Hey guys,
I posted a thread recently, suggesting reworks and/or buffs and nerfs and I figured you guys'd think
"Why don't this dude suggest new weapons instead and not touch my weapons?"
Well good news! I got ideas for them too. If you liked the train of thought I was on but you
were afraid of having your favourite weapons broken, have no fear. That's what this thread is for.
Here are some of my ideas.
NOTE: A lot of these weapons are inspired. I do not claim ownership of most of these ideas.
A lot of these ideas are inspired from:
Rise of the Triad (implementing more creativity).
Halo (different styles of similar weapons for different gameplay).
Time Splitters 2 (Again, more variant styles of familiar weapons to vary the gameplay).
Red Faction Guerrilla (Inspiring a different way to play Heavy since he is a Heavy Weapons Guy).
Counter Strike: Source (Inspiration of the Deagle-like idea).
Team Fortress 2 (Some of these are a way to implement the same type of art style).
NOTE 2:
Some of the brackets will elongate a contracted name of the weapon.
The rest of the brackets usually state which slot they replace.
Primary, Secondary or Melee.
Scout
8-Gauge Scattershot (Tactical Gauge Shotgun) (Primary)
You start with 8 shots.
Left click to fire two shotgun shots with 33% more spread and double the knockback.
Right click to fire a single shotgun shot that's slightly more spread than the original shotgun
but spends less ammo and does less damage.
-20% Accurate.
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Innovative Pressureshot (Scattershot from Halo) (Primary)
50% More accurate than Scattergun.
Slight Knockback on target enemy.
0.60 second reload speed.
1 Shot before reload.
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Dual-Barrel Boston Boomer (Longer Double Barrel Shotgun like a Zombie Hunter) (Primary)
+25% faster firing speed.
Knockback on the target.
+20% Bullets per shot.
-15% Damage penalty.
-66% Clip Size.
No random critical hits.
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Spark-a-Citrus (Another Crit-a-Cola -like can.)(Secondary)
When consumed, when no one has seen you, zip away so fast that you teleport behind the nearest
player.
Make a fizzing noise behind your target. Basically like when you get a Bonk out but they can hear
it as well as you.
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The Crit Club (Caveman Club with Crit-a-cola attached) (Melee)
Melee attacks mini-crit after being airborne.
Right Click: Grants a temporary speed boost for 4 seconds with half the cooldown of the bonk!
atomic punch.
-15% damage vs buildings.
This weapon holsters 50% slower.
No random critical hits.
Soldier
Twin-Missile Collider (Primary)
Shoot twin missiles outwards then inwards toward the crosshair's current location.
Fire twice the missiles.
Each missile deals 75% normal rocket launcher damage.
Gain ammo from dispenser 50% slower.
-25% Accurate.
No random critical hits.
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Homing Rocket Slinger (Primary)
Fires a projectile homing in towards your intended enemy in your crosshair.
-33% Clip Size.
-10% Projectile Speed.
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Heat-Seeking Bazooka (Primary)
Fire a projectile that homes in towards any object projecting heat.
This includes Pyros, Buildings, Soldiers and Demomen.
Deals 33% more damage to Pyros.
15% Additional Projectile Speed.
These projectiles can still be reflected back towards its owner in the same pattern.
-33% Clip Size.
No random critical hits.
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Drunk Missile Launcher (Primary)
You fire four small missiles that deals 33% rocket launcher damage that vaguely launch towards
a particular enemy.
+25% Clip Size.
-25% Firing Speed.
No random critical hits.
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Corporal's Elevator Shoes (Secondary)
After initial landing, you bounce again, half the air time in the same direction you went.
You can barely control this momentum.
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Meteoric Vertical Jetpack (Secondary)
After Rocket Jumping, switch to this and press MOUSE1 to go crashing down vertically faster
than normal. You deal 2x explosive rocket launcher damage to anyone in the landing zone and a
slight knockback away from the center point to all within the landing radius.
No random critical hits.
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Stolen Bayonet Knife (Melee)
Description: The soldier was known for being rejected many times signing up to War, so he decided
to "borrow" some equipment.
+10% Rocket Jump Height.
-25% Falling Damage.
-25% Attack Speed.
-15% Damage.
Pyro
Flamewall Pitcher (Primary)
You fire a missile that arches towards the ground. If it hits a building or an enemy, it detonates
into a weak blast, dealing 50% less damage. If it hits the ground, it sparks a wall of flame
that burns enemies and afterburns them. The closer the enemy, the higher the damage and longer
the afterburn.
+15% Clip Size.
No random critical hits.
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Volcano Propeller (Secondary)
You fire a flare like normal but where the projectile lands, it creates a small lava pool,
setting fire to any enemies who spawn in it and dealing constant fire damage for 3 seconds.
Downsides being it has to be in the air for at least 0.5 seconds before it can activate a lava
pool. Hitting enemies with the projectile itself does 20% less damage and no afterburn.
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Inferno Shooter (Incendiary Shotgun) (Secondary)
Fires Inferno Breath Rounds, dealing damage and set the enemies on fire for a short amount of
time.
+15% Firing Speed.
+10% Spread.
-15% Damage.
-15% Reload Speed.
-50% Afterburn Duration.
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Firestarter (Blacksmithing Hammer) (Melee)
1 hit marks the target for Fire-setting.
2 hits on the same target expands their form, slowing them by 15% but setting the target on fire.
3 hits on the same target causes them to explode, dealing explosive damage to the target and
causes their allies in close proximity to get knocked slightly upwards.
Any teammates can decrease the hits by 1 if they hit the same target as well.
-20% Damage.
No random critical hits.
Cannot use kritzkrieg on a target wielding this weapon.
Unfinished Fire-settings after death or after 8 seconds will reset.
Demoman
Lobbing Glen Valleymaker (Primary)
Middle Click to switch between Alt Modes, 1 being an arc close to you, 2 being an arc 5 yards
away from that and the furthest (being 3) being 5 yards further. The farther away the shot.
the less accurate it becomes.
+15% Reload Speed.
-85% Clip Size.
Must reload after 1 shot.
At Alt Mode 1, 100% accuracy.
At Alt Mode 2, -15% accuracy.
-15% less movement speed.
At Alt Mode 3, -25% accuracy
-25% less movement speed.
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T.M.L. (Timed Mine Lobber) (Secondary)
Fire a timed mine onto a surface to wait 5 seconds before it explodes and deals explosive damage
to surrounding enemies and buildings with full knockback.
Charge the shot to bury it deeper within the surface.
Middle Click to set a time between 5-30 seconds.
Right Click to prematurely detonate, dealing 75% explosive damage instead and 75% less knockback.
The mines emit a vibrating sound if you listen closely.
Enemy Explosives set off the mines and deal the same amount of damage as if you detonated them
yourself.
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Proximity Mine Launcher (Secondary)
Shoot proximity mines that hide themselves from enemy view. If enemies step on it, it
explodes dealing damage to them and anyone else surrounding them, knocking them back.
You can't detonate it manually.
Enemy explosives will blow up the mines.
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Slurring Scotsman's Juice (Melee)
Bottle Taunt: Extends your stickybomb maximum by +4 for 15 seconds.
Has same cooldown as Mad Milk.
-20% Melee Damage.
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XYX Hard Intoxicant (Melee)
If 3/3, -15% Melee Damage and -20% Movement Speed but on hit, causes the enemy's movement speed
to slow by 25% for 5 seconds. No shattering occurs.
If 2/3, -15% Melee Damage and -20% Firing Speed but on hit, causes a small knockback to the
afflicted enemy. No shattering occurs.
If 1/3, -10% Fire Vulnerability but on first Hit, causes the bottle to shatter, making them
10% vulnerable to fire (removing your vulnerability) and dealing +5% melee damage and bleed.
When shattered, deals bleed damage on hit. Does not stack.
If 0/3, -15% Fire Vulnerability but on first Hit, causes the bottle to shatter, dealing
+5% melee damage and bleed. When shattered, affects the target with a bleed.
Does not stack with itself.
Bottle Taunt: Drink 1/3rd of spirits.
Taunt executes 10% slower.
Doesn't recharge on its own.
Heavy
The Baby Manschredder (Gatling Gun) (Primary)
Instead of winding up, you can shoot it earlier but the fire rate is slower until it increases
per second up to 5 seconds. During that time, your accuracy is 50% lower at 1st second but 50%
better at 5th second.
You cannot move while this is deployed but you have more control of your shooting when at 3 seconds
and upwards from there.
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Gauss. Acting. Utility. Survival. Shotgun. Cannon (Primary)
Description: Now known as GAUSS Cannon. Formerly known as Gauss Cannon.
You have 50 hyper velocity, high density projectiles instead of 500 bullets.
One shot takes 0.33 seconds to fire.
+10% Damage.
+33% Damage to Buildings.
No rev up time.
You stop moving completely to fire instead of slowing down.
Slight Self Knockback.
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Weighted Arc Welder (Heavy Tesla Launcher) (Primary)
Description: A shocking transition from bullets to electricity, you shoot it outwards,
even disrupting nearby buildings.
You have 500 power.
You deplete 10 Power per shot.
Rev up time is what's used to fire the shot and half of that timer to be able to shoot it again.
Your shots are in an arc in front of you.
-10% Movement Speed on nearby affected enemies.
+25% Damage.
-25% Range.
You short circuit nearby enemy buildings for 3 seconds, stopping them working.
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Selfish Chicken Dingwing (Secondary)
Eat a chicken wing.
On 3/3: Heal for 75 Health.
On 2/3: Heal for 50 Health & increases next melee hit by 50 damage.
On 1/3: Increases next melee hit by 50 damage and throw the bone, dealing 25 damage.
Has 3 charges.
Can't overheal.
Can't throw to others.
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Protective Custody (Riot Shotgun) (Secondary)
+33% Clip Size
+10% Knockback
-10% Damage
Right Click: Bring up a Riot Shield to defend from 250 damage.
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Big Man Pole of Vaulting (Olympic Pole) (Melee)
Heavy not pole dancer. HOW DARE YOU ASSUME THAT OF HEAVY!
Right Click: Throw the pole at an angle and vault upwards, passing distance quicker than normal.
Vault same cooldown timer as Mad Milk.
-10% firing speed.
This weapon holsters 25% slower.
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Barbed Gloves of Punching (Melee)
Has the normal boxing gloves wrapped in barbed wire.
Every punch causes the target to bleed and every consecutive punch in 3 seconds increases the
bleed damage by 33% stacking up to 3 times.
-10% Damage.
As usual, the rule of Secondary fire will throw a right-handed punch (no difference from
left-handed punch)
Engineer
Heating Rail Rifle (Primary)
Allows you to see through one wall in front of you to detect enemies as heat signatures.
Fast classes hit are dealt 30% more damage to them.
Slow Classes hit are dealt 30% less damage to them.
1 Second Firing Speed.
=10% Damage.
-85% Clip Size.
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Exertion Dispersion Plunger (Secondary)
Appearance Idea: Imagine the appearance of a plunger like an old timey detonator blowing up tnt.
Left Click allows you to push your dispenser into overdrive, dispensing 25% more resources than normal in
an aoe radius around the dispenser (if there's no room, it will produce it and put it wherever
it can, near the sentry.
Only allows this exertion if you have enough in your dispenser.
After triggering it, you have 5 seconds to wait for the dispenser to return to a normal rate.
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Roborex Minibot Controller (Melee) (Replaces Sentry)
Replacing the Sentry, you construct a small helicopter-like platform with a Robotic T-Rex on top
of it named "Roborex".
Press Reload to look through its vision and activate it. Control tne Roborex with
WASD.
- Fire to swipe with the left claw and deal 50% melee damage of the normal wrench
to enemies.
- Right Click to swipe with the right claw with a slight step forward before the swing, dealing
75% melee damage of the normal wrench to enemies.
- Middle Click while in Roborex Vision to exit out of it and return to your Engineer.
Your Roborex will turn around and return to its deployment pad. The closer the Roborex is to
the deployment pad, the sooner it can be deployed again.
-50% melee damage to enemies upon melee swing of the controller itself.
If the platform is destroyed, so is the Roborex.
-25% Controller Attack Speed.
-15% Controller Damage.
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Double Sided Spanner (Melee)
You repair a building in front of you and behind you, showing you an indicator of the building
behind you on your hud in a speech bubble like the Medic! callout.
Has a double attack that executes at 0.25 seconds.
-25% Attack Speed
-25% Upgrade Rate.
-10% Repair Rate.
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The Monkey Wrench (Melee)
Appearance Idea: Mechanical Banana with bolts on the banana peel and the banana innards are
carved in the form of a monkey wrench.
Alt Fire: Sends a small monkey to the nearest ally building to repair it at 25% of the normal
engineer repair rate. Once the desired building at the crosshair has finished repairing, the
monkey then manually walks back the way he came to the engineer.
The Monkey:
- is AI controlled.
- cooldown is the same as the Sandman.
- has 25% engineer movement speed.
- sits on the engineer's shoulder.
- can be killed while on the engineer's shoulder or off to repair a building.
- has 75% health.
- can be headshot like a player.
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Surreptitious Surveillance VR Stick (Melee) (Replaces Teleporters)
Description: The latest in spy tech gadgetry, this retro joystick and headset allows you to
change your point of view to the cameras you've set up. Keep an eye on those spies before they
keep an eye on you.
The radius of the camera's view is the same as a sentry.
Right Click: Allows you to monitor your cameras. Camera 1 first (entrance replacement) then
Camera 2 (exit replacement).
Has a red dot emitting on the front of the camera that is visible to enemies and allies.
Two beeps emit from the camera if an enemy is in the camera's range. The engineer will be alerted
on his hud with a green eye with a number next to it, showing how many are in its sights.
While monitoring, your other buildings have a 15% efficiency drain.
Dispenser dispenses 15% slower while in Monitoring Mode.
Attack speed of your Sentry fires 15% slower while in Monitoring Mode.
0.5 Seconds to go into Monitoring Mode.
0.5 Seconds to go out of Monitoring Mode and being able to move again.
When in Monitoring Mode, press left click to go to Camera 2, then again to exit.
When in Monitoring Mode, press right click to go to Camera 1 if on Camera 2.
When in Monitoring Mode, press middle click to turn the camera selected off to not show the red dot
to enemies to make it less obvious.
The highest a Camera can be built is the highest an engineer can jump.
-25% Wrench Damage.
-25% Wrench Attack Speed.
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M.C.C (Mumbling Constructor's Controller) (PDA 1)
This is themed towards the way the Pyro deals with his enemies. Burning. Slowly.
The Sentry is replaced with an Auto-Torcher (Turret). It turns 10% slower than a normal turret
and shoots 15% slower than a normal Sentry. This is because afterburn is a factor here.
The Dispenser is replaced with a Thermal Generator.
This heals other engineer buildings but at the same rate as dispensing ammo/metal.
The teleporters are replaced with 2 6 foot rectangular shields that reflects 3 hits from
projectiles, reflecting them directly back to where they came from. Once the shields are down,
they require a timer that is 1.5x the time it takes to dispense ammo from a dispenser.
If an enemy is nearby, the closest building will vent a small amount of fire for 1 second in
one direction then vent air to slightly push them away for 1 second.
+20% additional metal needed for your buildings' construction.
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E.M.P.R. - (Electro-Magnetic Pressurized Remote) (PDA 1)
this encourages a slightly more aggressive style of play.
Sentry is replaced with the Tesla Coil. This requires no turning but attack rate is 10% slower.
The electric shocks deal 10% more damage than the regular.
The upside is you can't tell what way it "faces" because it has no "face".
Upgraded, it has a little more attack speed and damage.
Upgraded again, it has 1.5x more attack speed and damage.
Dispenser replacement is the Pulse Generator. It destroys potential sappers one at a time on a
cool down (the timer is the same as the amount of ammo/metal that would generate on a
dispenser).
Upgraded, the timer of destruction of potential sappers is decreased by 1.5 seconds.
Upgraded again, it's decreased by 3.0 seconds.
Teleporters are replaced with Motion Detectors. When built, projects a minimap on the builder's
screen and giving you your current room and half of the next room's blueprint and enemy's last
position.
Updates the image as often as a teleporter's cooldown.
Upgraded, decreases the cooldown.
Upgraded again, decreases the cooldown.
Alt-Fire: Increase security measures and compromise the safety of the Pulse Generators at the same
time. They take 50% damage but send out a disruption wave, short circuiting any potential
cloaks and temporarily showing a spy's silhouette for 1.5 seconds and dealing 20% damage to enemy
buildings nearby. (Doesn't counter dead ringer). Also temporarily severs the connection of any
nearby enemy medi-beams for 0.75 seconds.
You can upgrade this to level 3 like the Dispenser to counter spies and enemy buildings faster.
When medi-beams are severed, the silhouette of your Pulse Generator is temporarily shown for 1
second to your enemy. A sound and graphic will also display to the medic who projected said
medibeam.
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D.P.C - (Dangerous Painful Constructions) (PDA 1)
When constructing your buildings, you deal a small amount of damage to any enemy running
into your buildings' melee range and cause them to bleed for a small amount of time.
Your buildings take 50% longer to construct because of the addition of the pointy shrapnel.
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Texan's Terrific Taille (PDA 1)
Description: Nothin' like sittin' on your robotic rockin' chair while drinking your Taille,
telling a tale.
Appearance Idea: Hook up two of those beers that the engineer drinks in his Rancho Relaxo taunt
to each building on each side, to signify they are juiced up.
Your buildings build 25% faster.
Your buildings operate 15% faster.
+10% Movement Speed bonus when moving your gear.
Your buildings are capped at Level 2.
-15% Explosive Vulnerability.
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E.E.D - (Extra Explosive Detonator) (PDA 2)
When you detonate your buildings, you deal 33% explosive damage of a stickybomb launcher and
causes a slight knockback. Your sentry, dispenser and teleports have 85% health.
If too close, explosives also knock you back and deal damage to you.
You must manually detonate to trigger the effect. Getting your buildings destroyed by someone
else, it will not activate.
Your buildings must be level 3 respectively to have the effect be available to trigger.
Costs 20 additional metal on each building.
____
NOTE
____
If multiple of these ideas are somehow seen by Valve (I wish, xD), If the wrench replacements
replace a Sentry or a Teleporter or a Dispenser already, then you will not be able to equip the
PDA replacements that also do the same thing to avoid software conflict. Basically like
equipping cosmetics and/or weapons that occupy the same part of the body.
Medic
The Nadelprojektor (A Nail Gun) (Primary)
Shooting out these needles to allies heals them and provides a 20% resistance to the damage type
that the ally took.
Shooting out these needles to enemies makes them 20% more vulnerable to the last type of damage
they took (Does not include the syringe damage type itself).
If damage not taken between ally or enemy, default resistance is bullet.
Damage Types:
Bullet.
Explosive.
Fire.
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Death's Door (A Coffin with a tube stuffed in it) (Secondary)
While healing, provides 20% melee resistance to you and your target and provides a melee
knockback immunity.
Ubercharge halts both the medic and the target's health at the current value and absorbs
half the incoming damage. The rest of the absorbed damage is reflected back to where it came
directly, including bullets and projectiles.
+20% explosive resistance.
-33% Overheal build rate.
-66% Ubercharge rate on Overhealed patients.
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The Seesaw (A Seesaw with the balancer as the handle) (Melee)
+67 Overheal build rate on Demomen, Soldiers and Engineers.
+10% Melee Resistance on wearer.
-66% UberCharge rate on non-demomen, non-soldiers and non-engineers.
Ubercharge provides 75% melee resistance.
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The Sawsaw (A chainsaw) (Melee)
Left Click to attack with the blade as is, doing 10% less than an average bonesaw swing.
Holding Left Click charges the ubersaw for 30% more melee damage at full charge after letting go,
letting a gritty swing loose upon your enemy at 30% less attack speed.
-40% Melee Attack Speed.
Sniper
Scoped Crossbow (Primary)
Scoped Headshots deal 40% more damage.
+50% Firing Speed.
Has a very tiny arc at the end, like the huntsman but cannot be "charged up".
Unscoped headshots or bodyshots deal 20% less than a non-charged bodyshot from the sniper rifle.
You can light these arrows too like the Huntsman.
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Shortsighted Shortbow (Primary)
Fire 50% faster than the Huntsman.
+20% larger arc than the Huntsman.
-25% less damage if it's a body shot.
You can light these arrows too like the Huntsman.
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Compact Cablebow (Primary)
+25% attack speed.
+25% Slow to the normal Huntsman Movement Speed Debuff.
Left Click for one arrow.
Right Click to load 3 arrows but with 10% less speed than the normal charge rate.
The arrows shoot forward, left and right of crosshair, respectively.
You can light these arrows too like the Huntsman.
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Python Longbow (Primary)
Takes 25% longer to charge up than the Huntsman.
The arc of the shot is 2x longer than the Huntsman.
If the top of a level 3 sentry has an arrow lodged in it, 2 rocket shots from that sentry will
blow up inside the sentry and do damage to itself, knocking back anything on it's left or right
a little bit. If an engineer is on the sentry, hitting it 3 times, the arrow will dislodge after
the first rocket.
You can light these arrows too like the Huntsman.
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Surf's Up for Desert Surfboard (Secondary)
Left Click to surf down a hill at scout running speed, doing 75% sniper rifle unscoped damage to
2 targets maximum with an additional slow added to afflicted target enemies.
Left Click up a hill sends you down behind you the opposite direction, taking 0.75 seconds to
turn around.
Halves the slow debuff applied by the Huntsman.
Cooldown as long as the razorback once used.
If any jars of liquids are thrown at the Sniper, the effect of said liquid is 1.5x longer.
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Rocky Treadknife (Melee)
Description: For a last ditch effort in melee range. If you encounter a Pyro, it's over.
+25% Additional Attack Speed.
-20% Resistance to Fire.
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Donovan's Didgeridoo (Melee)
+25% Additional Range.
-25% Attack Speed.
Spy
Ode to Eiffel (.44 Magnum Revolver) (Primary)
+33% Damage
Slight Knockback on user and target.
-20% Accuracy
-33% Firing Speed
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Throwing Daggers (Primary)
50 Daggers.
Throw daggers at enemies which are a little harder to hear.
+25% Firing Speed.
-40% Damage.
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Chic Shuri-kens (Primary)
Left Click: Throw shurikens at enemies with 10% more firing speed.
Right Click: Throw 3 shurikens at once in an arc horizontally in front of you.
30% less damage.
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Mini Axes of Experts (Primary)
Left Click: Throw an axe with an arc. It does 25% more damage than a revolver shot.
Right Click: Throw 3 axes one after the other in half the firing speed with 30% less accuracy.
-50% Firing Speed.
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Listening Amplifier (Primary)
Left Click against a wall to get a more accurate trace of where the enemy is in that room
on the other side of the wall. A glowing outline (like when you sometimes respawn with teammates)
will highlight two targets closest to the wall for 3 seconds. This includes enemies and
buildings.
1 Shot then reload.
0.75 seconds recovery time from pulling the trigger on a successful wall.
Does not apply to enemy cloaked spies.
You cannot move while amplifier is applied to the wall.
Can only look to your left, right and in front of you while using the Amplifier.
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Fibre Cable (Melee)
+25% Range
Left Click: You do a small jump forward for 1 second. You do 10% of health per second for
10 seconds to the enemy you trap. If you miss, you are vulnerable for 0.3 seconds.
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Portable Upgrading Software (Sapper)
"Still in beta stages. Do not apply to any engineer buildings or even sudden removal. It may
cause the building to be damaged or result in death."
When applied to buildings, it lays a trap for the engineer to discover when upgrading their
building. Once the engineer upgrades it to the next level, it will upgrade like normal but when
the engineer goes 5 feet or more away from the afflicted building, it saps like a normal sapper
but at 1.25x the speed. It uploads a virus into it that forces the building to upgrade again,
forcing it into hibernation for self repair after the time is up. After 3x the time it would
take to sap a building, it will downgrade to its original state before the forced update.
If the engineer repairs their building before it takes effect, 1/5 of the building's health
takes damage.
If the building is level 3, then it cuts its effectiveness in half if completed.
5 Second Cooldown if suddenly removed via wrench ingenuity.
Note
The idea of that sapper is to create confusion. If you check via scoreboard and see no other
engineers on your team or communicate to your teammates via voice, then you know a spy has
tampered with your building(s).
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Curler's Rhoomba (Sapper)
Target an area to throw the Sapper. You slide it along the ground to an area infront of you,
activating the sapper, taking slightly longer than a normal sapper but just shorter than the Red
Tape Recorder.
Sentries cannot kill it even with Wrangler.
Engineers take 25% more time to destroy it.
Explosives destroy it.
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Leathered Bond Wristwatch (Invis Watch)
Description: After 007 retired and abandoned his gadgets, the Spy saw this opportunity
and thought "If you can't beat 'em, steal 'em.".
Basically functions like the invis watch but leaves behind a hologram when you cloak.
Cloak Type: Create Illusion.
Leave an illusion behind at your current location on cloak and temporarily gain speed and
damage resistance for 3 seconds while cloaked. The illusion has your current disguise on at the
time of cloaking and will stand still and use your equipped pistol to shoot at the closest
enemy nearby.
75% Regen Rate
-25% Maximum Cloak
-50% cloak meter from ammo boxes.
No Cloak meter from ammo boxes when invisible.
Your illusion does 15% of your pistol's base damage.
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Debonaire's Dartwatch (Invis Watch)
With one right click, a small dart ejects into the target enemy, slowing them down by half the
speed of a sandman ball and doing bleed damage with the same recharge time as sandman then
disappearing.
-50% Cloak meter from ammo boxes.
-25% Cloak meter from ammo boxes when invisible.
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Cigar Smokescreen (Invis Watch)
Throw down a cigarette that creates a smokey barrier that enemies cannot see through. This turns
you invisible for the same amount of time as a dead ringer, allowing your escape.
Your allies will get a barely visible outline of the last location of enemies in the line of sight
of the occurring smokescreen.
Multi-Class Weapons
Desert Hawk (Desert Eagle) (Scout and Engineer Pistol Replacements)
You emit a powerful shot, jolting your aim slightly upwards from the force.
+15% Damage.
-25% Firing Speed.
-30% Clip Size.
-15% Magazine Capacity.
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Remember, my aim is not to upset or annoy, it's to speculate. It's to theorycraft.
To think of cool ideas for an extremely fun game. Leave your thoughts in the comments!
Got suggestions of your own? Drop 'em down there, I'd love to see where your train of thought
lies! Got a suggestion on how you could tweak what I came up with to make it better? Leave that
bad boy in the comments too! I'd love to hear your opinion.
Note: I know others wish to see the CURRENT weapons balanced first but please, put
these concerns to a previous thread I've made for that reason:
https://www.reddit.com/r/tf2/comments/8frau1/reworking_old_weapons/
Thanks for reading!
P.S. Let me know if I made any typos. I'll fix 'em if I don't notice them when I check on this thread daily.
Submitted May 09, 2018 at 12:20PM by Weavel-Space-Pirate https://ift.tt/2wnp91e
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