team fortress 2 weapons

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Jan 14, 2008
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i think that they should add on something the spy w/out acheivements. i think that if after your uncloaked and undisguised you should be able to fill your cloak meter faster by shooting enemies, it would help with getting away, and it only works with the gun
 

BadSnack

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May 15, 2008
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Calobi said:
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.
My friend had an idea that the pyro would have a shot gun that would to more damage while on fire but less when not. so like a gasoline pellet gun, it wont have the kick but it will make you burn.
 

BadSnack

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May 15, 2008
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Anarchemitis said:
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.
It last ten seconds, and two minute recharge! rounds can end in that time and you are left there helpless and open, I would stick with the normal rifle auto-kill everybody with one fully charged shot.
 

BadSnack

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May 15, 2008
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Also giving classes who don't have right-click abilities should have them like a pyro lighting gasoline. Engineer alb to target an enemy (not a disguised spy)so you can be more usefull (extra build option) also I like the idea that a scout can right click and send some body flying but should be a half a second stun for the scout afterwards so there is a draw back, or if you miss you loose footing or something.
 

TonyOfPlimith

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May 14, 2008
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The spy should actually get unlockable camo. This "unlockable", would allow him/her to blend in with the environment. For example the spy could take on the appearance of a wall.
 

blank0000

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Oct 3, 2007
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Sniper: I think someone wastalking about a crossbow. That would make sense, it could be a neer instant kill, BUUUUUUTTTTTT, crossbows have no scope :D, you cant scope motha trucka! it'd be the last unlockable, and only experts would be able to utilize it.
 

blank0000

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Oct 3, 2007
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Sniper: I think someone wastalking about a crossbow. That would make sense, it could be a neer instant kill, BUUUUUUTTTTTT, crossbows have no scope :D, you cant scope motha trucka! it'd be the last unlockable, and only experts would be able to utilize it.
 

marfoir(IRL)

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Jan 11, 2008
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second only to The One said:
mmm i was thinking instead of the sniper, the heavy would like the crossbow. a big bulky one, maybe with an explosive tip
Or if you're familiar with the discworld series how about giving him detritus' siege bow?
 

x434343

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Mar 22, 2008
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BadSnack said:
Anarchemitis said:
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.
It last ten seconds, and two minute recharge! rounds can end in that time and you are left there helpless and open, I would stick with the normal rifle auto-kill everybody with one fully charged shot.
It'd be mainly for 2Fort.
 

Mr. Bubbles

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Sep 27, 2007
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You know what I really want for the Pyro? A rediculously large cannon looking thing that slows you down to Soldier speed which fires a bigass fireball which travels at about the same speed as a rocket and acts like the demoman's grenades in that it gradually falls. When it hits the ground it sets it on fire for a couple seconds. If it hits you dead on, you're screwed unless you're a Heavy or have a few Medic's on you. If you get hit by splash damage or walk through the flames then it does about as much as the flamethrower would at it'ss medium range and set you on fire for the same amount of time.

Edit: This thing would hurt you too, and there'd be no "fireball-jumping" since not only do Pyro's not have all that much health, but this thing wouldn't knock you up, but rather to the side. And of course you wouldn't get that much ammo with it - maybe 15 shots, I'd say.
 
Jan 14, 2008
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maybe pyro weapon could be to replace the flamethrower with a gasolinethrower! it doesnt do much damage but has a lot of push back. if someone is soaked then their vision is impaired. if they jump in the water, the gas floats on the top. then if you team up with another pyro who has his flamethrower it would be a badass combination. the ground can be soaked and lit, enemies can be soaked and lit, gas floating on water can be lit.
 

Pyro Paul

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Dec 7, 2007
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another pyro idea the FlameJet.

something like a Jet engine that he carries. it has slightly more damage per hit but almost half the range of the standard flame thrower. the perks would be 2 fold. first off, the Flamejet fires at an insanely faster rate basically allowing you to make crispy critter out of any one you get close to. but you need to basically get into melee range to do just that. something along the lines of you can burn through your entire 200 reserve in about 2-5 seconds.

second. it allows you to 'Jet' if you are Airborne while you fire the thing, each individual 'bullet' flings you a little bit backwards. once you can get it down you can basically temporly fly with this weapon or use it to do something like a rocket jump with Soldier or achieve something like a Double jump with scouts.

the balancing factor in this is that you will burn off a lot of your ammo just jumping leaving you rather lacking offencive wise once you get to your intended target.


an idea for Sniper weapon. something out of TFC that me and a couple of friends used to do.
Sniper jumping.

in TFC a fully charged sniper shot 'flung' anything it hit. be it freind or foe it is just often when it hit a foe it would kill them before it flung them, but when a charged bullet hit it would push what it hit in the direction the bullet was going. so with a bit of team work and coordination a sniper could basically Fling his allies to hard to reach spots where they usually couldn't get to alone.

the sniper rifle would charge while you held the trigger down and shot when you release the button, much like the Demo sticky bomb distance or old TFC sniper rifle. it would have a simple charge adding to damage like the current sniper rifle, but its maximum damage would be at 50%. anything beyond 50% only adds to the amount of force it gives in the push.

a 100% charge to the rifle would be something of an inbetween of a double sticky bomb jump and a standard rocket jump. these could be applied to both friend and foe.
 
Jan 14, 2008
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engineer:

trap- builds a disguised trap that hides underground. if an enemy walks over it, the trap comes up and stops them in their tracks. the enemy cant move forward or in any direction unless them jump like 4-5 times. the trap doesnt do damage, but the enemy is in a perfect spot to get shot while they are trying to get away
 
Jan 14, 2008
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spy:

shield- it replaces the gun. the shield creates a visible forcefield around the spy that last as long as the cloak (maybe the shield and cloak can share the same energy bar). the shield has a 10 foot distance around the spy. as long as he has it on, he cant shoot out of it and no one can shoot in. if enemies come inside the shield then enemies can attack the spy and vice versa, but because of the radius of the shield, then enemies can still keep their distance from a spy backstab. if allies walk into the spy's shield, they are not protected by it like the spy is. if a spy wants to turn off the shield and cloak, the shield leaves behind a trail like a teleporter for a few seconds. this stops spys from invulning to an enemy base and then quickly disappearing. it is meant for defense from a distance, but if an enemy pyro gets in the spy shield, then the spy is pretty much done for. plus the shield is very visible to others.

the reason i was thinking of this shield idea is that it would help prevent spawn camping. a spy to immediatley shield and leave the base to disguise and backstab the spawn campers.
 

laryri

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May 19, 2008
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Spy:
Time Bomb - Placed anywhere including turrets. Blows up after ten seconds.
Scout:
Net Launcher - Secondary fire for the scattergun. Captures enemies in net.
 
Jan 14, 2008
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mmm net launcher sound likes the engi trap idea. but not bad.

GenHellspawn said:
Heavy: Venom Gun - More damage and more acurate, but slightly slower and can overheat.
wait, does it do poison damage or something, that would be ridiculously maddening
 

Heroic One

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Aug 29, 2007
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The Engineer gets raped by most classes if they're determined enough...

Durasteel Sentry: Twice as durable, costs 200 metal to make.

Not exactly clever but it would get the job done I imagine.