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truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#76: Jan 1st 2011 at 11:03:14 PM

A Post Digger for the Soilder

The Anesthetic: A primary for the Medic when you hit someone with this there health bar disappears, so they can't see if they can survive another attack or not

A Glass Cutter for the Spy

The Recycler: A primary for the Heavy that uses metal for ammo and you can use dropped weapons for ammo

The Silent Killer: A secondary for the Spy this sapper takes twice as long to destory a machine (and it does not disable it) but it makes no noise and the Engy gets no warning

The Drop Bear: A secondary for the Sniper it is a Owen submachine gun (with a small stuffed Koala clinging onto the barrel) when you have it out you receive no fall damage and you can only crit when you fire at an enemy from below

The White Pointer: A Melee for the Sniper it will only crit when it hits a bleeding enemy

And here's a fun fact about me, my mother won't let me play violent video games

edited 1st Jan '11 11:03:50 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?
#77: Jan 7th 2011 at 7:15:58 AM

Just a thought for Marked Mage: The False Assurance and Bavarian Spy Checker are awesome ideas, but I think they would work better if they were both combined along with a fake wrench which appears to remove sappers and repair visible damage with only the Engineers who's buildings are affected aware of this. Those three concepts in one Revolver would sew a new kind of terror.

About to make my longest post ever.

Scout

Trick Scattergun

  • Fires widely-scattering, ricocheting rounds (ricochets once)
  • Does less damage but has higher spread and more rounds fired. Rounds take on more damage-output if they've bounced from a surface
  • Boring bullet ability: The more bullets that have been implanted in the enemy, the slower they will move.

Suddenly, Scouts have to think about their environment aside from how run in it. The Boring ability, as the name implies, is Boring, but Practical; you're probably going to want to click off a few weak, direct shots then finish them with a ricochet. I'm thinking of a wall-bouncing Crimson Trace Laser to make ricochets easier.

Some may tell me that these two concepts could be separate weapons. I think that ricochets and boring aren't enough of a shtick to justify an entirely new weapon. In my mind they're viably linked by their mutual requirements for heavy spread/scatter.

Ace-In-The-Headset

  • Passive secondary item that introduces one-shot critical meter that fills up with damage.
  • Meter fills faster depending on how little damage is done. Meter doesn't fill past certain damage threshold
  • Holding this item increases damage from Melee

A headset to encourage poking. I imagine that it would fill right up if you can land a hit worth a single point. I say small damage per hit, meaning lots of scattering rounds over a great distance is what you're looking for; you're relying on the long distance damage fall-off here (if you get too close the rounds will become too damaging and the meter won't fill at all). I tend to find that Scouts are never rewarded for poking, only for picking off the weak. With this they'd click of just a few Scattergun shots then run in for the kill with their earned critical shot (a job for the increased Melee-damage). It may work well with the above weapon or the Shortstop. What's the story behind it? Imagine that the announcer decided to send a crit his way for fulfiling her wish of his causing as little damage as possible (for the sake of longer torment).

Pyro

Straight-Burner

  • Highly narrow cone of fire
  • Lower damage output
  • Higher damage output from percussive, rapid-fire clicking divided across multiple targets over continuous type (continuous fire can strengthen Body-Part effect if maintained however).
  • Damage type divided by Body-Part target on enemy: damage to either arm decreases all reload speed and firing speed on certain weapons; damage to legs lowers running speed; damage to torso lengthens Afterburn; damage to head obscures vision.
  • Secondary fire is alternative blast of flames; travels further, has wider area of effect and does higher damage at 15 units of ammo per shot; cannot be waved or spread.

So I wanted to make the Pyro similar to a Bare-Fisted Monk in a sense (except with fire). As long as you can aim at close range you'll be fine. This weapon has less to do with Spy-checking that it does to do with taking on battle-classes like the Soldier. Under this mode the flames become more like bullets that set people on fire, comparable to a wider Pistol or a narrow Shotgun. The Secondary blast is for crowds mainly; it has the width to cover an enemy's entire body, achieving all four effects (again, try to aim it or you might miss a bodypart).]

Imolator

  • Wide cone of fire
  • Longer range
  • Faster ammo loss
  • Dragon Breathing ability

Basically, a room-clearer; this is the secondary fire of the above flamethrower, weaponized as an individual item. If you're wondering what "Dragon Breathing" is, look at my Backburner buff a few posts back.

Rapid Shot (Gun)

  • Faster firing rate than standard Shotgun
  • Slower reload

Even though I'm listing this under the Pyro, any of the other Shotgun users can hold it. Yes, the Scattergun doesn't count.

Hook & Chain

  • Retracting, long-range secondary weapon. Fires quickly.
  • Upon hitting target, enemy is pulled in towards Pyro
  • Upon hitting certain surfaces, Pyro can pull self in to reach new areas. Can switch to Iron Implanter mid-pull for combo attack upon reaching platform
  • Secondary fire wider-area attack which wraps chain around target, slowing their movement and reload speed, pulling them in as normal upon release
  • Weapon switch between both weapons increased when paired with Iron Implanter

Yes, it's a Hook Shot. Yes, you can shout 'Get Over Here!". No, I don't plan for this to infringe on the Rocket or Sticky Jump; it's mainly confined to railings and ledges (you'll have to memorize where they are). Basically walls about as high as the castle in Degroot Keep are what I'm thinking of (which, if modern weapons were allowed, would be out of reach for the Soldier anyway). You can quickly pull off a combo attack with the below weapon upon arrival on the ledge by quickly switching to it too. How is the Pyro strong enough to do all this? Better ask yourself "How is the Pyro not strong enough to do all this?".

Iron Implanter

  • Melee weapon with very wide area of effect. Range increases when paired with Hook & Chain
  • Hold-and-release-based attack; meter on HUD indicates damage output. Must fire when meter reaches full strength (attack becomes mini-crit at full strength)
  • Secondary fire swings weapon above head for as long as secondary fire is held down, creating unapproachable zone around player (player moves slower doing this). Can maintain this zone if Pyro switches to Hook & Chain and then switches back
  • Movement rate slows by 7% when in use.
  • Tremendous knock-back.
  • Weapon-switch speed between both weapons increased when paired with Iron Implanter

An Epic Flail. What else? Made mainly for crowd control. Even at highest damage output it isn't meant as much for killing as much as defense and area-protection (unless you pair it up with its partner). I say "Weapon-switch between both" because they're essentially the same weapon from different ends; the weapon switching only sees a speed increase when you're switching from one of the pair into its partner (otherwise weapon-switch remains the same for whatever else you may be carrying).

My intention here was to create a set of weapons which can be used together for deadly combos. I like to think that after an attack has been fired, it takes on a level of semi-autonomy. These two take advantage of that by being switchable while techniques are active, seamlessly working one form of violence into the other. You could swing the Implanter above your head while throwing the chain to pull them into the attack for a near-endless combo; you could pull out the Implanter while the enemy is in mid-yank or have already thrown the Implanter while quickly yanking your enemy in, letting you smash them on arrival; you could constrict them in the chain and hold them in place while preparing a fully charged Implanter for them; you could pull yourself up to a surface and bash anything in the immediate area as you reach the top; with four forms of attack between primary and secondary fire, you're basically limited by your imagination.

Infernalator

  • Non-use melee weapon
  • When this weapon is actively held for 3 seconds, all Afterburn damage caused by player Pyro becomes critical

Basically, it's some sort of evil orb that the Pyro made a pact on. You just have to hold it out and survive while doing so, since your means of defense is nonexistent at this point.

Soldier

Criti-kill

  • Passive secondary item that prevents critical hits (except for Headshots and Backstabs)
  • Raises base-health level by 50.
  • For every critical hit taken, Soldier is allowed a critical of his own (rapid-fire weapons only allow one). Can hold multiple critical shots.

Suddenly, no one wants to use the Kritzkrieg on a Soldier. As I mentioned, rapid-fire weapons only give you one crit-use whenever they happen (Submachine Gun, Mini-Gun, Syringe-Gun). If it wasn't that way, this thing would be over-powered. Also, an insufficiantly-charged, non-fatal Headshot will work towards raising the crit-counter (but the damage will be the same).

I personally don't know what it actually is or looks like. It could be a funny shirt for all I care.

The Harmer

  • Replacemen Shotgun with lower damage output and higher accuracy/lower spread.
  • Gives Crits for hitting enemies that are running the other way after they've clearly noticed you

Also thinking of calling it "The Hound of Hell", but that might bring up thoughts of the infamous Guard Dog. I got the idea from the Soldier's dialog "Surrender now, maggots and you will not be harmed!".

So basically, it's meant to attack people that are retreating. They don't have to look at you for any significant amount of time or exchange any shots; as long as they're aware of you, the weapon works (specifically, their view has to come over you; whether the actual player saw you doesn't matter). The heightened accuracy is to ensure its effectiveness when the situation comes up.

Given the nature of his gameplay and how much terror he spreads, I might make this a shared item with the Heavy.

Quick Shot (Gun)

  • Faster reload over standard Shotgun
  • Less Ammo carried

As mentioned, this Shotgun isn't exclusive to the Soldier. Once again, the Scattergun doesn't count.

Soul-Devourer

  • Fast swing-rate melee weapon.
  • Wide swing area
  • Low damage output
  • Any kills made with this weapon give Soldier a Healing Factor of 1 HP per 6 seconds at limit of 6 kills. When 6 kills are reached, this instead becomes 1HP per second.

A Sinister Scythe that I didn't want to call Soul Eater. It's basically the Soldier's answer to the Demo's Eyelander. It does small damage because as the Sinister Scythe article mentions, scythes aren't that effective (but you can twirl it around for higher swing rate). Really, it's just a bat that steals souls.

I went with "Per 6 seconds" because if it was per second, Soldiers would be too hard to kill. Below 5 kills, it's just a large bonus every few seconds. I was also thinking of giving the Soldier an ability to see souls after death, appearing for a few seconds before floating back to the spawn. If he acts quickly, he can assimilate these too.

Demo

Proximity Mine

  • Secondary weapon replacement that buries near-invisible, wide-explosion mine in ground which is set off by being stepped on. Mines can set off each other's explosions. Will explode if set too close to each other.
  • Only useable on certain surfaces
  • Allowed 10 Mines at one time
  • Burying process takes 3.5 seconds
  • Can step upon own mines

You can still notice a mound if you pay attention (who has time for that?). You'll also have to memorize where you've left them since you yourself aren't given any indication of their location. If you're careful and patient enough, you could even create an impassible line for your enemies to die by (though a mound that long would be hard not to notice). As mentioned, they can set eachother off but can't be too close or the one already planted will blow while you're in the process of planting another (there's no indication given of what's too close, so make an educated guess).

Li'l Leveller

  • When released, this primary item/creature chases after nearby enemies to explode at rate of 95% of standard running speed.
  • Breakable on enemy attack (doesn't set off explosion)
  • Will pursue buildings
  • Individual Li'l Levellers select closest target. Newly released Li'l Levellers will seek out different target, reacting as if none exist if possible targets are already being pursued. If a target pursued by a fellow Li'l Leveller is hit and lives, newer Li'l Levellers will chase them if they're within range.
  • Explosion can be set off by other Li'l Levellers
  • If no enemies are present, Li'l Leveller spins in place until explosion

Be careful with this one. The enemy, knowing he's doomed may decide to run towards you, Taking You With Him just like when the Horseless Headless Horsemann is chasing you and you run into the enemy base. Also, most classes have the ability to outrun it; forcing them to leave the battlefield is the main focus. One interesting possibility is to summon as many as possible and leave the majority of them in reserve, just close enough to figure out their next target, if you're dealing with an enemy at a good distance and battlefield control (try to keep track of how long each Leveller has been out since the timer starts as soon as they're summoned).

If you're wondering what the creature is, it's one of those toy mice with a winding key on its back. If you couldn't guess, I like saying Li'l Leveller.

Pastique In Hand

  • Melee with very slow reload (3 carried in all)
  • Enemies stricken visibly carry plastic explosive removible by Resupply Cabinet
  • May only use one at a time; after use, player holds detonator which may be set off at own discretion

A handful/pound of plastic explosive, basically. You slap it on your enemy, then blast them with the detonator. Sadly, there's nothing to guarantee they'll actually leave the area (aside from maybe the above weapon). Further more, once you've used it you're stuck holding a detonator you probably don't want to press at this distance. Also, like real plastic explosive it doesn't go off from bullets, explosions or impact; it's up to you to actually blow them up (if you combine it with the Li'l Leveller/Pipe bomb and a few Stickies they may just die all at once).

I was thinking of adding a wire between them and you, but it seemed unfair.

Drunkard's Cutlass

  • Melee weapon with wide range, heavy damage output (78 base; Scotsman's Skullcutter level) and fast swing-rate (30%-40% higher; Bat-level)
  • Movement rate increased by 12% when in use
  • Not usable with Chargin' Targe
  • If player runs at full speed in straight direction towards enemy and strikes on contact, attack becomes minicrit
  • Unreliable; fires on random, occaionally not working on command or firing without command
  • When in use, player's movement may randomly lower or stop, possibly becoming immobile
  • If player turns too many times, Demo becomes dizzy and slows to a crawl

Luck-Based Mission: The sword. Instead of being haunted, it's simply cursed. When I say "firing without command", I mean that the computer would remember how many times you clicked, storing them up and firing them after the fact. Balance is tricky with this thing: how do you mimic drunken staggering in gameplay terms? Would it even be worth using? If I ever decide to get into programming, I'd be excited to see where this one goes.

Heavy

The Customizer

  • Passive secondary item which can be used to add effects to Mini-Gun via selection screen
  • When in use, Mini-Gun carries 100 more units of ammo
  • Sharpshooter mode decreases spread and raises accuracy
  • Mowdown mode increases spread and firing rate/ammo-spending rate
  • Rushing mode increases spin-up time and movement rate while spun-up
  • Switches take 2.5 seconds

The selection screen itself looks similar to the building or disguise screen. It works on all Mini-Guns, so it you want to commit to only use it, the extra ammo will help.

Heavy Armor

  • Passive secondary item that increases resistance to bullets, explosions, fire and melee.
  • Defends against Critical hits
  • Base health boost by 25

In other words, it's a defense-boost. This is for the Heavy with easy access to a health pack or a commited Medic nearby, eliminating the need for a Sandvich. Admittedly those same Heavies might prefer a Shotgun for quick Medic defense; this isn't for perserving the Medic's life but for working with a long-leash/jumpy Medic who emphasize healing everyone equally. I'm not planning to add any speed-reduction despite the name (it's quite literally just Armor For A Heavy).

Big Shot (Gun)

  • Higher damage over standard Shotgun
  • Smaller clip

The reason I'm listing these new Shotguns under a certain class is because I think they would work best on them. As mentioned, the Scattergun doesn't count.

Engineer

Building Breaker

  • Allows for multiple copies of the Dispenser and Teleporter pairs at cost of being unable to upgrade them
  • Multiples cannot be place very close to eachother.
  • Building HUD decreases in size.

Secondary replacement, of course (who needs Wrangler or Pistol when they can build more?). You use it by building something then placing this item over said building to split it into two, the second which you can then carry around. When I say they can't be placed near eachother, I mean you can't stack the healing of multiple dispensers. Two-way Teles are allowed though (since one is an exit and the other an entrance).

I'd like to think this works in line with my idea to split Sentries that I had on the first page; look there for details on that.

Extra Toolbox

  • Passive secondary replacement which increases Metal Pool
  • Dispensers receive Tesla Coil on top which shocks enemies who approach (doesn't work on disguised Spys)
  • Engineer is now immune to tele-fraging

Another Secondary weapon which adds to the support prowess on an Engy (imagine the Wrangler is for the offensive type; with this you support that Engy instead). The shocking Dispenser is mainly a deterrent, like tele-fraging; don't expect to get too many kills out of it.

Dynamite Shot (Gun)

  • Stronger knock-back over standard Shotgun
  • Lower damage output

Yes, all four Shotgun users can use these four new Shotguns. And finally, the Scattergun doesn't count.

Medic

Multi-Healer

  • Medi-Gun replacement which can have multiple healing targets up to 6
  • Decreased Medi-Gun range depending on how many Healing Targets there are (one active target keeps normal range)
  • 1 HP per second on Medic user
  • No ÃœberCharge

Improved healing ability for no Ãœber. In some situations the Ãœber just isn't useful, and you'd be more effective healing your team. As I meantioned the healing range only decreases when there are many healing targets; it stays the same in range if you're using it normally (one healing target)

Healing Hands

  • Melee replacement which increases Health level by 50
  • 2 HP per second on Medic user
  • Heals by 40 when used on friendly players
  • No damage

Again, you're not planning to Ãœber too much, go with these. They'll lengthen your life and make you harder to kill at the cost of themselves not being able to kill (the heal-on-touch ability is a nice bonus). Beware of running out of ammo in the Syringe Gun or you'll have nothing to defend yourself with.

Sniper

Heightened Tech

  • Passive secondary item which adds effects to Sniper Rifle
  • Sniper Rifle no longer leaves laser
  • Increased charge-up time
  • Zoom can be increased by varying levels using Spy Disguise keys (up to 9 levels of distance).
  • Strengthens unscoped shots "from the hip" by 15 base-damage

The "high-level" Sniper weapon if you decide you're good enough not to die. The unscoped shot is normally comparable to the Revolver; it tends to be the only way a Sniper survives after he's used his Jarate or is packing a shield on his back (save for melee, not an option against a Pyro). All in all, this is only for dedicated Snipers or body-shotters to think about; others will quickly craft it away, I'm sure.

Tooth Rattler

  • Melee item with low damage output (32 Base)
  • Enemies leave varying number of teeth on death (except Pyro)
  • Fewer teeth left for Headshot kills
  • Upon collection of teeth, can create necklace of them depending on tooth-size of class. Tooth size varies by base-health of class; 125 HP Teeth fill one spot on necklace, with extra size added per 50 HP (6 spots in all required for full necklace).
  • Tooth Necklace a passive item which increases melee damage by 16 and resistance to melee, incendary weapons and gives 25 extra HP
  • Can create 2 necklaces

An Aborigine Stone-Axe of course. The tooth size required as I mentioned varies by 50 HP difference, which is a roundabout way of saying that Medics and everything below leave lv 1 sized teeth, Demos and Soldier's leave lv 2 teeth and Heavies leave lv 3 sized. You can collect multiple teeth depending on the kill; a headshot will blast all their teeth accross the map, most likely out of bounds (if you're luck y some of them will be in good condition). If anything using this weapon encourages bodyshots since those will destroy the least teeth.

Beating them up with the Axe is preferable, since it often leaves the most teeth (but it doesn't do much damage). In all, this should be used for finishing off a weak oppenent, or paired with Jarate. The ability to create multiple necklaces means that this weapon eventually makes the Darwin's Dangershield obsolete. With the Tootth Rattler having pathetic damaging ability, the necklace's ability to increase melee damage means that at two nechlaces, the Rattler becomes... a normal melee weapon.

Spy

Before I start, I wanted to give a nice buff to the Spy.

Buff: When disguised as enemy, friendly fire from own team appear to do damage and carry respective effects such as burning and bleeding (friendly team sees paper fire and pretend-blood). If false health drops to nothing, Feign Death will be activated with no sound from Decloak (this includes health draining items such as Gloves of Running Urgently and suicide weapons Soldier's Kamikaze taunt)

I want Feign Death to be a regularity that can work on command (though it will work off of your normal invisibility-gauge like usual).

Trick-Shooter

  • Disguise-sensitive replacement for primary weapon. Does no damage
  • Doesn't drop disguise when used
  • No Ammo
  • When disguised as friendly class, shots fired appears to enemy team to function as normal under the confines of primary fire, with realistic reload, mimicking travel speed, area effect and swing with melee weapons. These shots appear to do damage and effects respective to fake weapon, such as fire and bleeding working as usual, according to the witnessing enemy team (target won't see their health decrease). Single-shot weapons such as Jarate and Baseball won't act realistically (can be fired multiple times past normal regeneration-rate)
  • When disguised as enemy class (friendly players attacked will appear to Burn, Bleed, Milk and Jarate and Stun with no detrimental effects to them; self-healing items appear to increase health level as they normally would)

Pure mindgame right here, while also giving Spies the need to to think about what they disguise as. I'll admit I got this idea from Marker Mage. As I mention, I think those concepts along with the fake wrench should be blended into a different weapon entirely.

With this thing in hand you can fight a realistic battle, damaging your team, appearing to do damage when disguised as a friendly and even dying thanks to the above Feign Death buff (though like all Spying this could be ruined by voice-chat). Basically they'll see a fake rocket, the enemy will get blasted (no bounce might be a tip off), and their apparent health will drop accordingly, but they themself won't see any health go down (a good way to waste a Medic's time). Disguised as one of them, you shoot nothing at your team but look as though you're doing damage, convincing them that you must be real (this will reduce the ways that someone is able to prove who they are). All for giving up your ability to hurt at long range.

There are a few holes in it: you can't use secondary fire with these fake weapons and can fire/use weapons that normally require some specific event (like the Soldier's Buff Banner).

False Spy Gadgets

  • Secondary replacement for Sapper which leaves false Sentry, Dispenser or Teleporter Entrance (limited by actual Engineer being on enemy team).
  • False Sentry fire blanks at friendly team. This is indistinguishable from a real Sentry
  • When used, False Dispenser lowers defense, reload speed and steals ammo (enemy isn't made aware of this until 10 seconds later; health bar appears to fill)
  • When used, Teleporter lowers movement rate based on how long enemy stood on it.
  • When standing inside false building, Spy is rendered invisible

And now, the team will be blasting at every building they see before use. If they do trust it, you can hide inside the Dispenser to quickly stab anyone who comes near as well; you won't be seen at any angle. The Tele and Sentry on the other hand isn't a box, so this won't work (that's right, the Spy is hiding in a box)

Extrordinarily Long Garote

  • Melee replacement with no form of direct attack (only works on back)
  • By clicking primary fire against a surface, Spy may trace an invisible wire to another nearby surface (carries 10 wires in total)
  • When enemies come into contact with these wires, their turning speed decreases by small ammount for 12 seconds (can be stacked by multiple wires)
  • These wires can be destroyed by being set on fire

Razor Floss, except without the damage. They won't see these in the least, and because there's no speed reduction, they won't notice anything is wrong until they try to turn a corner (imagine their reaction once they've realized a Spy is likely behind them). As usual a Pyro can counter this completely. For the few seconds they stay around the flaming wires become a hazard to your team; try not to make large webs (since the guy out front will catch them all, alerting his still-mobile team to your presence). Since Scouts are usually out front and they're still as fast as ever, they'll probably be the ones to waste them (admittedly a Scout probably won't get far when he has trouble turning).

edited 1st Feb '11 3:15:37 PM by Alucard

Zanter Zanter from Your potted plant Since: Feb, 2010
Zanter
#78: Jan 7th 2011 at 1:03:44 PM

Mad De-Hatter

  • Sniper rifle.
  • Botched headshots (close but a miss) knock hats off.
  • Targets who lose hats are stunned in horror for two seconds.
  • But are enraged for five seconds after they recover.

edited 7th Jan '11 1:05:15 PM by Zanter

Behold, art. http://insanelyzanter.deviantart.com/
RocketDude Face Time from AZ, United States Since: May, 2009
Face Time
#79: Jan 7th 2011 at 3:06:32 PM

For the Scout:

Jumpin' Juice:

A variant of Bonk! Atomic Punch that causes the Scout to jump higher and run faster for ten seconds. When it runs out, he can't use his weapons for 5 seconds.

edited 7th Jan '11 3:06:40 PM by RocketDude

"Hipsters: the most dangerous gang in the US." - Pacific Mackerel
Gralien Evolutionary Byproduct from Frostbite Falls Since: Aug, 2010
Evolutionary Byproduct
#80: Jan 9th 2011 at 5:32:12 PM

This probably seems silly. since The Heavy has so many guns now, but:

LUDMILLA A gatling gun that takes up both the Primary and Secondary weapon slots, it appears as a gun without an ammo barrel, instead the rounds are fed from a backpack. It sacrifices the independence from The Medic that Sandvich, Dalokohs or the Steak provide, but it extends The Heavy's functional range from Ammo Spawns or Dispensers and increases damage output. It achieves this by increasing the amount of ammo carried from 200 to 1000. If 1000 is too broken or too potent a flame fuel, then somewhere between 300 to 500 would work.

Desperate for feedback, please visit Troper Page for links!
RocketDude Face Time from AZ, United States Since: May, 2009
Face Time
#81: Jan 9th 2011 at 6:01:44 PM

^So, would it be like this?

  • Less health given from non-Medic sources.
  • 150% max ammo capacity.
  • x% more damage done.

"Hipsters: the most dangerous gang in the US." - Pacific Mackerel
Gralien Evolutionary Byproduct from Frostbite Falls Since: Aug, 2010
Evolutionary Byproduct
#82: Jan 10th 2011 at 4:07:33 AM

^ Uh, I don't know about non-Medic healing sources, I just meant that it precludes the taking of Sandvich, Dalokohs or the Steak, reinforcing a reliance on other teammates for health regeneration. With Sandvich you can operate independently of the Medic, with Ludmilla instead you can't as much. Kind of like how the Gunboats decrease self-inflicted damage from rocket jumping at the cost of robbing you of a mid-range weapon. In regards to any change to combat apart from increased magazine I was thinking perhaps the section of the skin where the ammo barrel is traditionally located could instead house an oversized motor for the gun, acting as an in-game explanation for a rate of fire increase. I suppose 3 boolets for every one that would be fired by the normal Minigun. So you have a massively increased ammo supply, but you use them faster than normal so the time between trips to the Dispenser aren't as great as you might initially think from just the amount carried. This is why I was thinking an expanded ammo capacity of 750 to 1000 rather than 300 to 500.

Whoa. Hold up a second. It just occurred to me that as he is carrying around all the ammo on his back, it stands to reason The Heavy would be IMMUNE to The Spy's Backstab. So we've got Increased Ammo Supply, Increased Rate of Fire, AND Backstab Immunity? All at the cost of the Secondary Weapons slot? Yeah, I want to give this guy 1000 boolets to kill tiny baby men with, and even I think that's completely broken. We need to add some more downsides. The first one I can think of, is that since he's already carrying the ammo on his back, he can't carry The Enemy Intelligence anymore. That affects what he can do on CTF maps, but what about the others? All I can think of is denying him the ability to Capture Points as well. So his function shifts to that of Combat-Support, providing firepower to cover his teammates as they complete mission objectives.

So, something like: 3x Ammo Supply / 2x Rate of Fire / Backstab Immunity

No Secondary Weapon / Cannot Capture Control Points / Cannot Capture Enemy Intelligence

edited 12th Jan '11 10:06:51 AM by Gralien

Desperate for feedback, please visit Troper Page for links!
truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#83: Jan 31st 2011 at 9:51:46 PM

  • The Heranschleichen: a Primary for the Medic, this does no crits, but it does minicrits when it hits from behind

  • The Skull Bomb: a Primary for the Demo, it's a skull with dynamite coming out of the mouth and eye holes, it is very powerful, but you do not get ammo through cases, but you get an extra Skull Bomb with every successful kill with it.

  • The Duct Tape: a Melee for the Spy, it does no damage but after a successful "Backstab" the opponent cannot communicate and he fires at a slower rate

  • The Demopan's Pan: a golden jewel incrusted frying pan, it's weaker than the bottle, but every time you make 5 successful kills with it you get a free hat/item that isn't a weapon grin

edited 31st Jan '11 9:52:14 PM by truteal

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
Magus Since: Jan, 2001
#84: Jan 31st 2011 at 10:28:46 PM

The Skull Bomb seems like it would be easy to run out of ammo for your primary weapon very quickly. Perhaps make it with any kill?

truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#85: Feb 1st 2011 at 1:28:44 AM

The Skull Bomb seems like it would be easy to run out of ammo for your primary weapon very quickly. Perhaps make it with any kill?

I think that would make it too easy to get ammo for it, plus stats for it.

Its as powerful as a critical grenade plus it has twice the explosive range.

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
MarkerMage World Ends Oct 21, 2011 from My own little world Since: Aug, 2009
World Ends Oct 21, 2011
#86: Feb 1st 2011 at 4:43:06 AM

What about a crowbar for the Scout that allows him to grab onto edges/railings/whatever and climb up?

Has a replacement for the spy's sapper that changes an enemy teleporter into a friendly one been suggested yet?

Thinking of ideas to use with a literary work that is meant to be WikiWalked through.
KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#87: Feb 1st 2011 at 2:39:50 PM

Ze Wunderwaffe

Replacement of: Medigun

Effects: Heals at twice the rate of the normal medigun and Ubercharge is gained 25% faster. In exchange, Ubers granted by this new medigun have their duration cut from 8 seconds to 5 seconds.

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#88: Feb 1st 2011 at 3:13:26 PM

[up]Sounds significantly overpowered. Maybe lower the charge to 4 or 3.5 seconds.

KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#89: Feb 1st 2011 at 3:48:08 PM

Four sounds reasonable.

edited 1st Feb '11 3:48:42 PM by KSPAM

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
Medinoc from France (Before Recorded History)
#90: Feb 2nd 2011 at 12:34:58 AM

Thread Hopping: By the way, does the Spy have access to an accessory looking like a plague doctor mask by now?

"And as long as a sack of shit is not a good thing to be, chivalry will never die."
truteal animation elitist from the great southern land Since: Sep, 2009
Gralien Evolutionary Byproduct from Frostbite Falls Since: Aug, 2010
Evolutionary Byproduct
#92: Feb 19th 2011 at 8:09:36 PM

I've just thought of a special weapon accessible to EVERY CLASS. If a specific "celebration" flag is tripped, then the server will randomly spawn a BOTTLE OF CHAMPAGNE somewhere on the map. When it's picked up, the server broadcasts a message that says "X is on the bottle". This alerts everyone that someone has the bottle, which is bad for the player who has it because you can kill the player with the bottle and take it. Why would anyone want the bottle? Because of all the stuff it can do. When first picked up, the bottle's primary fire will launch the cork straight ahead, stunning whomever it hits. But it won't fly far or stun for very long it it's fired immediately after pickup. You've got to use the secondary fire to shake the bottle. The longer the bottle is shaken, the father, faster, and stronger the cork flies. Now that you've got the bottle open, you can drink what's left of the champagne. This grants you the "fizzy" status effect, which increases your running speed and jump distance. Now you can use the empty champagne bottle the same way the Demoman uses his bottle o' scrumpy. But with the champagne bottle, you can crit if you hit them from behind like the Spy's balisong. Once you've done that, it's over. the "fizzy" effect will probably last a bit longer, it depends on how soon after chugging it you hit someone upside the head with the bottle. You automatically drop the bottleneck, and you back to your set melee weapon. To do it all over again, you need to get another bottle, either from being the first to pick it up, or by killing whoever picked it up first.

Desperate for feedback, please visit Troper Page for links!
Magus Since: Jan, 2001
#93: Feb 22nd 2011 at 8:01:20 PM

New Pyro weapon: Butane Tank.

The Butane Tank uses a peculiar blue flame. It has 50% shorter range but does 50% more direct damage. Afterburn is normal Flamethrower damage but lasts three more seconds.

The catch: The Butane Tank occupies both the primary and melee slots. Pressing right-click will whack the opponent with the weapon, instantly critting if they are on blue fire. Normal fire overrides blue fire.

truteal animation elitist from the great southern land Since: Sep, 2009
animation elitist
#94: Feb 28th 2011 at 9:23:25 PM

- A Kurdaitcha Bone and Shoes for the Sniper

- The Bronut: a Donut for the Heavy which when he eats it he only eats half of it and throughs the other half away for team mates to eat.

- Old Man Conagher's Possum Stew: an Engy secondary which after you take a sip of it, if you take a hit afterwards you go ragdoll but not get killed then press any button and you'll return to your normal good old self.

- The Lone Star: A Shuriken for the Engy, Not sure what it should do though.

http://s1.zetaboards.com/Conceptual_Evolution/ http://sagan4.com/forum/index.php
RocketDude Face Time from AZ, United States Since: May, 2009
Face Time
#95: Feb 28th 2011 at 9:38:30 PM

Sniper Primary: The Tag-n-Bag:

  • Cannot headshot.
  • On hit: Target is drastically slowed down.
  • Less damage.
  • More Max. Primary Ammo on user.

It is essentially like the Sydney Sleeper, only it is more geared towards support.

"Hipsters: the most dangerous gang in the US." - Pacific Mackerel
KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#96: Mar 1st 2011 at 6:47:53 AM

The Umbilical Cord

Replaces: Medigun

Effects: Stats are identical to the Medigun, with one key difference. Instead of a healing beam of whatever-the-hell-it-is, this new medigun takes the form of a hookshot-tube that the Medic attaches to his Medic buddy. It functions exactly the same, but allows the Medic to remained anchored to his target, even when one is blasted into the air.

While the link can't be broken or stretched, it does offer some significant disadvantages. It takes a drmatically longer amount of time to detach yourself from your Medic buddy when using it (about two seconds). This can be a problem considering that when your Medic buddy dies, you die. The Umbilical Cord is rigged with a Battle Royale-style exploding collar, which detonates upon the death of the Medic buddy.

In addition, The Umbilical Cord's link remains steadfast, even when the Medic buddy falls and plummets to his death, dragging the Medic with him.

In summation:

  • +Medic can no longer be separated from his buddy

  • -Medic can no longer be separated from his buddy
  • -When the buddy dies, the Medic dies

edited 1st Mar '11 6:49:03 AM by KSPAM

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#97: Mar 2nd 2011 at 9:08:01 PM

Scout

Can-o-Corrosion

  • Thrown secondary made for causing corrosion effect. Acts quickly.

Acid Bat

  • Causes corrosion on hit.
  • Limited use of 12. Not usable after limit is hit.

Soldier

Acid Blast

  • Secondary made for causing corrosion.
  • May misfire or fail to work.

Engineer

Ol' Rusty

  • Corrosion-inducing primary
  • Secondary fire can spray cloud of rust (Spies become partially visible in this)
  • May misfire or fail to work

So basically Corrosion is another de-buff visible on weapons by a distinctive rust, which causes them to reload slower, limited by how long the effect has been active on that weapon (water speeds this up). It reaches its maximum effectiveness after a minute or so, depending on how much corrosion-based attacks were used (hence the Scout's Can-O-Corrosion "acting quickly" by comparison to the other items). Medics can't heal this, but cabinets and Dispensers can (call it "tuning-up").

Their main weakness is that they themselves have a nasty habit of not always working, or breaking down (the reason for the Acid Bat not working past 12 hits). Also, Acidic weapons don't do that much damage as the name suggests; the acid they're using is mainly meant for metallic materials, not human flesh (but the damage is there, though not much).

As a possible added effect, the Corrosion could also cause weapons to miss their reload, thus wasting more time. I kind of thought this would be over-powered.

RocketDude Face Time from AZ, United States Since: May, 2009
Face Time
#98: Mar 2nd 2011 at 9:12:35 PM

^So, the Corrosion is essentially a weapon-depowerizer?

I think it should do something like block crits and mini-crits entirely, reduce rate of fire and reload speed.

"Hipsters: the most dangerous gang in the US." - Pacific Mackerel
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#99: Mar 2nd 2011 at 9:24:51 PM

Well, I hate to overpower things, but the crit-stopping sounds viable and fitting (rate of fire, I'm not so sure about).

I think I will add the Mis-load effect; if a piece of ammo fails to load properly due to Corrosion, the shot is wasted.

ColorPrinter Since: Dec, 2011
#100: Mar 2nd 2011 at 9:37:14 PM

The Outback Comeback - A boomerang for the Sniper. Can be thrown with alt-click.

The Sudden Death - A knife replacement for the Spy.

  • Successful backstabs do not drop your disguise
  • Faster firing rate
  • Non-backstabs do no damage

The Rocket Bomber - A replacement rocket launcher for the Soldier.

  • More knockback (means higher rocket jumps)
  • Larger explosion radius
  • Does less damage, but does more if used in mid-air
  • Smaller clip size


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