Team Fortress 2

Team Fortress 2

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Manly0man 25 May, 2024 @ 2:06pm
New Weapon Concept: New Bow for Sniper
Not sure if custom weapons belong here.


"Sanguine Slinger"
Level ## Bow and Arrow
Fire a projectile arrow by holding fire to charge up power and letting go to loose it! Don't hold on for too long, or else your aim becomes inaccurate.
Friendly Pyros can give you a light or you may face a brazier to launch a flaming arrow.
(Compared to the Huntsman)
Headshots deal Mini-Crit damage (initial arrow impact only, not Afterburn or similar)
Applies Bleeding on hit, which lasts proportionate to how long the charge was (1 ~ 12 seconds or 8 ~ 96 damage based on charge; does not stack from multiple hits from this weapon, only resetting the timer to the current longest duration)
80% damage (-20%, 40 ~ 96 based on charge)
200% fatigue time (+100%, can only hold a readied arrow for 2.5 seconds before it becomes innacurate)
120% projectile speed (+20%)
150% projectile weight (+50%)
(This combination should make the arrow drop more harshly and have less effective range)
"Spread the love to those aching hearts!" A simple, but sleek bow made of a red wood. The arrows are tipped with serrated heads, shaped with a heart engraved out of the spade tip.

Craftable using one Reclaimed Metal, two Tribalmann's Shiv, and one Hitman's Heatmaker.

In the Mann Versus Machine mode, this weapon has the following unique upgrades:
Two stacks at 350 and 600 cost, "Bonus Bringer." First effect, headshot damage boost applies to damaging effects. Second effect, headshots deal Critical damage.
One stack at 600 cost, "Oil Coating." Effect, applies Gas status effect to struck enemies for 2 seconds on hit (this automatically triggers Afterburn thanks to the innate Bleed effect with no need for Pyro's assistance).
Five stacks at 200 cost each, "Flight Time." Effects, decreases the arrow weight modifier to 140%/130%/120%/110%/100% (removes the penalty listing).


Bleeding lifetime is halved by a continuous Medibeam and Dispensers and also out-healed by the Mediguns, but this need for care can be spread across a team, making them vulnerable and busying a Medic with too many patients or chewing away at Healthpacks. Can be more impactful than killing a target instantly in this way. If there are enough Medics to care for everyone, or even just one Quick-Fix Medic, though, then it is really not helpful in its intended and disruptive use case.
Can still instantly kill light classes with a fully charged headshot, dealing 127 damage on impact. Under the same conditions, deals a total 223 damage after the full 12-second bleed, putting even Soldiers on a timer. Doesn't kill Medic under these conditions, thanks to his passive healing, but will leave him on death's door and vulnerable to a follow-up.
With a fully-charged bodyshot, dealing an initial 96 damage with a potential bleed of also 96 damage over time totaling to 192 damage, this puts light classes on a 4-second timer before their imminent deaths and gives Demoman and Pyro 10 seconds to find help. It nearly does enough to kill a Soldier, but not quite, so it's handy against those who jump, even with the Gunboats.
Combine with a long-distance Jarate toss to turn the 4 damage every half second into 6 damage, which 12 damage per second really stings! Further lay on the killing power with a burning arrow, doubling the damage over time.
The faster projectile speed but higher weight can be both a blessing and a curse. Easier to "lob" arrows over vertical cover or similar obstacles, but less range at distance. Still easy to use, since you can shoot projectiles around walls with minimal peeking, yet the window that the arrow has to hit someone is shorter overall due to the increased speed. in fact, doing this deals 53 damage total, or 61 damage on a headshot total, so it's less effective overall. Even a little bit of charging increases effectiveness, since the difference in the minimum and maximum timer for bleed is so wide.