HomeHome  PortalPortal  CalendarCalendar  FAQFAQ  SearchSearch  MemberlistMemberlist  UsergroupsUsergroups  RegisterRegister  Log in  

Share | 
 

 Weapon Ideas?

Go down 
Go to page : Previous  1, 2
AuthorMessage
Mudkip

avatar

Posts : 191
Points : 6525
Reputation : 3
Join date : 2010-03-04
Age : 23
Location : Singapore

PostSubject: Re: Weapon Ideas?   Sat Jul 16, 2011 6:24 pm

Spy's alt sapper : "Expelliarmus!"

Forces a single target to use only his melee weapon for 5 seconds
Back to top Go down
View user profile
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Fri Jul 29, 2011 1:35 am

The Fold-em - Engineer Shotgun
Deals 50% more damage to cloaked spies
Beeps when aiming at an enemy spy that isn't cloaked
-60% clip-size

The Dastardly Darter -Engineer Secondary.
Shoots darts that attaches to a single enemy
Sentry guns will deal mini-crits on targetted enemy and will be prioritized first.
Alt-fire resets Sentry targetting
Each shot uses 25 metal

The GiddyUp - Engineer Robo Arm
Removes slowdown from carrying buildings
Builds Tweaker's Buildings
-20% damage done

The Clobberin Cowboy - Engineer Wrench
50% faster swing speed
-60% less damage

Tweaker's Buildings
Sentry gun is replaced with UAV that follows the engineer around, basically a flying minisentry.
Dispenser is replaced with a small beacon that provides a healing aura around it Almost like the amputator taunt for the medic. Does not generate metal for use. Same health as a minisentry; cost 125 to build
Teleporter replaced with a small beacon that provides a damage amplifying aura around it just like the buff banner.
Teleporter exit replaced with a small beacon that provides a defense boost aura, around it just like the battalion backup.












Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
kigbariom
Admin
avatar

Posts : 727
Points : 7888
Reputation : -101
Join date : 2009-05-14
Age : 24
Location : India (I'm not Indian)

PostSubject: Re: Weapon Ideas?   Sat Jul 30, 2011 6:34 pm

HOW DO YOU DO THIS?
Back to top Go down
View user profile http://pgtf2.forumclan.com
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Tue Aug 30, 2011 1:44 am

The Super Surgeon - Medic Medi-gun
120% faster healing rate
50% more healing range
Beam deals damage to enemies
No ubercharge
Fires in a straight line

The Second Wind- Medic Medi-gun
-50% slower ubercharge rate
Right-click to unleash a healing aura that instantly overheals allies nearby

The Electromeister - Medic Medi-gun
60% faster ubercharge rate
Right-click will unleash a large protective shield around the medic that will destroy projectiles and nullify flame damage
------------------------------------------------------------------------------

The Count's Timepiece - Spy-watch
No blink-effect when cloak runs out
-3 hp/s when cloak is out without charge
Decreased cloaking sound
Smokes appear when de-cloaking/cloaking
30% faster cloak consumption

The Houdini - Spy Knife
On kill - 3 seconds of faster cloaking time
-30 health

The Blood-luster - Spy pistol
On hit - +15 hp
-30% clip-size
-50% damage done

The Lady-killer
60% faster firing speed
20% bigger clip-size
50% less damage done
Silent-killer - This weapon makes less noise

The Tactical Tagger
On hit - Targeted enemy will receive damage as mini-crits
On miss - Lose disguise
-60% clip-size
-60% slower firing rate
No damage dealt

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

The Cowboy's Spurs - Engineer Secondary
When moving around, spurs will jingle when enemy spies are around.

The Stationary Stallion - Engineer Melee
-100 Metal to upgrade
No moving of buildings

The Safety Guarantee - Engineer Melee
Constructing and Upgrading Buildings will bring up a temporary shield
Sentry guns and Dispensers start off with no ammo/metal

The Tinker Tonker - Engineer Melee
Allows you to build a second mini-sentry
+25 more metal to build a mini-sentry

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






Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Mon Sep 19, 2011 4:28 am

The Taint-remover - Spy secondary
Replaces the sapper
Nullify all effects like Jarate/Milk/Waterdrops/Bleed

The Bypass - Spy Knife
-50% less health from any source
Back-stabbing an Ubercharged Medic will end the ubercharge immediately; medic still retains leftover charge

The Espionage - Spy Watch
-50% Slower cloak regen
+50% Faster cloak regen when near enemies (The closer you are, the faster the regen)
Loud decloaking noise

The Saboteur v2 - Spy Sapper
Sapper works 20% faster
+1 hit to destroy sapper
%100 melee vulnerability

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

The Scrooge Nooker - Engineer Wrench
Instant kills cloaked spies (Except DR)
-50% damage dealt

Self-Destructo 9000 - Engineer Secondary
Buildings not disabled when sapped
Buildings explodes upon death, dealing damage to engineer and enemies

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

Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Fri Oct 14, 2011 2:56 am

The Para-launcher - Soldier Primary
Slower falling rate
More Aircontrol when rocket-jumping
Mini-crits when rocket-jumping
-25% clip size
-10% less damage done

The Whizzing Whistle - Soldier Secondary
Charges up base on distance player moves
On activation, allies gain a 30% movement speed increase for 8 seconds (Scouts/Medic 10%)

The Broken Timepiece - Soldier Secondary
Charges up base on time spent alive/damage dealt
On activation, gain invulnerability for 8 seconds (you still take damage though not lethal)

The Entrenching Tool - Soldier Melee
Allows you to speed up construction of engineer buildings/remove sappers
-20% less damage

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

The Bombin Scot - Demo-man Sticky Launcher
Upon player death, stickies will detonate dealing 30% less damage
25% less active bombs

The Highlander Flinger - Demo-man Sticky Launcher
40% more range
20% faster projectile speed
Can't charge up

The Garrison Grenade - Demo-man Grenade Launcher
30% more damage to buildings
20% less damage to players
30% longer priming time

The Lively Liquor - Demo-man Melee
On Taunt - Gives you 30% more damage resistance for 10 seconds






Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Mon Oct 17, 2011 12:58 am

The Mercy Killin - Scout Primary
Enemies at 20% hp will have a red outline around them
-50% clip size

The Trigger-finger - Scout Secondary
50% faster firing speed
30% smaller clip size
20% less damage

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

The Collateral Damage - Soldier Primary
Rightclicking will detonate your rocket
-20 slower projectile speed

The Skilled Killer - Soldier Secondary
-50% smaller clip size
Shooting the same enemy with all 3 shots will cause the 3rd shot to crit
No random crits

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

The Short-cut - Engineer Wrench
100% faster construction speed
Buildings start at 10hp

The Flank-facer - Engineer Secondary
Allows you to manually control where your sentry is facing
Holding down right-click will cause your sentry to go on Overdrive causing it to fire 50% faster and the expense of 40% slower turning speed and turning arc.

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



Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Sat Oct 29, 2011 3:11 am

The Shuri'ken - Spy Primary
30% faster firing speed
-40% less damage dealt

The Hidden Tiger - Spy Secondary
Lays down a small cloaking field which makes you invisible, heals and replenishes your ammo as well as removing all effects on you. Last for a minute

The Nin-jaber - Spy Knife
On back-stab, movespeed speed increases for 5 seconds
-20% slower swing speed

The Shun-poo - Spy Watch
Teleports you a short-distance to where you are facing
Enemies looking at you will deal no damage for 3 seconds
50% faster recharge

The Kiri Krinket - Spy Watch
100% faster decloak
Infinite cloak
No flicker when bumped
When cloaked, your movement speed is reduced by 80% (Half the speed of the heavy)
0.5 sec longer cloaking time
Decloaking makes a loud sound

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

The Devious Devicer - Engineer Melee
Replaces Sentry-Gun with Laser Sentry, 50% slower turning speed
Lvl 1 - Penetrates through multiple targets (Deals 4dmg/s)
Lvl 2 - Penetrates through multiple targets (Deals 6dmg/s)
Lvl 3 - Penetrates through multiple targets (Deals 6dmg/s)
- Gains static rocket which upon detonate deals 70dmg and slows down enemies for 4 seconds, drains spy cloak

Replaces Dispenser with Defender
Retains healing ability but sacrifices metal generation for shield
Shield requires metal to block damage
Lvl 1 - Shield blocks 40% of damage
Lvl 2 - Shield blocks 60% of damage, radius becomes 20% bigger
Lvl 3 - Shield blocks 100% of damage, radius becomes 25% bigger

The Architectural Armament - Engineer Primary
Mini-crits enemies which are targeted by sentry guns
-33% clip size
-20% slower reload speed

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

The Scorch'N Sizzler - Pyro Primary
-60% direct burn damage (4-2)
Flames last indefinitely
Right-click to "sizzle", alighted enemies will receive 120% (5-8dmg) at the cost of 20% more ammo consumption.

The Rekindler - Pyro Secondary
Mini-crits on burning enemies
40% smaller clip size

The Tindermatch - Pyro Melee
20% more damage done
No random crits

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

The Fo' Shizzle - Demo-man Secondary
0.5 faster arming time
Full charge - Sticky deals mini-crits
-25% active stickies (6 stickies instead of Cool
Stickies destroyed by explosive damage

The P-diddy - Demo-man Primary
Can direct-hit enemies after 2-3 bounces
40% faster projectile speed
-50% clip-size

The Ol' Moonshine - Demo-man Melee
On taunt - No damage inflicted to self for 8 seconds, can't switch weapons during the duration

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


Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
MC-117

avatar

Posts : 546
Points : 6944
Reputation : 18
Join date : 2010-03-04
Location : Afghanistan

PostSubject: Re: Weapon Ideas?   Tue Nov 15, 2011 3:20 am

The Osmosifier - Medic Primary
Fires darts that deal no damage that last for 10 seconds
-75% max ammo on wearer
Tagged allies will can be healed from a longer range
Tagged enemies can be damaged by your medi-gun; damage done will return to you as health (10hp/s, heal back 5hp/s)
Tagged enemy medics can be damaged by your medi-gun; dealing damage and stealing ubercharge percentage (5%/s)

- Allows for more interesting tactics to be deployed

The Schadenfreude - Medic Primary
Ubercharge based on damage done by patient (1000 damage to full charge)
On ubercharge, unlimited ammo on patient, damage dealt will be mini-crits.

The Stitch-up - Medic melee
On hit on allies, gain 50% faster healing rate for 5 seconds. Stacks up to 5 times.
-25% firing speed

----------------------------------------------------------------------------------------------------------------------
The Buckshooter - Sniper Primary
Can't headshot
+20% faster charging rate
On half-charge - Cripple target for 5 seconds
On full-charge - Stops target for 5 seconds
On headshot when target is crippled - Instant kill

The Caravan Camper - Sniper Secondary
When standing still, +20% increase in damage
When moving, -20% decrease in damage

-----------------------------------------------------------------------
Back to top Go down
View user profile http://www.jonblacksecretagent.blogspot.com
kigbariom
Admin
avatar

Posts : 727
Points : 7888
Reputation : -101
Join date : 2009-05-14
Age : 24
Location : India (I'm not Indian)

PostSubject: Re: Weapon Ideas?   Mon Nov 28, 2011 4:42 am

Stop
Back to top Go down
View user profile http://pgtf2.forumclan.com
Sponsored content




PostSubject: Re: Weapon Ideas?   

Back to top Go down
 
Weapon Ideas?
Back to top 
Page 2 of 2Go to page : Previous  1, 2

Permissions in this forum:You cannot reply to topics in this forum
 :: General Discussion :: Team Fortress 2-
Jump to: