TF2 second wave weapon ideas...

Arawn.Chernobog

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Nov 17, 2009
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Soldier


- The Hippie Prod -


Ammo:

Electricity (30 seconds per "Jolt Charge")

Positive or Neutral:

Standard:

Mini Crits stunned opponents (Either Sandman or Hippie Prod)

Right click:

Paralyses Opponent in place

Stuns Opponent for 10 seconds

Disables Invisibility for 30 seconds

Negative:

Standard:

30% Damage decrease [by comparison to Shovel]

No random crits

Right click:

80% less damage [by comparison to Shovel]

Will not affect opponents already stunned (Either Sandman or Hippie Prod)

Concept

Hippies! The do-nothing Mahatma Teresa's of the Battlefield, look at them doing nothing, someone ought ta teach them a lesson, but if we use guns we are just as cowardly as they. Oh what to do?

Well fret no more good Soldier! That is precisely the reason the Hippie Prod was invented for! It makes sure anyone caught "dozing off"/"stunned"/"riding the magic train to Woodstock" in the battlefield receive a package from Major PAIN himself!

But what about those non-hippies? I can barely harm them! says the oh-so-observant Private. Well son, that's why the Hippie Prod comes complete with the ability to jolt electrical discharges into the spine of those spineless cowards that side on teams full of those sleepy wannabe Americans, just one jolt from The Hippie Prod and their true nature will be revealed as well!
 

Arawn.Chernobog

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arc1991 said:
that is amazing, u deserve kudos for that my friend did u make that yourself if so u should work for valve =P
Thanks, I came up with the idea yes

But the images are usually stock footage from weapons that I edit as close as I can to a TF2 2D style :p
 

pirateninj4

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Apr 6, 2009
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Arawn.Chernobog said:
Soldier


- The Hippie Prod -


Ammo:

Electricity (30 seconds per "Jolt Charge")

Positive or Neutral:

Standard:

Mini Crits stunned opponents (Either Sandman or Hippie Prod)

Right click:

Paralyses Opponent in place

Stuns Opponent for 10 seconds

Disables Invisibility for 30 seconds

Negative:

Standard:

30% Damage decrease [by comparison to Shovel]

No random crits

Right click:

80% less damage [by comparison to Shovel]

Will not affect opponents already stunned (Either Sandman or Hippie Prod)

Concept

Hippies! The do-nothing Mahatma Teresa's of the Battlefield, look at them doing nothing, someone ought ta teach them a lesson, but if we use guns we are just as cowardly as they. Oh what to do?

Well fret no more good Soldier! That is precisely the reason the Hippie Prod was invented for! It makes sure anyone caught "dozing off"/"stunned"/"riding the magic train to Woodstock" in the battlefield receive a package from Major PAIN himself!

But what about those non-hippies? I can barely harm them! says the oh-so-observant Private. Well son, that's why the Hippie Prod comes complete with the ability to jolt electrical discharges into the spine of those spineless cowards that side on teams full of those sleepy wannabe Americans, just one jolt from The Hippie Prod and their true nature will be revealed as well!
This is the goods, nicely done sir.

I'd like a new medic tool, which would replace the melee weapon which is a straight jacket that he can throw on the enemy for a 5 second disarm effect. Something like that anyway.
 

Versago

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May 28, 2009
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Engineer.

-Sentinal
Alternate Sentry
A turret with legs - walks towards calls or 'Medic'
No rockets - just bullets
Sappers cause it to run wildy and randomly

-The Escapist Becon
A wrench styled like a teleporter
Deals 50% of normal damage
Light on the end acts as a torch - revealing spies shadows
Right-click to teleport immediatly to your teleporter reciever. Takes 1 minute to recharge

-The Shock Monkey
A high-tech electric wrench
Instantly kills sappers, repairs & upgrades faster, stuns players it hits
Deals 0 damage to players
 

orangebandguy

Elite Member
Jan 9, 2009
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Gatling Laser: Heavy Minigun replacement.


Saxton Hale knows the Heavy is obviously the most manly class so he gets a Gatling Laser that does:

[font color=blue]
+100% Damage
0.2 secs Spin up time
+50% Damage resistance when standing still
+70% Running Speed[/font]
[font color=red] -10 Healing from sandvich
[/font]

As you can clearly see it is balanced in every way.
 

Beastialman

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Sep 9, 2009
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Engineer: Screw Driver
Gives a backstab effect
Can't upgrade sentries, teleports, or dispensers.
-10% damage to sappers.
 

Cowabungaa

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Feb 10, 2008
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Internet Kraken said:
I'm surprised. It's pretty much universally agreed that the Razorback is useless. A really good spy will probably be using the ambassador, meaning they can just headshot the oblivious Snipers. You're the only person I have ever seen try and defend it.
It's used regularly by the top ranking Snipers in my clan, providing the enemy team has good Spies that won't decloak right behind a Sniper, which is indeed a death sentence. If not, we'll just switch to either the SMG or the Jarate.

Thing is, the Ambassador is much easier to defend against, it takes at least 2 shots to kill you, giving you at least time to whip out the kukri and try to get him, something I've done with success quite often if only because they couldn't land easy headshots anymore when I started dodging with my lovely knife. At least against the Ambassador you stand a chance, a backstab is an instant kill.

Of course I prefer not to use the Razorback, but it definitely has it's uses. It's also fun to chop silly Spies to death who stab your Razorback.
 

SomeBritishDude

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Yodobama said:
For me, the Spy:
The Traitor, a replacement for the Sapper.
It would turn enemy buildings onto your side, and of course, would take time to repaint and stuff like a sapper destroys.
I like this idea a lot.

However, it'd have the take maybe 30 seconds to take affect and you wouldn't be able to do anything else while your changing it.

Also, change the Traitor to the Paintbrush. It basically looks like the spy is carrying a brush and paintbucket which is oppisite to his colour. The animation for him changing the sentry is just him painting it.

Also I think it would be cool if the spy had Shades which, when put on act simular to Batmans detective vision. You can see enemeys and allies though walls and can see though a spys disguise.
 

The Warden

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Oct 6, 2009
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TheSeventhLoneWolf said:
Yodobama said:
For me, the Spy:
The Traitor, a replacement for the Sapper.
It would turn enemy buildings onto your side, and of course, would take time to repaint and stuff like a sapper destroys.
Would that be balanced? It'd need a set-up time. And the sentry would still have to attack everything, instead of taking a side. They'd need to explode themselves after a short amount of time though, since the map will become cluttered.
Well, it'd be the same as if a sapper destroyed it, either way other team's engineer loses.
I guess it'd be more balanced if it did less damage and took maybe a few seconds longer to turn.

SomeBritishDude said:
Yodobama said:
For me, the Spy:
The Traitor, a replacement for the Sapper.
It would turn enemy buildings onto your side, and of course, would take time to repaint and stuff like a sapper destroys.
I like this idea a lot.

However, it'd have the take maybe 30 seconds to take affect and you wouldn't be able to do anything else while your changing it.

Also, change the Traitor to the Paintbrush. It basically looks like the spy is carrying a brush and paintbucket which is oppisite to his colour. The animation for him changing the sentry is just him painting it.

Also I think it would be cool if the spy had Shades which, when put on act simular to Batmans detective vision. You can see enemeys and allies though walls and can see though a spys disguise.
I disagree with it taking 30 seconds because that's just way too damn long. It'd be destroyed by the enemy in seconds.
I agree with the paintbrush part though, it fits with the whole comedic thing Valve goes for in the game, and it'd be bloody hilarious to hear an Engineer shout "SPAH PAINTIN' MAH SENTRY!".
Don't agree with the shades, it's a good idea, but I think it'd fit more to the Sniper.
 

rosac

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Sep 13, 2008
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OOH! I have it. THE idea.

thankyou somebritishdude.

engi- replacement for sentry.

Portal turret prototype. (dont know the real name)

Saxon hales long dealings with those "god damn electro monkeys" from the newly started aperture science departments latest, and most ingenious, weapon, this turret, although Mr saxon Hale says it "Looks like a freakin future bin,or some crap like that." packs the smae amount of punch as the normal sentry, and are easier to build.

Engineer can build up to 3 of these

all have the same power as a level 1 turret.

cannot be upgraded

150% faster rate of fire than a normal level 1 turret.

easy to topple.

I would also ensure that the turrets cannot cannot be built within sight of each other- no uber intel trap for you, engi!

any, more original and most likely better ideas.

rosac.

p.s whoever says the portal gun OR gravity gun gets a slap.
 

darkgamerX

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Aug 22, 2010
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Spy: The Getaway (replaces cloak) looks at your watch and when hit by a enemy it activates a chemical increasing your speed by 25% for 4 seconds takes all cloak (estimate about 16 seconds to recharge on its own)
 

Judgement101

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Mar 29, 2010
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Internet Kraken said:
sgtshock said:
I also hope the Heavy gets something that protects him from headshots, like a helmet. The sniper got backstab insurance in his update, why not the Heavy?
Because the Razorback is useless. There was no point in giving the Sniper resistance to his hard counter. Good Snipers are able to listen for the sounds of a decloaking Spy and react accordingly. It was designed for new snipers, but it doesn't help them much either because they might not even notice that a Spy has tried to backstab them. Heavy having a headshot resistant helmet would be equally pointless.


Also, random crits should not be used as a balancing factor. Valve tried doing that with the original Blutsauger, and look how that turned out.

Anyways, I've only come up with one unlock for the Engineer; the Telespringer. Despite having a terrible name, I believe the Telespringer could provide some useful abilities. Basically it replaces the teleporter entrance and exit with 2 spring-loaded teleporters that launch allies into the air. One would launch the player vertically, while the other would launch the player horizontally. Both can be built much quicker than the normal teleporter entrance and exit and have a shorter recharge time. Upgrading these devices only increases their health.

The use of the Telespringer is that it can be quickly deployed to help your team advance into enemy territory or gain a height advantage. It would be helpful in situations in which a regular teleporter serves no purpose and it can be used effectively on both defense and offense. It grants the Engineer the ability to temporairly give his team more mobility. However it would not overshadow that capabilities of the normal teleporter has it serves a very different purpose.
I, good sir, call you out on that sniper hearing bit. I'm mainly a spy and never has a sniper hear me before getting stabbed. I want gameplay footage of what you say.
 

Internet Kraken

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Mar 18, 2009
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Judgement101 said:
I, good sir, call you out on that sniper hearing bit. I'm mainly a spy and never has a sniper hear me before getting stabbed. I want gameplay footage of what you say.
It's not hard to identify a spy by the decloaking sound. Spys often decloak right behind me when I play as Medic or Engineer, so I have learned to identify the sound quite easily. If you decloak right behind someone, you risk alerting them to your presence. This is true for any class. The reason some people don't notice is because they are to absorbed in what they are doing. A better player doesn't regularly have that problem.
 

Judgement101

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Internet Kraken said:
Judgement101 said:
I, good sir, call you out on that sniper hearing bit. I'm mainly a spy and never has a sniper hear me before getting stabbed. I want gameplay footage of what you say.
It's not hard to identify a spy by the decloaking sound. Spys often decloak right behind me when I play as Medic or Engineer, so I have learned to identify the sound quite easily. If you decloak right behind someone, you risk alerting them to your presence. This is true for any class. The reason some people don't notice is because they are to absorbed in what they are doing. A better player doesn't regularly have that problem.
I said as a sniper. If you are scoped in and aiming and you hear the decloak there is a .9% chance of either them missing the hit or you turning fast enough and shooting them.
 

Contun

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Mar 28, 2009
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Scout Item- Baseball Bill's Athletes Cleats.

Allows the Scout to run on walls for a short period of time.
-20% Running Speed.


Engineer Item- Nail Gun.

Can repair items from a distance if fired at.
-45% Damage.


Spy Item- Le Garrot.

Stuns regardless of any Über or invincibility effects enemy may have.
-Instant Kill.


Demo Item- The Big Bang.

A massive wine barrel filled with Sticks of Dynamite, Bombs, Napalm, and many other explosive devices.
+20% Run Speed (He's got a ticking time bomb in his arms. Of course he's going to be running fast.)
-Takes up all weapon slots.



(I'll post more if I get an idea.)
 

Internet Kraken

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Judgement101 said:
Internet Kraken said:
Judgement101 said:
I, good sir, call you out on that sniper hearing bit. I'm mainly a spy and never has a sniper hear me before getting stabbed. I want gameplay footage of what you say.
It's not hard to identify a spy by the decloaking sound. Spys often decloak right behind me when I play as Medic or Engineer, so I have learned to identify the sound quite easily. If you decloak right behind someone, you risk alerting them to your presence. This is true for any class. The reason some people don't notice is because they are to absorbed in what they are doing. A better player doesn't regularly have that problem.
I said as a sniper. If you are scoped in and aiming and you hear the decloak there is a .9% chance of either them missing the hit or you turning fast enough and shooting them.
What I said applies to all classes. Any good player will learn to identify the decloaking sound and respond to it. The Sniper can still hear things when they are scoped. And if they hear a spy, they aren't going to stay scoped unless they are a moron.
 

wrecker77

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May 31, 2008
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I had idea's for every class but don't feel like writing all of them. Well, every class except Medic. Literally, I cant think of anything for medic, things that just chance the weapon are boring, the blutsauger was great in how it returned health and slowed regen, making you change playstlye. And also, something for the medic to revive people is stupid. Maybe turning them into ai controlled zombies or something. That would be awesome.

Also, I would like something game changing to the demonam's grenade launcher, it got no love and that dissapoints me. Maybe something like the grenade goes super fast, but you have a long reload after each shot.
 

Mr. Omega

ANTI-LIFE JUSTIFIES MY HATE!
Jul 1, 2010
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I've only got a few:

Spy: Sapper Dart gun: Replaces Sapper.
20 rounds.
Is exactly what it sounds like: A long Distance Sapper
Trade-off: Takes 3 times as long to sap, giving Engie lots of time to remove.

Pyro: Burnout: Replaces Axe
Half Damage of regular Axe
Ignites foe to make up damage.

Scout: Bonk X!, Prototype Bonk!: Replaces Pistol
Any hits on you cause minicrits.
Contact with enemy cause enemy to ignite.
Length of Krit-i-Kola.

Demoman: Big Bang Launcher: Replaces regular Grenade Launcher
6 rounds per clip.
Rounds explode on impact, ground or foe.
-10% damage

Medic: Toxic Dart Gun: Replaces Syringe Gun
Causes Bleeding for 6 seconds, only first hit causes bleeding.
-50% damage
Regular health regen.

Don't got the rest...
Feel free to put down any flaws you feel there are, these were all just improv on my part.