STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
1,102
IN-GAME
5,951
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 61-70 of 72 entries
3,550
Suggestions for New Weapons (or New Attributes)
the pump: spy sapper

+ when attached to a building all sources of damage (minus the sapper itself) now minicrit that building (still can't be fully crit though)

-75% damage

seems mostly useless but you'd be surpised at how usefull this might be when your team is storming a sentry that's getting repaired faster than you can drop it. plus it makes a great distraction!
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the blizzard: heavy melee weapon

+this weapon levels up based on damage done and taken filling up a "fury" gauge (25% of the damage taken is translated to "fury" while damage done is translated to 100% "fury")

lvl 0: starting point and +100 max hp
lvl 1: +15% faster movement speed
lvl 2: +25% higher attack rate
lvl 3: +40% damage resistance from all sources
lvl 4: +cannot be debuffed (no jearatte, mad milk, bleeding, etc)

-no to active primary or secondary weapons
-all progress lost on death
-healing from medic sources reduced by 30%
-healing from health kit sources by 25%

+/-takes 40% of the damage dealt to teamates nearby instead of the teamates taking full damage.

i figure heavys a big guy, so why not give him something to brawl with? and one thing to those who actualy think about this, giving heavy an extra 100 health isn't gonna help him when he has no minigun, no shotgun, no lunch kits (sandvitch, dolokas, ect) and majorly reduced healing capabilitys (medics can't really help him since he'll have to charge in like a mad man and will only get them killed, and health kits still heal him for the normal amount a 300 health heavy has) and is running into a team that can foucus fire him down like he was nothing but a punch happy snowman. also, if anyone tries going in with him, they're just gonna get him killed (or maybe level him up).

so basicly, it's a loner assult heavies weapon. probably under or over powered by a drastic amount though.
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the overkill: sniper primary "cannon"

+100% damage
+on headshot kill all enemies surrounding the now dead target are now marked for death (up to 3 players)
+hipfire can headshot

-50% charge rate
-100% rechamber speed
-no scope (works like huntsman/classic charge but slower)
-10% movement speed on player
-80% ammo (5 shots)
-ammo can not be regained from dispensers

......it's overpowered, but i'm not making this a joke weapon. i really think that the down sides justify such a drasic upside. yes, you can one shot any class while panic firing outside a over healed heavy (or booster shot overhealed soldier) but you can't scope in, meaning you can't keep at a distance to safely fire this monster. you only get five shots and have to go out in the feild to get more ammo. you move so much slower, your practicly using the brass beast while spun up, leaving you exposed to get picked off by another sniper who can just run his ass off and put a bullet through your 125 health brain before you could put a 100 damage round through him. and you can't even spam shots due to the doubled rechamber time!

basicly, not a joke weapon, and you practicly lose so much that it justifies the upside. it would require testing, but i think the upsides are justified by the downsides.
----------------------------------------------------------------------------------------------------------------------------------------the charge up: all class laser "shotgun"

+has "infinate" ammo
+is a leveling weapon that powers up via dealing damage
lvl 0: start here after spawn
lvl 1: +25% projectile speed
lvl 2: +50% faster reload speed
lvl 3: +300% more projectiles when fired but those shots have -50% accuracey (one still goes where you fired, the other 3 might not)
lvl 4: +projectiles now hit multiple times and "pierce" enemies.

+/-fires pomson projectiles without their uber/cloak drain effect

-25% reload speed
-50% clip size
-25% firing speed
-all progress lost on death
even though i remember reading somewhere that sheilds can't be made in this plugin/mod i have an idea for later if they ever can be made.

final blast

+sheild bash damage ramp increased 1.25 of it's max damage
+sheild impact on crit explodes for a set 20 damage
+25% explosive resistance
+100% explosive knockback increased
+25% reduced knockback from self explosion

-your taking that blast to the face, of course your taking that damage as well.
-upon explosion your hit with the knockback as well.
-100% turning capability while charging
-no melee crits gained from impact.

well i think this is at least a little balenced. it doesn't get a base damage increase like the splendid screen preventing that last second chance of instant dash kill. but if i did my math right at a distance with the damage ramp boost it does match the screen.

it's lacking anything other than explosive in the resistance catagory.

the knockback is the unique effect with a bit of damage THAT CANNOT BE TRIGGERED WITH A PANIC AT POINT BLANK (avoiding the old screen syndrome)

and finaly the downsides of "hey, your taking the blast as well buddy!" and while your not able to trigger it's unique effect all the time, you also don't suffer most of the downsides (besides not being able to turn that bomb train around) all the time. not mention it isn't mean't for demo knights, rather demonughts (a joke of demoman and juggarnuaght)

in the end the final blast is only a alternate offencive sheild to the screen or the tide turner (or as i use the turner for a support sheild) due to it's ablity only working if your willing to take time and aim with it, and use a friggen gun while running at the sucker. or just give the demoman a air blast that can't deflect shit because F*CK IT!
2,121
Ideas for Changes/Balancing (Custom Weapons)
3,550
Suggestions for New Weapons (or New Attributes)
Showing 61-70 of 72 entries