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 1-3 of 3 entries
3,550
Suggestions for New Weapons (or New Attributes)
The Blue Bonker, a missed Scout weapon.
I may have an idea should you choose to bring it back.

Special Attributes : No Weapon Spread (This only applies if its based on having a shotgun with dead accurate.)
No Blast Radius (This only applies if it has the projectile of the Cow Mangler)
Reloads its Entire Clip at once (Hurray for Engineering!)
Doing Damage increases the "Remixed" Meter.

Pros :
+ Infinite Ammo (By lore, Its a Solar-Powered Weapon. Of course it will have infinite ammo.)
+ Increased Projectile Speed (This only applies if it has the projectile of the Cow Mangler, if so, this stat will have to be tested to find the perfect mix.)
+ On Activation, "Remixed" Meter will increase Movement Speed, and cause next 3 shots to be Charged Mangler Shots, and if thats not possible, will simply give them the benefits of a "Charged Shot", such as if it can't be applied to three shots, it will be on a timer that will allow you to use one clip before its ended, most likely around a second or two. (This ties into the fact that the newer Megaman games tend to have more fluid movement while also trying to keep the things that kept the old games
+ Charged Shots do 35% more Damage.

Cons :
-50% Clip Size (3 in a Clip, just like in the old games you could only have 3 on screen at a time.
-35% Slower Reload Speed (Just because it reloads its Entire Clip doesnt mean its fast, this is also to tie in with the fact you can only have 3 on screen in the old games.)
-15% Damage (Just HOW many shots did it take to take down that Eye Hopper?)
-350 Damage to build up the "Remixed" Meter.
2
Muselk Skurbs
3,550
Suggestions for New Weapons (or New Attributes)
Showing 1-3 of 3 entries