Post your TF2 weapon ideas!

Big D.

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Oct 8, 2009
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A Fire Sentry, as seen here:
http://www.youtube.com/watch?v=OsF0uefXGj8

I didn't work on the stats much, but all of that gets decided once something is in the game, based on play testing. I'm thinking level one shoots flares rapidly at a long range, level 2 has the dual flamers like in the animation and level 3 has a napalm launcher on top of the medium-range flamers. Slow shooting but it would do splash damage and set people on fire. :)
 

Booze Zombie

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Dec 8, 2007
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Jarate Launcher
Class: Sniper
Advantages: Massive area of effect, coats all enemies in area of effect with jarate, has 30 rounds total.
Disadvantages:Minimal damage from the jarate breaking even at high speeds, reload after every shot.
Abilities: "Piss off, wanka!" Holding down alt-fire with the Jarate Launcher will cause the Sniper to slowly load jarate into the launcher, up to a limit of eight, increasing the area of effect and coating more enemies, longer.
 

Guitar Gamer

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Apr 12, 2009
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Portal Maniac said:
Weapon: The Annihilator
Class: Spy
Abilities: If the Spy is healed by an enemy Medic for any span of time, he will go invulnerable and Kritzed permanently for the remainder of the round, and is also able to enter the enemy spawn room. Replaces nothing.

That's not overpowered at all! :L


Okay, now for something more serious......

Weapon: Patrischia
Class: Heavy
Abilities: Replaces the Minigun.
+25% Minigun firing cone thingy, for a tighter spread.
-15% Firing speed.
When firing crit bullets, distance becomes a factor. The farther the bullet travels, the more damage it does. So if it's point blank, it'd basically be normal bullets.

Maybe that'll make Snipers and enemies from afar a bit more reluctant to try and pick 'em off while Heavies rain chaos upon them >:D
That sounds like something that would actually go really well into the game.
seriously if they ever do another heavy update I hope it will have that!
but what about aesthetic aspects?
perhaps rather than a minigun at all it might just be a heavy (single barrelled sadly)machine gun?
 

Yangy

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Nov 15, 2010
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Sniper
The Ludicrous Leadshot
Replaces Rifle
+Poisons enemy with lead for 6 seconds (similar effect of bleeding)
-No headshots
-No crits

Spy
Hackstabber
+Electrosapper the allows to hack into enemy turrents, which will automatically attack own team for six seconds.
-Long recharge rate
-No electrosapper or disguises
-Cloak rate drastically reduced
 

TheCactusThief

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Dec 20, 2010
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The engineer: 1. Maybe a wrench that prevents backstabs 1-2 seconds after a sapper has been placed on a building? 2. A wrench that makes you only need to hit the building once to knock off the sapper. 3. A wrench that makes you run 20% (or whatever %) faster when a sapper is placed. A fourth ridiculous thing i thought of would be a thermo sentry or thermo goggles that can let engys detect cloaked spys.


Medic: 1. Something that heals all teammates in a general vicinity (slowly of course) (this was somewhat taken by the taunt of the new saw but i figured id still put this on here). 2. A medi-gun that also gives metal and ammo.

Soldier: A rocket launcher that cannot be deflected by pyros, but the soldier gets more fire vulnerability and its a lot less powerful? Or perhaps one that gives no self damage, but its weaker and theres no crits.

Pyro: A flamethrower dubbed the "forest fire" That is the same strength as the original (maybe) and when someone is lit unfire(ex.a BLU team member), any BLU member he touches gets lit unfire as well. As it spreads though, the damage happening to everyone involved gets lower and lower. But the ignition time in total is a lot less then the original flamethrower. 2. A throwable oil jar for pyro, for 2 purposes, one, to leave a puddle and light it unfire or two, to make a puddle and leave it and enemies (and teammates??) will slip (sort of like the chargin targe where you cant change direction). 3. The "trailblazer" where whomever gets lit unfire will make a trail of fire following behind them as they move (maybe set other enemies unfire who walk through it?) and it will be set per class (such as the scout can make a longer trail so it disapears quicker etc).

So, those are my ideas for now at least, tell me what you think, and hopefully one of these ideas gets used! -TheCactusThief
 

idonotexist

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Feb 12, 2011
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das höllenfeur (the hellfire)
Class: Medic (replaces medigun)
Advantages: 35% faster übercharge rate over the medigun 10% less damage from fire 10% longer übercharge
Disadvantages: 15% slower movement speed cannot overheal or übercharge pyros(mumbling bastards)
übercharge effect: all hits do +25% damage and CATCH THE ENIMY ON FIRE (fire damage stacks)

überkaiser
Class: Medic (replaces neddlegun)
Advantages: 50% longer range +50 damage each hit on the target will give you 4% übercharge
Disadvantages: 75% slowerfirining rate -1 health a second 25% less ammo
 

Sagar Mhatre

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Apr 29, 2011
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Name:Spikelgloves
Class:Heavy
Loadout:Melee
Effect:Bleed For 5 Sec On Hit
Restore To Full Health On Kill
Cannot Be Putted Back Inside Until 1 Kill
On Death While Active:Start With 50% Health
-20% Slower Firing Speed
 

TheYellowCellPhone

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Sep 26, 2009
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I've been thinking along the lines of

Rogue's Reverter (bad name, I know)
Class: Spy
Replaces: Sapper

Advantages:

When placed on enemy building, a successful sap reverts the building to that Spy's team
Reverted teleporters have their exits and entrances flipped (So a teammates can practically teleport in front of an enemy's spawn)
A reverted building cannot be sapped or re-reverted

Disadvantages:

Reverted buildings cannot be repaired, Wrangled, or upgraded (or reloaded, in the case of the Sentry Gun)
A building with a RR on it emits a loud sound while it's being sapped (so enemies know there's a Spy, and to run out of range)
A building requires 5 continuous seconds with the RR on it to be reverted (so no Sapper-spamming)
 

A Weary Exile

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Aug 24, 2009
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I've stolen the name of this weapon from somewhere else (Can't remember where) but I came up with the effects. It's a Spy revolver:

The Sabotuer's Snubnose

+50% damage against Engineers, Spies, Dispensers, teleporters, and Sentries.
-50% damage against all other classes.

And a sapper to go with it, currently unnamed:

Disables sentries but does not damage them.
Takes three hits to remove.

This would basically just make the Spy a much better anti-Engi class while reducing his effectiveness somewhat against other classes.
 

Slowbar

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Jul 2, 2011
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Just some ideas I have had. They aren't all great, so feel free to critique or criticize.

The Encourager
Class: Scout
Slot: Melee

Level __ lead pipe.

Positive:
Crits when opponent has less than 40% health (Too high?)

Negative:
-50% swing speed
-10 health

The idea is that you pop one or two shots into them, then run up and finish them off.
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Tranquilizer Gun
Class: Spy
Slot: Primary

Level __ handheld dart gun

Positive:
Can be shot with out dropping disguise
Silent

On Hit: Slight slowdown to targets

Negative:
-50% clip size
-100% damage

This could be used to catch up to classes of equal or slightly higher speed, but with the hefty cost of no fallback weapon.
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The Scrambler
Class: Spy
Slot: Sapper

Level __ Scrambler

Positive:
Can destroy buildings at medium range
Faster destruction
Still disable buildings

Negative:
Drops disguise when used
You have to keep pointing at the building to do damage
Engies can still repair buildings being scrambled (Not faster than you can damage)

The thing works a lot like a sonic screwdriver (thats were I got the idea). No sure where this would be useful, but I like it.
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The Stempack
Class: Medic
Slot: Melee

Level __ Medicine

On Right Click: Medic jams the syringe into his arm and gets...
+15% speed
+30% damage resistance
Can not shot or heal
-15% uber

Negative:
Long recharge (Slightly longer than jarate)
-50% damage

Allows the medic to make a quick getaway after his patent dies.
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The Admirals Blade
Class:Soldier
Slot:Melee

Level__ Rally sword

Positive

On Hit:
Fills up a moral bar that makes the soldier and all classes around him go faster, proportional to how much the meter is filled

Negative:
-10% base speed

I like this as the effect last until the soldier dies, unlike the banners. The sword would have to glow in its hoister or something to show teammates that the bonus is active.
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Well, this is good enough for now. I still have more ideas, but it's pretty late. I might post them later.
 

Wintermoot

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Aug 20, 2009
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Life,s Lemon,s
class: Pyro
advantage: more damage then the flare gun
disadvantage: less range
 

iseeyouthere

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Jan 21, 2010
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The Outback's Sunburn (bow)
Class: Sniper
Advantages: Sets the target on fire
Disadvantages: 1 second extra priming time, 20% extra damage taken.
 

Grufflenark

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Nov 17, 2010
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Le manteau
Level 5 cloaking device
Upon activation it cloaks you for 8 seconds, you take no damage, and walk through enemies.
50% slower recharge time.

Sticky Jumper
-100% damage to anyone
Take 200% damage from everything
Take 200% damage from your own weapons too
Take 200% damage from the -100% damage stickies (so you take 100% damage)
Movement speed reduced by 50%
Stickies reduced by 50%
Sticky power reduced by 80%
Secondary ammo reduced by 100%
No melee weapon

This is waht the sticky jumper is gonna be if they continue.
 

Sweethaysoos

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Jul 20, 2011
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The Watchdog (Pyro primary)
+40% range
+Mini-crits cloaked/disguised spies
-25% ammo

The Extraterrestrial Eviscerator (try saying that 3 times fast) (Heavy primary)
50's style alien laser cannon
+40% damage
-30% fire rate
Alt-fire shoots a charged laser beam that penetrates and ignites enemies, uses 50 ammo and has to recharge
+30% fire vulnerability
Can't spinup prematurely
EDIT: Huh, not long after I posted this they added alien weaponry for the soldier. Cool.
 

Platypusbill101

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Jan 2, 2011
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Russian Roulette Revolver. Absurd damage but only one bullet is loaded. Only 1/6 chance to fire per trigger pull, except for the sixth consecutive trigger pull, which is guaranteed to fire
 

BarberToad

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Apr 22, 2011
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The land grab, a new engineer shotgun:
basically the shotgun has 30% shorter clip size, and does not perform random critical hits.
also, your dispenser gets replaced by a miniature version that is weaker and doesn't distribute metal.

and now the perks:

The mini-dispenser costs less (let's say 75 metal), and builds faster. Anyone under its healing affect also gain a 25% damage resistance, while the land grab would perform mini-crits while the engie is healed. Finally, the mini-dispenser damage protection can stack with others, but only up to 35%


Also, I thought of a teleporter that builds faster and recharges itself in a second, however the exit then fries after its 5th customer.
 

Sweethaysoos

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Jul 20, 2011
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The Artisan's Choice (Engineer wrench)
Lets you upgrade buildings to level 4
-35 health

Level 4 Sentry-
250 health (Level 3 sentry has 216)
Shots per second: 16 (Level 3 has 8)
Has a laser that can destroy sticky bombs but has to recharge when it is used
Rockets shoot faster

Level 4 Dispenser-
250 health
+25 health per second (Level 3 has 20)
+50% ammo per second (Level 3 has 40%)
+70 metal per second (Level 3 has 60)

Level 4 Teleporter-
250 health
Takes only a second to recharge
 

ediblemitten

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Mar 20, 2011
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'The Gottam'
Engineer
Primary Weapon

Allows the engineer to unleash a devastatingly loud ear-rape 'GOTTAM', which kills any opponent within 50 feet and paralyzes any others at 100 ft range for 5 seconds. This also destroys sappers and enemy buildings.

If Gottam is unleashed on an opponent at point blank range (less that 1 foot) that opponent is killed, kicked from the server, has their Steam account deleted and has their hard-drive wiped.

If a heavy uses his POOTIS at the exact same time (within 0.1 seconds, and within 1 foot) a GOTTAM is activated, the Gottam will be countered and every other player on the server (besides the heavy and engineer) will be killed, kicked from the server, and VAC banned. The heavy and engineer will then duel, and the loser's class will become permanently removed from TF2 forever.

Seems fair.
 

NotSoLoneWanderer

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Jul 5, 2011
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The shiv
Class:Spy
advantages:plus 30% non-back hits
disadvantages:-10 health and after successful kill with weapon equipped cloak reduced by 5%
abilities:Enemies killed from the front grant mini-crits