Post your TF2 weapon ideas!

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Jennacide

New member
Dec 6, 2007
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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.
And you do understand that Valve has hosted threads like this for 3 of the patches and actually used fine tuned versions of fan ideas. Sandvich, Jarate, and Cloak and Dagger were all fan contributed, and near identical to how they were pitched. (Granted that Jarate was inspired by the Meet the Sniper vid)
 

manythings

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Nov 7, 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.
I salute you. Also any idea created by a forum community will be shit. I think that is Newton's Seventh law of Internet bullshittery.
 

FiXT_Cake

New member
May 2, 2010
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Fire Resistant Suit
Class:Spy
Advantages:prevents those pesky pyro spy checkers
Disadvanges: -20 health

Overpowered yes but as a spy it would be nice :D
 

Sir Kemper

Elite Member
Jan 21, 2010
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FiXT_Cake said:
Fire Resistant Suit
Class:Spy
Advantages:prevents those pesky pyro spy checkers
Disadvanges: -20 health

Overpowered yes but as a spy it would be nice :D
Supposedly, the Fireproof suit was supposed to remove the Spy's revolver, Which seems somewhat fair, when you think about it.
 

zalnar

New member
Jul 14, 2010
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Triple Shot
Class:scout
Advantages: +5% more damage done
Disadvanges:-10 health -50 percent clip size
Abilites: 3 second crits every kill
 

Rakkana

New member
Nov 17, 2009
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Eletro-net?
Class: Soldier
Advantages: Fires a net over a 2 yard square. Everyone caught inside will be shocked and stunned for 3 seconds. The net will take of 6 health per 0.2 second.
Disadvantages: The victim will be immune to nets until their death. Damage taken while in the net will be reduced by %75. Only one per load.

It sucks I know.
 

Hiphophippo

New member
Nov 5, 2009
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I don't think it's too much to ask for my engineer to get a loadout that gives him a full walking mecha suit, complete with shoulder missile cannons.

Seems balanced.
 

Beastialman

New member
Sep 9, 2009
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Weapon: Stolen Kukri
Class: Spy
Slot: Melee
Advantages:
Successful back stab on a person who is being ubered.
Disadvantages:
Five second back stab cool down time.

Weapon: Unamed Medigun
Class: Medic
Slot: Secondary
Advantages:
Heal two people at once.
Med pack meter, right click drops a medkit equal to percentage on med pack meter. (25%=Pill Bottle, 50%=Medium health pack, 100%=Full Health pack)
+25% faster charge rate.
Disadvantages:
No Ubercharge.
No Overheal.

Weapon: Unamed Backpack
Class: Scout
Slot: Primary
Advantages:
Pistol gets an additional +164 bullets.
Sandman gets an additional +2 balls.
+15 health when equipped with Sandman.
Disadvantages:
No Primary weapon.
Can't be equipped with Bonk or Crit-a-Cola (or any future non-projectile secondary weapon).
Sandman baseball cool down time (three seconds).

Weapon: Unamed Nailgun
Class: Engineer
Slot: Secondary
Advantages:
+100 Metal
Each shot adds +1 metal to a friendly building.
Disadvantages:
Uses Metal as ammo. (Disadvantage?)

Weapon: Musket
Class: Soldier
Slot: Secondary
Advantages:
Infinite bullets.
Does explosive damage at close range.
Secondary fire: Melee (weaker than shovel but does bleed damage).
Disadvantage:
Slow reload time.
During reload you can't switch weapons.
+5% chance of not firing.

Weapon: Unnamed PDA
Class: Engineer
Slot: PDA
Advantages:
+25% range to Sentry
+200 Metal
+25% teleporter recharge rate.
-1 Second on Dispenser metal regeneration rate.
Disadvantages:
Can't destroy, or more your buildings.
-15% damage done from non-sentry weapons.

That last one might seem a bit overpowered to you, but imagine if you mess up horribly on your placement (using your dispenser as a roadblock for cloaked spies or scouts).
 

Dr. wonderful

New member
Dec 31, 2009
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A sandvich that make you firepoof.

A cola that increase your hitting power.

To use your Uber charge to BRING BACK THE DEEEEEEEEEEEEEEEEAD.
 

Tattaglia

New member
Aug 12, 2008
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Alright, I thought up a weapon available to all classes once you fit the certain criteria. I know, kinda different, but I thought as long as it was well-balanced it should be fine.

Weapon: Nactical Tuke
Class: All
Criteria: 25 Kill Streak
Advantages: Kills everyone on the map
Disadvantages: ???
Killingness: Maximum
Pointlessness: Maximum

"Hey man, you know what would be really cool?"
"I don't know, I was thinking maybe we add a bit of backstory into some of the characters, y'know, really make the player feel for th-"
"YEAH WELL FUCK THAT. NUKES, BITCHES. NUKES ALL UP IN HERE."
 

Heart of Darkness

The final days of His Trolliness
Jul 1, 2009
9,745
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Weapon: Übermensch
Class: Medic
Slot: Primary

Advantages: +2% Übercharge on hit
+1 Extra Healing

Disadvantages: -25 Health
-25% Clip Size

[hr]

Weapon: Cracker Launcher
Class: Pyro
Slot: Secondary

Advantages: Splash Damage
Sets Enemies on fire (even when hit in the splash zone)

Disadvantages: Does not randomly crit
-25% Fire Rate than the Flare Gun
 

Mister Awesome

New member
Jan 17, 2010
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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
probably the best idea for a weapon i've heard on this forum
 

zalnar

New member
Jul 14, 2010
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Ludmila
Class:Heavy
advantages:+10% firing speed +3% damage done
disadvantages:-25% health no random critical hits
abilities:every kill gives 13 hp
 

zalnar

New member
Jul 14, 2010
4
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Fire Extinguisher
Class:demoman
Slot:melee
advantages:+18% damage done
disadvantages:-13% running speed
abilities:can extinguish burning players and urself
 

thatstheguy

New member
Dec 27, 2008
1,158
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Running Eagle
Class: Scout
Slot: Secondary
+75% more powerful than pistol
-50% smaller clip size
-25% slower fire rate

Cup o' Joe
Class: Soldier
Slot: Secondary
+Upon drinking instantly heals all health
+Drinking takes exactly one second
-Takes 30 seconds to regenerate item
-No shotgun

Flamer's Bait
Class: Pyro
Slot: Primary
Shoots a blast of flame from the flamethrower rather than a constant stream
+100% more powerful
-50% shorter range

Grim Launcher
Class: Demoman
Slot: Primary
+50% larger clip size
-20% less damage
 

Theron Julius

New member
Nov 30, 2009
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Sonya
Class: Heavy
Slot: Primary
Advantages: +30% damage +20% accuracy -100% warm up time
Disadvantage: -75% firing rate (ends up same as SMG)

Rather than a form of minigun it's a heavy machine gun (possibly an M60)


Nail gun
Class: Scout
Slot: Primary
Advantages: +1562.5% firing rate (SMG speed)
Disadvantages: -90% bullets per shot

Nail gun was originally slated to be the scout's primary weapon, but was scrapped in favor of the scattered gun. The skins are actually already present within the game.


The Turbo-Torch
Class: Pyro
Slot: Primary
Advantages: +35% damage slightly increased range +50% damage to buildings
Disadvantage: No afterburn
 

e2density

New member
Dec 25, 2009
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Dr. wonderful said:
A cola that increase your hitting power.
YEAH WE TOTALLY DONT ALREADY HAVE THIS *cough* Crit a Cola *cough*

Ludmila
Class:Heavy
advantages:+10% firing speed +3% damage done
disadvantages:-25% health no random critical hits
abilities:every kill gives 13 hp
Yeah this totally wasn't ripped off of anything.

zalnar said:
Fire Extinguisher
Class:demoman
Slot:melee
advantages:+18% damage done
disadvantages:-13% running speed
abilities:can extinguish burning players and urself
Why would the Demoman need this? The Pyro can already do this with their primary weapon...

JoshFTL said:
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.
!
Seriously? A 20% chance to backstab enemies when attacking from behind? Really?

God...these are almost worse than the Steam Forums ideas.
 

zalnar

New member
Jul 14, 2010
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Potato Mine
Class:soldier
-shovel
Abilities:instant kill when stepped on
disadvantages:can only be placed once
 

Eldarion

New member
Sep 30, 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.
Forgive us for brainstorming possible weapon ideas anyway. God forbid we have fun on a forum.