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Weapon idea thread


Explosion-chan

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Although I'm sure this has been done many times, just go along with it. Make up an item you think would go well in the game and be well balanced. I'll give a ref to the winner. (I'm poor, but a ref is better than nothing)

 

My idea:

New Revolver

No undisguise on shot

No damage

Shoots the same as the current disguise weapon

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A disguise kit that lets you mimic a class firing animation but no damage

Ex: Having a deployed minigun, fake ubercharges

But the disguises have a timer on them like 10 seonds

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A disguise kit that lets you mimic a class firing animation but no damage

Ex: Having a deployed minigun, fake ubercharges

But the disguises have a timer on them like 10 seonds

That's not much different than my idea, but it's a bit more OP

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a new sticky bomb launcher would be neato lets see how about

 

-10% damage reducition

-20% bomb jump damage similar to the liberty launcher

+10% faster reload

 

but bombs make a small noise to make it more balanced i think  thats a halfway good idea

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How about a new pipe bomb launcher that shoots shaped pipes that are predictable of how they will bounce; each pipe does more damage for every time it bounces before detonating.

-25% damage

-25% clip size

+15% projectile speed

 

Then there could also be an item to make up for the demoman's huge lack of team helping items. Im thinking something like a sticky bomb launcher that heals allies nearby you equal to three quarters of the damage the stickies do.

-30% damage

+25% firing speed

 

I dunno, just some ideas for demo but i have some for all classes

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How about a new pipe bomb launcher that shoots shaped pipes that are predictable of how they will bounce; each pipe does more damage for every time it bounces before detonating.

-25% damage

-25% clip size

+15% projectile speed

 

Then there could also be an item to make up for the demoman's huge lack of team helping items. Im thinking something like a sticky bomb launcher that heals allies nearby you equal to three quarters of the damage the stickies do.

-30% damage

+25% firing speed

 

I dunno, just some ideas for demo but i have some for all classes

Well, you're winning so far, even counting the entries on my steam community thread

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A pyro flame thrower that pulls opponents closer when pressing M2, rather than pushing them away, with a cooldown of 5 seconds before being able to 'airsuck' again. With the following stats:

 

+10% ammo capacity

-50% airblast cost

+Airblast pulls enemies towards you (5 second cooldown between each 'airsuck')

-20% damage

-20% afterburn damage

 

Or a medi-gun with the following stats:

 

+20% ubercharge duration

+on full ubercharge can revive dead enemies near you and replenish the ammo of the person you are healing (you are vulnerable during ubercharge)

-20% ubercharge rate

-20% overheal

-20 health

-20% overheal speed

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A pyro flame thrower that pulls opponents closer when pressing M2, rather than pushing them away, with a cooldown of 5 seconds before being able to 'airsuck' again. With the following stats:

 

+10% ammo capacity

-50% airblast cost

+Airblast pulls enemies towards you (5 second cooldown between each 'airsuck')

-20% damage

-20% afterburn damage

 

Or a medi-gun with the following stats:

 

+20% ubercharge duration

+on full ubercharge can revive dead enemies near you and replenish the ammo of the person you are healing (you are vulnerable during ubercharge)

-20% ubercharge rate

-20% overheal

-20 health

-20% overheal speed

First has been attempted and does not work.

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how about a revolver that does normal damage like the stock

has 4 instead of 6 shots  that gives you on kill 20% of the last damage you dealt as an overheal but decreases healing in gerenal

 

or a grenade launcher that can charge up shots so they can fly farther but then the farther they go the less damage they deal

and do 15% less damage on buildings but minicrits airborn players

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Defensive sniper rifle idea:

 

+25% damage on targets who are completing an objective (capping a point, carrying intel, ect)

-25% damage on everyone else

 

 

No idea what the offensive version would be.  

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I have a nice one for the medic. Medigun with following stats:

 

+50% larger overheal

 

-25% overheal deteriation (good thing)

 

-80% ubercharge build up rate

 

-15% slower movement speed on wearer

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New Demo Boots:

 

+Full Turning Control

+20% Shield Bash Damage

-15% Movement Speed

 

And like all Demo booties, you are revoked of a primary weapon.

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New Demo Boots:

 

+Full Turning Control

+20% Shield Bash Damage

-15% Movement Speed

 

And like all Demo booties, you are revoked of a primary weapon.

that actually sounds fun and makes this new tide tuner finally useless

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New Heavy-Vich

 

Throwing it makes anyone who picks it up Ubercharged for 1 second solid.

 

Everything else is normal, except it doesn't heal.

 

 

 

 

Arguably a balanced item, as 1 second is enough to make a push or get destroyed, and the sandvich would do jack all if used in the spawn

>.> Medi-Guns...

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Spy Set:

Suppressed Revolver?

+Silent Killer

+5% damage bonus against enemis who are burning, milked, jarate'd, marked for death (so, it stacks with mini-crits)

-15% slower firing speed

-No random Crits

 

Tactical Knife:

+Silent Killer

+5% faster move speed when weapon is active

-10% bullet damage vulerability when active

 

Watch

Cloak type: Timed

Cloak lasts 1 sec longer than standard invis watch

-.5 sec longer to bring up cloak

 

Sapper:

+health (takes 3 swings to remove)

-10% slower sapping rate

(i) on removal, creates a small explosion that deals 20 damage to the remover

(i) when sapper is removed, it restores a little more metal than a regular gibbed sapper/RTR

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The French Kiss

Spy weapon, in replacement of the knife.

 

On hit: Soaks target with saliva for 5 seconds which makes him 10% slower.

 

On miss: Temporarily removes 1% of your cloak until next kill.

 

Works like a regular knife, but instead of the regular blade and handle, you have a set of lips stitched on a syringe filled with saliva.

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