STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Showing 1-10 of 284 entries
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Suggestions for New Weapons (or New Attributes)
Revision of my old concept with more specific cons
Standart (I don't think it is the name in my old post, but the same name is used for a different concept)
Sniper rifle that is only capable of firing when standing still completely. Walking while scoped will reduce the charge to 0 almost instantly, 0.3 seconds of walking and the full charge is reduced to 0.

When scoped, the gun will automatically fire after 5 seconds. This gun takes 5 seconds to fully charge.

Mark 1, The charge starts from full. The weapon deals 90 damage at max. The weapon deals 0 damage when the charge is empty. The sniper loses charge by getting hit, too. The charge lost is based on the amount of the damage done to the sniper. Any explosions will forcibly reset the charge to 0. This version of the gun fires the round in 2 seconds instead of 5 seconds. The damage it takes to reduce the full charge to 0 is 55 damage.
3 seconds should be more preferable for aiming properly, but the performance is too below that of the stock sniper rifle which is actually overpowered to begin with.

Mark 2 The damage is fixed at 90 regardless of the charge. Fires the gun after 5 seconds after scoping. The sniper heals himself 90 HP if the charge is max at the moment of firing the gun, the amount of heal is variable based on the charge. The effect only activates when the sniper successfully lands the shot.

The 0.3 seconds movement margin is to prevent punishing the user's mistake too harshly.
TBH the charge should deplete instantly as any intentional movements are taken.
Potential cons for the sniper rifles.
The extra charge sniper rifle
- Instead of taking 1~75 recoil damage, it reduces the max HP. Only slowly regenerating the MAX HP. This makes the medkit hogging not a problem.
- Headshot Crits spesifically does 200% damage instead of the regular 300%.
- The feedback damage is solely based on the charge, not the damage value. So that teammate's buff don't deal a crazy damage to the sniper himself.
- The feedback damage starts from 125 damage. 200 damage shot means 75 max HP reduction.
- The HP removed by the recoil is regained by waiting for them. If the sniper was already damaged, the heal does not compensate for that notion. Max HP is attained in 7.5 seconds after taking full 75 hp recoil damage. If the sniper is 110 hp / 125 hp at the moment, his HP is gonna be 35 HP / 50 HP
- The current health of the sniper should be displayed below the crosshair for the convenience. HUD mods perhaps won't have a compatibility with that, and it should pose no problem.
- The recoil would be able to kill the sniper if the HP is already low enough.
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Sniper rifle that requires the user to continuously put the crosshair on the target to charge it.
Pros
-220% faster charge rate
Cons
- 3 seconds away from the target and the whole charge is gone.
- When the aim is on the head, the target may notice the layered team color on the screen. The whole screen of the opposing side gets the slight tint of the laser.

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The tunnel vision gun is already weak enough, it doesn't stand out in terms of being "strong as meta". Hitting a target 7 times to make the every shot do 150 is excess. 100 damage maxxed out. The original description states the max variable angle of the camera after scoping, it is 70 degrees to the side. 35+- from the center location of the zoom. The thickness of the black bar is 1.4 times thicker than the default scope.
Sniper rifle with volley style hitscan.
Fires a group of pellets that never spread. They already have the distance between each landing point. They are tightly grouped to the point all the rounds can connect to a merc's head. No charging functionality.
Merits : Easy to hit, slightly more like a shotgun.
| More centered shot deals a better damage.
| The gun can be a conventional sniper rifle instead of a volley gun.
| As the projected area of the head gets smaller visually, shooting far away enemies still require the same amount of aiming skills otherwise. As the bullet holes seen from far away corresponds to the shrinking head size of the mercs. Simply put, It's like "not hitting" numpad 5 key on Blender.

Sniper rifle with "Movement per shot" implementation.
Scoping does not charge the weapon. Instead, moving a distance from the last position of firing charges the weapon. Walking for 15 meters mean a full charge.

Potential attributes : Increased movement speed after defeating an enemy.
| Visualizing the last firing position.
| Periodically creates a checkpoint to allow for S shaped route forced by the map to register more distance than just /.

Con : No more convenient hiding spot, rewards more dynamic advancing tactics.
: Good snipers on a payload offense can benefit from allocating oneself forward.

Sniper rifle that requires the process of staring at the target to charge the weapon for that specific opponent.
Directly putting the cursor on the target results in charging up the weapon. Starting at a wall does not charge the weapon. Each charge value is stored for individual players. The charge is lost slowly when the cursor is not put on the target.

Cons: Requires a tracking capability of a player to deal a significant damage.
| Simply rewarding and fun as a gimmick.
| Charging functionality is useful against a high health class, especially a patient.

Sniper rifle that makes the sniper weak against far away enemies.
When scoped, a debuff of reduced damage immunity is applied.
Merits : Promotes counter plays.

Sniper rifle that makes the sniper take damage for charging too long.
Allows extra long charge to deal 50 more base damage. 200 base damage at max charge. Any damage exceeding 150 will deal the equivalent amount of damage against the sniper himself. Dealing 175 base damage due to the extra charge means 25 feedback damage against the sniper. The sniper takes a knockback that amounts to the damage. This resets the exact position of the sniper. After taking the 50 feedback damage, the sniper would be a bit more vulnerable.
Or else, option 2 : The damage exceeding 100 is feeded to the sniper too. Making the 200 damage shot cost "100 HP" for the sniper.
Problem : Medkit hogging. The camping on the Mid | Large medikit spawning location.

Sniper rifle with a tunnel vision to make the sniper weak against flanks.
Restricted range of allowed camera angle right after the moment of scoping. Making the vision restricted more by reducing the visible part of the screen. The black bars around the screen edge is thicker yet the magnification is the same to not mess around with the muscle memory. The weapon's charge is never reduced unless de-scoping. Everytime you hit a target, the charge is added.

Sniper rifle that promotes bodyshot with a quicker reflex.
Each time hitting a different target without missing increases the damage.
The charge reaches max by hitting a target 7 times.
Missing a shot will reset the charge.
Hitting a building does not count nor remove the count.
Option 2 : Missing a shot only reduces the charge by a factor of 2,
Reduced headshot multiplier of only 2.

Sniper rifle that is immune to a neck absorbing a round.
The hitscan searches for every body parts of the target. The round itself hits only once, but if the line of the bullet is in-line with the head hitbox. Regardless of the presence of other body parts in-front, only registers it as a headshot. Penetrates players by default.
Only 30 damage against a body(torso, legs, arms). Deals the original 50 damage against a head.

Side arm that is powerful at close range but hinders the sniper's original capacity for a while.
SMG or a sawed off shotgun. Firing them degrades the sniper rifle's performance temporarily. Like a basic damage debuff or even extremely slow deploying speed of the primary.

A knife that penetrates the shield, Spy's weapon.
Slightly a joke. Could be useful actually.

TBH All sniper rifles I mentioned better have 30 base damage.
All sniper rifles should have forced weapon switch after 5 rounds or so to reduce the spammability.

A sniper rifle that uses a "Layered registration line" system.
Fires 3 invis rounds, applies only 1 of those rounds based on the distance. Fires one fake tracer visual effect that has nothing to do with the actual gun fire registration. All 3 have different property of the accuracy. When fired at close range, only the accurate one hits. At longer range, only the less-accurate one will register. Making it perfectly accurate up until the specified distance.
Option 1, the scoped shot is affected by this inaccuracy. But charging the gun will elongate the active distance of the rounds. Resulting in an expanded accurate range.
Option 2, non-scope is affected in this manner.

Sniper should ignore damage fall off from any damages source taken. But it's an another story to be told.

A sniper rifle that has an overheating mechanism. Presumably a coil gun of some sort.
Fires a Machina projectile, not actually projectile but a same laser effect. Firing them increases the charge, the charge is an implied indication of the heat. When the temperature is high, the damage is boosted. But when the temperature reaches max, the gun goes into overheat mode. When the gun is in the overheat mode, the gun only fires a pseudo shotgun that can't be used in a scope. The temperature is better maintained near max. Effectively reducing the fire rate. The shotgun is functionality is weak.

A sniperrifle that promotes a quick scope
The charge starts from full when scoped, quickly drops to 0. The charge loses its max charge in 2 seconds.
Otherwise a normal sniperrifle.

Sniperrifle that panishes a quick change in the angle.
The charge is increased as not moving the mouse. The charge is lost when making any movements out of the cursor.
option: When the movement of the cursor is slower, the reduction in the charge is mitigated.
Showing 1-10 of 284 entries