STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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IN-GAME
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 1-10 of 167 entries
3,550
Suggestions for New Weapons (or New Attributes)
613
April Fools Weapon Suggestions (Non-official)
3,550
Suggestions for New Weapons (or New Attributes)
The Fury Fists
Melee for Heavy
Base: Fists
Model: ???

( +/- ) Holding down the alternate attack button causes the user to gain a speed boost, forces the player to move forwards and increases firing speed and knockback resistance by 15% every second, up to +75% faster firing speed and +75% knockback resistance. Once the firing speed has reached its maximum, letting go of the fire button causes a circle of fire to appear around the user, causing critical fire damage (maybe a larger Huo Long Heater's fire circle). However, once the user has let go at max charge, they must cool down, slowing the user down by 25% for the amount of time the alternate attack button was held at max. The user can, however, switch weapons freely whilst slowed down.


The Tool of the Trade
Melee for Heavy
Base: Saxxy
Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127324949

( + ) Pressing right click charges up the weapon by 25%, up to 75%. This charge can be held and will not go away until the user attacks or dies (You can switch weapons and the charge will stay).
( +/- ) Attacking whilst this weapon is charged by at least 25% increases the damage output of this weapon by the specified amount. However, upon hitting an enemy, you lose the percentage of max health specified. This max health slowly regenerates at 25% of the speed of any speed-increasing melee max health debuff would. (25% = 25% more damage, 75 max health lost. 50% = 50% more damage, 150 max health lost. 75% = 75% more damage, 225 max health lost.) Missing with this weapon will reset the charge and deal no max health damage. The user cannot die from the max health loss, and will always result in the user having at least 1 health remaining.


Heres two concepts for a melee weapon I had in my head. Probably need balancing, but I thought I'd stick the idea out there, rather than a fully fledged weapon. The top one is more of a rush-into-crowd, deal massive damage for the risk of, well, running directly at people. It's best to use when you want to just deal massive damage in an area to punish teams without sentries to stop you.
The second idea is a tradeoff, more damage to a single enemy to finish them off faster, whilst causing you to be more vunerable due to this. It may need a little more to it however, since it would probably take time to fully charge the weapon, and seeming as melee for Heavy is more of a finisher than a primary weapon of choice, it would probably need more to it.
Showing 1-10 of 167 entries