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 
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Name: Shrederator
Class: Heavy
Type: Primary

Stats:
+ 100% added ammo capacity (400)
+ (when reved up) able to deal damage on the muzzle (8 DPS)
+ (on empty clip) never switched out and can be used as an extra melee weapon
- overheats when this weapon its reved up and firing
- firing the gun will make it overheat faster
- (when completly overheated) its unusable during a full cooldown
- 50% less ammo taken from ammo drops
- 25% damage penalty
(+/-) this weapon cools down at any time when its not reved up and firing

Like any heavyweapons guy would like to know, that there is a gun thats able to kill people both ways since this gun was made by the parts of the wreackage in an abondoned mine. This gun has a bigger capacity and a drill like muzzle, but it lacks a cooling system when being used. How to use it is simple, try not to get this gun fully overheated or you will use your other guns during its cooldown, though its does cooldown at anytime when its not used. do take note that it does collect less ammo on drops since its does have a bigger capacity than anyother minigun.

how its heating and cooling works:

For this weapon to overheat completly will take up 5 minutes just by reving alone but halfed by firing this gun making it overheat faster. it does take time to cooldown so i am saying it would take 1 minute to fully cooldown if its completly overheated, but its "OVERHEAT" bar will work the same has milk/jarate and other recharable weapons.

EDIT: it would be nice it has a special gun sound that fits this gun, or use the deflector gun sound.

EDIT 2: Fixed the missspelled name of this gun.
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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=434955031

Dragon Fist

+25 health on wearer
+third successful hit in a row makes targets burn (or pushed, crited, or bleed to death, comments choise)
+increase sentry build speed by 150%
-15% swing speed penilty
-no random crits (if chosen crits on third hit)
-replaces sentry with self homing mini-combat rocket pods (cost 115 metal)


Sentry Stats: (self homing mini-combat rocket pods)

*has 50% health at the start of construction and builds up to 100 over the course of the build animation
*has a build rate of 1.5 (might needs fixing to match the accuall speed)
*can't be wrench boosted
*can be repaired and ammo refilled by wrench
*rockets are self homing

*Shots per second: 1/3 seconds
*(ammo count) 20 rocket salvos
*(rocket damage) 50-150 (Falloff is calculated from the distance of the Engineer to the target, not from the Sentry to the target)
*can't be upgraded
*drops zero metal when destroyed
*can be reflected by pyro's compression blast and dissables the current rockets homing system
*(scrapped) deploy a disposible bottle rocket pod for the cost of 100 metal (non homing)


If you want to know why it says scrapped because i removed it from my mind cause i think it's unfair and does not make sence even thought it shoots firworks the burn players to a roast.


I really hope people like the Self Homing Mini-Combat Rocket Pods, the current rockets homing system can be disabled by a pyro's compression blast, they can be miss-guided to objects, but they can choose a differant target if their preveous target was killed, also these rockets are affected by damage fall-off, which might be a good thing to the far away target for the sentries engineer, but bad for the engineers which he must stay close to his sentry.

I came up the idea since there is a Combat Sentry, so i thought of a Combat Rocket Pod, but rockets don't predict their shots so i gave it the abillity to give it homing rockets.
a new two weapon combo

Nightmare Fuel
scout melee
(sandman balls are know know as scareballs)
(same stun time for distance>X, max time 7)
(15 second recharge time)
(0 stacks=120% speed, 50 stacks=180% speed)
(comes with Home Run taunt)

stats:
+able to throw projectiles (Mouse 2)
+scared enimes boost your speed by 1% per second (max is 50)
-wearer loses speed (stacks) by taking damage
-10% movement speed on wearer
-disables air jumps (use Force-a-Nature for double jumps)


Deaths Cleaver
scout secondary
(same damge as flying guillotine)
(recharge time 6 seconds)
(bleed time 5 seconds)
(affects Nightmare Fuel's stacks count)

stats:
+(on hit) makes players bleed
+100% crits vs scared players
+(on hit target) heal 10 health (no overheal)
-(on missed target) user loses 5 stacks and 10 health
-does not crit on Sandman stuned players
-no random crits

Loadout options:
any scattergun + Nightmare Fuel + Deaths Cleaver = no air jumps
*BEST* Force-a-Nature + Nightmare Fuel + Deaths Cleaver = Force-a-Nature jumps
*DANGEROUS* Baby Faces Blaster + Nightmare Fuel + Death Cleaver = slow start, speeding ticket


Even though that these two weapons are quite simular to the Sandman and Flying Guillotine, but they have there own unique stats, like Nightmare Fuel boost stacts by 1% per second, so scaring an enemy for 7 seconds will equal to 7 stacks which will boost you 7% giving you 127% movement speed, but you will lose stacks each time you take damage slowing you down. With Deaths Cleaver, you are able to crit on scared players but not on Sandman Stunned players, if you hit your target, you regain 10 heath, but if you miss, you lose 5 stacks and 10 health (damaging you) but it also bleeds your targets. With the Nightmare Fuels penelty on air jumps, you can only jump once which makes it useful to learn to keep the speed boost for Baby Faces Blaster, but you are slower since they both have a debuff on movement speed making you having a slow start, but pair with Force-a-Nature, you can double jump again.

I hope you enjoy this weapon combo idea i came up with, I know that they are simular to Sandman and Flying Guillotine, but they have their own unique stats of there own giving new gameplay as scout. If this does get added in, i hope you enjoy this combo.
Showing 11-20 of 43 entries