Post your TF2 weapon ideas!

Recommended Videos

AppleHax

New member
Mar 3, 2013
26
0
0
THE BORDER PATROL
(Level 20 Anti-mexican Weponary)
(A secondary pistol for the Engineer)
Midle click cycles through shot types (Power, Effect, and Slowdown)
+Power gives a 25% damage bonus and faster firing speed
+Slowdown slows enemy to 60% of their normal speed and can push enimies backwards slightly
+Effect causes burning, mark for death, or bleeding to enimies depending on the class
-Power: Fires ammo from both clip and ammo reserves at once
-Slowdown: -35% damage peanalty
-Effect: -60% firing speed
-30% bleed and crit resistance on wearer
-33% clip size
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE CRUSTACEAN WIRECUTTER
(Level 10 Mobile Home)
(A sapper for the spy)
+"Nest" is placed anywhere on the field
+Nest sends a spycrab to sap any building in a large range
+Spycrabs cannot be destroyed
+Buildings destroyed instantly when sapped
+Spycabs move at 0.5 feet per second (thats about as slow as heavy revving up his minigun)
+Nest is invisible
+Nest clings to walls or celings, as well as spycrabs
Nest has 100 health
-Nest can be detected by hitting it
-Nest is visible when the spy that deployed it moves into its range
-Only one nest can be deployed
-Cannot sap buildings manually
-Engineers can find them after 1 of each of their buldings has been destroyed by one by looking at their dispenser, which will have a point and grid on it.
"We've finally put those bastards to use."
 

njrk97

Senior Member
May 30, 2011
248
2
23
Name: The Combustible (pyro flamethrower)
Effects:
-No after burn
-When air blasted target become covered in gas (green dripping effect) and when burnt instead of doing fire damage the covered person will detonate (similar to having a rocket shot at you, the explosion is not a instant kill but does have knock back)
- 100% air blast push back reduction
- air blast consumes 50 ammo
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE DESIGNATED KILLER
(Level 20 witty pun)
(A scattergun for the Scout)
+Mini-crits targets from behind
+Gain skulls on kill, firing speed improves depending on number of skulls
+60 reload speed
-70% base firing speed
-15% damage penalty
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE TEXAS CHECK-EM
(Level 25 card dispenser)
(A shotgun for the engineer)
+15% damage bonus
Spies take 100% crits
For every spy killed, battery life goes up by 25% (takes 3 spies to fully charge)
On right click with full battery life: fully heal, restore ammo to, and upgrade buildings to level 3
-25% firing speed
-25% building bullet resistance
"SHA-SHA-SHA-SHOOT HIS FACE SHA-SHA SHOOT HIS FACE."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE FREEZING FLAMER
(Level 10 objectional penguin)
(A flamethrower for the pyro)
-30% ammo consumption rate
+20% airblast force
+100% longer afterburn
+On hit: Enemy is slowed by 15%
+Hit enemies take 50% more damage when underwater
-Firing for too long (5.5 seconds straight) overheats the weapon, causing it to explode
-No afterburn damage
-10% damage penalty
-Enemy afterburn does damage to wearer
"WTF PUT ME DOWN MASKY F**KER OMG WTF F**GOT GTFO UNINSTALL TF2 OMFG YOUR USING ME TO WM1 NOOB"
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE BAD NEWS
(Level 15 Misdiagnosis)
(A medigun for the... spy. No, the medic.)
Ammunition is restored to the heal target
Overheal adds 75% of heal targets health to both healer and heal target
-35% ubercharge rate
-15% heal rate
Ubarcharge varies depending on the class (all add +40% heal rate):
SCOUT, ENGINEER, SPY: -100% knockback, +90% sentry resistance
SOLDIER, DEMO, HEAVY: +50% damage output, +20% bullet, explosive, and fire resistance
PYRO, MEDIC, SNIPER: +100% crit resistance, 100% crits on engineers, medics, and scouts
"Oh, you got a concussion? Here, have a band-aid."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE PORTABLE PODCAST
(Level 20 livestream viewer)
Sappers slide for 3 seconds until they reach an enemy building
+25% sap speed
Only five sappers can be deployed
Sappers uncloak the user
"Oops, dropped my sapper..."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE THREE (BARRELED) AMIGOS
(Level 20 mexican ghetto shotgun)
(A shotgun for the soldier, pyro, and heavy)
+20% firing speed
+20% reload speed
+33% crit chance
Ignites enemies on crit (afterburn lasts for 5 seconds)
-25% damage penalty
Crits do 50% less damage
"Yehsur, you have tamale sur."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE TOPHEAVY TUSSTLER
(Level 15 asymmetrical garbage)
(Fists for the heavy)
+90% bullet and explosion resistance while active
+50 max health on wearer
-100% knockback from all damage sources while active
-30% damage peanalty
-40% melee damage resistance while active
"I can't even feel the sandvitch in my hand."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE HOLY SMOKE
(Level 40 inscence)
(An invis watch for the spy)
+100% resisitance to fire on wearer
-20% cloak drain
Afterburn does no damage to wearer
Cannot be detected while cloaked
+200% disguise time
+20% cloaK noise
"Prasie Jesus ereyday."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE BURDEN BESTOWER
(Level 40 sacred tree)
(A melee for the demoman)
Dealing damage with any weapon gives you glee
Right click with 800 damage built up with glee to regenerate health and mark hit targets for death
-45% swing speed
-15% bullet restance on wearer
"Hey, Jesus, could you pay the rent this we-"
"I DIED FOR YOUR SINS."
".W."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE FAMILY RECEPIE
(Level 25 explosive lamb carcus)
(A secondary for the demoman)
On left-click: Plant a haggis mine under the ground
On right-click: Cycle through which class the bomb detonates on
Mine activates (500 damage) when the specified class steps on it
Mine is invisible
Cannot manually detonate
Only one mine can be deployed at once
Classes that have not been selected can see the mine
Unselected classes can hit the mine to make it briefly visible
Soldiers can dig up the mine without detonating it
"I ATE A BABEH (sheep)."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE SNEAKY PREACHER
(Level 20 subtle spiritual message)
(A knife for the spy)
Disguise is taken away 3 seconds after attack: mimicks the action of the current disguised class if an attack is performed
Silent killer: No attack noise or killfeed display from backstab
Can only disguise once per life
"Note the attributes of the place you are sent after your life was taken."
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE WESTBORROW
(Level 20 violation of the 2nd commandment)
(A revolver for the spy)
Take the positive and negative attributes of the current class you are disguised as (EX: scout W/ pocket pistol adds speed and fire vulnerability/removes fall damage)
Silenced shot
-10% damage peanalty
Disguising makes a large flash
"GOD HATES FAGS"
 

DeSujestor

New member
May 19, 2013
2
0
0
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
Abit too overpowered... How about adding:
-Bullet drops in range
How about that?
 

DeSujestor

New member
May 19, 2013
2
0
0
I have two weapon Ideas that no one has probably think of, so I am going to write a wall of words so everyone understands. Ready? Here we go...


Super Laser-Zapper 9000
Class: Heavy
Appearance: A big yellowish futuristic (Not that retro looking) hand held giant laser launching device that works like a machinegun and has some 'antennas'in front to maintain the stability of the laser and the system is connected to two-giant batteries that charge it up.
Damage: 1. Normal: 1040/sec.
2. Crit: N/A

GOOD:
+It fires a long intense laser beam that doesn't uses bullets
+It is very accurate and can kill near to instantly
+200% more damage (Per bullet)
+50% faster spin up time
+Overheat can be slown down by being in water; cooling can be faster
+Secondary fire: Charges the gun to make a blast of a supercharged laser
+Ammo can taken by the Medi Guns
+Ubercharges from any medi gun will give this weapon temporarily infinite ammo, and the KritzKrieg will make the gun not able to overheat
CONS:
- -15% slower movement speed
-Overheats when being deployed/charged and/or fired for 7 Seconds (Cooldown in this stage takes 3-5 seconds)
-When it overheats and the user is still firing, it'll do a "2nd Degree overheat" (Signal by beeps) that lasts for 3 sec. When the gun stops being fired at this stage, it cannot be fired until completly cooled (takes 5-7 seconds to cool down)
-If still fired when it reaches it's 2nd stage of over heating, there will be a vaporising explosion that can kill nearby team mates and enemies
-No Critical hits
-Only able to get 5 ammo points from ammo boxes of any kind
-Taking ammo from MediGuns will slowdown Ubercharge "charge" by 15%
-Getting ammunition from Dispensers will instantly deplet the ammo meter from full to 'empty' and only fills 25% of the ammo

________________________________________________________________________________________________________________________

Burnonate-o-Fire
class: Pyro
Appearance: It is a gas launcher that "fires" gas that stays static in the place where launched and is connected with an unusual contraption on the back of pyro to hold the gas and has a spark-plug in the end
Damage: 1.Normal: 50-175
2.Crit: 525
GOOD:
+Instead on burning like a flamethrower, the Burnonate-o-fire 'places' a cloud of gas in front of pyro that 'burnonates' within contact of the spark-plug an causes a "fiery explosion" that can burn and knock back opponents
+The density of the gas in one location can be altered; the longer you launch the gas in one area, the more stronger the gas is (More knock back, damage and burn time)
+The gas is continuous like the normal flamethrower an can be continuously launched at e.g. a line of gas that can spread to large areas (e.g. launching the gas while walking backwards creates a line of the gas that follows you, spinning while launching the gas can make a circular cloud of gas that can surround you, etc.)
+25% lesser ammo consumption
+with this, you can make burn-o-jumps that the pyro can do; the denser the cloud, the farther you'll go (And the more damage you'll take)
+The cloud can make spies passing by partially visible to everyone

CONS:
-62.5% lower primary ammo
-Cloud looks "shakey" and has a light team-tinted color; the denser, the more visible
-Crit clouds glow brightly (Very visible)
- -14% health
-Attempting to burn-o-jump in a crit cloud will gib you (Unless Ubercharged)
-fire has travel time (apon connected cloud particles) with a delay of each burning particle to another of 0.3 seconds
-Can be ignited also by enemy explosions and fires (e.g. rockets, grenades, flamethrower, etc.) except for the 'rocket jumper'
-can be blown away from enemy pyro's airblast
-Spy backstabs and/or -charged sniper shots on your back will make the contraption on your back explode, gibbing you, the spy (Unless using the dead ringer) and anyone in the radius of 5 meters no matter what the team is (Friendly fire could happen)
-Spies can see the cloud clearly

i. The shower of sparks does 5 damage on point blank (any farther does no damage)
i. Damage also depends how close the enemy to the center of each cloud particle
i. Right click lets out sparks
i. The team of the pyro who launches the Burnonate-o-Fire will see the cloud translucent with an obvious bright color of the team

Any suggestions on editing it? Just tell me.
:D
 

Toy Yota

New member
Jul 7, 2012
35
0
0
Engineer:

Vengence (primary):

-Carries only two shots
+Right clicking will shoot both of them with great force, knocking the engineer back while taking 40 damage.
+%30 damage penalty
+Reload both of them at the same time
-40% reload time


Level-Four Dispenser (Secondary):

+Consumes metal and bullets to provide healing equivalent of a level-one dispenser.
-Dispensers are disabled and sentries can be maxed to only level 2
+Gains charges based damage engineer deals by himself only (sentries don't count). Every 40 damage will gain 1 charge.
+At 10 charges, the Engineer can activate uber-overdrive, increasing his speed, his damage output, he will take 20% reduced damage, healing is slightly faster, and his melee will pierce uber.
-Sappers will stun the engineer until his charges are removed.
-If sapped during uber overdrive, the engineer will lose his overdrive and the LFD will be disabled for 15 seconds.

Medic:

The Life-sparkler (Secondary):

+Uber can build up to 999%
+Ubercharge revives fallen allies
-Drains the medic's HP to revive the allies
+Medic will be frozen in the same spot for the duration of revival.
+Every 100% will revive one ally.
+Can revive multiple allies at the same time.
-Can revive enemy spies
-Cannot revive dead ringered corpses.
-Cannot Overheal
-%50 heal rate
+30% ubercharge rate

Pyro:

Hellfire (Primary):

+Fires flames in an arc
-Consumes 6 more ammo
+20% blast force
-Compression blasts use up 30 more ammo
-Reflected projectiles will also be flung in an arc
-Reflected projectiles will not gain mini-crits
+20% more damage
+10% Afterburn damage
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE MURDER ACESSORY
(Level 20 clean-burning efficient fuel)
(A primary for the pyro)
+15% damage bonus
-50% ammo consumption rate
+15% afterburn durration
-35% flame range
-15% move speed on wearer
"S'LIKEA DANGOL FIRE FIRE FIRE MANG!"
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE PATRIOT
(Level 20 proof of new england residence)
(A scattergun for the scout)
On kill: +20 health
Getting kills gains you helmets
On right-click with 4 helmets: +10% speed +10% damage for 10 seconds
On right-click with 7 helmets: Crits for 6 seconds
Effect of helmets stacks (14 helmets gets you 12 seconds of crits, 8 helmets gets you +20% speed and +20% damage for 15 seconds)
Helmets reset one used
Only 2 helmets can be collected while helmet effect is in use
-20% reload speed
-25% explosive resistance while active

THE CELTIC
(Level 20 proof of inner black man)
(A pistol for the scout)
+35% critical chance
Mini-crits while the user is in mid air
+30% jump height
User takes -60% fall damage
-20% clip size
-15% damage peanalty

THE RED SOCKER
(Level 20 proof of bostonian residence)
(A bat for the scout)
+15% damage bonus
Crits on enemies -60% of max health
Crits enemies holding the same item
Crits stun enemies for 5 seconds
-75% damage on crit