Post your TF2 weapon ideas!

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JoshFTL

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Aug 18, 2009
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With Valve saying they want to add user-made items into the game, I thought it would be a good idea to maybe brainstorm some on here, I'll start:

Weapon: Knife-Wrench
Class: Engineer
Abilities: 20% Chance to back-stab an enemy when performing a melee attack behing them, but you can't upgrade sentries past level 1.

Post away!
 

Cpt_Oblivious

Not Dead Yet
Jan 7, 2009
6,933
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  • Weapon: Boomerang Knife
    Class: Sniper
    Abilities: Melée weapon with 5 feet further range, you throw it and it spins back for you to catch. Catching takes off 15 - 35 or so Health and knocks you back slightly.
 

Zacharine

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Apr 17, 2009
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Weapon: 'The Problem Solver' spanner kit. (replaces the Wrench)
Class: Engineer.
Abilities. Though large in number, the individual spanners are small and lightweight. Melee attacks take a 70% penalty to damage, but you gain +20% to sentry construction/upgrade speed for having the precisely right spanner for the job and +10% to movement speed from reduced weight.
 

Zacharine

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Apr 17, 2009
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Weapon: 'Bow of Apollo' sniper rifle (replaces standard rifle)
Class: Sniper.
Abilities: The Bow of Apollo is truly a fearsome weapon. It represents the pinnacle of sniper rifle- and custom-made long-range bullet technology. A hit from this weapon to the head or torso is a guaranteed kill against even a supercharged Heavy. However just as Apollo rarely needed a second draw, the price for this rifle is equally devastating: the firing rate is only 1/3 of the stock sniper's rifle.
 

Sir Ollie

The Emperor's Finest
Jan 14, 2009
2,022
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Weapon The Davy Crockett (replaces standard rocket launcer and shotgun. Takes two spaces)
Class Soldier
Abilities 100% crit rate. It annihilates the entire map which leaves radiation for 5 minutes killing any class (ally or enemy).

Now thats overpowered!
 

Aunel

New member
May 9, 2008
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sonic weapon, large amp, -76% movement, deals huge blas damage when connected to a bass player.
 

TimeLord

For the Emperor!
Legacy
Aug 15, 2008
7,508
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The Badigerizooka! (Unknown spelling for such a stupid/awesome word)

(See Doomsday Arcade Ep 23)
 

Dr Ampersand

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Jun 27, 2009
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Can you submit upgrades to current weapons?
If so then: "backburner"
Crits from behind
no airblast
can dash using ammo to get to places quicker
can stick to walls.

Eagles talons(soldier melee)
50% less damage
Damage increases as speed (especially vertical speed) increases.
Greater air control when used while in the air.

This is the rocket jumpers melee weapon.

Flameshield
(pyro)
reduction in forward move speed
Reflects flame based attacks
damage is reduced if it hits the shield
can be used in conjunction with melee.

Skin scraper
(pyro)
wider hit arc
can hit more than one person in one swing
upon hitting a burning target, afterburn decreases their base health as well as their current health. Base health can be recovered by healing for 3 times the lost base health past max health e.g you lose 10 base health as a engineer. once you have full health you need to get 30 extra health to get your health back

Cheer gear(scout)
Passive ability to be able to cap/push or block the objective while a distance away from it. When equipped the scout is worth 4 people on the objective. A cart with a cheer gear scout gives health out at a quicker rate.

Engineer
Mjolnir, hammer of Thor
greater damage
Able to set up buildings quicker
The engineer can swing his faithful hammer Mjolnir, neglecting to let go, thus achieving flight!
 

Abbadiel

New member
Oct 15, 2007
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Weapon: Reading Comprehension
Class: Forum Posters
Abilities: Being able to understand that the change on weaponry is just visual and you will not be able to add abilities to the weapons.

Team Fortress 2 Contribution page said:
Game Balance

"Wait," you might be thinking, "won't this ruin the balance of the game with tons of overpowered weapon designs?" Nope. The contribute feature is exclusively for model design.
Go check it yourself.
 

SteakHeart

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Jul 20, 2009
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Class: The Spy
Weapon name: Switchblade
Appearance: A regular switchblade with a mahogany handle.
Abilities: Has an instant backstab, a quick forward stab rather than flipping the knife around and stabbing.

This is fun, I might come up with some more!
 

sephiroth1991

New member
Dec 3, 2009
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Class:Demo
Weapon name:Kilt
Apperance:Just a traditional Scotish kilt
Abilities:When taunting(W/ the grenade launcher) the enermies in front will for a couple seconds be incompasitated(Like being hit by the baseball)
Drawbacks:It means the demoman can't move while doing the taunt, Dosn't affect the people at side or behind.

Plz don't take offence any1 from Scotland
 

Dorian

New member
Jan 16, 2009
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Weapon: The Annihilator
Class: Spy
Abilities: If the Spy is healed by an enemy Medic for any span of time, he will go invulnerable and Kritzed permanently for the remainder of the round, and is also able to enter the enemy spawn room. Replaces nothing.

That's not overpowered at all! :L


Okay, now for something more serious......

Weapon: Patrischia
Class: Heavy
Abilities: Replaces the Minigun.
+25% Minigun firing cone thingy, for a tighter spread.
-15% Firing speed.
When firing crit bullets, distance becomes a factor. The farther the bullet travels, the more damage it does. So if it's point blank, it'd basically be normal bullets.

Maybe that'll make Snipers and enemies from afar a bit more reluctant to try and pick 'em off while Heavies rain chaos upon them >:D
 

sephiroth1991

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Dec 3, 2009
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Abbadiel said:
Weapon: Reading Comprehension
Class: Forum Posters
Abilities: Being able to understand that the change on weaponry is just visual and you will not be able to add abilities to the weapons.

Team Fortress 2 Contribution page said:
Game Balance

"Wait," you might be thinking, "won't this ruin the balance of the game with tons of overpowered weapon designs?" Nope. The contribute feature is exclusively for model design.
Go check it yourself.
Buzz kill
 

Skuffyshootster

New member
Jan 13, 2009
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Jaws.

Replaces the Heavy's fists and KGB.

It's a dead shark whom the Heavy fondly named Jaws, not much too it really.
 
Jan 29, 2009
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Howabout a rocket launcher for the soldier where the 4 rockets are arranged in a square, and you can see them.
Or some new shotgun models for each class, like that revolver one, just sawn off for looks.
 

Johnforester15

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May 10, 2010
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My Weapon Ideas:

The Wretch - Level Whatever Wrench(Engineer)
Color: Reddish-Rust Color
Advantages: +50% build speed on hit and +50% more damage to sappers.
Disadvantages: 150 Metal Limit and -25% damage to players.

The Revolter - Level Whatever Revolver(Spy)
Color: Gold with Red Designs
Advantages: +50% damage to players.
Disadvantages: -50% damage to enemy buildings.

The Shockgun - Level Whatever Shotgun(Engineer)
Color: Basically the Shotgun with the Scottish Resistance's yellow-black tape pattern.
Advantages: Can be used to destroy sentries and deals 50% more damage to enemy buildings.
Disadvantages: -50% damage to players.

The Scanner(Replacement For Pistol) - Level Whatever Scanner(Engineer)
Color: Not sure, maybe a red-looking PDA with a screen and maybe a few little buttons.
Advantages: You can see cloaked Spies, Sticky Bombs, and Enemy Buildings on it.
Disadvantages: Must let it recharge after a certain amount of time.(Or not. Still deciding on that)

I've already submitted the Wretch, Shockgun, and Revolter to Valve(Only the Revolter has been recognized), and I am aware that I don't decide what it does, but I attatched it none the less, to give them an idea.
 

Jennacide

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Dec 6, 2007
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SakSak said:
Weapon: 'The Problem Solver' spanner kit. (replaces the Wrench)
Class: Engineer.
Abilities. Though large in number, the individual spanners are small and lightweight. Melee attacks take a 70% penalty to damage, but you gain +20% to sentry construction/upgrade speed for having the precisely right spanner for the job and +10% to movement speed from reduced weight.
This is similar to what I'd like to see. But I'd rather it be the 70% damage reduction in exchange for acting like a TFC Engineer that can apply all current metal in one swing. Much like I'd like to see Heavy get something that would let him be immune to explosive/poofer/sentry knockback like in TFC. (Well poofer didn't exist, but it would apply here) Would make Heavy uber rushes into sentry territory much scarier, and would have them forfeit something like the KGB.

Also, Valve needs to make the fanmade Garrote(Spy) and Nailgun(Engy) happen! Garrote wasn't a fast kill like the knife, but didn't drop disguise and would disguise as whoever they just killed. Be great for grabbing entrenched engineers and then sapping up thier stuff. The Nailgun, which the real name they gave it escapes me, replaces the engineer pistol for a slight increase in damage which applies a mini-crit effect and radiation aura (to show cloaked spies), but using 15 metal per shot instead of it's own ammo type.
 

moose_man

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Nov 9, 2009
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Lightsaber, thief only. That's it, there goes everyone else. Make the spy a bit more of a Jedi.
 

Nikolai Smirnov

New member
Nov 3, 2008
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weapon:Advanced building kit
class:engineer
Ability:This kit replaces your secondary weapon for the engie but allows you to build higher level sentries,dispencers and teleports but makes the engie have a -20 in speed and -40 in damage(with other weapons)