STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
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Showing 101-110 of 284 entries
3,550
Suggestions for New Weapons (or New Attributes)
Engineer's burner
Continuous repair&level-up. Instead of hitting like normal melee, it deals very rapid fire damage much like a flamethrower at extremely close range.

Oburi - Engineer's very expensive Sentry - PDA
Engi can build a sentry of any level at the construction stage. This is balanced out by an extremely long building sequence coupled with fixed 200 building cost regardless of the levels. Potentially this weapon could be tweaked to allow building any level 3 building at the first pre-round sequence, automatically building level 3 instead of level 1 as an exception.

Lucky 6 - Spy's revolver
Very fast firing gun, hitting 6 rounds in succession grants a crit. Spy hip fires this weapon. The damage is 25% of the original revolver. The last round becomes crits. 60% or 70% faster firing. The gun is accurate until the target is far off. Because the gun fires 2 separate hitscans layered to not interfere with each other. When the target is within the short distance area, the bullet of the particularly accurate one is applied. But the hitscan designed for far off enemies are not registered. This way the weapon can be accurate until the target is out of the certain range.

Iller boy - Spy's melee
Butter knife disarms the opponent, either the target can pick up the dropped weapon manually, or they can go seek a help. Both the primary and secondary weapons are dropped, only the melee can be kept beside the target. This weapon deals no damage when it's not the first attempt at attacking from non backside. Backstab deals fine damage but keeps the target at exact 10hp. Finish him.

On the steps - Medic's melee (or the Right beside you as a name)
Forces the medic's movement speed to match the client, meaning the medic walks as slow as heavy while healing the heavy. But the medic is granted with a max health buff based on the patient. The temporally max health buff decreases gradually after stopping the support.
Originally posted by Bertengkar:
Fumight - a flask based throwable with unknown chemicals in it.
A gas passer that deals damage after few seconds in it. Very spammy. Corrupt a dispenser. Corrupted dispenser starts dealing damage against the allies. When the dispenser is corrupted, it remains very little evidence. When the nerve poison kicks in, the mercenaries drop their weapon. They have to manually pick up the dropped weapons. The weapon dropping effect forces the players to switch to the weapon in another slot. So it's not gonna make people t-pose afterwards.
What I mean by this is, staying inside the fume for few seconds poison the players. It's supposed to be thrown into the chokes.

Originally posted by Bertengkar:

Lone talker - spy's torture device. revolver.
Enemies with below 15% health can be left paralyzed, paralyzed enemies can be exploited. Paralyzed enemies will heal 600% slower than a normal patient. Any medic in both team is able to heal the paralyzed player, the paralyzed enemies stay paralyzed even after completely healed by a medic in the opposing team. When the paralyzed enemy is healed by a proper teammate medic, the paralyzing effect is a goner. The player getting paralyzed can command the killbind. The revolver deals 30 base damage and holds 9 rounds.
Adds massive poison damages for the paralyzed players. After 12 seconds from getting paralyzed.

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Few Fumight based weapons.

Staying inside the fume forces the player to not breath, players are treated to be holding the breath. While not breathing the players can't communicate. Getting damaged inside the fume allows the poison to enter the mercenaries. Poisoned mercenaries can't move, can't shoot, can't reload. This weapon requires the player to charge up. The player inside heals for the amount they are damaged and unable to die in the span. The effect last 3 seconds.

Staying inside the fume does nothing by itself but players inside the fume drop the weapons at low health.

Lost woods - Medic's stimulating agents
Inside the fume, the screen is covered with a Mild-black background screen. With the minimal indication that the screen is not actually turning off. Fume itself is not covering the view. The vision is disoriented not because the agents are disabling, but because the mercenaries are closing their eyes due to the unpleasant stimulation. Just ramming through the fume or going a random direction helps the player regain the vision instantly.


Dreamsland - not so crowd controlling
Everytime the needles hit the target, the vision gets darker and darker. The effectiveness depends on the player's screen settings and the setups. But the point being that it If it just turns the screen into the pitch black very instant second the needle hits the target, it's not gonna be so pleasant to fight against. Not saying it's op, it's just visually annoying.
Originally posted by Bertengkar:
Fumight - a flask based throwable with unknown chemicals in it.
A gas passer that deals damage after few seconds in it. Very spammy. Corrupt a dispenser. Corrupted dispenser starts dealing damage against the allies. When the dispenser is corrupted, it remains very little evidence. When the nerve poison kicks in, the mercenaries drop their weapon. They have to manually pick up the dropped weapons. The weapon dropping effect forces the players to switch to the weapon in another slot. So it's not gonna make people t-pose afterwards.
What I mean by this is, staying inside the fume for few seconds poison the players. It's supposed to be thrown into the chokes.

Originally posted by Bertengkar:

Lone talker - spy's torture device. revolver.
Enemies with below 15% health can be left paralyzed, paralyzed enemies can be exploited. Paralyzed enemies will heal 600% slower than a normal patient. Any medic in both team is able to heal the paralyzed player, the paralyzed enemies stay paralyzed even after completely healed by a medic in the opposing team. When the paralyzed enemy is healed by a proper teammate medic, the paralyzing effect is a goner. The player getting paralyzed can command the killbind. The revolver deals 30 base damage and holds 9 rounds.
Adds massive poison damages for the paralyzed players. After 12 seconds from getting paralyzed.

------
Few Fumight based weapons.

Staying inside the fume forces the player to not breath, players are treated to be holding the breath. While not breathing the players can't communicate. Getting damaged inside the fume allows the poison to enter the mercenaries. Poisoned mercenaries can't move, can't shoot, can't reload. This weapon requires the player to charge up. The player inside heals for the amount they are damaged and unable to die in the span. The effect last 3 seconds.

Staying inside the fume does nothing by itself but players inside the fume drop the weapons at low health.

Lost woods - Medic's stimulating agents
Inside the fume, the screen is covered with a Mild-black background screen. With the minimal indication that the screen is not actually turning off. Fume itself is not covering the view. The vision is disoriented not because the agents are disabling, but because the mercenaries are closing their eyes due to the unpleasant stimulation. Just ramming through the fume or going a random direction helps the player regain the vision instantly.


Dreamsland - not so crowd controlling
Everytime the needles hit the target, the vision gets darker and darker. The effectiveness depends on the player's screen settings and the setups. But the point being that it If it just turns the screen into the pitch black very instant second the needle hits the target, it's not gonna be so pleasant to fight against. Not saying it's op, it's just visually annoying.

Barnya - N99 Spy's revolver
Hitting the target mid-air mini crits. The first shot the spy fires after switching the weapon is increased by 50%. The damage against the same target decreases, switching the weapon resets this. Hitting against another target after hitting the first target buffs the damage even more. each consecutive hit against different targets buffs the damage by 50%.
Bio engi - a proposed medic's subclass concept and its adjacent weapons
Now a medigun with an ability to spawn some "Meat turrets" or simply "Flesh reenact". Flesh reenact is a building made from corpses. It's a sniper sentry, the flesh reenact is not good at sustaining an enemy barrage. It takes 5 seconds to fully charges the turret, and the turret will fire a tracer round with 180 damage every 5 seconds. It takes 5 seconds after the turret locks on the target, every time the target hides behind obstacles the charge is lowered rapidly. This is sorely to stop the turret from losing all its charge from very slight obstacles persistent in the maps. It's better this way. The turret screams loudly. It makes some suffering noises. The flesh turret can be healed by any medigun just like the mercenaries. My ideas of the way to spawn this turret involve few different weapons. First, the death of the teammates, more specifically the one the medic is healing. When the mercenary the medic was healing dies, the mercenary is replaced with a low health version of this weapon, the medic can either heal the turret or discard the weapon to help him escape, the enemy will prioritize taking this turret. It's not free, to build this building the medic should have the uber ready, i do believe it should be segmented for few consecutive uses, it might be better instead of how many times the medic is able to build, changing the health of the building based on the uber charge. If the ubercharge is at 1 percent, the flesh reenact should be at 1% of the HP. The health pool of the turret should be around 125. With overheal, it's max health should be limited to 175 instead of 185. Melee-ing the turret should allow the medic to collect the flesh, the flesh serve multiple purposes. But damaging the flesh will also causes its max health to decrease, not the current health. This is to compensate the fact the medigun can heal it so it works as an infinite source of the supplies. If the flesh collected enough, it should be able to create an another batch of the turret. The name weapon could be "Acidall"

Death contract - or deconstructive contract
The taunt for this medigun, allows him a pair-taunt. After the taunt, the inmate takes the death instead of the medic, the medic is granted with the HP the mercenary had at the time. So it's a good deal for a pocket client trying to defend the medic. But it doesn't have to be happening near the two, the contracted guys can be split up while the effect still intact. But it might be better having a requirement "If the patient leaves the medic, the patient dies automatically". This way it can be less abusive. The patient is almost forced to stay around the medic.

Surreptitious Refund - Medic's life-trading rage mode
Allows the medic to suck up all the movement speed from the players already contracted with the deconstructive contract. It requires a negotiation, the game asks the contracted players to accept this with E key. If the player with death contract presses E key during the negotiation, it allows the player to transfer 100% of the movement speed to the medic. It's accomplished by the medic weapon-taunting again after the successful deconstructive contract.

Remarkable surgical site - the medic's scalpel
The damaged guy bleeds forever and there is no cue, there is a following sign on the ground. The blood spilt on the ground is left as a clue. The bleed stops when the patient is outside of the certain range from the medic. The damaged one needs to escape from the medic but the same time the wounds get worse. The one can try to stay alive by taking much more resources but it still hurts. Medics probably don't want to mess with the enemies unless the medics know the opponents are low health. It's good for stop enemies from chasing the medic. The best thing is when the medic dies, the effect is granted to last forever. When the medic is killed by the wounded one's teammate, it still should have the bleeding effect intact. But the point is, the bleeding is just incurable without the medic alive.

Precision incision - QTE based healing
The screen tells you what direction the medic should move, and WASD-ing based on the order will grant a successful healing for the medic. It could be a real time event. As a different way of allowing the heal, it shows you the whole order of the keys you need to press and the game tasks you to memorize the series of the event. The later one tests the memorizing ability of the player, the first steps qualify your reaction time. The later one is suited for the game.

indelible scars - medigun
When the charge is ready, the medic can't activate the uber. But the patient can call medic with E key and the uber is initiated. While the uber is active, leaving the medic behind still keeps the uber on the patient attached. When the uber runs out, the patient dies. The uber's charging speed is 75% faster than normal. The uber's effect is 2 seconds invincibility coupled with longer lasting effects, the movement speed is buffed for 25%. The attack speed is buffed 30%. The effect remains 5 seconds.

Orchestrated world - Medic's clipboard
Spy's gathered health information is logged into the medic's clipboard with the radio station as his backpack replacing the medigun's sack. It allows everyone nearby to see the outdated version of the enemy health, the health is not shown when the last health information is too outdated. Spy is only needed to have them in the sight, spy himself seeing the health atleast for once with the crosshair attended is not a necessity. When the attack is initiated with this weapon deployed, the medic brings up a pen. The marker pen marks the enemy on death. The first hit from the pen doesn't deal damage, pen deals a decent amount of damage afterwards.

Colorless fluid - medic's medigun
Allows him to heal enemies, instead, it allows the medic to collect a substantial amount of the ubercharge. R key toggles the uber type between invincibility and kritz, but it can't be switched mid uber for this weapon.

Fumight - a flask based throwable with unknown chemicals in it.
A gas passer that deals damage after few seconds in it. Very spammy. Corrupt a dispenser. Corrupted dispenser starts dealing damage against the allies. When the dispenser is corrupted, it remains very little evidence. When the nerve poison kicks in, the mercenaries drop their weapon. They have to manually pick up the dropped weapons. The weapon dropping effect forces the players to switch to the weapon in another slot. So it's not gonna make people t-pose afterwards.

Flappe - Medic's disguising kit to take up the primary (syringe gun) slot.
Allows the medic to change the color scheme of his entire loadout to match the enemy team. It requires the medic to walk over the defeated enemy medic. Or it could be done by the medic's patient killing the enemy medic. By having the enemy's cloth the other team might get confused. Either the system can be bought from the spy's disguise kit or it just plain changes the color scheme and nothing else. If it's based on the enemy medic's cosmetics etc, it should change how the medigun looks too.

Wire tapper - Spy renting weapon.
Medic can attach himself to a spy and gain 5 seconds of invisibility.

Flesh related abilities
Flesh is basically a body part dropped similarly to an ammo box, it's used to create a medicine, to boost healing capabilities, and to build some meat machinas.

Demoman's medkit bomb - takes up sticky slot.
When placed on the respawning locations of the medkits, the next medkit to appear actually turns into a bomb. When taking the medkit, it explodes and deals 80 damage.
It can't be activated without the medkits. Small medkits deal 40 damage. Normal sized medkit can be converted into a bomb to deal 80 damage. Large sized medkits deal 140 damage. Only able to lay down 1 bomb at 1 location, limited to 8 bombs at the time like a normal sticky. Only way to tell if it's a bomb is to see the mark on the medkit model, the fake one is marked with slight differences. Spotting it is fairly easy but takes some attentions before reaching it. I know it's better being a delayed bomb but it's a bit lame that way. Instant explosion makes much more sense, and it's also traumatizing.

Lone talker - spy's torture device. revolver.
Enemies with below 15% health can be left paralyzed, paralyzed enemies can be exploited. Paralyzed enemies will heal 600% slower than a normal patient. Any medic in both team is able to heal the paralyzed player, the paralyzed enemies stay paralyzed even after completely healed by a medic in the opposing team. When the paralyzed enemy is healed by a proper teammate medic, the paralyzing effect is a goner. The player getting paralyzed can command the killbind. The revolver deals 30 base damage and holds 9 rounds.

Confined Box - turtling tool for a medic
The mannhole idea I posted a while ago was about putting an one-time use only teleporter exit automatically activated right after the respawn. This weapon deploys the same manhole exit, but the medic can shelter inside for as long as he wants. He is essentially turning invincible but every time he gets up there is an animation, vice versa. There is an entering animation and it's also vulnerable. It's essentially a melee weapon, but it just activates the taunt. Or it can be paired with a normal scalpel or a bone saw, any medical instruments that can be turned into a weapon. But with the alt-fire functionality to perform the taunt.

Harmful love - Removes the enemy's health indication
Crossbow that prohibits the access to the information regarding the current health. It also removes screen flinch from any given damages.

Manned turret - taunt inducing turret that does nothing by itself
Engi's wrench. Builds a non-autopilot sentry with a place to ride. It's a stationary turret that can be occupied by any players in the team. Gunning down players with this weapon indicates that the kills are contributed to the player controlling the gun and not the engineer. It's 4 machine guns coupled together like quad barrel AA. It has a taunt inducing effect copied from a paring taunt. If the user is near the turret and try to taunt, the user initiate the riding animation. It's completely immovable. The player riding the turret is extremely exposed to the fire from the front. But the turret itself is durable. It fires armor piercing projectiles.

Grimlin leftover - make a wall made out of corpses. Medigun.
Hitting Alt-fire creates a wall of corpses, dealing enough damage destroys this barricade. Consumes flesh, the health pool of the flesh wall is depending on the amount of the flesh the medic had. Teammates can merge through this wall and bypass, but it slows the movement speed whiled doing so.

Black&White - Medic's camera
Scope based camera weapon. Shooting at a damaged teammate records the health. Shooting the enemy of the same class will adjust the health to match the teammate's past health. But it has to track the enemy for 3 seconds without losing the track off of the enemy. Moving the crosshair away from the intended target just drains the charge drastically, crosshair moving to different enemies will reset the charge temporary but getting the crosshair back again on the same enemy will return the charge. Instead this weapon might be better changing the required time it takes to charge the weapon for 6 seconds, and removing the charge drain thing. If the charge is saved for each players, it should be more forgiving. Any ways it requires the full charge to shoot at the target. Shooting at the damaged teammates doesn't require all the hassle, just shooting at teammates alone would work. The medic wants to see the teammates with very low health possible. Everytime this weapon is successfully used it requires another photo of the teammate to change the enemy health. It only reduces the health of course, if the enemy is on low health lower than the teammate's record it's not gonna change the health.

Current generation - melee
Nearby teammates will drop the meat shaped version of a MVM reanimaor when dying. This melee revives the player by consuming the flesh. Again the flesh doesn't have to be maxed out. The revived player's HP is determined by the flesh. The revived player can't move for 5 seconds, the revived player can't be healed. The revived player is given -1 hp per second. The flesh is equivalent of the HP, not the % of the HP. Meaning reviving a scout is gonna be better by nature. Reviving a heavy will consume all the flesh yet the heavy is not even at his max health. But the revived player can't move for 5 seconds, yet they can shoot. It's just the movement penalty.

Regena - medic's cyanide pill
Melee, m2 chews on the pill. Taking the medic's own life transfers all the charge to the next spawn. Taunt might be where medic swallows the pills without biting them. So that they pass through the body harmlessly.
Showing 101-110 of 284 entries