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 21-30 of 43 entries
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Suggestions for New Weapons (or New Attributes)
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 Nightmares Fuels 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.
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 Nightmares Fuels 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.
(please give critism to the new changes to MANN-S.C.A.T.T.E.R, and also some of my other weapons displayed here.)

MANN-S.C.A.T.T.E.R
class: scout
slot: primary

stats:
+400% more bullets in a single shot
+100% knockback on victim and shooter
-95% damage penelty
-80% less accuate)
-15% slower movement speed on wearer
-30% fire rate
-50% longer reaload speed
-50% less ammo in the clip (clip of 3)
-no random crits
-can't be crit boosted
(reloads entire clip at once)
(press M2 for a charged super shot)
*Note the super shot fires the entire clip at once, with x3 more power and force, but first you need to build up your BONK! meter by dealing 1000 damage*

Super Shot stats:
*1200% more pallets in a single shot
*300% knockback on victim and shooter
*240% less accuate
*fires entire clip at once
*150% longer reaload speed (only after the super shot)
*takes 1000 damage to build up (this might need a nerf so there wont be a spam a high powered shots)

Quick, take this heavy, high powered scatter gun and fly across the map with the super shot, but the super shot has more pallets, more knockback, but more bullet spred, but with that much power, the reload speed is longer after that shot. The only problem is that your slower due to it's weight, reload time is longer since you are loading three shells at once, with this much power for scout, heavies will cry.

(there are some new changes to this weapon, it now needs to deal 1000 damage to players before activating the super shot.)

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RipJaw (changed the from Shredder)
"This gun is hungry for men (baby cowards)"

Stats:
+200% ammo bonus (it has 400 in it's clip)
+able to deal damage while reved up (deals 8 damage per second)
+(when clip is empty) it can be used as a melee weapon (no auto weapon switch when empty)
+(when clip is empty) removes the effect of switching this weapon when ammo clip is empty
-disables melee on wearer
-minigun overheats when reved up for too long [(overheats at 1 minute) the time may be nerfed]
-takes 25 seconds to cool down completely
-can't be reved up during cool down (happens when it is overheat on max)
-overheat time increases when gun is fired (example: 45 seconds or less depend on how much it fired)
-(in contact with fire) overheats in 5 seconds (pyro counteractment)

This beast is able to take down any one who gets in his way, besides the fact that this gun overheats when reved up and does it quicker when firing this thing making you using a shotgun is a 100% more important than your sandvich, and of corce, you don't need your fists cause it shreds your enemies if they come in contact with your gun. Have fun with your new minigun, kill those hippies with it, and don't forget to bring your shotgun while it is cooling down.
-Saxton Hale

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this is a medigun idea with random stats that i put in randomly. how random T_T

Suprise Gift:
Uber type: random (immunity; crits; excelerated healing; rincreased fire rate, reload time, and speed)

Stats:
+each uber affects the user while connected with a patient (except crits)
-each uber has a differant uber drain rate (immunity=stock uber drain; crits=1.5 uber drain; EH= 1.5 uber drain; increaced fire rate, reload time, and speed= 2.0 uber drain)
-each uber pulls out randomly between 4 differant charges (that makes it a suprise)
-25% longer uber build rate
-75% longer uber build rate on overhealed patients
(please give critism to the new changes to MANN-S.C.A.T.T.E.R, and also some of my other weapons displayed here.)

MANN-S.C.A.T.T.E.R
class: scout
slot: primary

stats:
+400% more pallets in a single shot
+100% knockback on victim and shooter
-(changed from 60% to 95% damage penelty)
-(changed from 70% to 80% less accuate)(no longer bullet spred)
-15% slower movement speed on wearer
-(*NEW* 30% fire rate)
-50% longer reaload speed
-50% less ammo in the clip (clip of 3)
-no random crits
-can't be crit boosted
(reloads entire clip at once)
(press M2 for a charged super shot)
*Note the super shot fires the entire clip at once, with x3 more power and force, but first you need to build up your BONK! meter by dealing 1000 damage*

Super Shot stats:
*1200% more pallets in a single shot
*300% knockback on victim and shooter
*(changed from 210% to 240% bullet spred)
*fires entire clip at once
*150% longer reaload speed (only after the super shot)
*takes 1000 damage to build up (this might need a nerf so there wont be a spam a high powered shots)

Quick, take this heavy, high powered scatter gun and fly across the map with the super shot, but the super shot has more pallets, more knockback, but more bullet spred, but with that much power, the reload speed is longer after that shot. The only problem is that your slower due to it's weight, reload time is longer since you are loading three shells at once, with this much power for scout, heavies will cry.

(there are some new changes to this weapon, it now needs to deal 1000 damage to players before activating the super shot.)

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RipJaw (changed the from Shredder)
"This gun is hungry for men (baby cowards)"

Stats:
+200% ammo bonus (it has 400 in it's clip)
+able to deal damage while reved up (deals 8 damage per second)
+(when clip is empty) it can be used as a melee weapon (no auto weapon switch when empty)
+(when clip is empty) removes the effect of switching this weapon when ammo clip is empty
-disables melee on wearer
-minigun overheats when reved up for too long [(overheats at 1 minute) the time may be nerfed]
-takes 25 seconds to cool down completely
-can't be reved up during cool down (happens when it is overheat on max)
-overheat time increases when gun is fired (example: 45 seconds or less depend on how much it fired)
-(in contact with fire) overheats in 5 seconds (pyro counteractment)

This beast is able to take down any one who gets in his way, besides the fact that this gun overheats when reved up and does it quicker when firing this thing making you using a shotgun is a 100% more important than your sandvich, and of corce, you don't need your fists cause it shreds your enemies if they come in contact with your gun. Have fun with your new minigun, kill those hippies with it, and don't forget to bring your shotgun while it is cooling down.
-Saxton Hale

--------------------------------------------------------------------------------------------------------------------------------------------


this is a medigun idea with random stats that i put in randomly. how random T_T

Suprise Gift:
Uber type: random (immunity; crits; excelerated healing; rincreased fire rate, reload time, and speed)

Stats:
+each uber affects the user while connected with a patient (except crits)
-each uber has a differant uber drain rate (immunity=stock uber drain; crits=1.5 uber drain; EH= 1.5 uber drain; increaced fire rate, reload time, and speed= 2.0 uber drain)
-each uber pulls out randomly between 4 differant charges (that makes it a suprise)
-25% longer uber build rate
-75% longer uber build rate on overhealed patients

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Please give critism to my weapons, i need to know if there is any changes i should add.
tell me if there is any balancing for Cloak-and-Stabber, it seems balnced to me, but make sure it still keeps it invisable backstab

Cloak-and-Stabber
constsit with a knife and a cloak PDA


Stats: (spy knife)
+able to backstab while cloaked
+can attack while cloaked
-backstab costs 50% of your cloak meter
-backstabing makes wearer slietly visable for 15 seconds
-very loud on kill
-forced cloaked when active
-disables disgues kit
-only works with the CaS PDA
-longer stun on razerback
(attacking makes you slietly visable for a moment)

Stats: (cloak PDA)
+slielent movement speed while cloaked
+50% cloak duration
+100% recharge rate while cloaked
-can't cloak with the revolver and sapper
-very load while decloaking
-can't pick up ammo packs at all
-enemy sentries can pick up a invisable backstab (and also when your slietly invisable)

I added a new negitive stat for the watch, now sentries can pick up on you when you backstab someone in thier range of sight for when you are slietly invisable, since you can't disguise, it's really hard to sap a sentry, in my book it is balanced, but spy has change from a spy to an assassin.

I also edit to the backstab cost thing, but lets see what need improvments, like a new negitive stat [please be something new and don't critisize this knife and watch combo], pretty much, thats all i have for this weapon combo.

(this might only be in the CW server if it was added. It is not going on CWFF and CWSTT servers.)

tell me what needs changing, but don't say (git rid of backstab) cause it would be a useless knife.
Showing 21-30 of 43 entries