Team Fortress 2

Team Fortress 2

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TF2 New Weapons Suggestions (Project T Part 2)
Heya. This is the second part of my Project T Update concept/server update. The first part is located here: https://steamhost.cn/steamcommunity_com/app/440/discussions/0/3105768154697607075/ Anyway, have you been tired of seeing the same weapons over and over again, some of these weapons were commonly laughed at (that's what my first Project T-related thread was trying to fix). Do you want to get new weapons in the rumble (like the New Weapons Soldier) and experence absolutely new stuff that your class wasn't capable of before? Then look no further than this. This is Shadow to the Rescue.

Rustler's Revolver (Engineer - Secondary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=457903629

+ On hit: increase the next attack damage by 25%, up to 200%. Effect lasts for 5 seconds, each hit refreshes the duration.
+ +50% deploy speed bonus.
+ +50% max secondary ammo on wearer.
+ Damage done fills the FOCUS meter. When full, press the Alt-fire button to gain +20% fire rate bonus and mini-crits for 8 seconds. Damage required to completely fill the FOCUS meter: 400.
- -20% fire rate penalty.
- No random crits.
- -20% max metal capablity on wearer.

Scrap Sentinel (Engineer - Melee):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=673352097

+ User gains charge when buildings are used effectively.
+ Attack speed increases with charge gained (up to 50%).
- Charge decays at a rate of 5% per second.
- -10% attack speed.
- User is 10% more vunerable to damage near sentry.

Charge gain per effective building use:
Sentry kill: 50%
Sentry assist: 25%
Wrangler kill (close): 15%.
Wrangler kill (far): 30%
Dispenser heal for 30 HP: 6%
Teleporter use: 13%

Thunderbuss (Scout - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=664815753

+ Increases cap rate by 1 and gives 10% speed bonus while carrying intelligence on kill, up to 4 cap rate points/40% speed bonus.
+ +25% fire rate.
+ +20 more ammo from ammo crates and dispensers.
- -2 cap rate on spawn.
- -15% speed while carrying intelligence on spawn.
- -33% clip size (4 ammo in clip instead of 6).

Grenadier's Discharge (Demoman - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2125261561

+ Alt-fire: load an extra grenade. Can load up to 3 extra grenades, depending on the kill count in a single life (for example, 0 kills in a life equals 0 extra grenades, while 3+ kills in a life equals 3 extra grenades). Max extra grenades reset on death.
+ Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs.
+ +70% faster projectile travel speed.
+ +25% max primary ammo on wearer.
- Can't detonate stickybombs when active.
- -40% explosion radius.
- -50% clip size.

The Silver (Spy - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=517077191

+ +100% damage on kill for the next 3 hits. Miss disables the buff until another kill happens.
+ Silent killer.
+ Instant disguise and teleport on the corpse on kill.
+ Corpse vanishes on kill.
- Loses disguise on draw.
- No manual disguise.
- -20% fire rate.
- No random critical hits.
- Cannot be crit-boosted.

Provisioner (Heavy - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=108582471&searchtext=Provisioner

+ Regenerates 20 HP per second while spun up. Can affect both the user and nearby teammates (fake ones included).
- -20 max HP when equipped.
- Dispensers don't regenerate anmo when this weapon is active.
- User recieves 40% less ammo from dispensers and ammo crates.
- Consumes 4 ammo per second while spun up.
- -33% damage penalty.
- -25% deploy speed penalty.

Ammo Rezerv (Heavy - Secondary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=763593668

+ Split the weapon use count to two.
+ Each use refills 100 minigun ammo.
+ Small Ammo Crate charge regen: 2%.
+ Medium Ammo Crate charge regen: 5%.
+ Large Ammo Crate charge regen: 10%.
- Dispensers don't regenerate the charge of this weapon.
- -20% movement speed when equipped with full charge (-10% movement speed when equipped with 50% charge).

Brainteaser (Medic - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=390571876&searchtext=Brainteaser

+ Fires special bolts that provide your teammate 2 seconds of the UberCharge effect on your currently equipped Medigun.
+ Last Chance: Can ubercharge allies if the UberCharge is inbeetween the charge's cost and 10%.
+ Gains up to 10% ubercharge on respawn if there's any upon death. Works only once in a two death interval. Does not stack with Vita-Saw's UberCharge saving.
- Costs 15% UberCharge to provide your teammate 2 seconds of the UberCharge effect. Does not lose UberCharge on miss.
- Special bolts do not heal your teammates.
- No headshots.
- -75% max primary ammo on wearer

Totenwerfer: (Medic - Secondary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=164661788&searchtext=Totenwerfer

+ Ubercharge is consumed in 33% chunks.
+ +33% ubercharge rate bonus.
- -33% heal speed penality.
- No superheal for patient.
Ubercharge gives all banner effects for 3 seconds per chunk (9 seconds total). Can use without patient to apply all banner effects to self for the same duration. Does not require the medigun being deployed when ubered.

The Splitfire (Soldier - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=864871012

+ Deals mini-crits on direct hits while the wielder is rocket jumping.
+ +90% faster projectile travel speed while the wielder is rocket jumping.
+ -30% blast damage from rocket jumps.
- All damage taken is converted to mini-crits while the wielder is rocket jumping.
- No random crits.
- -30% explosion radius.

The Lunar Landers (Soldier - Secondary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541984987

+ Wearer can do 3 aerial impulses.
+ -50% fall damage taken.
- Each aerial impulse increases blast damage vulnerability by +11% until landing.

Afterburner (Pyro - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=93466319

+ Re-igniting enemies on afterburn increases your move speed by +7.5%, up to +15%.
+ Deflected projectiles ignite enemy for 6 seconds.
+ Airblast ignites enemy for 6 seconds.
- -25% damage penalty.
- Airblast costs 25% more ammo.
- +50% flamethrower ammo consumed per second.
- (As a side note about the first part of the Project T Update suggestions) Airblast decreases overheat by 50% (it doesn't reset the heat on the get-go)).

The Land Miner (Pyro - Melee):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=512877609&searchtext=

+ On hit versus an enemy or a surface: produces a launching explosion.
+ +40% damage resistance againist this weapon's own explosions (this means that rockets, stickybombs, grenades and all other sources of explosive damage remain unaffected by this resistance).
+ Mini-crits targets launched airborne by airblast.
- This weapon deploys 70% slower.
- -25% melee swing speed.
- No random crits.

The Big Shot (Sniper - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=828430832

+ On Kill: Earn a mark.
+ Press your reload key while pointing at an enemy player to mark them. Mark is active for 30 seconds, until you kill the target or until you die.
+ +35% bodyshot damage dealt vs marked players.
+ +15% headshot damage dealt vs marked players.
- -33% movement speed on wearer while scoped.

The Rattlesnake (Sniper - Melee):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=924265554

+ Alt-fire: Pull yourself in the direction of the wall you're facing.
+ +50% increased melee range.
- Cannot switch weapons for 2 seconds after a climb.
- -40% damage penalty.
- -25% slower swing speed.

Industry Standard (Engineer - PDA):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1346795120

+ Builds Mini-Dispensers and Mini-Teleporters.
+ -50% building cost (Doesn't stack with Eureka Effect).
+ Mini-Dispensers work similarly to level 1 Dispensers and have +100% increased healing radius.
+ Mini-Teleporters work similarly to level 2 Teleporters, teleported players get a 5-second move speed boost.

Silencer (Scout - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=354146339

+ On hit: Next hit deals +10% damage, up to 40%.
+ On kill: Next reload will be 20% faster, up to 60% (3 kills).
- -20% reload speed.
- No random crits.

Le Fantome (Spy - PDA):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=53

+ User can pass through enemies while cloaked.
+ While cloaked, user will not be revealed when shot or touched.
- Cloak drains 100% faster while inside enemies.
- +0.5 second decloak time.
- If the user is unable to decloak on manual cloak activation/deactivation or when the time runs out, he will take 5 HP of damage every second.

Lil' Buddy (Heavy - Secondary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1739584393

+ Knockback on the target at close or medium distance.
+ Minicrits on targets in mid-air at close or medium distance.
+ +40% faster firing speed.
- -50% clip size.
- No random crits.

Ring Leader (Heavy - Melee):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1739579596

+ On hit: Target will be outlined for you and your teammates for 8 seconds. It will also bleed for 2 seconds.
+ +150% bleeding damage bonus.
- Can only outline a single player at a time.
- This weapon deploys 35% slower.
- -20% damage penalty.
- -30% attack speed.
- No random crits.

The Snitch (Spy - Primary):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=176241872

+ +100% clip size (12 bullets in mag)
+ +50% firing speed (around the same speed as the pistol)
+ +50% max ammo
+ Drains enemy cloak at a rate of 2,5% per hit (30% total cloak drained if full clip hits).
+ Drained cloak can be added on top of base cloak, up to 30% bonus (130% total cloak duration).
+ Extra cloak empowers Normal Invisiblity Watch, Dead Ringer and similar cloak watches. Extra cloak is preserved until cloak activation or death. If cloak is deactivated while extra cloak is still present, the extra cloak remaining will be preserved until next activation.
- -50% damage (35 damage on "meatshot")
- +25% bullet spread
- +25% damage fall-off

Normal Invisiblity Watch: Functions like usual, can be active for 11,7 seconds with max extra cloak.

Dead Ringer: Extra cloak is fully removed on activation, up to 3 extra seconds to cloak duration can be added, depending on extra cloak avaliable on activation.

So, what do ya think about this set of weapons? Is it worth being included in the game (either by VALVE or the community (you))? Have you got any other weapons that you want to see in the game? Please, let me know. But be careful, I'm a very low-tempered and high-triggered guy, so extra caution is adviced. The same warning from the first thread of Project T still stands, ignoring it will cost you more than the raging CoD kids in TF2 do.
Last edited by Shadow_The_Worm | Titan.TF; 10 Mar, 2023 @ 7:17pm
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Showing 1-15 of 25 comments
I don’t think so. Time to abandon your work.
Originally posted by A BIG PILE OF ♥♥♥♥♥:
I don’t think so. Time to abandon your work.
Another guy of the kind of "it isn't worth to be included in the game, give up already", heh? LMPO. I'll never give up, especially since you're just a single 1 IQ among thousands of the same 1 IQs (myself included). Does a single 1 IQ matter to me? Not even close. A thousand or a million of these? Maybe, but not too much.
Last edited by Shadow_The_Worm | Titan.TF; 2 Apr, 2021 @ 9:57pm
Originally posted by Lucky4449:
Originally posted by A BIG PILE OF ♥♥♥♥♥:
I don’t think so. Time to abandon your work.
If he's gone as far as to actually get his concepts submitted to the workshop you may want to give him a bit more respect.
Hold on a minute! I already posted most workshop weapon-related suggestions in their respective stat threads on their respective Workshop pages. The only thing that's left is... to actually pack them up into the game itself somehow (either through the Custom Weapon plugin or an offical update). The only weapon that lacks stats from me is... well, The Splitfire. Its stat topic was closed, so I could only post the stat suggestions for it directly in my own thread.
Last edited by Shadow_The_Worm | Titan.TF; 5 Apr, 2021 @ 4:04am
Jimbo Eklerek 20 Apr, 2021 @ 1:02am 
yep this is pretty nice work
Lucky4449 20 Apr, 2021 @ 6:25pm 
Originally posted by A BIG PILE OF ♥♥♥♥♥:
I don’t think so. Time to abandon your work.
OP's managed to get someone to adapt his concepts into actual workshop submission, and as he's said in his reply my to original comment in this thread (which I have deleted to replace with this clearer comment), all but one are ready to be implemented into game, whether than through an official update, or through the community-made Custom TF2 Weapon plugin, so he deserves way more respect than you gave him in your comment, I certainly do.
A BIG PILE OF DICKS 20 Apr, 2021 @ 11:25pm 
I don’t see this going anywhere, ever. This kid told me that the game is over and no new updates. Abandon your dreams.
Originally posted by A BIG PILE OF ♥♥♥♥♥:
I don’t see this going anywhere, ever. This kid told me that the game is over and no new updates. Abandon your dreams.
IT'S NOT OVER YET! It's over for you, but not for these who actually want something great and new. Stupid wank, can you even read things the right way? It still has hope for these who have hope for it. You're a coward and you'll die like one. I am not a kid, chimp, I'm a 17-year old Worm.
Last edited by Shadow_The_Worm | Titan.TF; 21 Apr, 2021 @ 5:30am
You’re going to fail
Originally posted by A BIG PILE OF ♥♥♥♥♥:
You’re going to fail
No, you're the one to fail. Your hopeless nature will only backfire at you. These who still have hope will win through. If there's a hope, there's a way. Admit it, pessimist.
Please stop bothering me, I don’t have time for failures.
Originally posted by A BIG PILE OF ♥♥♥♥♥:
Please stop bothering me, I don’t have time for failures.
Make a run for it, then. Stop bothering my topic, boyo. You started that first.
So... after a year of absense, I've decided to add another weapon to the roster - The Snitch. Look on the top message for its stats.
Funicular 6 11 Mar, 2023 @ 4:10pm 
how do you balance these weapons? whats your thought process behind it?
Originally posted by GrassyTrams:
how do you balance these weapons? whats your thought process behind it?
It might take some time to explain, but I'll do it anyway.

So, for Rustler's Revolver and Scrap Sentinel, I designed them with the battle engineer mindset in mind. The Rustler's Revolver is an offense-centered revolver that encourages teamwork and being a battle engie far more than being a turtling one. It encourages direct confrontations with its chain hit damage boost and the FOCUS meter (which boosts attack speed and gives mini-crits for 8 seconds).

The Scrap Sentinel is another one of Battle Engineer's choices that can replace the jag as the support-powered offensive wrench. It's weak without active team support, but great with cooperative teams.

The Blunderbuss is actually encouraging the scouts to complete their objective while being on the offense (true to their definition).

The Grenadier's Discharge gives the Demo a way to replicate Soldier's Direct Hit while encouraging him to switch to the other weapons so he can both combo them and detonate the stickies.

The Totenwerfer is useful for teams which lack buff banner soldiers, allowing the Medic to be a great support while being a Battle Medic.

The Big Shot is the Sniper's single-target alternative to the Machina, effective against resistant targets with its marked damage boosts (the bodyshots are boosted more than headshots to prevent the Sniper from being all-powerful while giving him an effective counter against Fists of Steel and the Vaccinator's bullet resistances.

The Rattlesnake is the Sniper's mobility tool, allowing him to reach new sniping zones without relying on gamemode-specific mechanics (like the Grappling Hook from Mannpower). It also protects the Sniper from knife-reliant spies, forcing the latter to use their revolvers to take him down, especially when it's combined with the Razorback. The Darwin's Danger Shield is also a viable secondary pick against pyros.

These are some of the examples. Most stats are based on the stats of the retired Karma Charger YouTuber, except with a bit of better implementations and balancing, encouraging players to discover new playstyles with these weapons. Those aren't perfect (and neither are the Weapon Meta improvements in the first part of Project T), but I tried my best to stay true to Vave's current design while adding changes where needed. I also chose not to revert the weapons to their earlier designs so the game still stays mostly the same with its skill cap, except with changes where neccesary in my opinion.

Anyway, how did you find me, mate? DId you find me on the Steam Workshop Creators news article discussion?
Weedzkey 12 Mar, 2023 @ 12:37am 
i like it mate keep up the good work
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