team fortress 2 weapons

Recommended Videos
Jan 14, 2008
104
0
0
ok so we know that the medic pack came out with the blutsauger, kritzgrieg and ubersaw. supposedly pyro is the next member to get 3 new weapons. reguarding the weapons, what do you think they will be for each class? or what SHOULD they be?
 

OneHP

Optimist Laureate
Jan 31, 2008
342
0
0
I'm thinking the spy ones are going to be insane.

Silenced Revolver: Can fire while cloaked, cloaking field distorts slightly when you fire.
Sap Field: Placing a sapper on one building damages all nearby buildings, damage from the field decreases with distance.
Serrated Knife: Non backstab knife hits cause the target to bleed, bleed effect similar to pyro burns(cured by medic, nudges aim, etc.).

I based these on what I presume will be standard new weapon practice, one new weapon for each primary, secondary, melee slot.

Edit: I'm bored so I'll think up some more.

Soldier

Homing Rocket Launcher: Rockets have slight homing ability, reticule must be over homing target during flight time for the rocket to home in.
Double Barrel Shotgun: Similar damage to normal shotgun but with wider spread, allows the soldier to shotgun-jump taking no damage when aiming at the ground(roughly half the height of a rocket-jump).
Trench Spade: Larger spade than the regular folding spade, hits for slightly more damage and has knockback ability.

Demoman

Pipebomb Cannon: Secondary fire allows the demoman to charge single pipebombs to fire longer distances at higher speeds.
Sticky Stacker: When the charge bar on the sticky launcher reaches the top another sticky is loaded and the bar drops back to the begining(can load up to 8 stickies), when released all loaded stickies launch at the power the bar currently holds.
Glaswegian Missile: Secondary fire lets the Demoman throw his bottle a short distance(150% damage, compared to bottle hits), he then uses his fists(50% damage, compared to bottle hits) until he gets another bottle from an ammopack or dispenser.
 

Fangface74

Lock 'n' Load
Feb 22, 2008
595
0
0
My two cents:

Spy:

1.Beacon; can be placed like sappers but on enemy team members, that player now shows up on radar, again only Engineers or a return to spawn locker removes it.

2.Object Disguise; inanimate items including Engineer structures. Spy Dispensers look and act (visually) normal but no benefit is gained.

3.Brass Knuckles; successful back attack makes enemy team member look like opposite team and activates friendly fire on them.
 

Fangface74

Lock 'n' Load
Feb 22, 2008
595
0
0
Pyro:

1.Napalm; while on fire from this attack coming into contact with a team mate sets them on fire.

Engineer:

1.Wall Turrets; sentry's can be built on any reachable surface.

Scout:

1.Batter Up, bat criticals do no damage but stun target for 2 seconds
 

OneHP

Optimist Laureate
Jan 31, 2008
342
0
0
I like your beacon idea but I think it would be more suited to the scout and need to be more visually overt.

Scout

Boostgun: At close range when the scout hits with his scatter gun he gains a small speed boost for a very short ammount of time.
Tracker Pistol: A slow firing, low ammo pistol that tags enemies it hits. Tagged enemies gain a glowing arrow above their head making easier for your team to spot and kill them, successive hits increase the size and glow of the arrow.
Homerun Hitter: Secondary fire allows the scout to initiate a powerful attack that requires him the be travelling at high speed to perform(200% damage, compared to a normal bat hit).
 

Fangface74

Lock 'n' Load
Feb 22, 2008
595
0
0
Engineer:

1.Reprogram Wrench; if an Engineer can strike an enemy Engineers gear 5 times in succession it becomes THAT engineers gear, destroying any duplicate gear that Engie has already constructed.

Heavy:

1.Hot Barrels; coming into frontal contact with the Heavy causes burning damage.

Sniper:

1.One Shot..Two Kills; Sniper round criticals are not stopped by first hit.
 

Zekko5

New member
Apr 30, 2008
37
0
0
I like your Homerun Hitter idea for the scout melee upgrade, OneHP. But I think it should require the scout to be moving forward only, because he is essentially always running at full speed. Like a head-on bash. This'll prevent them from using it in melee fights where they're running sideways and jumping about, which would make it the same old bat but with higher damage, which would obviously be unfair and Valve has stated that they try to make the unlockable weapons just another way of playing and not giving achievement whores an edge (though I doubt whether they've succeeded at that considering my experiences with the Blutsauger so far). People in this thread seem to forget that as well.

People, these weapons are not upgrades, simply different playing styles. Try to give each added trinket an equal drawback.

'neways, here's my 2 cents:

Engineer

Melee: A wrench that steals ammo from whoever he's hitting and turning it into metal (50 metal per hit, one clip of ammo stolen per hit (not the ammo that is currently in the clip, because that would prevent the target from shooting back, having to reload all the time) (non-reloadable weapons such as the sniper would just have a fixed number of rounds, of course), hits 50% slower than the original wrench.

Sentries:
Sniper sentry: Double the range, but only 1/4 of the firing rate (like an automated bolt-action rifle), does the same amount of damage as the uncharged sniper rifle.
Flamethrower sentry: Massive damage, but very short range (even lower than the Pyro's flamethrower), runs out of ammo quickly.
Rocket science!: Rocket-only sentry (non-guided rockets). First stage: single rocket launcher. Second stage: 2x dual rocket launcher (so one rocket launcher fires two rockets at once and the sentry has two of those, which reload and fire separately and each have their own ammo bar). Third stage: 2x quadro rocket launcher (i.e. the rocket launcher on top of the third stage original sentry, times two). The advantage would be massive damage and area of effect, but the disadvantage would be slow reloading times and slow projectiles, meaning they can easily be dodged at range.

Dual teleporter: A teleporter that can teleport two teammates at once but takes twice as long to recharge.

Heavy:

Melee: Something massive and heavy, like a sledgehammer. Extreeeeeemely slow (like 1 or 2 seconds between starting to swing and actually landing the hit) but does 200 points of damage (meaning every class except the Heavy, unless being healed by a medic, would be dead instantly).

Demoman:

Primary weapon (grenade launcher): Grenades explode on impact instead of bouncing off walls.
Advantage: Bombarding moving targets is easier because they'll be hit by the explosion even if you slightly miss them and the grenade hits the ground (with the current grenade launcher they just roll away and out of range unless the grenade actually hits the target's body).
Disadvantage: No more bouncing off walls means no more taking out Pyros or sentries that are waiting for you just around the corner.
Pyro:

Flamethrower: I like Fangface74's napalm idea, though I think the range should be reduced to compensate for overpoweredness. Besides, if you take on groups of people, the napalm would set the people out of range on fire anyway.

Sniper:

Sniper rifle: Semi-automatic sniper rifle with about twice the firing rate but less damage and no ability to charge it up.


Yeah, I was bored =)
 

OneHP

Optimist Laureate
Jan 31, 2008
342
0
0
Zekko5 said:
I like your Homerun Hitter idea for the scout melee upgrade, OneHP. But I think it should require the scout to be moving forward only, because he is essentially always running at full speed. Like a head-on bash.
Agreed.
 

JakubK666

New member
Jan 1, 2008
781
0
0
Scout
A "Tracking Pistol Extension" - Binoculars - Allows you to tag an enemy character.As long as you keep it on him, he'll receive extra 15% of damage.

Medic
Adrenaline Shots - Can bring a character back to life(provided that he didn't burn,got shot in the head or gibbed) at 80% of health.However as a drawback, the players health drops at 4hp/sec and the best medic can do is slow it down with his medigun.The Adrenaline could be used over again on the same character, however that would multiply the effects of life-drain(4hpps>8hpps>12hpps).

Heroin Shot - A character can request a heroin shot from a Medic(and it's ONLY by request).During that time, the screen gets the "sharpened sense effect"(something like a sniper zoom on Halo.Blurry on the outside with a clean sharp centre) and the character deals 50% more damage and moves 50% faster.To counter this, the characters health gets reduced by 50% and he cannot be healed or pick up medpacks,but he could get a Medic-like regeneration of 2hpps.
 
Jan 14, 2008
104
0
0
well the medic is already out so ideas for him... probably wont happen. yea the pyro's napalm is good. its should do less damage as a direct hit but you can also shoot it on the ground and light it on fire so that enemies catch on fire if they run into it. there are too many good ideas for engie turrets. i was thinking something different about a duel teleporter in that it doesnt necessarily tele two ppl at once but instead 2 sets of teleporters with half the recharge rate.

i like the idea of making fake engie buildings with the spy, but enemies would catch on too fast
 

Melaisis

New member
Dec 9, 2007
1,014
0
0
OneHP said:
Glaswegian Missile: Secondary fire lets the Demoman throw his bottle a short distance(150% damage, compared to bottle hits), he then uses his fists(50% damage, compared to bottle hits) until he gets another bottle from an ammopack or dispenser.
How about a 'Glasgow Kiss' - he nuts people as another form of the melee?
 

Anarchemitis

New member
Dec 23, 2007
9,102
0
0
I don't think the Soldier needs upgrades; he's already a bit overpowered as is. And the Scout looks to be doing well being the most popular class by over 50%. How about we throw in a new class?
I suggest The Commander:
Workhorse support unit with:
-Primary: Shotgun, similar to the Soldiers
-Secondary: RadarPing, Gives all teammates an all-revealing minimap for 8 seconds
-Trimary: Designator, Laser target designation for Surface-strike missiles (oh wow!)
- And he carry's a very bloody clipboard for close encounters.

About as fast and durable as the pyro, stays in the same kind of places as sniper.
 

x434343

New member
Mar 22, 2008
1,276
0
0
I wouldn't be suprised if the Demoman and the Scout got back (respectively) the TNT pack and the Nail Gun that was in the beta versions of the game.

@anarchemitis: They had something like that in an early beta, but got rid of it because it was no fun. (TF2 commentary, Dustbowl)
 

Calobi

New member
Dec 29, 2007
1,504
0
0
Pyro gets incendiary rounds for his shotgun, but carries less (instead of 38 max (counting loaded and carried together) only gets, say, 28) and can load less at a time. Payoff being a slight burn effect simialr to his flamethrower. Also, melee weapon becomes a fire-extinguisher, which slows speed and/or slightly blurs the opponent's vision.
 

Captain_Planet

New member
May 5, 2008
48
0
0
I do not know if anyone else thinks this, but the addition of new weapons packs may prove to be precarious. Any class based game, like Team Fortress 2, strikes a difficult balance. Team Fortress 2 was already very well balanced from the get go. I fear that by keep adding weapons the game runs the risk of becoming unbalanced. A similar, but slightly different, thing happened in BF2142. Because of the supremacy of the unlockable assault weapons, almost 2/3 of the people tend to play as assault. The same thing may happen in TF2, if the soldier becomes so much better, than people may play the soldier more, resulting in less balance and less diversity.

That being said, the class in most need of extra balance, in my opinion, is the Pyro. He needs a longer range or more powerful flamethrower, because the class seems underplayed.
 

ElArabDeMagnifico

New member
Dec 20, 2007
3,775
0
0
Demoman-
Solid Eye: The 'eyepatch' from MGS4
Eyebeam: It's like Cyclops from x-men, he takes off his glasses and then BOOM...but this time, you just take off your eyepatch - lock onto target, and then fire.

Pyro-
Radio/Intercom system in mask mouthpiece: When you press one of the commands, people can understand you.

Announcer-
Sandwich: If the game ends in a stalemate, then the sandwich replaces everyones weapons, and it turns into a "sudden death" where everyone has to sandwich each other to death.
 

Zekko5

New member
Apr 30, 2008
37
0
0
Captain_Planet said:
I do not know if anyone else thinks this, but the addition of new weapons packs may prove to be precarious. Any class based game, like Team Fortress 2, strikes a difficult balance. Team Fortress 2 was already very well balanced from the get go. I fear that by keep adding weapons the game runs the risk of becoming unbalanced. A similar, but slightly different, thing happened in BF2142. Because of the supremacy of the unlockable assault weapons, almost 2/3 of the people tend to play as assault. The same thing may happen in TF2, if the soldier becomes so much better, than people may play the soldier more, resulting in less balance and less diversity.
I love the fact that there are no proper rifles in the game (be it bolt-action or automatic), the Sniper's SMG is the only thing that comes close. It keeps it interesting, unlike e.g. Call of Duty 4, where, in my experience, it doesn't really matter what kind of weapon you carry. As long as it's automatic, you're good. Too much multi-purpose weapons like the AK-47 and the M4 make the game very monotonous, because you can practically handle every situation with it. TF2 gives each class a distinct style of play, meaning you'll be better as certain things. You might be able to handle every situation as you get better, but you'll handle it completely differently. Spies play completely different compared to soldiers, but both can get the job of taking down a sentry or Heavy done with their own tactic.
 

The Franco

New member
Mar 25, 2008
176
0
0
The spy's disguise kit can make him into a sentry, but he can't move, only stab. Although it would be a little bit unbalanced for taking out engineers.
 

Joeshie

New member
Oct 9, 2007
844
0
0
I really don't care about TF2 anymore.

I'm all for adding new weapons to games, but making them nigh impossible to unlock on your own playing the game naturally? That's a bunch of shit.

I'm playing an FPS Valve, NOT a friggin' MMO. That's one of the reasons I disliked CoD4's online multiplayer.
 

00exmachina

New member
Feb 21, 2008
79
0
0
Captain_Planet said:
I do not know if anyone else thinks this, but the addition of new weapons packs may prove to be precarious. Any class based game, like Team Fortress 2, strikes a difficult balance. Team Fortress 2 was already very well balanced from the get go. I fear that by keep adding weapons the game runs the risk of becoming unbalanced. A similar, but slightly different, thing happened in BF2142. Because of the supremacy of the unlockable assault weapons, almost 2/3 of the people tend to play as assault. The same thing may happen in TF2, if the soldier becomes so much better, than people may play the soldier more, resulting in less balance and less diversity.

That being said, the class in most need of extra balance, in my opinion, is the Pyro. He needs a longer range or more powerful flamethrower, because the class seems underplayed.
Nah, the lack of pyro's is that it takes a very special (and some say broken) person to play the class. Since the weather is moving toward the summer in the US, most of those individuals are practicing their pyro skills on sacrificial animals at an event called 'The backyard bar-b-q'