team fortress 2 weapons

Recommended Videos

bulletproof12

New member
Feb 28, 2008
129
0
0
Fangface74 said:
My two cents:

Spy:

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

ElArabDeMagnifico

New member
Dec 20, 2007
3,775
0
0
Thar be rumors about the "Pyro" getting new achievements and new (yet balanced) weapons, I'd post a link, but it's a rumor so why does it matter?

It is incredibly hard for me to think of something balanced for the pyro though. Maybe I'm not thinking far enough outside the box.
 

Zekko5

New member
Apr 30, 2008
37
0
0
I think they're pretty much starting a the least popular class (Medic) and working their way up (Pyro isn't all that popular either, as far as I can tell in-game). It's a good way to essentially reset the popularity of the classes one at a time.
 
Jan 14, 2008
104
0
0
ElArabDeMagnifico said:
second only to The One said:
the day ninjas are introduced is the day i fuk myself with a rake and eat my computer
Soldier:

After playing a certain amount of hours, you loose the spade, and unlock "the Rake" - if you press "Taunt" - he does horrible things... >_>
cant... breathe...
 
Jan 14, 2008
104
0
0
ElArabDeMagnifico said:
Thar be rumors about the "Pyro" getting new achievements and new (yet balanced) weapons, I'd post a link, but it's a rumor so why does it matter?

It is incredibly hard for me to think of something balanced for the pyro though. Maybe I'm not thinking far enough outside the box.
mmmm cant u still post that link. i'd like to see
 

x434343

New member
Mar 22, 2008
1,276
0
0
second only to The One said:
ElArabDeMagnifico said:
Thar be rumors about the "Pyro" getting new achievements and new (yet balanced) weapons, I'd post a link, but it's a rumor so why does it matter?

It is incredibly hard for me to think of something balanced for the pyro though. Maybe I'm not thinking far enough outside the box.
mmmm cant u still post that link. i'd like to see
http://www.deadworkers.com/forums/viewtopic.php?f=29&t=2572
 

blank0000

New member
Oct 3, 2007
382
0
0
Interesting, but I think they just draw back on the pryo when their not sure what to do next. BAsed off of how they said the next "met the " video would be pyro
 
Jan 14, 2008
104
0
0
has anyone seen the gmod (or at least i think its gmod :/ ) version of "meet the pyro" it's not bad

http://video.google.com/videoplay?docid=-7202362232938284601&q=meet+the+pyro&ei=N5UnSMGvOpOEqgOU2My4CQ
 

ElArabDeMagnifico

New member
Dec 20, 2007
3,775
0
0
Hmm, maybe the pyro can get a "torch" to replace the fireaxe after getting certain achievements, and whenever it gets a crit - it can catch them on fire.
 

EittilDratsab

New member
Dec 9, 2007
103
0
0
The engineer should get the Portal Gun. That would be sooo sick. It makes sense, doesn't it? The Engineer already figured out teleport technology, shouldn't be to hard for him to do Portal technology. The gun would only work for the Engineer and the enemy team. This makes it easy for the Engineer to see who's really on his team.
 

Pyro Paul

New member
Dec 7, 2007
842
0
0
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.
 

x434343

New member
Mar 22, 2008
1,276
0
0
Anarchemitis said:
Pyro Paul said:
bottle- (?) open to suggestion
Jone's Soda Bottle.

Yes. That'll do.

Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger.
 

aussiesniper

New member
Mar 20, 2008
424
0
0
heavy-

autocannon:
replace with a .50-calibre autocannon, takes up a huge section of the screen and does 1.75x damage, but takes longer to spin up and fires slower.

shotgun:
replace with a semi-automatic .357 rifle. hits with great power, but has equally great recoil, like the .357 pistol from HL2. around as accurate as the sniper's SMG.

sniper-

rifle:
replace with a heavier, larger and more powerful rifle that has a smaller dot, but a louder sound.

SMG:
replace with a slow-firing automatic rifle, like the medic's needle gun, but fewer shots and no drop.

scout:

scattergun:
replace with a 12-shot scattergun capable of firing faster, or an alt-fire that fires slower, but slows down other players on impact

pistol:
replace with an anti-sentry gun that stuns them for a short while after each shot. after 5 consecutive hits, it stuns for an extra 4 or 5 seconds. against people, it does normal damage.
 

Uglycat

New member
Feb 5, 2008
19
0
0
Spy should have a chameleon option, which allows him to mimic the use of any gun he picks up, while dealing no damage. If I pick up a heavy gun, I should be able to disguise as a heavy and have the fireworks to go with it.

Fed up of trying to blend in with the enemy team when I'm the only one not firing. I want to be able to join the group of happy medics and blend in before stabbing their ickle hearts out.
 

Anarchemitis

New member
Dec 23, 2007
9,102
0
0
x434343 said:
Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger.
Two minutes? That's a very long time in TF2. An ubercharge only lasts 8 seconds.
 
Jan 14, 2008
104
0
0
i was thinking that the scout could have a sort of flak gun. he runs into enemies and instead of shooting directly at them he shoots in the air and sharp pointy things rain down on enemies. minimal damage, but very large range. gives the enemy a little small damage surprise. and a team of scouts with these would be very... bad

for the heavy's melee weapon he should get a big hammer. it would swing slowly and do a lot of damage if it actually connected, but enemies near it could be pushed back from the shockwave
 

Anarchemitis

New member
Dec 23, 2007
9,102
0
0
A Flak gun... how about we make a 'Runner', which is the current Scout, then the title 'Scout' is awarded to previously named 'Flak Trooper'. [img_inline caption="Ourders, komrade?"]http://images.ea.com/eagames/official/cc_redalert2/units/SFlakTrooper.gif[/img_inline]
His secondary is a very accurate but un-zoomable combat rifle and his melee weapon is a spent shell casing.