STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
917
IN-GAME
5,450
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 181-190 of 284 entries
3,550
Suggestions for New Weapons (or New Attributes)
Signal - Pyro's signal gun
Doesn't ignite people. Automatically explodes after a manually adjusted delay. By pressing M2 you toggle the fuse by 0.1 seconds, minimal of 0.3 seconds to 0.5 seconds. Hitting a target in the head will stun the enemy only at close range. Almost point blank would be blinding if it's a signal grenade. The target can't even flee, it completely stuns the enemy. But a stunned enemy gets a damage resistance only works for the offending pyro. So the usage is limited for ignoring the protector of other light classes. Firstly hit the heavy to pick the medic, evacuate before the heavy regains the control. If there are teammates nearby, the stunning feature would be appreciated by the teammates. Great for poking at light classes by bypassing the other attackers. Also good for stopping mobile flankers for other classes to get the finish move.
Other ways to deal with the delayed fuse implementation would be like. M2 will ignite the projectile not already fired, 0.6 seconds until the explosion. It works much like the loose cannon but the player doesn't have to hold. Simply major the time until the premature detonation. If 0.6 seconds pass before firing the gun, the flash will be expelled forward, resulting in a shotgun like blinding flash. The one caught in the flash will flip the camera 180 automatically. The small mid air explosions have the same properties. Only the direct hit in the head at close range will no-movement-stun lock the enemy.

Recon rifle - Sniper's rifle
Headshot will mark the enemy with "Hey this guy is already shot in the head" Icon. That's it. The downside would be something like "I'm also always marked for death while in a scoped state". The enemy is not dealt with the mini crits damage, they aren't even outlined. But the sniper does, he gets minicrits damage from all sources.
Personal reviews of my own ideas
All-Important Filla - If hitting the limbs specifically is as hard as hitting the head, just immobilizing them will be nothing more than a deserved annoyance. As the debuff requires a medkit to be healed, they will drag out the situation. As such, all medics should be able to see the debuffs as icons on the other player's head. To know who needs the heal despite the health situation.

Standart - The weapon is all about keeping the sniper stand still. It's just too easy to dodge incoming projectiles while charging or aiming the weapon. Moving ever so slightly alone should remove the charge, it really is just a nerf concept but I guess the concept should be focused on keeping the performance regiment level with other contenders. A sniper rifle doesn't have to be on par with the stock since it's arguably one of the best sniper rifle (Of course the best sniper rifle is Bazaar bargain right?). The concept is more about keeping it interesting while applying the debuff to reinforce the intended playstyle.

Chimeratio - This is just fantastic. Powerjack is the meta melee, it gives tremendous mobility to the pyro. Literally the second fastest walking speed class. Removing the powerjack from meta loadout alone would be a good trade off. Pyro really doesn't need a melee, the primary literally is a flamethrower. The weapon clearly reinforces the "staying in the area to progress the objective" playstyle either on attack or defense.

Pyromantica - Pyro's flamethrower. M1 will thrust pyro backward, not so aggressive but still potent. The jet of the gas is concentrated like a fox tail. It's actually a fixed box instead of free moving particles. Reduce fuel by 50%. Taking the ammo box will only refill the ammo by 30%. Defeating an opponent grants the pyro 100% full fuel. The thrust is barely enough to keep the pyro stay afloat, still not enough to 1 to 1 thrust to weight ratio.
Showing 181-190 of 284 entries