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MC-117

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PostSubject: Weapon Ideas?   Thu Sep 16, 2010 12:18 am

The last class update has already come and I was wondering whether we could get to see new weapons for each of the 9 classes again. So I thought of some weapon ideas that I would like to share with you guys. Feel free to come up with your own.

Scout: The Express Delivery
Its very similiar to the scatter-gun, has the same clips and damage however it has a double shoot ( think combat shotgun for HL2 )feature that allows the Scout to deal with enemies quickly. The only problem with the gun is that when you use the double shoot feature, you use up 3 ammo instead of two. Other cons is that the ammo carried is reduced, that means you have to keep looking for ammo if you are not careful.

The Phase Chase
Its a variant of the Bonk drink, however it makes you run incredible fast ( 1.5x fast ) and take 30% less damage. However, the effect only last for 7 seconds and you cannot shoot for 3 seconds. This makes it good for retreating and running past sentries ( the turn speed of the sentry will not keep up with the Scout )

The Knuckle Hustler
Its basically a knuckle duster in one hand. It fires 30% faster but deal 50% less damage. It has a bleed effect but it makes you receive 5% more fire damage.

Soldier: The Valkyrie
Its shoots rockets that is 10% slower than the regular rocket launcher but it deals 20% more damage, 30% more area splash and increases your rocket jump height. The Valkyrie has only 3 rockets per clip and reloads 20% slower. Good for dealing with crowds, Bad for one on one combat

The Burly Basher
Its utility belt which increases your resistance of explosive/fire damage the more damage you receive. It can block out a maximum of 50% of damage. It rewards players for staying alive longer,

The Malicious Mace
Its a mace, it deals 20% more damage when you hit them while they/you are airborne. Has a 10% slower firing speed.

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Averytn

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PostSubject: Re: Weapon Ideas?   Thu Sep 16, 2010 12:43 am

Avery's Rifle:I wan a better sniper rifle that lets me headshot with scoping Smile. Oh and i can instant kill with a hs instead of charging... Very Happy

Teh Bomb: Bombs strapped around my chest Very Happy explode when u idiots come near me Very Happy.

RED PAINT: Increase speed by 70% Very Happy by painting yourself red. Cause everyone knows RED GOES FASTEH!!!!

Proper Idea

ASS(Australian Sniper Stout) Very Happy: Technically lets u shoot faster by allowing u to shoot 5 bullets before having to reload. However it requires double the amount of dmg to kill the person(E.G. sniper takes two headshots HAHAH) Good practice for me Smile.

KARATE: SNIPER MUST LEARN TO KICK WITH HIS LEGS LIKE A NINJA
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PostSubject: Re: Weapon Ideas?   Thu Sep 16, 2010 5:50 pm

@ MC. I'd think the Mace would be more at home with the Demoman than the Soldier, but I still hold my doubts.

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PostSubject: Re: Weapon Ideas?   Thu Sep 16, 2010 8:17 pm

Instant Object Blocker: Portable wall. Upon use , a wall will expand to waist level from the dispenser. Does not block splash. One direction only.
Dispenser Upgrade level decreases by one to deploy wall.

Motor Menace: R/C remote sentry. think wrangler but in reverse. Sentries lvl2 and above are too heavy and cannot be controlled.

Armour plating: +50% build time and sentry hp.
Can be improvised for 25% build time and 10% sentry hp increase.
Minis cannot recieve proper armor plating.
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MC-117

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PostSubject: Re: Weapon Ideas?   Thu Sep 16, 2010 10:09 pm

More ideas...
The Gas guzzler - Pyro
A Flamethrower which slows people upon contact. Flame damage is decreased by 20% ( think Natasha ). Flame after burner is increased by 5 seconds. Air-blasting is free but requires a charge to use it. Air-blasting radius is proportional to the charge. No random crits

The Incendiary Wheezer
A Shotgun that shoots out short-ranged fire balls. Can't be used underwater, Ignites enemies, No clip size 100 carried. Mini crits on already burning enemies

The Jack Whacker
Pretty cool name, I'm thinking about it Smile

The Litany - Demo-man
Sticky Bomb Launcher that shoot magnetic sticky bombs that goes nearer to enemies ( not so far though ). Sticky bombs glow brighter when enemies are near them. Has a clip of 6 and carried 36. Can control up to 6 sticky bombs. No charge up, Glow can be seen through walls ( only you ). Manual detonation. Good for spy checking, building destruction. Bad for close range combat.

The Bravehurt
A Chargeable shotgun, can be charged up for a crit or else (50% and above ) mini-crit. Only has 4 per clip. 20% slower firing speed than regular shotguns. Looks like cannons on a metal fist.

The William's Cleaver.
Its a short-sword that has a higher melee range than the Bottle, but fires 10% faster but deals 10% less damage when health is above 60%

The Booby Lobber. A melee weapon that explodes on hit with an enemy, if enemy does not die he will be pushed back greatly. 1 time use, reduces your current health by 20%. Can be used to neutralise ubercharges.

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Paranoia

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PostSubject: Re: Weapon Ideas?   Fri Sep 17, 2010 12:27 am

The last stand:
Rocket lawnchair that does more damage on targets that are closer when injured. Effect increases exponentially.
No random crits. -1 one rocket in tube and 4 in supply.
E.G: 1hp point-blank rocket will/should deal about 500 damage.
75hp cross-cp shot does crit damage.
100hp top-of a-rj-airshot does minicrits.

Modification to the HoovyShootGun:

Bear Force:
-10% reload speed as hoovy cannot reload shells quickly.
+20% overall damage.
scatter radius increase.
4 rounds in tube, 28 rounds reserve.

Communi Perswader
Semi-automatic shotgun.
Does 1/3 damage per shot average.
15 rounds in belt/mag, 60 rounds reserve.
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kigbariom
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PostSubject: Re: Weapon Ideas?   Fri Sep 17, 2010 5:30 pm

MC-117 wrote:
More ideas...
The Gas guzzler - Pyro
A Flamethrower which slows people upon contact. Flame damage is decreased by 20% ( think Natasha ). Flame after burner is increased by 5 seconds. Air-blasting is free but requires a charge to use it. Air-blasting radius is proportional to the charge. No random crits

That sounds like the most insane, OP, rage inducing, ridiculous, not thought out, imbalanced, poor, unfair, other synonyms, just plain annoying weapon ever put in a video game.

So Valve will probably add it.
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MC-117

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PostSubject: Re: Weapon Ideas?   Fri Sep 17, 2010 6:09 pm

kigbariom wrote:
MC-117 wrote:
More ideas...
The Gas guzzler - Pyro
A Flamethrower which slows people upon contact. Flame damage is decreased by 20% ( think Natasha ). Flame after burner is increased by 5 seconds. Air-blasting is free but requires a charge to use it. Air-blasting radius is proportional to the charge. No random crits

That sounds like the most insane, OP, rage inducing, ridiculous, not thought out, imbalanced, poor, unfair, other synonyms, just plain annoying weapon ever put in a video game.

So Valve will probably add it.

The Gas guzzler
A Flamethrower which base damage is increased by 10%. Airblasting is free and is chargeable. Burning duration is reduced to 3 seconds, Contact damage is increased by 10% Only has 150 clip
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PostSubject: Re: Weapon Ideas?   Fri Sep 17, 2010 7:32 pm

The Telsanator - Engineer.
A telsa gun that shoots arcs of lightning to nearby enemies. Does not target disguised spies. Can be used to power up your buildings with right click. Sentry gun turn speed and rate of fire increased to 150%. Dispenser will heal faster and generate more metal. Teleporter recharges more often. Generally weak weapon. Has no clip size, carried 200; short range

The Couch Pouch
Sacrifices your pistol for a 100% increase in metal carried. That makes 400 metal to use

The Shield Spanner
A Spanner that allows you to add a shield to your buildings. Require constant hitting to keep the shield up. No random crits, repairs takes more metal to make.

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PostSubject: Re: Weapon Ideas?   Fri Sep 17, 2010 8:33 pm

Strongman's Boomstick
6 barrels, 1 ammo per clip
+100% damage
+100% more pellets shot
50% slower reloading time
-80% ammo count
-50% accuracy

"six barrels for you bastards."
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PostSubject: Re: Weapon Ideas?   Fri Sep 17, 2010 9:12 pm

Nutcracker/Smackdown:

3 barreled shotgun.
M1 controls the top 2 and M2 the third.
12 Reserve.
Minicrits from below and top of targets.
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PostSubject: Re: Weapon Ideas?   Sat Sep 18, 2010 12:20 am

The Marksman - Sniper
Crossbow that has only 1 clip, 24 carried. Shoot bolts that does not deviate due to gravity. Can scope. Can headshot without scoping ( its bolts ). slow-down when reloading.

Billy's Ghilly
Replaces SMG, stops a single headshot before needing to be replaced. 10% speed reduction

Kangarang.
Boomerang can be used as a blunt weapon using MOUSE1, Boomerang flies back to you only 1) if you throw higher or at the same level as you 2) Nothing is obstructing the return path when thrown with MOUSE2. Boomerang homes to the nearest target to the crosshair, in order to land a successful hit, you must keep your crosshair trained on the target. The boomerang will steer towards your target if you do so. Stuns enemies.

Mediray - Medic
NOT MY IDEA. offhand weapon that heals all allies nearby. No ubercharge. healing rate is dependent on how many allies are nearby. The more allies, the slower the healing. Allows the medic to use his other weapons

Schadenfreude
Syringe gun, fires 20% faster, deals 10% damage. For every kill, base damage is increased incrementally and max health too, however healing rate and regeneration is decreased as well. It can come to the point that the Medic becomes quite powerful but cannot heal at all

The Surgeon
A Bone-saw that gives you health for every hit, no random crits.

The Lucky Clover
A revolver that crits 25% of the time. Base damage is reduced by 30%. Clip is 4, carried 18.

The Saboteur
Sapper that can be thrown towards enemy buildings and attached to the medi-packs of Medics to prevent them from healing for a certain period of them ( cannot be place during an ubercharge ). The Saboteur will disable buildings for 10 seconds but will not damage them. The Saboteur can be destroyed just like a sticky-bomb with a shot-gun. In order to stick the Saboteur into the medi-packs of medics, you have to get behind them. The Saboteur has a clip of 4 and carried 8.

The Monocle of Espionage
Replaces the Sapper, the Monocle of Espionage allows you to see enemies' outlines through walls ( but only a short distance ). The Monocle of Espionage requires you to wield the monocle before you can see through it. It has no clip but has a battery which requires charging by not using it.

The Nullifier.
The Nullifier will loosen all your joints and muscles and stops activity in the brain, making you drop dead into the floor like a dead turkey in Thanksgiving. How does it help you get past enemy lines? The Nullifier, once active will make a backup of your neuron state and impulse sequence and keep your heart beating as well, allowing you to play dead. You can stay dead as long as you like, but your body is still susceptible to all kinds of damage; there is a 70% damage reduction though. Resurrection will take 5 seconds though so make it so that nobody is around. You can play dead with your disguise on.

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PostSubject: Re: Weapon Ideas?   Sun Sep 19, 2010 11:52 pm

Jack Whacker - Pyro
Ignite's enemy on hit, 50% damage reduction, Look like a Guitar

The Napalm Slick.
Flamethrower that slurp out burning Napalm on enemies, flame is deviated by gravity, damage increased by 10%, causes an burning oil slick that last for 2 seconds. 20% more ammo to fire. Range decreased my 30%. Can oilblast which cannot deflect projectiles but causes a gratifying splash of hot burning oil that uses 50 ammo.

Moe's Olive Trinket - Spy
Passive watch that makes you non-combustible ( you still receive contact damage by is reduced by 50% ). Cloak time is reduced by 50%

Gramp's hearing aid - Sniper
Allows you to listen into the footsteps of enemies, replaces SMG

The Spook Nooker
20% more damage on Spies, 70% less damage on everything else. Melee weapon.




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PostSubject: Re: Weapon Ideas?   Tue Sep 21, 2010 11:51 pm

Wow, why do i alway keep thinking about flamethrowers.

Pilot-light - Pyro
Miniature jet engine infused with a flamethrower causing flames to go further and more concentrated.
Flames go 50% further but have 60% less spread. This would also result in flames doing more contact damage on a single target.
Will use up 20% more ammo, Will propel you backwards when used in mid-air or underwater. Second attack will be a high powered compression blast, will use up 20% more ammo with 60% smaller blast radius; making it horrible for reflecting back rockets and other projectiles. However, when aimed downwards, you could actually gas jump 75% of the maximum rocket jump, you could use the primary attack to steer. This is to promote pyros to become even more aggressive and not staying back to spy check and stuff.

The Jimmy Gibs - Demo-man
Sticky bomb launcher that is really sticky, allows you to stick sticky bombs on enemy players that glows brightly. It allows you to stick bombs on unsuspecting players and easily dispatch of them. The bombs will glow very brightly; warning players. It is useful for taking out Heavies etc. Cannot stick on ubercharged players. Horrible for group combat. damage radius is decreased by 50%, direct sticks will deal 30% more damage. Same clip and ammo carried. Will not deviate as much as the stickies due to gravity, travel 30% faster. Basically a Direct hit version of the sticky bomb launcher
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PostSubject: Re: Weapon Ideas?   Wed Oct 06, 2010 11:05 pm

The Westerner's Peace Pack - Engineer

The Jack-Cranker
Allows quick repairs and construction, upgrades are faster but can only be done in 1 shot (meaning, if you stop upgrading, upgrading progress resets at 0)
No random crits, 20% less damage

The Gold Rush
Secondary weapon slot that when activated, will attract fallen weapons to you. Can be used to drain cloak off spies and slow down enemies.

The Sidekick
Secondary weapon slot that will automatically repair a building for you when placed upon. It will be effective only when the Sidekick is supplied with ammo; to replenish the Sidekick's stash just hit the building like a regular building. However you cannot directly repair the building. However, sappers will damage the building but it will not be disabled.

The Sheriff's Auto
Shotgun that fires 20% faster, reloads 10% faster but only holds 4 ammo. deals 30 less damage.


Last edited by MC-117 on Thu Oct 06, 2011 2:50 pm; edited 1 time in total
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PostSubject: Re: Weapon Ideas?   Wed Dec 08, 2010 10:20 am

Dual Doctrine - Medic
2 Medi-beams allows for superior healing
20% faster healing
No Ubercharge
Right-click to use second beam
Healing is slower by 10% when using second beam

Blitzkrieg - Medic
33% faster ubercharge rate
40% less healing rate
-20 max hp to medic
20% faster move speed on both medic and patient

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PostSubject: Re: Weapon Ideas?   Tue Jan 04, 2011 2:58 am

After the christmas update, I can't helping wanting to post some ideas of my own
The Frag-pipes - Demo-man
25% less ammo
10% less damage
50% faster firing rate
Reloads in a clip

The Dominitany - Sticky-launcher
-15 max HP
10% more bullet damage received
20% more ammo on clip
20% less ammo carried
10% faster firing speed
Damage increased with more dominations, max 20% increase

Steel Avenger - Heavy
25% less ammo
25% less weapon spread
10% faster firing rate
10% faster move speed while spun up








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PostSubject: Re: Weapon Ideas?   Fri Jan 07, 2011 3:58 am

Trying to breathe some life back to the forums, here is some weapon ideas that I thought off when I could not sleep at night

The Khopesh Climber - Sniper Melee
Can climb walls
80% slower firing rate
50% less damage
Walk into a wall and give it a whack.

Big-game -Sniper Secondary
Rhino -hide that protects you from bullet damage
+30% less bullet damage received
+20% fire vulnerability
-10% move speed

The Tribal-rifle
Crossbow that upon hit, would cause the enemy to bleed for 5 seconds
Can headshot
-20% damage done
+10% charge time

Nail-gun - Scout secondary
+20% damage done
+10% firing speed
-20* ammo clip

The Merc - Scout primary
Disorientates on hit (kinda like the EMP-smg in TTT)
-40% clip size
-20% firing speed

Atomic-batter - Scout melee
+30% firing speed
Each hit increases 7% "evasiveness"
The more evasiveness you gain, the less damage you receive
+100% melee damage taken
-60% damage done

The Valkyrie - Soldier primary
Rockets are semi-controllable ( slightly deviates towards your cross-hair, like RPG in HL2 )
+30% explosive radius
-10% damage done
-2-% firing speed

War-band - Soldier secondary
+50% less critical damage received
+10% less fire damage received

The Mace of Malice - Soldier melee
+30% damage dealed
-20% slower firing rate









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PostSubject: Re: Weapon Ideas?   Fri Jan 07, 2011 6:53 am

why dont you try "designing" those weapon ideas MC?

who knows you get picked in some updates
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PostSubject: Re: Weapon Ideas?   Tue Jan 18, 2011 12:14 am

Weapons that I wish existed

The Scot-cussion - Demo-man
On-direct hit Slow target move and turning speed for 1 second
-30% splash radius
+1 ammo

The Klutz-Chucks - Sniper
Nun-chucks
20% bigger melee range
-10% less damage done

Bravehurt - Demo-man
Shield that activates upon dealing 300 damage in under 5 seconds giving you 60% less damage vulnerability, 20% more damage done, 20% faster move speed, 50% faster reloading speed for 6 seconds.
30% less health gained from healers
replaces sticky-bomb launcher

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PostSubject: Re: Weapon Ideas?   Thu Apr 07, 2011 3:49 am

More ideas Razz

The Supercharger - Medic
50% faster uber gain rate
Ubercharge gives medic 300% faster healing rate (both patient and doctor)
Ubercharge drains when not healing (5%/10s)

This medi-gun allows the medic to uber more frequently.
The disadvantages of this medi-gun is that it does not exactly make you and your patient invulnerable, it only tries to heal faster than the damage received
This means that a spy backstab or a well placed sticky trap will destroy both of you

Follow-up - Medic syringe gun
On hit - Slows enemy
20% more health regeneration
20% slower firing rate
10% less damage done

This allows the medic to stay in the frontlines longer and is able to make escapes from pursuers easier.

The Blow-scorch - Pyro flamethrower
50% faster firing rate
20% more damage done

50% smaller fire spread
50% shorter after burn

Secondary fire increases fire-spread on the cost of ammo

Increased damage but with the cost of having to go even nearer to enemies to deal damage. With flanking, this weapon is devastating

The Molotov - Pyro secondary
On hit, enemies take gain 30% more fire vulnerability

Kinda like a pyro version of Jarate

The Spicerator - Pyro Melee
On hit, target takes 20% more fire damage for 10 seconds
20% slower swing speed



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PostSubject: Re: Weapon Ideas?   Thu Apr 14, 2011 4:23 am

The Mirage-Machine - Spy watch
On receiving damage while cloaked, you feign death
20% shorter cloak duration
20% faster cloak regeneration

Feign death while being cloaked - Kinda like a hybrid visibility watch with dead ringer

The Scrambler - Device
Replaces sapper
Sentry-gun does not target you

Rid that sentry nest of that annoying engineer with ease. Removes sapping ability

The Phantom - Knife
On successful backstab, gives 5 seconds of decreased cloaking time
10% bullet damage vulnerability

After a backstab, cloak in an instant with this knife

The Tazifier - Pistol
On hit, slows for 2 seconds
1/3 smaller clip size

Great for escaping pursuers.

---------------------------------------------


The Overseer - Engineer's Melee
Changes buildables

Dispenser replaced with an damage amplifier, enemies in range will receive mini-crits (health and range increase through levels)
Teleporters can be used both ways (50% slower teleporter recharge upon using exit, 20% slower teleporter recharge; teleporter recharge rate increased through levels)

Changes the engineer to become more of a support character rather than a defensive one

Heavy-metal - Engineer secondary
Replaces pistol
Automatically generates 40 metal/min
20% slower movement speed

Who doesn't like free metal?






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PostSubject: Re: Weapon Ideas?   Thu May 19, 2011 1:13 am

Plan B - Medic melee
On kill - Gives 5 seconds of ubercharge
30% slower firing speed

Hypocritical Dope - Medic melee
On hit - +50 hp
30% slower firing speed

The Preserving fervour - Medi-gun
50% longer overheal duration
20% more overheal buff
20% slower healing rate

The Lasting impression - Medi-gun
Target gains 3 second health regeneration.
10% slower healing rate.

The Pins and Needles- Syringe gun
Primary fire shoots regular needles
Secondary fire shoots big needles which heals team-mates (has same mechanics as the grenade launcher and heals 20% of hp) (Uses 10 needles per shot)
25% smaller clip size

The Prickly Pickle- Syringe gun
Shoots 50% faster
20% smaller clip size
20% less damage

Soup'UP - Engi Wrench
On hit on Fully loaded LVL3 Sentry and Mini sentry.
Increases firing speed and ammo capacity as long as there is metal

On hit on Fully upgraded LVL3 Dispenser
Increases healing rate and metal regeneration by 50% for 3 seconds

On hit on Fully upgraded LVL3 Teleporter
Gives team-mates +20 max hp for 3 minutes as long as the engineer continues swinging at it

90% less damage done

Overdrive - Engi Secondary
Increases your sentry's firing rate by 50% and turning speed by 30%.
After 7 seconds of continous overdrive; sentry overheats and gets disabled for 10 seconds

The Bunny-hopper - Scout's Secondary
Increases first jump height
-10 max hp

Artemis slippers - Scout's Secondary
No slow effects, duration of negative effects such as Jarate/Milk/Burn reduced by 30%
-20 max hp







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PostSubject: Re: Weapon Ideas?   Mon Jul 11, 2011 11:22 am

The Irish Instigator - Demo-man Secondary
Riot-shield

On right-click, Brings up shield that blocks 90% of all in-coming frontal damage for 12 seconds.
When shield is active, you knock back enemies that is infront of you.

-30% bullet vulnerability
-20% explosive vulnerablity

Allows demo-men to pick up a more defensive role such as defending sentry nests. Can also be used offensively like aiding a push.

Tavish Catapult - Demo-man Primary
Grenade Launcher

-50% clip size
-30% blast radius
+50% more blast force

Neutralize ubers easily with this weapon. The greater blast force will sent targets flying off the map! You have to be a good shot with the launcher though with a the reduced clip-size

The Bashing Baton
On-hit, Knocks enemies back.
-20% slower firing rate
-20% less damage done

Does not work on uber'ed targets.



The Pyro-mancer - Pyro primary
Glove of Magicka

Replaces flame-thrower
Replaces ammo with "mana"
20% less flame range
20% more damage
Holding down right-click will charge up fireball attack.

Replaces ammo with mana, making the pyro less dependent on ammo. Can fire continuously for 8 seconds before "overheating" Overheating will damage you for -10hp/second. Holding down right-click will charge up fireball attack which travels similar to the flare.

Arsonist Amulet - Pyro Secondary
Passive - Increases burn duration by 100%

Puff and run - residual flames last 100% longer. Potentially doing 120-100 DoT

The Staff of Fire - Pyro Melee
On hit, deals mini-crits to burning enemies
20% firing rate.
30% less damage done

Essentially another axetiguisher like weapon.









Last edited by MC-117 on Wed Sep 28, 2011 2:51 pm; edited 1 time in total
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PostSubject: Re: Weapon Ideas?   Tue Jul 12, 2011 1:46 am

How do you keep thinking these up constantly.
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Weapon Ideas?
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