STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
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English
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United States 
Showing 141-150 of 284 entries
3,550
Suggestions for New Weapons (or New Attributes)
Loyal Overdo - Engi's exotic shotgun (Or simply Over Enginerd)
The stats start from +30% spread, 20% greater damage falloff(artificial damage debuff via landing point distance) 60% sluggish, slower reload. Staying near the dispenser regains the true potential of such over-engineered mechanical pieces. It surpasses the stock shotgun in the peak performance, but it degrades over time. The max ammo (not in the clip) is 5). totaling 11 ammo with the ammo inside the clip. The level of the dispenser dynamically changes how the weapon looks. Going to level 3 buffs the max ammo from 3 to 6. Otherwise the spread and falloff buff is depending sorely on how long you've been near the dispenser. The ammo can be replenished only from the dispenser, the ammo source is limited to the dispenser built by the user of this weapon himself. The weapon's final stats are debatable but, maybe 30% better faraway damage and stock spread.

Reverse engineering device (Sapper)
Sapping the tele exit automatically takes you to the tele entrance. Or sapped tele still working as a 2 way tele only for the spy would be suited. The teleportation can tele-frag people outside of the spawn. It doesn't have to be a sapper even, it can be a passive effect. In that case, notify the engi with sounds that the security is bleached. Or it should be a long lasting sapper, lasting 30 seconds. Anyone in the span is able to take the tele exit to get to the tele entrance (probably) placed right next to the spawn site. But it only encourages spawn camping but nothing else, so this later part of the concept is never going to be okay. Not being capable of breaking the tele yet disabling the ability of the tele itself. Sapped tele functions as a 2-way tele only for the spies having this weapon in the loadout.

Yes, I will clarify the details.
This sapper can't break the teleporters by itself, sapped tele still functions as a 2-way tele only for spies having this weapon. The spies can tele-frag players. The players in the enemy team can't take the tele. The sapper creates very iconic noises, the sapper is visually very easily recognizable.
Decency Thanksliver - Demoman's crafting tool
His backpack-based item. His secondary taunt is overwritten with a pairing taunt much like the Rock-Paper-Scissors taunt. He gives 9 mercenaries a consumable tool depending on the class type he is paired with. The weapon is actually swapped with the previous item the player had, so anyone willing to par take the action should be on their will. Anyone can take the offer yet there is nothing to force other players. Alcohol based gas passer alike for pyro, Bonk cocktail (Soda item) for a scout, gyrojet for engi. Something like that. After the consumption the original weapon in the owner's loadout is loaded, or the item the users previously had in their corresponding slot. Bonk soda slows the scout but as long as he is moving he can ignore the incoming bullet damages, but explosive damage still does the thing on the scout. He can't shoot the guns but he can swing his bat. It's pretty much a meme.

Audio clue - Spy's ringing ears. Uses the revolver slot.
Standing still for 2 seconds allows the spy to see the fogs through the wall, but the fogs are never in the class's shape. They are vague and yet to tell the spy the location of any enemies, it even tells you the invisible spy's location. As it's rather audio based. Hearing gun sounds nearby hinders this effect. Even flamethrowers disable this through-the-wall effect. Hearing loud noises prevent the spy from hearing the audio clues. Only works against moving players. Melee is ignored. The see-through effect only works against players through the wall, directly visible players are never highlighted. It's not even an outline. It's just a huge chunk of fog which is telling the location of the enemies, as I said. All classes share the fog visual effect, meaning it's impossible to tell which class he, or they are approaching.

Not a weapon overhaul yet a concept that should be applied to all my sniperrifle concepts. The damages done to the sniper aiming through the scope is registered as not having a damage fall off, or turn it into min-crits yet give him the equivalent buff of 35% damage resistance to neutralize the debuff, I know it won't be the exact 0% of damage difference. There should be some "unjust" coming from the nerf-then-buff method. In that case, don't register it as a mini-crits, just use the "no-falloff" part of the effect whatsoever.
Showing 141-150 of 284 entries