STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 61-70 of 167 entries
3,550
Suggestions for New Weapons (or New Attributes)
The Armed Cannon
Secondary for Engineer
Base: Short Circuit
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=17081&searchtext=arm+cannon

( + ) Hold the Primary Fire button to charge the shot. Depending on how much the shot is charged depends on the kind of shot. Deals no knockback whatsoever (Charge rate is the 25% slower than the Stickybomb Launcher's charge rate)

- 0-24% charge: Fires 5 small shots in a quick succession (+100% faster firing speed), each shot dealing a base damage of 15. Last hit deals a critical hit. (Bullet type is Hit-Scan, and uses The C.A.P.P.E.R bullets and sound effects) Deals no knockback to the user.
- 25-49% charge: Fires 3 small energy beams (Pomsom 6000 projectiles and sound effects) in a shotgun-like layout (One goes diagonally left, one goes straight forwards and one goes diagonally right). Each shot deals a base damage of 40. Projectile is 50% faster. Knocks user back a bit.
- 50-74% charge: Fires a large energy beam (Cow-Mangler 5000 projectile and sound effect) that explodes on impact. The shot deals 90 base damage. Knocks user back a lot. Can be used to rocket jump, but is unrecommended.
- 75-99% charge: Fires a charged large energy beam (Cow-Mangler 5000 projectile and sound effect) that explodes on impact. The shot deals 90 base damage and guarantees a mini-crit. Shot ignites the target. Knocks user back significantly. Can be used to rocket jump, but is HIGHLY unrecommended.
- 100% charge: Fires an overcharged large energy beam (Cow-Mangler 5000 projectile and sound effect) that explodes on impact. The shot deals 90 base damage and guarantees a critical hit. Shot ignites the target. Knocks back the user massively. Ignites user upon use. Can be used to rocket jump, but it is a death sentence. If held for 3 seconds, will cause a misfire, dealing 90 damage and igniting self.
( + ) Does not require ammo
( - ) After firing, requires cooling down. Whilst cooling down, cannot swap weapon (Basically making you vunerable). Depending on the charge of the weapon depends on the cooldown.
- 0-24% charge: 0.5 second cooldown
- 25-49% charge: 1 second cooldown
- 50-74% charge: 2 second cooldown
- 75-99% charge: 3 second cooldown
- 100% charge: 4 second cooldown
( - ) No random critical hits


Yeah this is a big weapon idea I had. Probably overpowered, but I couldn't think of any nerfs. If you have any ideas on how to make this weapon less (or if it is underpowered, more) powerful, please tell me, since im not that good at balancing.
613
April Fools Weapon Suggestions (Non-official)
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)
Showing 61-70 of 167 entries