Pyro:
Flame Lobber- takes 20 ammo and shoots a giant ball of napalm like a grenade. The napalm blob will explode and create a small pool of fire which will temporarily burn anything that comes in contact with it.
Hot Shot- a shot gun with only 4 rounds however shotgun shells ignite hit targets and cause slow burns.
Gibson Flying-V Axe with flame decal- Shred'n enemies and tunes in one fell swoop. the taunt animation Actually plays the tune he air guitars on his normal axe. um... I dunno about any perks or anything for it, but c?mon, it would be awesome to have that 'kabong' guitar sound of him hitting something.
Scout:
shot gun- (?) open to suggestion
Nail Gun- changes out the pistol with a short range nail gun. the nail gun fires much like the medics needler, however when it hits, it slows the target down significantly.
Grand Slam Slugger- the base ball bat Flings targets hit with it a great distance. like hitting a grand slam.
Soldier:
Guided Launcher- Limited guide capability on the rocket like old HL1 rocket launcher. rockets go much slower but are able to turn around corners or chase players down.
Machine Gun- much like the Snipers SMG but with a bit more punch.
Combat knife/Machete- this massive knife has served him through many a war able to cleave through thick trees and flesh alike each swing refreshes the soldier's health.
Heavy:
Heavy Auto Cannon- shoots 4 bullets as 1 large bullet. he must brace for the recoil before he can fire (wind up time like with gattling gun) the auto cannon has a small explosive area of effect to it but has a tighter shot spread making it much more accurate.
shot gun- (?) open to suggestion
Boxing Gloves/spiked knuckles- drastically reduces the speed of players hit allowing the heavy to keep up and follow up with other hits.
Demo:
Bundled nade- unlike the normal grenade launcher, this one fires a single cluster grenade. this large grenade is primed by a small explosion which then lets loose 4 smaller warheads each which explode in turn.
Special Mix launcher- by holding down the shot button you can suggnificantly increase the explosive power inside the nade. however, don't wait too long as the longer you hold it the higher chance that it will explode in the barrel.
bottle- (?) open to suggestion
Engineer:
Net work node. (build option- replaces Dispencer)
a Player can set up a Net work node which benefits any gun under its influence as well as provide advantages and weaknesses.
-the Node can support 3 individual levels of gun. this means the engineer could very well deploy a number of guns. however the individual guns levels can not exceed 3. that means you can either have Three level 1 guns, Two guns (one level 1, one level 2), or One gun that is level 3.
-the if the network is destroyed, the guns crash fire in random directions then explode. this crash means they can hurt friendlys near by.
-you can only build guns inside the influence of the network. so the node will always be close to the guns.
-the node slowly refills and heals any gun under its effect, however not as fast as a player would simply by hiting it with wrench.
because this network node is basically a dispencer for SGs, it looses its heal and refill ability for players.
EMP Shotty- temporarily shuts down or 'saps' enemy building items.
Ratchet- The first swing is much like the wrench, however when it lands the player will constantly Ratchet the target it lands on. this effect will constantly dish out healing or hurting so long as the ratchet is on the target. it won't hurt/heal as much as the wrench per hit, but it will add up to be faster over time.
Spy:
Decoy- sets up a lame duck decoy that looks like friendly players. to the enemies the decoys do simple animations like reloading, or taunts. to friendly the Decoys look like card board mock ups.
Blanks- when disguised and using the pistol the spy will fire 'blanks' to complete the illusion that he is 'apart of their team' the blanks simply play the animation and give the SFX as if the player is shooting, however he will not shot anything. to the person not paying attention the sound of the shot will simply affirm that he is apart of their team as he can use the primary weapon, however to the player Paying attention, a Soldier shooting his rocket launcher with out any rockets coming out does look a tad suspicious.
Cloak and Dagger- when a successful backstab lands it cloaks the spy allowing for a more hasty retreat.