TF2 second wave weapon ideas...

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rosac

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So, almost all of TF2 classes have received new weapons in updates, with only the engi to receive new gear. IF (and this is only theoretical) Valve decide to make a second wave of updates for the classes, what kind of weapons would you like to see, what would be different about them, and which class are they for. Heres a few I came up with.

Pyro:
(unnamed so far)
primary weapon: flamethrower
-25% max ammo
No random crits
compression blast uses no ammo.

Sniper
Melee weapon: boomerang
-25% damage
+10% faster attack speed
alternate fire= throws the boomerang a short way, it loops back to the sniper.

engineer
melee weapon: mallet
+25 build per hit
-10% swing speed
no random crits.

so, what are your ideas? If you have any pictures of the weapon you have desinged, post 'em up

rosac
 

The Warden

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Oct 6, 2009
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For me, the Spy:
The Traitor, a replacement for the Sapper.
It would turn enemy buildings onto your side, and of course, would take time to repaint and stuff like a sapper destroys.
 

sgtshock

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Feb 11, 2009
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I'd love to see the Engineer get some sort of electro-shield on his sentries, that resists physical damage, but make it more vulnerable to sappers. It'll be more fun for engineers (would you rather hunt for spies or sit and bang your sentry in a war of attrition?) and make spies play more tactically rather than only going for backstabs.

I also hope the Heavy gets something that protects him from headshots, like a helmet. The sniper got backstab insurance in his update, why not the Heavy?
 

L3m0n_L1m3

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sgtshock said:
I also hope the Heavy gets something that protects him from headshots, like a helmet. The sniper got backstab insurance in his update, why not the Heavy?
Snipers are also a lot easier to kill than heavies. They also have no idea when they're about to be backstabbed, whereas the heavy can typically see snipers and run back to cover.
 

Internet Kraken

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Mar 18, 2009
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sgtshock said:
I also hope the Heavy gets something that protects him from headshots, like a helmet. The sniper got backstab insurance in his update, why not the Heavy?
Because the Razorback is useless. There was no point in giving the Sniper resistance to his hard counter. Good Snipers are able to listen for the sounds of a decloaking Spy and react accordingly. It was designed for new snipers, but it doesn't help them much either because they might not even notice that a Spy has tried to backstab them. Heavy having a headshot resistant helmet would be equally pointless.


Also, random crits should not be used as a balancing factor. Valve tried doing that with the original Blutsauger, and look how that turned out.

Anyways, I've only come up with one unlock for the Engineer; the Telespringer. Despite having a terrible name, I believe the Telespringer could provide some useful abilities. Basically it replaces the teleporter entrance and exit with 2 spring-loaded teleporters that launch allies into the air. One would launch the player vertically, while the other would launch the player horizontally. Both can be built much quicker than the normal teleporter entrance and exit and have a shorter recharge time. Upgrading these devices only increases their health.

The use of the Telespringer is that it can be quickly deployed to help your team advance into enemy territory or gain a height advantage. It would be helpful in situations in which a regular teleporter serves no purpose and it can be used effectively on both defense and offense. It grants the Engineer the ability to temporairly give his team more mobility. However it would not overshadow that capabilities of the normal teleporter has it serves a very different purpose.
 

NuclearPenguin

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Uhm.. Uhm..
No but seriously, for Demomans
A pipe bomb launcher
Grenades explode on impact (Anything)
-25% Clip Size
Ability to charge them (Holding down fire like with sticky launcher)
Replaces Sticky And Grenade launcher.
 

rosac

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yeah, i just dont like random crits...

anyway:
Engi: Tracker device.
Replaces pistol.
The tracker device can be placed on either dispensers or sentries. Any spy that saps these buildings will be sart to either(havent decided which) glow (a la cullen) or be decloaked/revealed immediately.

Engi: Wheels.
replaces shotgun
Allows a set of wheels to be attached to a level one sentry or a dispenser (any level)When placed, the wheels are controlled using the arrow keys ( so W,A,S,D moves the engi) speed is equal to that of the engi himself.

pyro: the hot rod
replaces fire axe
literally a red hot metal bar, the hot rod has the following profile:
-20% attack speed
ignites enemies on contact
mini crits vs ignited enemies
cant be used underwater.

theres a few more, keep the ideas coming...

rosac
 

Buizel91

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Aug 25, 2008
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Scout: football
replaces baseball bat
-20% attack speed
but dazes enemies if hit
also the football can be picked back up, but only by the scout that kicked it...

i think that is pretty good tbf, imagine a game of TF2 football!
 

e2density

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Throwing Knives for the Spy, with a five second cooldown, so you can't just spam like twenty of them and take out everyone on the cart with a backstab. And they arc and leave sort of a "trail" so you can see where the knife was thrown from, and they make a distinct sound.
 

DazZ.

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Jun 4, 2009
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rosac said:
Sniper
Melee weapon: boomerang
-25% damage
+10% faster attack speed
alternate fire= throws the boomerang a short way, it loops back to the sniper.
10% faster than the usual melee weapon and it needs to travel to and from the target? A boomerang that speed would be an instagib. :p[hr]Heavy melee
Name: Gloves of Running

When equipped:
Speed bonus
-6 health drained per second on wearer
-50% damage done
 

rosac

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D4zZ said:
rosac said:
alternate fire= throws the boomerang a short way, it loops back to the sniper.
10% faster than the usual melee weapon and it needs to travel to and from the target? A boomerang that speed would be an instagib. :p[hr]

well, it would be funny watching the snipers find that out... :D

rosac
 

Abedeus

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Sep 14, 2008
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Engineer Melee
Name: Wrenchful Lasso

A traditional lasso with a special wrench at the end. The wrench is magnetic from one side, capable of flinching metallic weapons and if used on an enemy structure, it damages it severely.

Properties:

20% slower attack speed
-10 Metal used when upgrading
Alternative attack: Swings the lasso and hurls the wrench. 100% critical chance if it hits an enemy Engineer's construct and deals 20% more damage. 20% chance to slow down enemy's attack speed if strucks, 50% if the wrench strucked a nearby construction.

Seems good to me. More of an offensive version of the wrench, allowing the Engy to help out in the frontlines.
 

TheSeventhLoneWolf

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Yodobama said:
For me, the Spy:
The Traitor, a replacement for the Sapper.
It would turn enemy buildings onto your side, and of course, would take time to repaint and stuff like a sapper destroys.
Would that be balanced? It'd need a set-up time. And the sentry would still have to attack everything, instead of taking a side. They'd need to explode themselves after a short amount of time though, since the map will become cluttered.

Medic ideas, not good ones, but hey.

My idea is a Medigun that overheals people to 175% total health, but it stunts the medic's personal healing rate by 5. So he gains only 1 HP every few seconds while out of combat. (Optional, Ubercharges fill 20% faster.)

Another, perhaps a syringegun with a much smaller clip perhaps of about 25 instead of 40, but the enemies slowly drain health if hit by one. ( draining about 1 HP per few seconds per syringe.) Sililar to a poison, and can be cured by another medic's heal as it ''burns out'' or by a healthkit. Syringes arc less and move faster, but do less initial damage.

Melee weapon replaced by support item, which Makes ubercharges 2 seconds longer, and bolsters the medic's medigunheal rate by a certain amount. The medic also gains ubercharge if he takes damage while his own health is below 50. When the medic's health is below 50, his movement speed is dropped to average.
 

Arawn.Chernobog

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Nov 17, 2009
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Soldier


- The Parthian Shot -


Ammo:

Grenades (5 per shot / 50 total)

Positive or Neutral:

Standard:

Clouds of smoke after explosion

Grenades explode upon impact or after 3 seconds

50% Larger Blast Radius

25% Projectile Speed Increase

25% Firing Speed increase

Right click:

Clouds of smoke after explosion

Grenades only explode upon impact

15% Projectile Speed Increase

Arch Shot (like a Pyro's Flare)

Negative:

Standard:

No Rocket Jump

25% Damage decrease

50% Weaker Knock back

Right click:

No Rocket Jump

30% Damage decrease

No Knock back

Concept

A harassment and fear inducing weapon in the right hands and a worthless spam machine in the wrong hands. This weapon makes the soldier a good hazer, how so? The large explosion radius and smoke will cause confusion to enemies and provide cover for friendly units, not to mention that, by using this weapon's secondary fire options, one can finally "smoke out" those camping aussies and allow your team to move without fear.

Sure the rapid fire capabilities of the weapon might make some of those new found privates have fun spamming smoke and explosives, but the severe decreased damage capability and smaller size of the grenades will make it hard to dish out any true damage to one's opponent, discouraging such un-warlike practices.

The loss of the oh-so-beloved Rocket Jump and damage decrease might discourage many to try out this new W.M.A. (Weapon of Mass Annoiance) but it's worth just to see the look of terror on your opponent's and their subsequent Rage Quit process.
 

TheSeventhLoneWolf

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Mar 1, 2009
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D4zZ said:
rosac said:
Sniper
Melee weapon: boomerang
-25% damage
+10% faster attack speed
alternate fire= throws the boomerang a short way, it loops back to the sniper.
10% faster than the usual melee weapon and it needs to travel to and from the target? A boomerang that speed would be an instagib. :p[hr]Heavy melee
Name: Gloves of Running

When equipped:
Speed bonus
-6 health drained per second on wearer
-50% damage done
Sonic the heavyhog.

All you need to do is infiltrate a medic into the enemy area, then make the heavy run to him. Awesome, continious rushes.
 

Cowabungaa

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Feb 10, 2008
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Internet Kraken said:
Because the Razorback is useless. There was no point in giving the Sniper resistance to his hard counter. Good Snipers are able to listen for the sounds of a decloaking Spy and react accordingly. It was designed for new snipers, but it doesn't help them much either because they might not even notice that a Spy has tried to backstab them. Heavy having a headshot resistant helmet would be equally pointless.
I beg to differ really. Good Spies don't approach a Sniper cloaked, but de-cloak way behind the Sniper and approach in disguise to avoid such detection. I love the Razorback, and I can say that I'm a good Sniper. It's just that I constantly play against really good Spies as well. With the Razorback on they rather try to shoot me (most of them knowing that I'm damn good with a kukri, gotta love playing on clan servers) or not target me at all, try to take me down with Scouts. It saved me countless of times, but I try to keep my machinegun if I notice that the enemy Spies are far from good.
 

Internet Kraken

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Mar 18, 2009
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Assassinator said:
Internet Kraken said:
Because the Razorback is useless. There was no point in giving the Sniper resistance to his hard counter. Good Snipers are able to listen for the sounds of a decloaking Spy and react accordingly. It was designed for new snipers, but it doesn't help them much either because they might not even notice that a Spy has tried to backstab them. Heavy having a headshot resistant helmet would be equally pointless.
I beg to differ really. Good Spies don't approach a Sniper cloaked, but de-cloak way behind the Sniper and approach in disguise to avoid such detection. I love the Razorback, and I can say that I'm a good Sniper. It's just that I constantly play against really good Spies as well. With the Razorback on they rather try to shoot me (most of them knowing that I'm damn good with a kukri, gotta love playing on clan servers) or not target me at all, try to take me down with Scouts. It saved me countless of times, but I try to keep my machinegun if I notice that the enemy Spies are far from good.
I'm surprised. It's pretty much universally agreed that the Razorback is useless. A really good spy will probably be using the ambassador, meaning they can just headshot the oblivious Snipers. You're the only person I have ever seen try and defend it.
 

Buizel91

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Aug 25, 2008
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engineer melee weapon

a spanner (cant think of the daft names valve would give them)

-10% melee attack
but +25% build speed

also if an enemy gets hit he will have a bleed out for a few seconds, just to make up for the less damage it does =)

also for the medic i think having a med kit which heals people to full health plus gives them mini crits would be cool aswell

but while healing both the medic and the guy being healed to stand still unless he cant heal, this replaces the melee weapon =)
 

Buizel91

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Aug 25, 2008
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Arawn.Chernobog said:
Soldier


- The Parthian Shot -


Ammo:

Grenades (5 per shot / 50 total)

Positive or Neutral:

Standard:

Clouds of smoke after explosion

Grenades explode upon impact or after 3 seconds

50% Larger Blast Radius

25% Projectile Speed Increase

25% Firing Speed increase

Right click:

Clouds of smoke after explosion

Grenades only explode upon impact

15% Projectile Speed Increase

Arch Shot (like a Pyro's Flare)

Negative:

Standard:

No Rocket Jump

25% Damage decrease

50% Weaker Knock back

Right click:

No Rocket Jump

30% Damage decrease

No Knock back

Concept

A harassment and fear inducing weapon in the right hands and a worthless spam machine in the wrong hands. This weapon makes the soldier a good hazer, how so? The large explosion radius and smoke will cause confusion to enemies and provide cover for friendly units, not to mention that, by using this weapon's secondary fire options, one can finally "smoke out" those camping aussies and allow your team to move without fear.

Sure the rapid fire capabilities of the weapon might make some of those new found privates have fun spamming smoke and explosives, but the severe decreased damage capability and smaller size of the grenades will make it hard to dish out any true damage to one's opponent, discouraging such un-warlike practices.

The loss of the oh-so-beloved Rocket Jump and damage decrease might discourage many to try out this new W.M.A. (Weapon of Mass Annoiance) but it's worth just to see the look of terror on your opponent's and their subsequent Rage Quit process.
that is amazing, u deserve kudos for that my friend did u make that yourself if so u should work for valve =P