their range

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Name: Smelting Forge
Buffs:

+15 Max HP on wearer
+50% max primary ammo
+25% flamethrower damage
+15% flamethrower reach
+25% afterburn damage
+25% afterburn time

Positives:
-This backpack provides many small, but useful, buffs for pyro, giving more offensive, damage-based buffs instead of more defensive buffs the Burner’s backpack.

Negatives:
-Similarly to the Burner’s Backpack this item heavily reduces the pyro’s range by taking up the secondary slot. Also unlike the Backpack there is no speed buff for quicker chases or getaways, only a slight increase to flamethrower range

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Name: Warning Shot
Buffs:

100% crits against burning players
+25% damage
+Reloads automatically, even when put away
Damage decreases as distance increases (Minimum of -80% flare gun damage)

Positives:
-Great for close-range combat or combos as it does more damage than a normal flare gun from point-blank

Negatives:
-It is hard to kill fleeing foes or foes far away due to the damage falloff being very noticable as at mid to long range as it will do less damage than the default flare gun would

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Name: Terminator's Tazer
Buffs:

+100% crits against wet players from behind
+Mini-crits foes from behind
+Mini-crits wet players
+100% damage (Based on flare guns = 60)
+Reloads automatically, even when put away
-Very short range
-20% reload time
-No Afterburn

Positives:
-Good for dealing with wet or retreating players, allowing you to deal mini-crits or even critical hits to them if they turn their backs or are in water/jarate'd/milked
-The increased damage makes it viable for hitting foes when they are already taking afterburn damage, allowing for a quick shock of damage to stack up with the afterburn

Negatives:
-The range of this 'flare gun' is about 2.5x that of the flamethrower, but anything outside of this range will be unaffected as the projectile will not reach them
-The decreased reload time makes it harder to spam this weapon than it would be for a normal flare gun
-This weapon is the only flare gun-based pyro secondary that does not provide afterburn of any kind, forcing pyros to get very close to do afterburn damage

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Name: Balloon Bundle
Buffs:

+50% max primary ammo on wearer
+Airblasts will push back the player if airborne
+33% faster airblast time
+Glide when airborne, slowing your decend rate by 75% and basically negating fall damage
+Can double jump

Positives:
-Allows the pyro to airblast-jump across the map at the cost of their secondary
-You have more primary ammo, allowing you to do more pyro things before having to find ammo again
-The time before you can airblast again is decreased significantly, allowing for multiple airblasts in quick succession
-The decend rate allows you to glide over foes silently as well as completely removing fall damage. You can also potentially survive death by gliding over death pits

Negatives:
-The new gimmicks make this item harder to adapt to
-This is the least versatile backpack, having the most situational buffs
-This weapon, like other backpacks for pyro, removes all of pyro's long range

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Name: Glass Cannon
Buffs:

+100% crits vs burning players
+15% projectile speed
+Projectiles explode upon contact
+33% damage
+Automatically reloads, even when put away
+33% damage vulnerability when active from enemy players

Positives:
-A faster and stronger flare gun
-It is the only flare gun you can jump with that still deals critical hits against burning players

Negatives:
-This weapon, despite being usable for flare jumps, uses up the most health doing so, taking around 40 damage to you upon jumping with it, not counting fall damage
-While this weapon is active you take more damage from other attacks, making it more risky for puff'n'sting tactics
Pyro Melees:
Name: Firestarter
Buffs:

+Creates a burst of flames upon hit that knock back the player and foes
+25% damage against non-burning targets
+Explosion ignites targets
-60% self-damage
-33% damage against burning foes
-Explosion damages user
-30% afterburn time

Positives:
-Due to the explosion this weapon creates it can be used to jump like the detonator or scorch shot, knocking the player even higher than those two can
-The knockback can be used to combo foes. The first swing ignites them and knocks you to safety and then you can finish them off with 90 damage from the flame gun
-The damage increase is good at fighting other pyros

Negatives:
-The knockback has a difficult learning curve
-The lowered damage against burning targets and knockback makes it hard to combo with flamethrowers
-The afterburn time is 7 seconds instead of 10, meaning you can only deal 28 damage with it instead of the usual 40

Combos:
Flare gun:
-The flare gun’s combo is described in the positives, being a strange variant of the ‘puff and sting’ combo that a lot of pyros use

Scorch Shot:
-The combined knockback from the blast and scorch shot can send foes flying further than any other knockback weapon can, not to mention the mini-crit, melee damage and afterburn stacking up

Reserve Shooter:
-The knockback can send foes airborne, allowing you to then mini-crit them before they land with the increased switch speed from the reserve shooter. The damage from the melee, mini-crit and afterburn with stack up heavily on most classes

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Name: (None Yet)
Buffs:

+25% damage resistance while active
Damage removes sappers
-25% damage
+33% slower deploy time

Positives:
-The weapon functions very similarly to the fists of steel, giving the player damage resistance while active at the cost of a slower deploy time.

Negatives:
-The decreased damage makes this weapon more of a tool than an actual weapon

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Name: The Karma Charger
Buffs:

+For every 10 points of damage you take without dying you will recieve +2.5% damage and +0.5% movement speed to a maximum of +100% damage and +20% movement speed (400 damage)
-No random critical hits
-Cannot be crit-boosted
-20% damage

Positives:
-This weapon is good for survivability, allowing you to gain a bit of speed after taking damage
-After taking the full 400 damage you will have +80% damage when compared with stock and a movement speed of 120%, making you much faster than spies

Negatives:
-This weapon's damage reduction and inability to deal critical hits means that without the prior damage this is almost a straight downgrade from the already unimpressive stock fire axe

(Notes: If this DOES get added to the game Karma Charger gets a genuine one)
Demoman Primaries:
Name: Burst Bombardier
Buffs:

+65% faster firing speed
+25% reload speed
-10% damage
+3 degrees random projectile deviation
-1 clip size
-20% blast radius
-Can only fire when fully loaded
-Fires all shots at once

Positives:
-A fast-firing grenade launcher that can send a maximum of 270 damage at foes every few seconds (not including crits/mini crits)
-This weapon’s increased firing and reload speed make it quick to use

Negatives:
-The projectile deviation makes it almost impossible to aim
-The 10% less damage makes it almost impossible to 1-shot heavies with the clip
-All your shots have to be reloaded again to fire a 2nd round meaning, like the beggar’s bazooka, you have to play very smart with this weapon

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Name: (None Yet)
Buffs:

+Hold down fire when fully loaded to charge up your shots, then release fire to unleash a barrage
+The more charged up your shots are the faster they fire (Max. +65% faster than stock)
+33% reload speed
-Holding down fire for too long will cause a misfire, like the beggar's bazooka
-20% damage
-25% clip size
-Can only fire when fully loaded

Positives:
-Allows you to deal a rapid 240 damage to foes if you can catch them off-guard, almost guarenteeing a 1-shot
-This weapon works like the beggar's bazooka and panic attack, making you hold down fire to charge and then releasing it to fire multiple shots

Negatives:
-The damage and clip reduction make you unable to instantly kill a heavy and some overhealed classes, leaving you open to a counter attack
-You can only fire when fully loaded, forcing you to wait a while before releasing another barrage
Demoman Secondaries:
Name: Steel Vanguard (Place-Holder)
Buffs:

+Can deal mini-crits at the end of a charge
+50% blast and fire resistance
+35% damage resistance to other damage sources
+15 max HP
-25% charge distance

Positives:
-The Max HP and damage resistance when combined with the eyelander can make you an incredible threat to foes due to your HP and damage resistance
-With enough health boosts you will be able to survive some taunt kills

Negatives:
-You are unable to get any critical hits during a charge, meaning that with the eyelander you are unable to get any form of crits (not counting kirtzkreig medics or objective caps)
-The charge distance deduction forces you to use this more defensively than offensively

Combos:
Eyelander/Booties:
-If you manage to get the +35 extra max health from 4 heads, the +25 from the booties and the +15 from this shield you can have a max health of 275 with almost scout-speed and incredible damage resistance

Skullcutter/Booties:
-A max health of 240, damage resistance and boosts and random crits as well as the speed deduction being somewhat negated through charging makes you a threat to anyone

Zatoichi/Booties:
-240 Max health, damage resistance and the ability to get back 120 HP on kill, which can overheal you to 360 health makes you a tank that can keep themselves alive through getting kills and not having to rely on health packs
Demoman Melees:
Name: Scotland Shock-Maker (Place-Holder)
Buffs:

Large melee range but with a slower deploy and holster time, like other swords
100% crits against wet players
Can collect heads
No random crits
-35 max HP on wearer

Positives:
-Great when on maps with lots of water, like Ctf_2Fort
-Can be combed with Jarate for crits to help deal with sniper foes, like spies
-Amazing when combined with mad milk, allowing demoknights to heal large sums of health by meleeing milked foes
-Collects heads like the eyelander

Negatives:
-This weapon is sadly extremely situational, but outside of these is worse than the eyelander

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Name: Rock-Hard Rum
Buffs:

On Kill: Gain +10% damage up to a maximum of +45%
No random crits
-15% damage penalty
! The bottle will crack slightly more for each kill given and finally get smashed open like the stock bottle at the maximum number of damage-boosting kills (6)

Positives:
-This weapon, after 2 or more kills, becomes very powerful and after 4 kills does more damage than the scotsman's skullcutter
-This weapon does not have a holster or deploy time deduction like swords

Negatives:
-Before getting 2 kills it does less damage than stock does, making it harder to get kills with
-The counter will reset upon dying, meaning you have to play rather carefully to not die
-This weapon does not have large melee range like swords have

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Name: Highlander's Headtaker
Buffs:

+Can collect heads
+Heads taken each increase max health by +5, movement speed by +3% and jump height by +7.5% to a maximum of +4 heads (+20 HP, +12% movement speed, +30% jump height)
+Glide while charging, as if using the BASE Jumper
+100% crits against foes while charge-jumping
-Forced to jump while charging
-No random crits
-10 max HP on wearer

Positives:
-Easier to predict when you will be able to get crits during a charge
-The jump height can be useful for getting over some obstacles
-Less HP is taken off of your base HP than a normal eyelander

Negatives:
-The forced charge jump and the jump glide make the charges harder to use as these mechanics can throw off people not used to them
-The bonuses given by the heads are less than the normal eyelander (except the jump height boost, which the normal eyelander does not give)

----------

Name:
Buffs:

+Can take heads
+Each head taken will give you +10 HP, +7.5% faster charge recharge and +15% charge duration (Max. of +40 HP, +30% charge recharge and +50% charge duration)
-No random crits
-20 HP
-10% charge duration

Positives:
-The increase in stats can make you a very dangerous demoknight, with 195 HP (without boots) a faster charge recharge and a longer charge duration
-The stats make it even easier to get kills, allowing demoknights to get even more heads

Negatives:
-The decreased stats that you start with make it harder to get kills safely at the start of the game
-Like other kill or damage-based weapons this sword's head count resets upon death, forcing you to play carefully in order to survive
Heavy Primaries:
Name: Lyudmila
Buffs:

25% of damage done is returned as health
+50% primary from ammo packs
-20% damage
-50% max primary ammo
-20% slower move speed while deployed

Positives:
-A weapon that means the heavy does not have to rely as heavily on medics or sandviches to stay alive
-The move speed decrease and the damage reduction are not very noticeable except at close range, where it is still very minor
-The ammo increase means you get back 75 of your 100 max ammo from a medium ammo box, meaning you will not have to wait around ammo packs for as long before re-entering the fight
-A use for an unused minigun

Negatives:
-The reduced ammo means you cannot stay in fights for too long, forcing you to retreat for extra ammo fairly often, where you could be open to attack

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Name: Porta-Cannon (Place-holder)
Buffs:

-50% less move speed lost when spun-up
-25% damage
-25% max primary ammo

Positives:
-Makes the heavy slightly faster when spun-up, allowing him to retreat slightly faster while remaining spun-up

Negatives:
-The reduced ammo and damage means you have to play resourcefully and carefully with this minigun

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Name: Quick-Drawer
Buffs:

+33% spin-up time
+40% faster spin-down time
-25% ammo capacity
-25% damage
-20% firing speed

Positives:
-This weapon will spin-up faster, allowing you to quickly ambush foes from around corners without giving them much time to fight back
-The spin-down time decrease allows you to give sandviches to teammates much faster than you can with any other minigun, which is especially helpful for keeping your medic alive

Negatives:
-The decreased damage and firing speed means that it will take slightly longer to deal with foes, especially ones that are close to you
-The decreased ammo forces you to leave firefights more often in order to get more ammo, leaving you more open to be ambushed

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Name: Deathray
Buffs:

+Fires a constant team-coloured laser instead of individual bullets, the closer you are to the centre of the blast the more damage it does
+50% slower spin-up time
-33% damage
-33% slower movement speed when spun up

Positives:
-It does not have the same inaccurate spread the minigun has, as well as it firing constantly
-The ability to constantly hit foes completely counteracts the damage reduction
-It's a laser cannon. Nuff said

Negatives:
-It's spin-up time is like that of the brass beast, being very slow
-Your movement speed is slower than with a stock minigun
-This minigun eats up ammo slightly faster than the huo-long heater
Heavy Secondaries:
Name: Safety Sandviches
Buffs:

+1 extra sandvich
+20% faster recharge per sandvich given out
-50% self-damage healed

Positives:
-You can give out 2 sandviches instead of just 1, useful for when you and your medic are under a lot of fire
-The 2 sandviches can increase the recharge by up to +40% if both are given to teammates

Negatives:
-Only heals 150 of your health upon consumption, making it more of a team support than a self-preserver

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Name: Porta-Pack
Buffs:

+Up to 4 HP health regen per second
Provides nearby teammates with health and ammo at a rate between a lv. 1 and lv. 2 dispenser

Positives:
-Slowly heals and gives ammo to teammates
-Do not need to keep giving medics sandviches constantly
-Can keep multiple people alive instead of just 1 like the sandvich

Negatives:
-Cannot give much health at a time, meaning if under constant fire your allies may not be able to outheal the damage
-Does not provide you with ammo
-Regen stacks up after not taking damage for a period of time, meaning that the regen will not work under constant fire
Heavy Melees:
Name: Skullcracker
Buffs:

+25% melee damage
Melee damage builds rage
Rage gives you mini-crits, +15% movement speed, +15% melee speed and 50 HP on kill for 10 seconds
-50% max primary and secondary ammo
Restricted to melee during rage time

Positives:
-The rage works like a better B.S.S., with more buffs and no damage vulnerability

Negatives:
-You can only have 100 Max primary ammo and a max of 16 secondary ammo when this weapon is equipped, forcing you to play very carefully when using the shotgun or minigun

Combos:
Buffalo Steak Sandvich:
With the B.S.S. you will have over 100% movement speed during rage time, making you faster than most classes in the game with the cost of taking more damage, which is almost nullified by the damage boosts and the heal-on-kill effect from the rage

Porta-pack:
Regeneration, healing nearby teammates and the buffs from the rage make you the scariest dispenser the enemy team has ever seen!

Sandvich:
You can heal yourself from any damage taken while trying to melee foes, as well as allowing you to heal allies who are hurt, like other heavies or medics
Engineer Primaries:
Name: Electro-Cannon (Place-Holder)
Buffs:

Doesn’t require ammo
Doesn’t need to reload
Fires a constant stream of electricity
Only has flamethrower range
Does slightly less damage than the pistol
Only does 20% damage to buildings

Positives:
-You do not have to go back and get ammo with this weapon as it has infinite ammo
-This weapon does not need to reload, so you can keep firing

Negatives:
-This weapon has very short range and pistol damage, making it into a flamethrower with slightly more damage but no afterburn or airblast

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Name: Buckaroo's Blaster (Place-Holder)
Buffs:

+Fires and exploding bolt that has large splash radius
+100% more accurate
-20% firing speed
-33% clip size
-20% reload speed

Positives:
-The exploding bolt can be used to blast jump if aimed well, allowing the engineer to quickly build in places he would otherwise not be able to
-This weapon works like a slightly weaker rocket launcher for engineers with a slightly smaller blast radius

Negatives:
-Despite being able to get to new places you cannot bring buildings with you as this weapon would stop you having the rescue ranger equipped
-This weapon has slightly slower reload speed, firing speed, blast radius and damage when compared to an actual rocket launcher, meaning that without sentries you are nothing more than a weaker but faster soldier with less health
Engineer Secondaries:
Name: Texan Torch
Buffs:

Can use metal to increase a building’s maximum health by +50%
Can ignite foes
-25% afterburn time
Very close-ranged

Positives:
-The main use for this weapon is to make your buildings tankier, making them have more health than a heavy so they can take more punishment from anti-sentry weapons and classes like demomen, soldiers and heavies
-Its ability to ignite foes allows you to spy-check with this weapon

Negatives:
-This weapon has very short range, being around melee range only, making it more of a tool than an actual weapon
-This weapon consumes 1 ammo for every 1 extra HP a building gets, meaning it will consume 108 to get a normal lv. 3 building’s health to maximum, forcing you to keep going back to your dispenser or ammo packs
-Red-tape recorders lowering the level of the building resets the HP boost

----------

Name: Showdown Sheriff
Buffs:

+65% damage
+33% faster reload speed
+65% more accurate
Reloads shots individually
-50% clip size
-75% max ammo

Positives:
-It takes a lot less ammo to deal the same amount of damage
-It reloads a lot faster than the stock pistol
-You can be the rabid heavy taming engineer

Negatives:
-The reload time is only used to compensate for it reloading only 1 bullet at a time
-It can only have 6 shots in a clip and only 50 max ammo when compared to the stock pistol

----------

Name: Shock Pistol (Place-Holder?)
Buffs:

Does not require ammo
+20% more accurate
-25% clip size
Only does 20% damage to buildings
No random critical hits

Positives:
-A pistol that is more accurate than stock that also does not require ammo
-A use for an old joke weapon I made (and regret making) back a few years ago

Negatives:
-The only real negative is the 25% smaller clip size, forcing you to reload almost twice as much as the building damage or random crits rarely ever come into play in-game
Engineer Melees:
Name: Heavy Machinery
Buffs:

+10% repair rate
+50% max building health
-25% slower swing speed
-20% damage to buildings
No random critical hits
+120% speed deduction when carrying buildings

Positives:
-Your buildings will have 324 health at lv. 3, allowing them to take far more punishment from foes
-You have more time to rescue buildings from sappers
-Direct hit soldiers no longer make quick work of your sentry

Negatives:
-The decreased swing speed makes it harder to repair buildings or spy-check with the wrench

Combos:
Texan Torch:
-The Texan Torch’s ability to increase a building’s health by 50% combines brilliantly with this wrenches’ own health boost, allowing you to get your buildings up to 486 HP with 162 metal, allowing them to take incredible amounts of damage without being destroyed

Rescue Ranger:
-The decreased swing speed is almost negated with this weapon, allowing you to heal a lot of damage that you otherwise might not have been able to with the reduced swing speed

Wrangler:
-The Wrangler is incredibly overpowered when combined with this weapon. The 66% damage reduction combined with the 324 HP makes it so you have the equivalent of around a 972 health sentry, which is incredible to think about, especially if it were to be buffed by a Texan Torch as well

Short Circuit:
-The increased health of the sentry means that even if you fail to destroy some projectiles your sentry is still likely to be OK thanks to the health boost

Other Engineers:
-If other engineers are helping you keep your 324 HP sentry alive it almost completely negates the main downside: the slower swing speed

Homewrecker (Pyro)
-Homewrecker pyros have even more time to get the homewrecker off of your sentry than they would otherwise, plus they will have a higher health sentry to defend if you are not there also
Engineer PDAs:
Name: Portable Positioner PDA (Place-Holder?)
Buffs:

+Right-clicking on a building will allow you to control its movements, like a remote control car
-35% building size
-Buildings can only be upgraded to a max of lv. 2
-25% max building health
-25% sentry firing speed
! While moving a building you are put into a 3rd person view of the moving building
! Sentries auto-fire when moving
! Buildings have a move speed of 100% and can jump around the height of a soldier, they are also waterproof and so are not destroyed in water, the same as other engineer buildings

Positives:
-Can move buildings without being put into the fight yourself
-You are not marked for death while the building is moving
-The smaller buildings make them harder to hit by foes and easier to hide
-Sneak attacks with lv. 2 porta-sentries
-Buildings can be controlled from inside spawn to protect the engineer from harm
-Mini-sentries have more speed and a higher jump height with this PDA
-Can stand on buildings to move yourself around as well
-You can half a building’s movement speed by holding crouch, useful for when you are trying to look around a corner without being spotted

Negatives:
-The decreased building health and max level of 2 makes the buildings only have a max HP of 135 instead of 180
-While controlling a building the engineer himself is very vulnerable as you are unable to watch him while controlling buildings
-Controlled buildings shut down for 3 seconds if the engineer dies, like the wrangler but without the shield

Combos:
Heavy Machinery or Texan Torch:
-While using this wrench the maximum health of a building is increased to 203, allowing them to take a lot more punishment

Texan Torch & Heavy Machinery:
-Max health of 305 on buildings when put together, making them very tanky, even more so than lv. 3 sentries normally are

Gunslinger:
-Mini sentries secretly have a move speed of 120% instead of 100% with this PDA as well as having a medic’s jump height, making them fast and agile to ambush weakened foes

----------

Name: Crazy Contraptionist
Buffs:

+Can make 3 extra buildings
-The Mini Buster
-Disposable Mini-sentry
-The Radar
-Buildings can only be upgraded to lv. 2, using 300 metal to upgrade

Positives:
-The 3 extra buildings make the engineer a lot more versatile and unpredictable when compared to other engineers

Negatives:
-The buildings take 50% more metal to upgrade and can only be upgraded to lv. 2, making them a lot less useful for holding points when compared to the stock PDA

Extra Information:
Mini Buster:
Metal: 120
Max Level: 1
Building HP: 150
-Works like a small sentry buster, controlled similarly to the Portable Positioner where you get a 3rd person view of the building
-Left click can be used to detonate the building when being controlled and right-click to go back to the engineer, leaving the buster to explode after taking enough damage
-The buster does 250 damage to foes in a large radius upon exploding, but take 3 seconds to arm themselves and beep loudly

Disposable Mini-sentry:
Metal: 80
Max Level: 1
Building HP: 100
-A mini sentry with a lot less health, used for quick getaways due to size, annoyance and fast build speed

Radar:
Metal: 120
Max Level: 2
Building HP: 100, 125
-Used to increase damage: Lv. 1 has a +10% damage boost and lv. 2 a +20% with a +20% radius increase
Medic Primaries:
Name: Uber Charger
Buffs:

On Hit: +1% Uber given
-33% damage
-50% clip size

Positives:
-The increased Ubercharge given by hitting foes can be useful for charging up Uber when no teammates are close-by

Negatives:
-This weapon is hard to use due to the decreased damage and clip size, making it so in a lot of circumstances you might end up dying because you were unable to do enough damage to keep pursuing foes at bay

----------

Name: Medicinal Milk
Buffs:

On Hit: Enemy is coated in mad milk for 1-5 seconds depending on distance (closer = better)
-40% damage
No random critical hits

Positives:
-Due to it applying mad milk you can quickly shoot a high-value target for your entire team to receive healing from, almost like a weaker crossbow that can hit multiple people

Negatives:
-This weapon is almost useless for retreating due to the 40% damage reduction not being able to kill pursuing foes and their damage being able to overpower your healing

----------

Name: (None Yet)
Buffs:

+10 extra max HP for every kill/kill assist (Max. 250)
-50 max HP on wearer

Positives:
-If enough kills or kill assists are obtained you can become almost as bulky as a heavy with a slow, but effective, health regen stat and a movement speed faster than a pyro

Negatives:
-You only start with 100 HP, meaning it is very easy to kill you at first
-Your HP resets on death, forcing you to play carefully even when you have a lot of health as to not lose it during an ambush/assault/random crit
Medic Secondaries:
Name: Overhealer
Buffs:

+100% max overheal (200% max HP)
-20% heal rate
! Ubercharge: Increases the Overheal rate to +500% and the heal rate to +50% for the duration of the Uber

Positives:
-A great weapon for buffing up classes while not under enemy fire

Negatives:
-The reduced heal rate makes it a lot harder to keep targets under constant fire alive when compared to the stock medi-gun

----------

Name: Hirudo Healer (Place-Holder?)
Buffs:

+Can steal health from foes (25 HP per second)
+Increased Self-healing when stealing health from foes (10 HP per second)
+Stealing foe's health charges a meter that as it increases your heal rate will increase up to a max of +50%
+Ubercharge: Increases heal and self-heal rate by +200% (slightly less than the Quick-fix) and increases health steal rate to 100 HP per second
-Cannot Overheal
-25% heal rate

Positives:
-If you can ambush weakened foes you can become incredibly dangerous, healing allies faster than any other medi-gun can at a full meter
-You gain back health as you leech foe's health, allowing you to pick off weakened foes to quickly recover some HP

Negatives:
-The counter is reset upon death, forcing you to play very carefully in order not to lose the precious heal meter
-You are completely unable to overheal targets meaning that they are easier to kill than an overhealed class, putting you in more danger
-Between 0% and 32% the heal rate is slower than that of any other medi-gun
-The damage done to foes has the lowest DPS of any damage source in the game, making it very hard to kill people even with the slow health regain it gives

Notes:
-Hirudo medicinalis is the name of a species of leech used for leech therapy, which is where this item concept got it's original name from

----------

Name: Iron Will
Buffs:

+Heal targets have a +20-40% damage resistance to damage that slowly drains across a 2-4-second period after you stop healing them
+15% Ubercharge rate
+While healing patients you will recieve 1/2 of the damage resistance they have
+Your current health will depend on the damage resistance you and your target recieve (150 = 20% and 50> = 40%)
+Ubercharge: +80% damage vulnerability on you and your heal target
-20% heal rate
-33% overheal rate
-Backstabs hit through the Ubercharge's damage resistance

Positives:
-The damage resistance given allows for a lot more damage to be taken, especially being helpful against snipers, forcing them to charge a lot longer in order to get the kill
-You also recieve damage resistance, allowing you to get health packs, sandviches or that bit of necessary regeneration easier than it would be without the damage resistance

Negatives:
-The heavily decreased heal and overheal rates make it harder to keep targets alive when they remain under fire
-When Ubercharged you are not invulnerable, still leaving you susceptable to backstabs which do not recieve the resistance like other forms of damage
-You can still take enough damage to die while Ubered despite the resistance if enough people focus you
Medic Melees:
Name: Medical Mauler
Buffs:

Regen rate starts from +4 Health per second to +6 Health per second by not taking damage
-33% damage
-25% swing speed
-10 Max HP

Positives:
-Works similarly to the pre-nerf Amputator, allowing the medic to almost completely negate the effects of afterburn and bleeding when equipped

Negatives:
-The damage and swing speed reduction forces players to rely on their primary for damage, which isn’t helpful when they are using the Medicinal Milk, Overdose or the Uber Charger due to the damage reduction that they also have

----------

Name: Placebo Effect
Buffs:

Can use Ubercharge even when the meter is not full
-20% damage
+10% faster Uber drain when not used from 100%
-15 max HP

Positives:
-You can use your Ubercharge at any time, allowing you to escape certain situations you would have otherwise died in

Negatives:
-Another Health and damage-reducing weapon that forces you to rely on your less-than-accurate primary
-The Uber drains slightly faster if used when the meter was not at 100%, making quick Uber uses more of a ‘last resort’ than a legitimate tactic
Sniper Primaries:
Name: Tranquiliser
Buffs:

+50% faster charge rate
On Hit: Slows down foes for between 2-8 seconds by -33% depending on charge
No headshots
-25% damage

Positives:
-Can slow down threats like heavies to give teammates time to prepare for them
-Can slow down faster classes like scouts, medics or spies, stopping them from escaping your team

Negatives:
-You cannot headshot foes and your damage is reduced by 25%, making it hard to get kills by yourself, making you very team-dependant

----------

Name: Ironwood Archer (Place-Holder)
Buffs:

Cannot flinch when charged
+20% damage resistance when charging or charged
-15% arrow speed
-15% damage

Positives:
-Allow ‘Bowmen’ to take more damage as they will spend a lot more time near the fight than normal snipers

Negatives:
-The decreased damage makes it harder to kill some classes than the normal huntsman

----------

Name: Health-Giving Hunter (Place-Holder.)
Buffs:

+On Hit: Applies mad milk to foes for between 2-8 seconds, depending on charge
+On Headshot: Applies milk for an extra 50% of the time that it would have done on a body shot (3-12 seconds)
+Will apply milk for an extra 25% of the time if the damage done is a mini-crit (2.5/10 seconds)
+The affects of the headshot and mini-crit buffs will stack (3.5-14 seconds)
+33% charge rate
+15% bonus healing from milked foes
-No extra damage on headshots
-Cannot be crit-boosted
-No random crits
-Damage is unaffected by mini-crits
-15% damage
-15 max HP

Positives:
-Allows the sniper to help out his fellow teammates while hanging back, like the sydney sleeper
-The milk applied can be comboed with the SMG or a kukri to allow the sniper to heal efficently as well, or even with a jarate/bushwacka combo for around 100 health back at once
-The charge rate makes it the fastest charging sniper rifle when not counting the bazaar bargain's buffs
-You get back extra health from milked foes, allowing this weapon to be partnered with friendly scout's mad milk
-The ability to increase the amount of milk time is very useful, especially when you have good aim and/or are with buff banner soldiers or sydney snipers

Negatives:
-The maximum damage this sniper rifle is able to do (outside of the MvM damage buffs) is 128, making it barely able to kill light classes even at full charge
-Your damage cannot be increased through any means, not even by buff banners
-This weapon, like the cow mangler, cannot be crit-boosted, making this useless for comboing with canteens, kritzkrieg medics or other crit-providing sources
-The decreased HP makes you, despite your ability to regain health, quite frail, especially against other snipers who can almost definately kill you even when you have the danger shield, very quickly with a quick headshot while you will have to wait for a fully-charged shot to even stand a chance at killing them (and if they have the danger shield you will not be able to 1-shot them under any circumstance where they havent already taken prior damage)
Sniper Secondaries:
Name: Aussie's AK
Buffs:

+25% damage
-15% firing speed

Positives:
-The increased damage allows players to deal with sniper threats easier, like scouts and spies

Negatives:
-The slower firing speed makes this weapon a lot less useful in fights against foes with higher HP, like demomen, soldiers, pyros and heavies

----------

Name: Hunter's Heelbiters
Buffs:

+10% movement speed on wearer
+25 max HP on wearer
+25% max primary ammo on wearer
+20% knockback and airblast resistance while charging shots

Positives:
-Good for huntsman snipers who'll spend a lot of their time being mobile and near the fight
-The knockback resistance given makes it easier to aim when foes are attacking

Negatives:
-A slight downgrade from the darwin's danger shield when it comes to fighting other snipers, as they will still 1-shot you with a headshot

----------

Name: Backup Blaster
Buffs:

+20% damage when at 76-100% HP
+10% damage when at 51-75% HP
-10% damage when at 26-50% HP
-20% damage when at 1-25% HP

Positives:
-This weapon does more damage at higher health, making it a secondary counterpart to the shananshah's extra damage under half health effect
-This weapon is great at dealing with spies: as long as you can catch them before they can begin to try backstabbing you you'll be dealing an extra +20% damage to them

Negatives:
-At under 50% health this weapon deals less damage than stock with no other buffs
-Smart spies who know if a foe has this weapon can quickly shoot them with the revolver to force upon them the damage reduction before going in to finish them off
Sniper Melees:
Name: Ol' Reliable
Buffs:

+15% damage per headshot (Max. +60%(5))
No random crits
-15% damage

Positives:
-Good snipers will be able to deal a lot of damage per hit after a few headshots, making quick work of spies trying to catch you off-guard

Negatives:
-The damage reduction means that until you get a headshot it will do less damage than stock
-This weapon is a straight downgrade from stock with the tranquiliser as it cannot headshot
-The counter resets on death so enemy snipers or clever spies can be major hazards while using this weapon
Spy Primaries:
Name: Fireproof Frenchman
Buffs:

+33% fire damage resistance
+80% less afterburn time

Positives:
-This suit makes you incredibly resistant to pyros, the main weakness of spies, by reducing their flamethrower/flare damage by 1/3rd and making afterburn only last a maximum of 2 ticks from the stock flamethrower, making you hard to track

Negatives:
-You will have to sacrifice your revolver to use this, sacrificing all of your range and forcing you to rely on your knife
Spy Secondaries:
Name: Sneaky Spyware
Buffs:

+50% max sapper health
-50% sapper noise
-33% sapper damage

Positives:
-This sapper is much harder to remove than the stock sapper, taking 2 homewrecker/heavy machinery hits, 3 wrench hits or 4 hits with the Jag

Negatives:
-This sapper works a lot slower than stock but still destroys lv. 3 buildings faster than the red-tape recorder can
Spy Melees:
Name: Butter Knife
Buffs:

+Silent Killer
+15% swing speed
+5% movement speed while active
-75% damage

Positives:
-This weapon provides a lot of small buffs that add up, mainly being the swing speed increase, allowing you to chain-stab a lot easier
-The downside is also barely noteworthy due to backstabs still 1-shotting foes

Negatives:
-If you miss your backstab the damage you’ll be doing will be around 15, meaning that you will have to backstab to get a kill and cannot just keep swinging like you can with stock against low-health players
Spy Disguise Kits:
Name: Prop Pack
Buffs:

+You can disguise as various map props
+You disguise instantly
-Cannot disguise as players
-Cannot backstab when disguised
! Put in 3rd person mode when disguised

Positives:
-Can be very unexpected due to prop sizes and shapes making them blend into the map
-A bit of fun

Negatives:
-You’ll have to undisguise to backstab, leaving you open to attacks
-The only way to disguise as players is to use the Y.E.R.

Super Sneaky Spy Tactic:
-Use the YER to trick foes into thinking you are a normal spy but then quickly become a small prop to throw them off your trail and ambush the unaware ones
Weapon Reskins:
Name: Splendid Screen-Door
Buffs:

*Same as splendid screen*

Obtained:
*Some PvZ-related thing*

----------

Name: Australium Jag
Buffs:

*Same as Jag*

Obtained:
MvM Reward

----------

Name: Australium Machina
Buffs:

*Same as Machina*

Obtained:
MvM Reward

----------

Name: Australium Fists of Steel
Buffs:

*Same as Fists of Steel*

Obtained:
MvM Reward

----------

Name: Australium Revolver
Buffs:

*Same as Revolver*

Obtained:
MvM Reward

----------

Name: Australium Kritzkrieg
Buffs:

*Same as Kritzkrieg*

Obtained:
MvM Reward

----------

Name: Australium Buff Banner
Buffs:

*Same as Buff Banner*

Obtained:
MvM Reward

----------

Name: Australium Flare Gun
Buffs:

*Same as Flare Gun*

Obtained:
MvM Reward

----------

Name: Australium Holy Mackarel
Buffs:

*Same as Holy Mackarel*

Obtained:
MvM Reward
Multi-Class Melee Reskins:
Name: Golden Pain Train
Classes: Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper
Buffs:

Style 1:
Imbued with ancient power
*Same as stock*
Style 2:
Imbued with ancient power
*Same as pain train*

Note:
-Obtained as a very rare MvM reward, like the Golden pan
-Comes with a random professional killstreak kit attatched
-As it is an MvM reward it can only be obtained in Strange quality

----------

Name: Golden Zatoichi
Classes: Demoman, Soldier
Buffs:

Imbued with ancient power
*Same as Half-Zatoichi*

Note:
-Also obtained as a very rare MvM reward, like the Pan and Pain Train
-Also comes with a random professional killstreak kit attatched to it
-As it is an MvM reward it can only be obtained in Strange quality

----------

Name: Instant Replay (Place-Holder)
Classes: All 9
Buffs:

*Same as stock*

Notes:
-Obtained after getting 100,000 views on a TF2-related video (Genuine quality)
-Strangifier obtained after reaching 500,000 views on a TF2-related video

----------

Name: Cardboard Cutlass
Classes: All 9
Buffs:

*Same as stock*

Notes:
-More of a joke reskin, like the pan or ham shank were
-Designed like the Captain Cardbeard Cutthroat, with it being a poorly-drawn cardboard cutlass
-Only avaliable in Strange quality
Existing Weapon Changes:
Because some weapons really DO need fixing
-Me, about 5 seconds ago

Sharpened Volcano Fragment:
-Change the 'Ignite Foes' stat with one that Mini-crits burning players, like the pre-but-not-pre-nerf axtinguisher did from the front
-Change the damage penalty, making it swing about 20% slower instead

Why?:
-The slower swing speed will make it able to deal slightly more damage than a flamethrower would in the same amount of time but still make it a lot less effective than the original, and rather broken, axtinguisher

----------

Axtinguisher:
-Speaking of the axtinguisher the first change would be to completely remove the holster time penalty that it has, because with it there is no reason to use this over the flamethrower anyways as the flamethrower would do the same amount of damage in the same amount of time without having to find that pesky '3' key
-If I'd do anything I'd give it melee damage vulnerability while active and a slightly slower swing speed, as well as changing the damage penalty to that of the neon annihalator, being -20% instead of -33%, making it worth using again

Why?:
-The melee damage vulnerability gives players the chance to fight back against the axtinguisher pyro, forcing pyros to think and act fast as to not be hit with lots of damage as well as making the other player think fast about switching to their primary (Unless it's the fists of steel, in which case 'Good luck'). The swing speed decrease is around that of the Ubersaw's, making it slower than other weapons but still good when it comes to fights. The damage reduction change is also significant as the -33% also made this weapon a lot less useful, sure it could still pack a punch against some low-health classes like scouts, snipers, engineers and spies but other than that it was pretty pathetic against heavies, demoknights, other pyros or soldiers, who could make mincemeat out of the meleeing pyro

----------

Soda Popper:
-Change the Hype build back to running around

Why?:
-Firstly it is not a scout's main job to be dealing damage as much as it is to be doing the objective, plus being able to do 5 more jumps is a lot less useful on some maps than many may think with items like the winger, force'a'nature and atomizer at the scout's disposal

----------

Sun-on-a-Stick:
-Give in an extra stat, like Afterburn immunity while active, making it into more of a situational tool instead of an almost useless pyro assister

Why?:
-The reason why I decided to put in the description, but I will explain it in greater detail here. Firstly the sun-on-a-stick, even after the fire resistance, is still an awful weapon. It's original job was to help out pyros with escaping foes, allowing scout to repetedly get crits on them at the cost of less damage. However the problem is the only class that can effectively escape a pyro is another scout, making them hard to chase down due to both of your speeds being the same. They later added a fire resistance, but even that is still not enough to save it due fo fire damage still taking little to no time to kill a scout, plus not to mention all the better melees out there, like the sandman, atomizer and fan'o'war. The afterburn immunity could be a life-saver, being able to be pulled out to get rid of an afterburn that may have left you dead

----------

Baby Face's Blaster:
-Remove the 'Boost lost through taking damage' attribute

Why?:
-It was hard enough trying to be a scout that didn't jump as it was, leaving you open to sentries, miniguns, flamethrowers and sticky traps, so why would you also want to be punished for getting hit by any damage-dealer as well? Especially afterburn-inducing things that can slowly destroy your whole charge

----------

Righteous Bison:
-The projectile can hit the same foe multiple times again
-The damage reduction as the projectile moves will also be made less harsh, being -10% per person instead of the current, and very servere, -25%

Why?:
-The bison has sadly been heavily nerfed by some of the more recent updates. It was already rather hard to use due to it's 4-shot clip, and slow, easy-to-dodge projectiles. Valve then decided to nerf it further through some updates, so I though about what could be done to make it worth using again and this was the conclusion I came to in the end

----------

Huo-Long Heater:
-Remove the damage penalty
-Make the rings of fire have a slightly larger radius

Why?:
-Currently as things stand the Huo-long Heater is overall the worst of the miniguns, using up more ammo to create a ring of fire sounds good on paper, but in-game the difference the ring of fire makes it incredibly unimpressive it just makes using this weapon a hindrance rather than a side-grade. The -10% damage penalty is barely noticable anyways so there is no point in it being there and I believe if the ring had more range than it could be usable

----------

Warrior's Spirit:
-Revert it back to what it was

Why?:
-There were some people who really liked the old warrior's spirit: you sacrificed 1/6th of your health in order to do a lot more melee damage. However after the change that made it damage vulnerability instead of less health the weapon has recieved a lot more raised eyebrows and disgusted looks. I feel it would still be fine and balanced if it was back to how it was originally and I'm sure very few people would be unhappy about that change

----------

Pomson 6000:
-Allow it to penetrate 1 target

Why?:
-Back when it was released the Pomson 6000 was an amazing weapon: It could drain cloak and ubercharge when it hit foes. The main one of these was of course the Uber drain, slowing or completely halting pushes that would have otherwise cost engineers their sentry guns. However this changed when they removed the penetration effect: Now engineers could not hit the medics the weapon was intended to counter, instead hitting the heal target for very little damage. Adding back it's original penetration effect would probably be too overpowered so giving it the ability to penetrate 1 target would give it back it's original ability but not make it a total game-changer like it was back then

----------

Claimheamh Mor:
-Change it back

Why?:
-Back in the day the 'sword that nobody can pronounce' used to be a great weapon, making demoknights more effective and having a unique buff that made it stand out among other demoknight swords. Nowadays, however, it has become nothing more than a cheap and rather pathetic clone of the Half-Zatoichi. Returning it to it's original glory would make it viable once more and I doubt it would have very few negative reactions if this was done

----------

The Ullapool Caber:
-More damage

Why?:
-Back before the caber nerfs it was a ton of fun to mess around with, 1-shotting everything up to heavies in 1 swing with the downside of only being usable once. The swing speed penalty can stay but the damage reduction now makes it unable to kill light classes... so it'll need to be reverted to make the trollknight and the caberknight and troll demos.... and just the caber in general... viable again

----------

The Buffalo Steak Sandvich:
-Lower the damage vulnerability to 10% or 15%

Why?:
-As if the inability to heal yourself and the melee only aspects weren't bad enough the 25% damage vulnerability just takes the cake. I agree that some damage vulnerability may be necessary so you can't just go in and mow down some unexpecting bystanders but 25% makes this weapon almost useless... so I believe that reducing the damage vulnerability will make it sort-of-viable again
'Collection' Weapon Reskins:
A LOT of people were unhappy about TF2 just adding a load of stock reskins to the game, but I thought I'd just jump on the band waggon for a bit of fun :P

(I doubt anyone cares about this stuff but if you do, cool :P)

Danger Zone Collection:
-The danger zone collection's weapons look similar to their normal stock counterpart but have a darker, glossier appearance. There are also extra differences between some of the weapons, like any with the words 'Danger Zone' in their name having large black and yellow 'hazard' lines trailing down their sides, 'Red Alert' weapons having smaller, white and red (orange on blu) lines and 'Warning Shot' having red/blue lines trailing down their sides. Larger weapons, like Miniguns, Rocket launchers and demoman's grenade and stickybomb launchers appear bolted together, having black lines running down them with dark grey circles (the bolts) at 1 side of the lines.

Collection Contents:
-Danger Zone Rocket Launcher (Elite)
-Danger Zone Scattergun (Elite)
-Danger Zone Minigun (Assassin)
-Danger Zone Flamethrower (Assassin)
-Red Alert Stickybomb Launcher (Assassin)
-Red Alert Wrench (Commando)
-Danger Zone Sniper Rifle (Commando)
-Danger Zone Medi-Gun (Commando)
-Warning Shot Grenade Launcher (Commando)
-Danger Zone Knife (Mercenary)
-Warning Shot SMG (Mercenary)
-Warning Shot Pistol (Mercenary)
-Red Alert Flamethrower (Mercenary)
-Warning Shot Revolver (Mercenary)
-Warning Shot Shotgun (Mercenary)
Cosmetic Ideas:
This will probably end up being the largest section of the... uhh... "guide"

Name: Stormy Seadog
Class: Soldier

-An old sailor's coat that has been tattered and torn up with the soldier's class logo on the shoulders

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Name: Prickly Pal
Class: Engineer, Sniper

-A Cactus for the engineer's pocket, comes in 2 styles: Cactus and Inconspicactus
-'Cactus' just leaves the cactus as a normal cactus, not changing it in any way whatsoever
-'Inconspicactus', being a pun made from the words inconspicuous and cactus, gives the plant a pair of jiggleboned googly eyes and a small moustache

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Name: Pocket Plant
Class: Engineer

-A PvZ-styled plant that comes in a variety of veriants, each one a plant from the original Plants vs Zombies:
-Peashooter
-Snow Pea
-Wall Nut
-Sunflower
-Melon Pult
-Chomper
-Brainz (A zombie's head popping out of the soil, like the one from the start screen)

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Name: Mann or Monster
Class: Heavy

-Makes the heavy green, like the zombies in PvZ, as well as making his clothes slightly torn and giving him a rougher voice, like a gargantuar

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Name: Little Buddy
Class: Heavy

-A bin tied with ropes to the heavy's back. Inside the bin is an Imp (Yes, another PvZ-related misc.) pulling on 2 of the ropes, as if he is controlling the heavy

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Name: Football Fanatic
Class: Heavy, Soldier

-The 'final' PvZ-related item on the list (hopefully), it's a heavily-damaged team-coloured football shirt, complete with shoulder pads, designed to look like the ones the football zombie wears. The reason it is for both is because both of these classes have football helmets (The heavy's being the football helmet and the soldier's is the helmet without a home, which is a heavily damaged football helmet with plates of iron attatched to it)

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Name: Jogger's Jacket (Place-Holder?)
Class: Scout, Engineer

-A 2-style jacket for the engineer and scout with the class logos on the arms. The first style, Zipped, leaves the jacket closed while the second style, open, has the jacked open, with the sides of the jacket being jiggleboned, leaving to flap freely around as you run
(Yes I know scout can equip the weight room warmer and the engineer has the endothermic exowear but I thought that a jiggleboned, open jacket would be something new when compared to all the other jackets that are all closed by default)

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Name: Marshmallow Maniac
Class: Pyro

-3 large marshmallows that replace the pyro's default grenades. On Red the marshmallows are pink and on Blu the marshmallows are white, but they can be painted to become a lighter, paler version of the colour they were painted

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Name: Plushie Pal
Class: Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper & Spy

-A small plushie that sits on the merc's shoulder. It comes in a total of 27 different styles, 3 for each class. The options are as follows: Normal, Mini-me and Special
-Normal is a small, pushie version of the class it is equipped on
-Mini-me will copy the cosmetics of the class it is equipped on but as plushie versions of the hats and miscs. They will also retain any paint or jigglebones the miscs or hats may have
-Special is different for each of the nine classes:
-For scout it is a small Miss Pauling (Inspired by the Pocket Pauling) with a small post-it note stuck to her back that seems to be a love note with lots of things scribbled on it, many with lines through them, suggesting he is planning to write a love letter to her and these are his ideas
-For Soldier it will become a small, plushy version of merasmus
-For Pyro it will become a small, plushy Mr. Cuddles, the large can seen in the background of meet the pyro
-For Demoman it will be a small scrumpy bottle with a happy face on it
-For Heavy it will be similar to that of the demoman's, but with a sandvich instead of a scrumpy bottle
-For Engineer it will be a plushy mini-sentry
-For Medic it will be a plush of Archimedes, designed so that it looks different from it's non-plush counterpart
-For Sniper it will be like the Demoman's or the Heavy's but will instead be a bottle of Jarate
-For Spy it will be a small, emotionless heavy with a small knife in his back, suggesting he has just been backstabbed

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Name: Bolted Buckaroo
Class: Engineer

-A robotic version of the buckaroo's hat
3 Comments
Big Pharma 1 Dec, 2016 @ 3:59pm 
The whole thing is pretty much useless except for the cosmetic ideas.
Okami Tomato  [author] 26 Nov, 2016 @ 11:55am 
Also, by 'a few' I meant 'a lot' :P
Okami Tomato  [author] 26 Nov, 2016 @ 11:05am 
Please Note: Just because it has a '+' next to it it doesnt mean it's a buff (eg. Self-damage, spin-up time, projectile deviation or deploy time) and a '-' doesnt always mean its a debuff