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rallyfan9000 Elite Soldier from overwatch position Since: Jul, 2009
Elite Soldier
#26: Jul 16th 2010 at 8:29:46 PM

But it's a frickin' pea shooter! I want something with PUNCH!

I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.
MedicoreNed Welp, Redbeard is angry Since: Feb, 2010
Welp, Redbeard is angry
#27: Jul 16th 2010 at 8:46:51 PM

More punch, eh? Sounds like this is for you.

Mammalsauce Since: Mar, 2010
#28: Jul 16th 2010 at 8:49:58 PM

An assault rifle would turn TF 2 into another boring shit FPS. The game is one of the last to emphasize shotguns and solid projectiles over rapidfire weapons. Any rapid fire weapon would have to be piss weak (SMG, Syringe gun) or have a huge spin-up time (Minigun), terrible accuracy (also Minigun), or stationary (Sentry). Anything accurate, powerful and portable would be game-breaking.

truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
willyolio Since: Jan, 2001
#30: Jul 16th 2010 at 9:13:56 PM

yeah, it sounds like someone's angry that TF 2 actually forces players to actually face their enemies instead of peeking around the corner and killing them with a quick 2-3 bullet tap. lemme guess: you currently play as a weighted companion sniper.

Pipman from Spin Zone Since: Jun, 2010
#31: Jul 16th 2010 at 9:50:24 PM

Valve should make guns that shoot you instead of your target. Like a pistol with the barrel on the other end.

AttObl227 Problem? from The Metaworld Since: Jun, 2010
Problem?
#32: Jul 16th 2010 at 10:19:18 PM

^ A Soldier with a Kamikaze Rocket... That fires at the Soldier and kills the enemy while dying in a blaze of glory by hitting their body... And dying on the walls... Heh... That would be nice... As with the Pyro setting themselves on fire so that you can play flame tag with others, as with the Demoman acting like some suicide bomber.

Also, for a hat: A Ninja Hat for the Spy, and a Pitcher Hat for the Scout.

I would also like the Scout's Secondary weapon to have a Pitcher Glove, just in case if the other Scout is too spammy with his Baseballs.

edited 16th Jul '10 10:23:45 PM by AttObl227

Last Defense Line.
truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#33: Jul 16th 2010 at 10:22:14 PM

a gun that you can change the barrel of, so you can shoot around corners or behind you

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
Mammalsauce Since: Mar, 2010
#34: Jul 16th 2010 at 10:58:38 PM

There was going to be a catcher's mitt as a melee unlock at one point. It would have functioned sort of like the pyro's air blast, except you could hold on to the projectiles.

AttObl227 Problem? from The Metaworld Since: Jun, 2010
Problem?
#35: Jul 17th 2010 at 12:42:11 AM

^ So it was a What Could Have Been?

Real World Weapons (MI 6, AK 47, etc.) won't fit in a cartoonish world like TF 2 anyways...

edited 17th Jul '10 12:42:53 AM by AttObl227

Last Defense Line.
rallyfan9000 Elite Soldier from overwatch position Since: Jul, 2009
Elite Soldier
#36: Jul 17th 2010 at 10:36:16 AM

@ "weighted companion sniper": No, I'm just a Ghost Recon/Modern Warfare fan.

@ Game-Breaker: I honestly don't give a shit.

@ "cartoonish": See Game-Breaker.

@ "minigun": Too inaccurate.

edited 17th Jul '10 10:38:24 AM by rallyfan9000

I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.
MedicoreNed Welp, Redbeard is angry Since: Feb, 2010
Welp, Redbeard is angry
#37: Jul 17th 2010 at 11:18:00 AM

Considering that you're the guy who wanted a grimdark nintendo game, I think it was mario or starfox, I don't think you belong in this topic.

Thnikkafan ? from Faroe Islands (not really) Since: Jan, 2001 Relationship Status: I made a point to burn all of the photographs
?
#38: Jul 17th 2010 at 11:26:52 AM

Okay, rally, I have this to ask of you, then.

Why do you play this game instead of, say, Counter Strike?

And something tells me you're the sort of fellow that would like every gun to get headshots. Am I right?

Anyone who assigns themselves loads of character tropes is someone to be worried about.
rallyfan9000 Elite Soldier from overwatch position Since: Jul, 2009
Elite Soldier
#39: Jul 17th 2010 at 11:31:03 AM

One, I haven't played either.

Two, yes.

I am a proud member of the Western Federation's Anti-Japan Media Task Force. My work is very important.
AttObl227 Problem? from The Metaworld Since: Jun, 2010
Problem?
#40: Jul 17th 2010 at 11:32:22 AM

I may have said this once, but I remembered something from Worms, with the Kamikaze attack that makes you explode... Then How about the Kamikaze Rocket for the Soldier then? Can be aimed in the front or back, and makes you propel towards the enemy, and if you happen to crash into a wall/enemy/building, you explode!

The Spy could have a Secondary weapon that makes other team's weapons backfire. I would like to have a better name, but I would best call it "Backfire Surprise."

A Hat idea: An Martial Arts Bandana for the Pyro.

I did not play TF 2, but I have seen someone played it before.

edited 17th Jul '10 11:57:05 AM by AttObl227

Last Defense Line.
Thnikkafan ? from Faroe Islands (not really) Since: Jan, 2001 Relationship Status: I made a point to burn all of the photographs
?
#41: Jul 17th 2010 at 11:48:48 AM

^^ Ah. We have a trope for that.

Now let the people who have experience playing this game talk. You're just annoying at this point.

Anyone who assigns themselves loads of character tropes is someone to be worried about.
Magus Since: Jan, 2001
#42: Jul 17th 2010 at 1:03:14 PM

New Demoman secondary: Caltrop launcher. Grenades burst into spikes over a small area instead of exploding. It does less damage (-50% sound about right?) but slows as long as the enemy's on the caltrops and bleeds when they're not.

New Sniper secondary: A jar of Vegemite. Debuffs like Jarate but does a damage debuff instead of mini-crits.

New Soldier secondary: Paintball launcher. The enemy grants minicrits for five seconds, but the gun cannot do lethal damage.

New hats: A graduation cap for the medic and a catching mask for the Scout.

edited 17th Jul '10 1:17:35 PM by Magus

MedicoreNed Welp, Redbeard is angry Since: Feb, 2010
Welp, Redbeard is angry
#43: Jul 17th 2010 at 2:24:00 PM

Then How about the Kamikaze Rocket for the Soldier then? Can be aimed in the front or back, and makes you propel towards the enemy, and if you happen to crash into a wall/enemy/building, you explode!

So its like the demoman's charge n' targe, but you explode at the end instead? I think should also explode if you get airblasted or fan'd while charging as well.

The Spy could have a Secondary weapon that makes other team's weapons backfire. I would like to have a better name, but I would best call it "Backfire Surprise."

Sounds interesting, could this weapon disable ubers or kritz if you plant it on the medic? evil grin

The name should have some word play that has spike in it, in order to disable a gun you have to "spike" it, most of the time literally.

truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#44: Jul 20th 2010 at 2:50:19 AM

The Irukandji: a Razorback replacement for the Sniper, a palm sized shield with an indigenous australian painting of a jellyfish on it with strands of barbed wire on the end of it, when a Spy tries to backstab you, this does a moderate/high amount of damage to him, but you have a 10% damage vulnerability while wearing it.

The Cootskin Cap: a Sniper Hat that is like a Coonskin Cap, only with Bandicoot fur

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#45: Jul 26th 2010 at 11:28:25 PM

The "Crit Me" sign: a melee weapon for the Spy, it doesn't do any damage but after you put one of these signs on the back of an enemy they will recieve nothing but crits for half a minute or so

The Whamburger: a secondary weapon for the Heavy, it takes less time to eat than the Sandvich but it heals less at first, but for each succesful kill your Whamburger will heal more

The Official Mann Co Lobbing Brick: a secondary weapon for the Scout or Soldier, it causes people to loose their teeth which you can pick up and use in crafting

Bonk! Slushie: a secondary weapon for the Scout it causes you to become resistant to flames

Insert Cool Name Here: a secondary weapon for the Scout, it's a blood pack filled with Bonk!, which comes into affect when your'e down to 25 health

Insert Cool Name Here: a secondary weapon for the Scout, this bottle of Bonk! causes you to rapid fire for 3 seconds

Troiyama's topper/toupe: a hat for the Pyro, A Goku style hair piece

Bloodluster: a secondary weapon for the Soldier, a shotgun that does nothing but crits, but you lose 40 health everytime you fire

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#46: Aug 6th 2010 at 7:15:53 PM

the hat these guys are wearing for the Demoman

Pin of pain: a Spy Melee weapon, a sucessful backstab causes slow but steady bleeding damage until death

The Alamo: an Engy Melee weapon, this rusty old wrench doesn't build as fast as the regular wrench, but when it hits off a sapper, the building gets full health back plus it only crits when your down to a quarter of your health

Oil: an Engy Secondary weapon when you fill a Sentry with this it will go on ultra rapid fire and shoot at anything (including teammates and friendly fire is turned off during this time)

Double Dosage: a Medic Primary weapon which lets you heal two teammates at once

Le Boom: a Spy Secondary weapon, it looks like this put it on a building, then 5 seconds later, it explodes and destroys any building near by and kills anybody in the blast radius (friendly or not)

edited 6th Aug '10 7:27:47 PM by truteal

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#47: Aug 12th 2010 at 5:54:45 PM

So this time I'm going to actually post some new weapon ideas:

Spy

  • Martial Arts (Melee replacement)
    • Kills silently (no screams); deaths by Martial Arts don't show up in the Kill log till the body is dicovered by enemy player (or until the victim respawns). Even Arena mode applies (player count only lowers when corpses are discovered).
    • The hud of one of teams mates of the victim must be placed on the corpse for 2 seconds for the death to show up in the kill log.
    • Necksnap as opposed to Backstab for kills from behind (and most of side); slower to activate because of initial stun effect but gives longer respawn time.
    • At pointblank in enemy's face, with attack button held down for 4.5 seconds allows Spy to Necksnap from the front.
    • 3% faster running speed by having Martial Arts.
    • Secondary fire used to counter enemy melee attacks at point-blank range. Melee attacks countered results in Critical damage and a brief stunning effect for the victim.

This is sort of a mind game item given that even the ever trust-worthy kill log can't be trusted here (it may even mute victims in team chat). The close-in counter ability and point-blank Necksnap can make the Spy a dread to melee with while the running speed is just an added bonus. It affects more of the enemy's body than the Backstab so that he can Necksnap from the side. The stun effect before the Necksnap works on both the Spy and the enemy, making the Spy stand still during the process (a Spy attacking from above could even "float" above the enemy's head). The idea is to make a more powerful melee in exchange for weakening the Knife's main advantage: immediate death from behind.

Sniper

  • Club (Melee replacement)
    • 30% slower attack rate.
    • Damage output: 65 - 109.
    • Can be held down to build-up damage level; maximum 7 sec at 8.5 damage points per second (attack can be held indefinitely).
    • No knock-back.

Possibly redundant against Jarate, this one is intended to accomplish the Sniper's most obvious job when in melee: kill the enemy as fast as possible so he can get back to sniping. A fully charged club could even become stronger than a Scotsman's Skullcutter.

Scout

  • Machine Pistol (Replacement for Pistol)
    • Burst mode enabled pistol; four rounds fired per trigger pull.
    • If all four rounds succeed in hitting single target, enemy player will be forced to switch to different weapon (excluding melee).
    • If enemy player is holding melee weapon, switch is whichever weapon is determined to be ill-suited for situation.
    • Used on sentries, causes different effects depending on the state of sentry fire: If missile has fired, guns are disabled for 5 seconds while missiles increase in firing rate. If missiles are preparing to fire, missiles are disabled for 5 seconds while guns increase in push-back.

This emphasizes the Scout's ability for weapon heckling. I was thinking of making one of its effects force the enemy to hold the new weapon for 2 seconds, but that seemed overpowered. I was also thinking of giving it a buff that let's the Scout switch his own weapons faster, but that also seemed overpowered. I thought that a burst mode enabled weapon is a good half-way point between automatic and semi-automatic. And for the first time, Sentry heckling.

Demo

  • Flying Pig Cannon (or some other fancy name) (Replacement for Sticky Bomb Launcher)
    • Stickys fired from this weapon shoot in a straighter direction and travel slower than normal Stickys, but still in a noticable arc.
    • Higher damage output then normal Stickys.
    • Limit of 6 Stickys in all.
    • When a Sticky fired from this weapon is airborne, Secondary fire changes functions to instead have it stop the Sticky immediately in mid-air, having it float in place. This is called Air-Breaking. The primary ability of Secondary fire (detonation) can only happen when no Stickys are currently airborne.
    • Detonation functions differently with this weapon than with other Launchers; like the Scotish Resistance, The Demo must be looking at a Sticky he wants to detonate, but instead of immediate detonation with a single click, the detonation happens after Secondary fire is released. This allows a Demo holding his Detonation to trace a path along the Stickys for the order he'd like them to detonate in.

I'll start by saying these Stickys are much fatter than normal ones to make them easy to see and signify their damage-output. I was always annoyed by having to work under the constraints of the environment with Stickys. This is just one more ability for the Demo to control his enemies movements (who wouldn't be terrified by a web of Stickies floating in mid-air?). The path-tracing can be used for advanced bouncing maneuvers on the enemies. Finally, they don't stick to walls in any way; if you fired at a wall, it would just roll to the ground (though if you were so inclined you could air-break it very close to a wall).

Engineer

  • Sneak Thieves (Replacement for Pistol)
    • Toy/Mechanical animal Units circle near Engineer when inactive (must be holding respective weapon). Any enemies close enough to swarm get attacked.
    • Enemies attacked by animal Units have ammo stolen; Unit latches onto enemy and doesn't stop chewing until they can't carry anymore metal (total of 41 in ammo).
    • Primary fire sends Units swarming towards enemy (only one enemy targeted) while Secondary fire orders them to return; they return upon reaching a certain distance from Engineer.
    • Units can be destroyed, leaving behind ammo box relative to the amount of ammo they stole; new ones can be created by using metal from Engineer's metal bank.

My new way of finally getting beast master abilities into TF 2, while also allowing the Engy to actively seek out ammo. After a good while your enemy will probably be left with nothing but a melee weapon. I'm still thinking on what would be a good animal to use (relying on a large swarm of tiny creatures seems somehow outside of the Engy's personality, so I'm thinking something rough-n-tumble). I also considered giving the Engy the ability to carry ammo boxes while using this weapon, since spare ammo would just go to waste (imagine boxes of ammo sitting uselessly around the map?).

Pyro

  • The Madman (Replacement for Shotgun)
    • Wearing The Madman lowers damage taken from bullet-based weapons.
    • Improves constitution, making Pyro much more difficult to knock-back or push.
    • Pyro gains speed-boost (10%) at any time when running forward in single direction.
    • Aesthetically, Pyro doesn't flinch or make sounds of pain when taking damage.

A good way to stop a Pyro is to bounce him/her. Bullets can be a nuisance for any Pyro as well. A speed boost in exchange for having no long-range ability whatsoever? Seems fair to me. I'm sure people would complain about this sort of thing encouraging W + M1 behavior. But considering that the Pyro can't turn in the least to keep the speed boost going (most Pyro's learn to sneak around and take unusual paths), if you haven't killed it by the time it reaches you, you deserve what you get.

  • Smoker (Replacement for Shotgun)
    • Fills area with smoke effect on use (measured by small puffs).
    • Alternative fire sends larger cloud at higher ammo cost.
    • Smoke clouds cause longer burning effect and higher damage from burning to enemies within area (depending on smoke level) while aesthetically blurring vision (friendly players see without as much difficulty).
    • At high smoke levels, friendly players (and user) become difficult to see unless at several feet away or point black.
    • Smoke cloud remains for 20 seconds for every puff. Eventually rises to higher floors before disappearing.

Let me start by saying I was hoping that this smoke ability could be incorporated into the Pyro's gameplay with all incendiary weapons. For instance, charred corpses and burning players leaving smoke trails. That added effect of lengthening after burn and damage from burning is a good way to reward a Pyro doing well. The more death, the more smoke, the more damage, the more terror. Despite that, I've thought of it as primarily a mindgame weapon. The hazing clouds making it difficult to see gives the Pyro a distinct advantage while sneaking (especially against Snipers). The two glowing gas mask eyes showing up behind a heavy smog ought to make more than a few players jump. Best of all, the clouds emphasize the Pyro's presence while also reminding the enemy that A) He's doing well B) It keeps getting worse and C) There's nothing you can do about it.

New ability for Back-Burner

  • Dragon Breathing: Vaccum-like attack activated by Secondary fire.
    • Pulls enemies in.
    • Has more catch than Compressed Air Blast in stopping projectiles at the cost of projectiles being deflected erratically to the side.
    • Powerful burst/plume of flames can be used in conjunction with activation of Dragon Breathing; Primary fire pressed at precise moment creates wide ball of fire in direct front (high damaging with less range but more width than standard flames).

The pull-in is of course for keeping enemies from escaping (given the Back-Burner's high damage output). That's also what the wider, longer catch is for. Wide catch but with no way to direct projectiles (tossing them to the side); seems chaotic, unhinged and destructive: just like the Pyro. This will probably be a problem with Stickys though, since they don't change allegiance when air-blasted. The best ability of this is of course the follow-up ball of flames. Since the timing on this combo needs to be very precise, it won't be often seen, but when you see it (or have it done to you), you'll feel the sadism in it.

New ability for Flamethrower

  • Standard Compressed Air Blast becomes timed release ability: single, Secondary-fire click and release for 1.7 seconds creates Compressed Air Blast effect. Secondary-fire being held down any longer instead creates Sprayed Air Blast effect.

  • Sprayed Air Blast
    • Secondary-fire held down becomes Sprayed Air Blast (cone of air with greater reach than Flamethrower). Secondary-fire being held down for long time strengthens (i.e. greater knock-back, width, reach, etc.) Spray. This is called Pressure, May be used indefinitely but without Secondary fire being held down, Pressure sinks back. Pressure can be regained at any time as long as it hasn't fallen to nothing.
    • Pressure produces high-pitched 'Seeping' or 'Hissing' sound when in use, getting louder as Pressure builds.
    • Sprayed Air Blast spends more ammo than Flames. Ammo rate never changes i.e. High Pressure never heightens ammo rate while growing in strength.
    • Sprayed Air Blast doesn't consume ammo unless in use on target.
    • Active Sprayed Air Blast increases reach of Flamethrower Primary-fire in proportion to charge level for 1.5 seconds upon use (one use per single charge). After this initial blast, the Primary fire can be switched on and off again in conjunction with Sprayed Air Blast.
    • At highest Pressure level, it becomes impossible for any enemies to pass through Spray.
    • Sprayed Air Blast can re-direct bullets to side (only available at later Pressure levels and only possible at pointblank at highest Pressure level).

So basically it's a long-reaching shot of air that can push enemies around. Directed at their feet, it launches them off the ground; directed from above at their head, it forces them into a crouch; directed at the right side pushes them to the left and vice-versa; directed at their middle pushes them back entirely (diagonal works in the same manner if you so desire). I've always thought that in any game with a close-in specialist, they need to have some way of bullying and snaring/controlling their victims while maintaining an offense and a defense (like a kenpo-using Bare-Fisted Monk). The idea here is control an enemy's movements while burning them, giving them less options to react (bullet-users in particular won't have an easy time here). The ability is completely reactionary; it starts consuming ammo once in contact with an enemy and re-directs bullets as soon as they come near. The real beauty is the wide wave of flames - as I mentioned, the initial spurt of flames during high Pressure extends its range depending on the Pressure level, letting a Pyro potentially ignite an entire room (good for ambushing but for one use per Pressure build). Once the initial blast is over, the Pyro can use the Flamethrower and Sprayed Air Blast is conjunction, which will chew through gallons of gasoline. The hissing sound is of course for game balance (letting the enemy know that a Pyro is building up Pressure somewhere). Finally, no it doesn't have as much sheer force as the Compressed Air Blast but continuous direction should seem worth it.

Ideally a Pyro should push a large group into a corner and take them all out at once, which brings Me to my only buff of this post:

  • Axe (all)
    • Increase in range/area effected.
    • Passes through targets, allowing for multiple hits in single swing.

So that he can Axtinguish the lot of them.

edited 30th Nov '10 4:54:09 AM by Alucard

truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#48: Aug 12th 2010 at 8:21:26 PM

False Medic: a secondary for the heavy, it gives the illusion that a medic is behind the heavy, therefore intimidating the enemy (crazy I know)

Babushka Blaster: a secondary for the heavy, a gun with 4 different barrels which are different sizes

Blunderbuster: a Primary for the spy, when fired, it makes a smokescreen

Voodoo doll: a melee for the spy, first, you use one of the pins to stab an enemy, then when you have it out, all damage done to you, is done to the enemy you stabbed

Wallaby skin: a shield for the sniper, it makes you jump higher, reload and charge up faster and makes you faster, but it does not lock up the Spy's knife for 2 seconds

edited 12th Aug '10 8:22:23 PM by truteal

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
ColorPrinter Since: Dec, 2011
#49: Aug 12th 2010 at 8:59:47 PM

Electro Disrupter - A replacement for the Spy's Electro Sapper.

  • Is placed on the ground at the spy's feet.
  • With radio interference, causes all engineer buildings within a small radius to malfunction and take damage. (Teleporters still have their other end affected, too.)
  • However, it does damage slower than an Electro Sapper.
  • It takes three hits to destroy it, but still only one with the Homewrecker.
  • Only one can be placed at a time. You can't put one down until the other is destroyed. Disrupters will automatically destroy themselves if there are no buildings nearby.

I tried to balance this, but I probably failed. *shrugs*

truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#50: Aug 29th 2010 at 11:38:58 PM

The Damper: A Sniper Secondary:

  • Taunt with this and You'll eat it, healing you (eat it when you're on fire and it puts you out and gives you full health) Get it?
  • Throw it at a team mate and it will heal them (Throw it at a team mate on fire and it puts them out and gives them full health)
  • Throw it at an enemy and It'll do some damage and it will slow em down for a while and they won't be able to change weapons (thanks to the Sticky team colored syrup on it) Plus like Jarate, it disables the Spy's cloaking device/disguise kit

edited 29th Aug '10 11:49:57 PM by truteal

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php

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