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gamma6586

New member
Sep 7, 2011
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Pyro:
Pit Crew Kit:
The High Octane
Lv. X Rocket Fuel Sprayer
Left-Fire Sprays a flammable mixture, it can stick to any surface, Alt-Fire Shoots a small, no damage flame to ignite the fuel.
-15% Burn Damage
You Can Set Yourself On Fire
+15% Longer Self-Burn

The Hotseat
Lv. X Half Of An 8-Block
+20% Movement Speed While On Fire
-50% melee Damage
It is a maul with half of an 8-block mounted on the side, and the pistons move while you are on fire.

Oval Defender
Lv. X Shotgun
Mini-Crits Burning Targets
-50% Damage Against Non-Burning Targets
-20% Clip Size
+50% Melee Damage
Kit Bonus
-10% Self-Burn Damage
(-20% clipsize is referring to having only 4 shots per clip)




Heavy
Freedom Kit

The Prague Spring
Lv. X Tribarrel Minigun
-25% Damage Penalty
-10% Movement Speed While Deployed
+20% Max Health On Wearer
+50% Max Primary Clip Capacity
+5% Chance to Block 50% of any headshot damage taken.
It has a broken shield mounted to the front of the gun, explaining the headshot resistance probability.

The Berlin Fists
Lv. X Rebar And Concrete Fist Wrap
Increases movement speed by 2% for every kill while deployed, while decreasing melee damage by 2% with every kill. (Effects only apply while TBFs are equipped)
+6% Damage Bonus
-2% Movement Speed Penalty
These are essentially made out of the Berlin Wall











Scout
Billy the Kid Kit

The ?87 Shooter
Lv. X Scattergun
-90% Max Primary Clip Size
+20% Reload Speed
+10% Range
A Lever Action Shotgun



Bonk! Old Root Runner
Lv. X Rootbeer
While under the effects your movement speed is increased, but you are resricted to using your melee weapon.
-20% Activate Speed
Everyone Knows that cowboys loved rootbeer, and that Bonk! Inc. made it!


The Man Gutter
Lv. X Combat Knife
-5% Melee Range
+5% Damage Bonus
+10% Faster Fire Rate
+5% Chance To Parry Other Melee Attacks (While Melee Attacking)
A Combat knife with a short blade and a spiked handguard.
 

Neogore

New member
Oct 5, 2011
1
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Beoir Cupan (Beer Cup)
Class: Demoman
Melee slot.
Effect: Drinking the mug's contents by taunting will cause the user to give and take mini-crits for 10 seconds and gain a +50 boost in max health.
Disadvantages: -25% damage with melee

I think this is not only fitting for the Demoman, but I think it's about time every class got a lunch box of some sort. :)
This is an approximate idea for what it would look like.
http://www.steincenter.com/stein/pc/catalog/01-40-137.jpg
 

CatChuckles

New member
Oct 8, 2011
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Pyro set:Crazy Dragon

Secondary:BBQ spayer (B stands for Burning 2nd B stands for Back and Q stands for Queer)
+ on hit enemy burns
+ 30% firing speed
+ does mini crits on burning enemies
- only has 2 bullets loaded
- 50% less damage

Appearance:Looks like a spaz shotgun but is blue with flames on it and has backburn's dragon jaw as the pumper

Melee:Maniac's Hunger
+ on hit user gains 3 HP
+ on hit burns enemies
+ 10% movement speed when equipped
+ 80% attack speed
- 70% less damage
- 25% vunabilty to bullets when equipped
- 25% vunabilty to explosives when equipped
- user loses 6 HP when equipped

Appearance:Burning hot orange claws that are they sharp on each hand (kinda like warrior's spirt)

Hat:Goofy Lizard

Appearance:it is a green cap with 2 big googly eyes with a tounge poking out like :p and has 2 wings on the left and right side

Item Set Bounus
+ User can fly for 5 secs before landing
+ 25 HP
- Demoknights can 1 hit kill the user (since knights slay dragons)

Use of the Set So Pyros can do damage,fly and run away from direct combat at the same time putting everyone on FIRE!


this is my first idea i dont know it might seem overpowerd but idk wat other disadvantages i can fit in it D:

Oh and one more wep for spy

Melee: Crook's Handy Knife
Abilities: Has 3 forms Fork,Knife and screw driver. Switch by M2

+ Fork can steal enemy heavies sandvich/buffalo steak sandvich/dalokohs bar and take the effect plus makes the food gauge depleted so he has to wait
+ Screwdriver 20% more damage on buildings can remove enemy sappers and can repair friendly engineer buildings
+ Knife you should know what it does!
+ User Does not lose disguse when attacking
- When Screwdriver is out 20% less damage to non-buildings
- Cant Invis While having the Crook's Handy Knife out
- User loses disguse when using the knife to attack.
- Fork and Screwdriver can only back stab an enginner by shoving the weapon up his ass
- 25 less HP
Appearance:A Swiss Army that is red and has a silver Fork,Knife and Screwdriver in it.

Use of the Crooks Handy Knife so spy can be more surrportive as he is already,so he can endure attacks and make enemy heavies' hungry.

I hope u guys like my ideas if its to overpowerd tell me the flaws :D.
 

Cheesus333

New member
Aug 20, 2008
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I feel that, with only three flamethrowers (inc. the base model) there needs to be more. At least two more, in fact. So...

The Sous Chef:
50% reduced damage, no crits or mini-crits.
Fire will extinguish and slightly heal allied players who are ablaze. Will also destroy enemy sappers.

This would be good for a new sub-class of Pyro that behaved more like a Medic, kind of like how the Backburner turns you into a very potent rudimentary Spy. It would look a lot like the regular flamethrower but painted the team colour and with a canister of the Medic's healy-goo where the fuel tank would be.

The Jalapeno:
100% increased damage, burning enemies adds +3HP per hit.
Player is constantly ablaze (except in water) and suffers -2HP every second when equipped.

This one's pretty much the Blutsauger but with fire and therefore more awesome. It would look like the Backburner but the mouth would be cartoonishly agape with wide, empty eyes with little fires in them. It'd also have hot-rod flames painted up the sides.

Also: knives.

The Turncoat:
Instead of insta-kill backstabs, disguises the enemy as a member of your team and turns on friendly fire (just on them). Player gains double points if the target is team-killed.
As a bonus, it would appear to friendlies and the player as a little stickynote on their back that says "Kick Kill Me."

Also: Heavy fists

The Falcon Punch
Massive knockback effect, 50% increased damage
Requires a charge time when fired during which the player is vulnerable.
It would appear as two giant falcon heads that would be worn over the fists - the beak would be used to punch. Obviously there'd be an associated Captain Falcon reference phrase when used.

I had an idea a while back for a hybrid class called the Spyro (hehe). If that happened, it would be the Spy but instead of a knife he'd have:

The Matchmaker:
Level 25 Box of Matches
Takes +20% fire damage - but fire will drain to 1HP and not kill.
Ignites enemies for 200% more fire damage then usual when 'backstabbed'.

And he'd have a Revolver to match:

The Immolator:
-50% bullet damage, no crits
Fires incendiary rounds (think the Flare Gun)

I guess he'd have some kind of Invis Watch that would go with all that, but I can't imagine it.
 

rammn

New member
Nov 1, 2011
2
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hi,
It's not really a weapon but well.
My idea is to allow one player to create a smoke cover, to allow his team to move more or less undercover for an attack. It would particularly be usefull against snipers. Of course, the allied players would also be hindered by the smoke, so it should not be used carelessly. It does not make player totally blind, far from it, it acts as a volumetric fog of varrying opacity.

Now what class should be given that ability? Here are three alternatives (of course implementing them all would be ridiculous)

Idea #1 : it is done by the pyro. It is the secondary attack of a new kind of flamethrower (let's call it smoke and burn), replacing the air blast (the main attack is the same as for standard flamethrower). When right cliking, the flamethrower produced a thick plume of smoke. so the pyro has to roughly circles the area he want to cover with smoke. Once emitted, the fog disperse gradually (become less opaque), and is totally gone after 90 seconds. It burns ammo quicker than normal flamethrowing.

Idea #2 : the demoman does it. The Smoke grenade launcher replaces the sticking bombs launcher, and works the same way. Some bombs sticks to the ground or walls and are activated by a right click. One activated, it emits smoke for 45 seconds. several smoke bombs on the same spot can be used to get a thicker panache.

Idea #3 : the smoke is made by a liquid spilled by the scout. It's a bottle with periodic recharge, similar to jarate and mad milk. One thrown on the ground, the liquid creates smokes for 30 seconds. Thus the panache gets thicker and thicker for 30 seconds and then gradually dissipates.


In any case, smoke could be a fun addition to the gameplay. The thicker it is, the shortest the visual range becomes, it extreme case players could have to fight melee only.
A smoke coverage could also be used to protect an important passage (for exemple, from spawn to nearest shelter) from sniping.

Of course, one could think of a new sniper gun with infrared optics, allowing the sniper to see through smoke.

The sentries are unaffected by smoke, unless it's extremely thick, then they become unable to aim. however, blinding a sentry would require to get very close of it and create lot of smoke (ie, use a lot of smoking bombs for demoman) so it's generally pointless.

Also, this new feature would emphasise teamplay and coordinated attack : spilling smoke just for yourself makes little sense.


There could also be a smoke weapon for medieval mode. For exemple it could be a torch held by the pyro.

While we are at it, some maps could also feature "neutral smoke", generated by decor elements.
 

fred fart

New member
Mar 21, 2012
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name: French sprie
class: spy
advantages: melts the body when backstabbed. ( nobody knows spy is there ) no kill sound.
disadvantages: -70 penalty damage. - 30 health. takes 2 seconds to cloak

if u put on steam give me a little credit:)

i name french sprie because sound like french fry
 

rammn

New member
Nov 1, 2011
2
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0
name : Roo Hunter
Class : sniper
slot : main
New sniper rifle.

Advantages :
* Slightly More base damage (60 Hp instead of 50), and as well for headshot (180 instead of 150).
* Slightly faster reaload (1.3 seconds instead of 1.5).
* Faster moves while scoping.

Discavantage :
It does not load. The damage doen't increase with aiming time.

Purpose :
perfect weapon for skilled sniper who aim very fast. If you take less than approx. 1.5 second to aim, it does more damage that the normal rifle, afterwards it's the opposite.
 

bagle tost waffel

New member
May 5, 2012
3
0
0
The Boom stick
Class:Engineer
advantages:+20% damage, Bullets explode on impact
Dissadvantages:-75% clip size, -20% firing speed


The Cremator
Class:pyro
Advantages:+10% ammo compasity, as it gets lower on ammo it dose more damage
dissadvantages:no air blast, enmy turns to ashes when killed
 

Saikuetsuei

New member
Jul 15, 2012
1
0
0
The Pocket Medic Set:

"Damage Dodger (Syringe Gun)"

+ On hit, gain damage resistance up to 15%

+ Your heal target gains half of your damage resistance.

- 30% Damage

"A Mann's Best Friend (Medigun)"

+ When healing a target for at least 25 seconds, your ubercharge rate is increased by 75%

+ When ubered, target gets a 25% damage Shield.

- Overheals only 35% of normal medi-gun.

- 50% decreased initial charge rate.

"Forever Alone (Melee Weapon)"

+ 35% Speed Boost

- 65% damage done.
 

maggotiser

New member
Oct 18, 2012
1
0
0
Grave Digger
Class: Soldier
On kill, regain 25% max life
Add 5% Dmg stack per hit, stacks to 30%
No random crits
-20% health gen from health packs
Spinal Spear
Class: Spy
On kill, turn enemy to skeleton
+50% Cloak and Uncloak rate
-20% Dmg
10 Dmg to self on non backstab
 

Inconspicuous Trenchcoat

Shinku Hadouken!
Nov 12, 2009
408
0
21
The All or Nuthin'
for Scout, replaces pistol.
+2000% damage
-Clip size reduced to 2
-Fire rate -400% (pistol doesn't really have one, but now it does and it's slow, that's the point)
-Reload speed -300%
-You take 30% more damage when the All or Nuthin' is drawn
-No head shots, mini crits or criticals
-If you miss, your entire team is reduced to 1 health and all medic healing is blocked for 2 seconds (health packs and ubers still work)
-If you miss, you are frozen in place and forced to taunt for 10 seconds. Your model glows yellow through walls for all the enemy team to see.
-While you are stuck in the taunting cycle, allies may damage you with melee attacks. If you die from friendly fire, The All or Nuthin' becomes unavailable for 30 minutes.
-This weapon functions as the standard pistol when your team is either one checkpoint away from defeat or there is less than 3 minutes left in a match.
 

Rastien

Pro Misinformationalist
Jun 22, 2011
1,221
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Spy
Sapper:The Signal Jammer (would be a Jam Sandwhich)

Cannot be removed at all the from target.

Lasts 7 seconds, upon which the Signal Jammer slides off and the target goes back to normal.

Basically used to create an opening for other classes to push through.
 

quarterpounder31

New member
Feb 2, 2013
3
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0
Here are just some of my weapon ideas.


The Snow Shovel(Solider)
Level 5 Shovel

+Turns defeated opponents into piles of snow.
+Taunt near the pile of snow to shovel it.
__________________________________________

The Austrailian Battery Pack(Sniper)
Level 1 Battery Pack(Secondary)

+adds 50% charge rate to sniper
-takes away 10% walkspeed
_______________________________________


Scotland's Revenge(Demoman)
Level 10 Grenade Launcher

+adds 20% more damage
+adds 10% more range
-takes away 25% clip size (If you want more of these then message me.)
 

quarterpounder31

New member
Feb 2, 2013
3
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0
Ive got another one.


Russian Rampage
Level 20 Minigun

+50% less spin up time
+5% more damage
-uses 3 bullets for every second during spin-up time.
 

Kane King

New member
Feb 4, 2013
1
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0
The Counter Back
Class: Engineer
Weapon Slot: Secondary

Pros:While your sentry is being sapped your pistol gets mini crits

Cons: -25% damage
-50% clip size
Each bullet is reloaded Separately
No random crits

The Persistent Pick
Class: Solider
Weapon Slot: Melee

Pros: The less health you have the high your Resistance from all sources becomes

Cons: Blocks healing in use
Affects only work when you have your melee out

Weapon Set Idea
The Revengineer

Primary: Frontier Justice
Secondary: The Counter Back

Pros: Crits When it normally mini crits
 

NightmareExpress

New member
Dec 31, 2012
546
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0
The Scrap Bank
Class: Engineer
Weapon Slot: Secondary

A backpack the engineer wears that serves as a personal dispenser.
When pressing primary fire and looking at a team-mate, a stream fires from the connected gauntlet and gives metal/ammo (no healing). To compensate, can't build dispensers or forced to build mini dispensers.
_________________________

The Rush and Attack
Class: Soldier
Weapon Slot: Secondary

Old trench-gun with a bayonet fixed to it.
50% shells loaded (3 shots)
Press alt-fire to charge (12 second wait in between)
successful charge gives melee damage and inflicts bleeding status
can't fire while charging
_______________________

The Pattoned Product
Class: Soldier
Weapon Slot: Melee

Old cavalry sword used by the United States military.
Additional melee reach (Eyelander levels)
No random critical hits
Critical hits on bleeding foes
______________________

The Killer's Clock
Class: Spy
Weapon Slot: Building (Sapper)

A bundle of dynamite attached to a classic styled alarm clock.
Does't disable buildings when placed.
Doesn't alert the Engineer.
Loud ticking sound when placed, extremely loud ringing just before explosion.
Explosion destroys the building and causes critical damage.
Takes 2x amount of time to detonate than the sapper would to destroy (16 Seconds for a lvl 3 sentry instead of 8)
 

Mr.Mattress

Level 2 Lumberjack
Jul 17, 2009
3,645
0
0
Name: "Sentry-In-Hand"
Class: Engineer
Type: Primary Weapon

A Mini-Sentry that has been connected to the Engineers Left arm with a yellow button on the top of it.

PROS:
+ Auto-Aims and Shoots at any nearby enemy

CONS:
- Uses 1 Metal per Shot
- Can Cause Self Damage (If an Enemy is behind, for example, the Bullets will hit the Engineer)
- 25 Less Health Points
- Never Random Crits

-----------------------------------

Name: The Ticking Time Bomb
Class: Spy
Type: Secondary PDA (Invis Watch)

An Invis Watch with a team colored chain and a Bombed shape Watch piece. There are several little computer chips sticking out of the watch.

PROS:
+ 5 Seconds Upon Death, the Spy's corpse will Explode, causing 250 Damage (Unless it Crits)
+ Cloaks Spy for 20 Seconds
+ Cloaking and Decloaking Sounds Decreased by 75%

CONS:
- Upon Death, the Watch will have a loud, Destinct Countdown of 5 Seconds
- If the Spy is killed while Cloaking, it will not cause an Explosion
- Large and medium ammo boxes restore 35% cloak , Small ammo boxes restore 10%

-----------------------------------

Name: The Laddie Killer
Class: Demoman
Type: Primary Weapon

A Double Barreled Grenade Launcher with a large metal pole underneath that has a large button.

i: Grenades have zero range falloff on a direct hit

PROS:
+ Shoots 2 Grenades at Once
+ Grenades explode on contact with an enemy player or building, regardless of whether or not they bounce
+ Ammo Carried is Doubled (32 instead of 16)

CONS:
- 33% Less Resistance to Explosives
- Ammo Loaded is reduced by 50% (2 instead of 4)
- Ammo Reload is slowed by 15%

-----------------------------------

Name: The Bloody Boomerang
Class: Sniper
Type: Secondary Weapon

A Boomerang covered in blood.

i: Can Be Thrown to Damage Enemies
i: It will always return to the player unless it hits the ground
i: If it hits the Ground, it can be picked up by the attacking player to reuse, or it can be picked up by another player as ammo/metal

PROS:
+ Can Be Doused in Jarate or Mad Milk, or set on Fire. When Doused with Jarate, on Contact: Causes Mini-Crits. When Doused with Mad Milk, on Contact: Restores 60% of the damage to the attacking player's health. When set on Fire, On Contact: Causes Afterburn
+ When Ubered: Boomerang will never hit the ground, and it will never be destroyed. It will always return to the player

CONS:
- Can Be Destroyed or Airblasted in Mid-Flight
- Only Carries 1 Boomerang
- If Boomerang is turned into Ammo/destroyed, it can only be picked up from an Ammo Closet
- Never Randomly Crits or Mini-Crits
 

quarterpounder31

New member
Feb 2, 2013
3
0
0
New TF2 Weapon Ideas.


The Enchanting Flame(Primary for pyro)
Level 1 Fire Spell

+Usable in Medivial Mode
+25 Max health added
+20% Range
-50% max primary ammo
-cannot airblast
-40% Damage Penalty
-25% Afterburn damage

The Elixer Cast(Secondary for medic)
Level 1 Healing Spell

+Usable in Medivial Mode
+Can heal 2 people at once using MOUSE1 and MOUSE2
-60% overheal rate
-no ubercharge

The Surfing Austrailian(Secondary for sniper)
Level 1 Surfboard(Variant of the Razorback and darwin's danger shield)

+65% Mobility in water
-10% walkspeed

The Bombcracker(Primary for demoman)
Level 5 Grenade Launcher

+15% firing rate
+makes a cracking sound on reload
-5% damage penalty

(PS: The Enchanting Flame and The Elixer Spell are ideas for degroot keep and were nerfed from their variants to where it wont be overpowered in Medivial Mode.)