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Toy Yota

New member
Jul 7, 2012
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Engineer:

Vengence (primary):

-Carries only two shots
+Right clicking will shoot both of them with great force, knocking the engineer back while taking 40 damage.
+%30 damage penalty
+Reload both of them at the same time
-40% reload time


Level-Four Dispenser (Secondary):

+Consumes metal and bullets to provide healing equivalent of a level-one dispenser.
-Dispensers are disabled and sentries can be maxed to only level 2
+Gains charges based damage engineer deals by himself only (sentries don't count). Every 40 damage will gain 1 charge.
+At 10 charges, the Engineer can activate uber-overdrive, increasing his speed, his damage output, he will take 20% reduced damage, healing is slightly faster, and his melee will pierce uber.
-Sappers will stun the engineer until his charges are removed.
-If sapped during uber overdrive, the engineer will lose his overdrive and the LFD will be disabled for 15 seconds.

Medic:

The Life-sparkler (Secondary):

+Uber can build up to 999%
+Ubercharge revives fallen allies
-Drains the medic's HP to revive the allies
+Medic will be frozen in the same spot for the duration of revival.
+Every 100% will revive one ally.
+Can revive multiple allies at the same time.
-Can revive enemy spies
-Cannot revive dead ringered corpses.
-Cannot Overheal
-%50 heal rate
+30% ubercharge rate

Pyro:

Hellfire (Primary):

+Fires flames in an arc
-Consumes 6 more ammo
+20% blast force
-Compression blasts use up 30 more ammo
-Reflected projectiles will also be flung in an arc
-Reflected projectiles will not gain mini-crits
+20% more damage
+10% Afterburn damage
 

AppleHax

New member
Mar 3, 2013
26
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THE MURDER ACESSORY
(Level 20 clean-burning efficient fuel)
(A primary for the pyro)
+15% damage bonus
-50% ammo consumption rate
+15% afterburn durration
-35% flame range
-15% move speed on wearer
"S'LIKEA DANGOL FIRE FIRE FIRE MANG!"
 

AppleHax

New member
Mar 3, 2013
26
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THE PATRIOT
(Level 20 proof of new england residence)
(A scattergun for the scout)
On kill: +20 health
Getting kills gains you helmets
On right-click with 4 helmets: +10% speed +10% damage for 10 seconds
On right-click with 7 helmets: Crits for 6 seconds
Effect of helmets stacks (14 helmets gets you 12 seconds of crits, 8 helmets gets you +20% speed and +20% damage for 15 seconds)
Helmets reset one used
Only 2 helmets can be collected while helmet effect is in use
-20% reload speed
-25% explosive resistance while active

THE CELTIC
(Level 20 proof of inner black man)
(A pistol for the scout)
+35% critical chance
Mini-crits while the user is in mid air
+30% jump height
User takes -60% fall damage
-20% clip size
-15% damage peanalty

THE RED SOCKER
(Level 20 proof of bostonian residence)
(A bat for the scout)
+15% damage bonus
Crits on enemies -60% of max health
Crits enemies holding the same item
Crits stun enemies for 5 seconds
-75% damage on crit
 

AppleHax

New member
Mar 3, 2013
26
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THE PROGRAMED PYBRO
(Level 20 android)
(Replaces secondary)
Builds robot pyro as an additional building
Pybro reflects projectiles, checks for spies, extinguishes teammates, and removes sappers from sentries
Has 175 health, costs 175 metal to make
Cannot move out of sentry range
Must be supplied with sufficent ammo
Cannot attack non-spies
-20% building health (excluding pyro)
 

AppleHax

New member
Mar 3, 2013
26
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0
THE ARTILIC'S ARSENAL
(Level 100 ancient fistcuffs)
(A pistol secondary for the scout)
Right click cycles between damage types; fire, explosion, bullet, plasma, or melee (ie: scout with pocket pistol would be affected by fire damage the most)
+15% damage bonus
-25% firing speed

THE DIVIDED DECAPATATOR
(Level 100 sacred blade)
(A melee for the demoman)
Deals damage in crits to enemies being healed/under overheal and enemies under positive effects (ex buff banner, baby faces blaster's boost)
For every healed/overhealed target killed you gain dark souls
For every enemy under positive effects you kill you gain light souls
Right click with 2 dark and light souls: Ammo/health Regeneration and crits for 15 seconds
-15% damage peanalty
-50% health and overheal from healers on wearer
Positive effects only have 50% of the normal effect (buff banner > 10% damage boost instead of mini crits, only 1/2 of normal overheal)

I own all aspects of The Divided.
 

1FOfPokemon

New member
Jul 2, 2013
11
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8UP Class: Scout Slot: Secondary
left click to drink its effcts are: +50% speed -15% damage +15% crit chance -25% damage dealt so bacically a mix of both of the drinks

Vampire Fangs Class: All Slot: Misc
So its basically some vampire fangs for all classes


Hey You Got some nice Blood there......

Tomato Sauce Class: Sniper Slot: Secondary
Just a copy of Jarate :)
 

1FOfPokemon

New member
Jul 2, 2013
11
0
0
8UP Class: Scout Slot: Secondary
left click to drink its effcts are: +50% speed -15% damage +15% crit chance -25% damage dealt so bacically a mix of both of the drinks

Vampire Fangs Class: All Slot: Misc
So its basically some vampire fangs for all classes


Hey You Got some nice Blood there......

Tomato Sauce Class: Sniper Slot: Secondary
Just a copy of Jarate :)
 

1FOfPokemon

New member
Jul 2, 2013
11
0
0
The Head Splitter: Class: Demoman Slot:Melee
+50% damage
Crits gain heads for each head you get +1% damage,+1% Speed, and +5 Health (Max 10 Heads)
-60 Health
+15% Crit chance
Cannot Charge
 

1FOfPokemon

New member
Jul 2, 2013
11
0
0
Proximity Mine Trap: Class: Engineer Slot: Secondary
Allows you to place 3 Proximity Mine Traps With cost 40 Metal to place When an enemy steps on the trap it explodes dealing half of their health
-15 health
No random critical hits (with other weapons)
 

1FOfPokemon

New member
Jul 2, 2013
11
0
0
The Facade: Class: Medic Slot: Primary
-70% Damage
When affected by negative effects Deals Crits and you become ubered (Cannot share uber)
 

1FOfPokemon

New member
Jul 2, 2013
11
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0
The Double Slap: Class: Heavy Slot: Melee Level 45 Gardening glove
-45% damage
On Hit: Has 80% Chance of hitting again dealing half damage if that hit hits again it will hit again and so on and so forth


Monocleouses (however you spell it) eyeball rocket launcher Level 9001 Rocket Launcher (ITS OVER 9000!!!!!!)
Always Fires crits
-90% Firing speed
Crits deal 999999999 damage
-50% Projectile speed
No splash damage


The Alcoholic Rage Class: Demoman Slot: Melee Level 99 Bottle
Left-click to drink its effects are:
+99% Damage
+50% crit chance
Vision becomes blurred.
Right click to throw bottle blurring enemys vision if hit
 

1FOfPokemon

New member
Jul 2, 2013
11
0
0
Shadowalker
Slot: PDA
Class: Spy
-15% cloak consumption
Cloak regens while standing still
-15% damage while cloaked
Does not flicker when damaged
 

1FOfPokemon

New member
Jul 2, 2013
11
0
0
Ze Ubermage Class: Medic
Set bonus: Healing rate increased by 25%

The Examination
Syringes do not arc
+5% healing rate for 7 seconds if syringe hits
-25% firing rate

The X-ray
+50% healing rate
Ubercharge boosts attacks shocking enemys hit by your allie
-25% uber rate

The Surgeons Shadow
+25% damage bonus
-25% firing rate
+25% crit rate

Surgeons Armor
 

rostovne

New member
Aug 3, 2013
1
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Weapon: The Ranger
Class: Scout
Advantage: farther the target higher the damage up to 50% more damage.
disadvantages: needs to re-cock the rifle after every shot.

special: its a rifle for the scout, does anything else need to be said?
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE MURDER ACESSORY
(Level 20 clean-burning efficient fuel)
(A primary for the pyro)
+15% damage bonus
-50% ammo consumption rate
+15% afterburn durration
-35% flame range
-15% move speed on wearer
"S'LIKEA DANGOL FIRE FIRE FIRE MANG!"
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE BIG BOOM THEORY
(Level 15 prototypical skull imploder)
(A sniper rifle for the sniper)
All players connected by medibeams are affected by shots
Players within small range of a headshot are affected in an explosion (larger depending on how long the user has been charged for
+15% charge rate
Fires green and orange tracer bullets
Being FULLY charged for too long (10 seconds) causes it to overheat and explode (200 damage to user and surrounding enemies)
-15% max primary ammo
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE DESTINY BOND
(Level 14 ghost type move)
(Medigun replacement)
Can heal teammates through walls
Infinate medibeam range
All effects on the heal target are passed on to the user, and vice-versa
Middle-click: look through the eyes of your heal target
If the current heal target is killed, the user dies with it
All negative status effects are trasnferred between the two (except for burning and damage)
-25 max health on wearer
Cannot move while viewing through eyes of target
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE HOMIN' HOMIND
(Level 15 alien eyeball launcher)
(Primary for the demoman)
+75% projectile speed
Sentries fire at projectiles
Fires projectiles that home in on enemies after 4 seconds
Projectiles have a fuse of 6 seconds
-20% damage peanalty on projectiles that home in
-30% explosion radius
-25% firing speed
Fuse time is cut to 3 seconds if fired at
 

AppleHax

New member
Mar 3, 2013
26
0
0
THE GENERAL'S GINSEG
(Level 15 unused mechanic that should ave been used long before i created it)
(Melee for the Demoman)
Infilcing damage gains soberiety (2% for every 5 damage)
On taunt with 100% soberiety: Load 10 grenades/stickies into primary/secondary clips, realease all on click (according to respective weapons)
-50% depolyable sticky grenades