Topic Index
team fortress 2 weapons

Username:Password:
Log In
 (Pages: 1, 2, 3)
71)   12 May 2008 06:03
EittilDratsab
Copy Clerk
Posts: 107
Joined: 9 Dec 2007

The engineer should get the Portal Gun. That would be sooo sick. It makes sense, doesn't it? The Engineer already figured out teleport technology, shouldn't be to hard for him to do Portal technology. The gun would only work for the Engineer and the enemy team. This makes it easy for the Engineer to see who's really on his team.

72)   12 May 2008 16:39
Pyro Paul
Paperboy
Posts: 50
Joined: 7 Dec 2007

Pyro:
Flame Lobber- takes 20 ammo and shoots a giant ball of napalm like a grenade. The napalm blob will explode and create a small pool of fire which will temporarily burn anything that comes in contact with it.

Hot Shot- a shot gun with only 4 rounds however shotgun shells ignite hit targets and cause slow burns.

Gibson Flying-V Axe with flame decal- Shred'n enemies and tunes in one fell swoop. the taunt animation Actually plays the tune he air guitars on his normal axe. um... I dunno about any perks or anything for it, but c'mon, it would be awesome to have that 'kabong' guitar sound of him hitting something.

Scout:
shot gun- (?) open to suggestion

Nail Gun- changes out the pistol with a short range nail gun. the nail gun fires much like the medics needler, however when it hits, it slows the target down significantly.

Grand Slam Slugger- the base ball bat Flings targets hit with it a great distance. like hitting a grand slam.

Soldier:
Guided Launcher- Limited guide capability on the rocket like old HL1 rocket launcher. rockets go much slower but are able to turn around corners or chase players down.

Machine Gun- much like the Snipers SMG but with a bit more punch.

Combat knife/Machete- this massive knife has served him through many a war able to cleave through thick trees and flesh alike each swing refreshes the soldier's health.

Heavy:
Heavy Auto Cannon- shoots 4 bullets as 1 large bullet. he must brace for the recoil before he can fire (wind up time like with gattling gun) the auto cannon has a small explosive area of effect to it but has a tighter shot spread making it much more accurate.

shot gun- (?) open to suggestion

Boxing Gloves/spiked knuckles- drastically reduces the speed of players hit allowing the heavy to keep up and follow up with other hits.

Demo:
Bundled nade- unlike the normal grenade launcher, this one fires a single cluster grenade. this large grenade is primed by a small explosion which then lets loose 4 smaller warheads each which explode in turn.

Special Mix launcher- by holding down the shot button you can suggnificantly increase the explosive power inside the nade. however, don't wait too long as the longer you hold it the higher chance that it will explode in the barrel.

bottle- (?) open to suggestion

Engineer:
Net work node. (build option- replaces Dispencer)
a Player can set up a Net work node which benefits any gun under its influence as well as provide advantages and weaknesses.
-the Node can support 3 individual levels of gun. this means the engineer could very well deploy a number of guns. however the individual guns levels can not exceed 3. that means you can either have Three level 1 guns, Two guns (one level 1, one level 2), or One gun that is level 3.
-the if the network is destroyed, the guns crash fire in random directions then explode. this crash means they can hurt friendlys near by.
-you can only build guns inside the influence of the network. so the node will always be close to the guns.
-the node slowly refills and heals any gun under its effect, however not as fast as a player would simply by hiting it with wrench.

because this network node is basically a dispencer for SGs, it looses its heal and refill ability for players.

EMP Shotty- temporarily shuts down or 'saps' enemy building items.

Ratchet- The first swing is much like the wrench, however when it lands the player will constantly Ratchet the target it lands on. this effect will constantly dish out healing or hurting so long as the ratchet is on the target. it won't hurt/heal as much as the wrench per hit, but it will add up to be faster over time.

Spy:
Decoy- sets up a lame duck decoy that looks like friendly players. to the enemies the decoys do simple animations like reloading, or taunts. to friendly the Decoys look like card board mock ups.

Blanks- when disguised and using the pistol the spy will fire 'blanks' to complete the illusion that he is 'apart of their team' the blanks simply play the animation and give the SFX as if the player is shooting, however he will not shot anything. to the person not paying attention the sound of the shot will simply affirm that he is apart of their team as he can use the primary weapon, however to the player Paying attention, a Soldier shooting his rocket launcher with out any rockets coming out does look a tad suspicious.

Cloak and Dagger- when a successful backstab lands it cloaks the spy allowing for a more hasty retreat.

73)   12 May 2008 20:01
Anarchemitis
Gone Gonzo
Posts: 1654
Joined: 23 Dec 2007

Pyro Paul:

bottle- (?) open to suggestion

Jone's Soda Bottle.
image

74)   12 May 2008 23:07
x434343
Muckraker
Posts: 315
Joined: 22 Mar 2008

Anarchemitis:

Pyro Paul:

bottle- (?) open to suggestion

Jone's Soda Bottle.
image

Yes. That'll do.

Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger.

75)   13 May 2008 02:00
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

the new medic blutsauger should have been replaced with a "braingun"

what does it do?

shoots brains... >_>

76)   13 May 2008 11:17
aussiesniper
Copy Clerk
Posts: 72
Joined: 20 Mar 2008

heavy-

autocannon:
replace with a .50-calibre autocannon, takes up a huge section of the screen and does 1.75x damage, but takes longer to spin up and fires slower.

shotgun:
replace with a semi-automatic .357 rifle. hits with great power, but has equally great recoil, like the .357 pistol from HL2. around as accurate as the sniper's SMG.

sniper-

rifle:
replace with a heavier, larger and more powerful rifle that has a smaller dot, but a louder sound.

SMG:
replace with a slow-firing automatic rifle, like the medic's needle gun, but fewer shots and no drop.

scout:

scattergun:
replace with a 12-shot scattergun capable of firing faster, or an alt-fire that fires slower, but slows down other players on impact

pistol:
replace with an anti-sentry gun that stuns them for a short while after each shot. after 5 consecutive hits, it stuns for an extra 4 or 5 seconds. against people, it does normal damage.

77)   13 May 2008 14:52
Uglycat
Paperboy
Posts: 17
Joined: 5 Feb 2008

Spy should have a chameleon option, which allows him to mimic the use of any gun he picks up, while dealing no damage. If I pick up a heavy gun, I should be able to disguise as a heavy and have the fireworks to go with it.

Fed up of trying to blend in with the enemy team when I'm the only one not firing. I want to be able to join the group of happy medics and blend in before stabbing their ickle hearts out.

78)   13 May 2008 17:51
Anarchemitis
Gone Gonzo
Posts: 1654
Joined: 23 Dec 2007

x434343:

Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger.

Two minutes? That's a very long time in TF2. An ubercharge only lasts 8 seconds.

79)   15 May 2008 01:39
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

i was thinking that the scout could have a sort of flak gun. he runs into enemies and instead of shooting directly at them he shoots in the air and sharp pointy things rain down on enemies. minimal damage, but very large range. gives the enemy a little small damage surprise. and a team of scouts with these would be very... bad

for the heavy's melee weapon he should get a big hammer. it would swing slowly and do a lot of damage if it actually connected, but enemies near it could be pushed back from the shockwave

80)   15 May 2008 01:47
Anarchemitis
Gone Gonzo
Posts: 1654
Joined: 23 Dec 2007

A Flak gun... how about we make a 'Runner', which is the current Scout, then the title 'Scout' is awarded to previously named 'Flak Trooper'.

Ourders, komrade?
Ourders, komrade?

His secondary is a very accurate but un-zoomable combat rifle and his melee weapon is a spent shell casing.

81)   15 May 2008 05:19
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

i think that they should add on something the spy w/out acheivements. i think that if after your uncloaked and undisguised you should be able to fill your cloak meter faster by shooting enemies, it would help with getting away, and it only works with the gun

82)   15 May 2008 11:31
BadSnack
Anonymous Source
Posts: 9
Joined: 15 May 2008

Calobi:
Pyro gets incendiary rounds for his shotgun, but carries less (instead of 38 max (counting loaded and carried together) only gets, say, 28) and can load less at a time. Payoff being a slight burn effect simialr to his flamethrower. Also, melee weapon becomes a fire-extinguisher, which slows speed and/or slightly blurs the opponent's vision.

My friend had an idea that the pyro would have a shot gun that would to more damage while on fire but less when not. so like a gasoline pellet gun, it wont have the kick but it will make you burn.

83)   15 May 2008 11:34
BadSnack
Anonymous Source
Posts: 9
Joined: 15 May 2008

Anarchemitis:

x434343:

Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger.

Two minutes? That's a very long time in TF2. An ubercharge only lasts 8 seconds.

It last ten seconds, and two minute recharge! rounds can end in that time and you are left there helpless and open, I would stick with the normal rifle auto-kill everybody with one fully charged shot.

84)   15 May 2008 11:40
BadSnack
Anonymous Source
Posts: 9
Joined: 15 May 2008

Also giving classes who don't have right-click abilities should have them like a pyro lighting gasoline. Engineer alb to target an enemy (not a disguised spy)so you can be more usefull (extra build option) also I like the idea that a scout can right click and send some body flying but should be a half a second stun for the scout afterwards so there is a draw back, or if you miss you loose footing or something.

85)   15 May 2008 11:50
TonyOfPlimith
Paperboy
Posts: 27
Joined: 14 May 2008

The spy should actually get unlockable camo. This "unlockable", would allow him/her to blend in with the environment. For example the spy could take on the appearance of a wall.

86)   15 May 2008 16:56
blank0000
Copy Clerk
Posts: 57
Joined: 3 Oct 2007

Sniper: I think someone wastalking about a crossbow. That would make sense, it could be a neer instant kill, BUUUUUUTTTTTT, crossbows have no scope :D, you cant scope motha trucka! it'd be the last unlockable, and only experts would be able to utilize it.

87)   15 May 2008 16:56
blank0000
Copy Clerk
Posts: 57
Joined: 3 Oct 2007

Sniper: I think someone wastalking about a crossbow. That would make sense, it could be a neer instant kill, BUUUUUUTTTTTT, crossbows have no scope :D, you cant scope motha trucka! it'd be the last unlockable, and only experts would be able to utilize it.

88)   16 May 2008 14:22
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

mmm i was thinking instead of the sniper, the heavy would like the crossbow. a big bulky one, maybe with an explosive tip

89)   16 May 2008 15:48
marfoir(IRL)
Copy Clerk
Posts: 69
Joined: 11 Jan 2008

second only to The One:
mmm i was thinking instead of the sniper, the heavy would like the crossbow. a big bulky one, maybe with an explosive tip

Or if you're familiar with the discworld series how about giving him detritus' siege bow?

90)   16 May 2008 19:45
Kastere
BANNED
Posts: 37
Joined: 15 May 2008

The Demoman gets a Kamikaze-like uber mode that counts down from 15 seconds when activated, he is invincible for either the first or last 8 seconds. Using the sticky laucnher while K'ed attaches the stickies themselves to you and sends them off in random directions when you explode. Getting more than 2 kills removes the suicide from your Kamikaze and getting 6+ earns you less kills to get to the next Kamikaze mode, e.g.:

6kills: Kamikaze.

7kills in kamikaze mode: Respawn, 3 kills: Kamikaze.

Also, there's a new mode called 'sword van' apparently. Capturing the other teams intel 2 times (Works as a countdown, not a max caps limit) respawns your entire team into a noclipping vehicle with 300 Health and instakill contact.

91)   16 May 2008 22:13
x434343
Muckraker
Posts: 315
Joined: 22 Mar 2008

BadSnack:

Anarchemitis:

x434343:

Sniper shud has a semi-auto sniper rifle. Maybe a .50 cal that takes 2 minutes to fully charge, and when it is, gibs on impact. It's also heavier and bigger.

Two minutes? That's a very long time in TF2. An ubercharge only lasts 8 seconds.

It last ten seconds, and two minute recharge! rounds can end in that time and you are left there helpless and open, I would stick with the normal rifle auto-kill everybody with one fully charged shot.

It'd be mainly for 2Fort.

92)   17 May 2008 01:28
Mr. Bubbles
Beat Writer
Posts: 160
Joined: 27 Sep 2007

You know what I really want for the Pyro? A rediculously large cannon looking thing that slows you down to Soldier speed which fires a bigass fireball which travels at about the same speed as a rocket and acts like the demoman's grenades in that it gradually falls. When it hits the ground it sets it on fire for a couple seconds. If it hits you dead on, you're screwed unless you're a Heavy or have a few Medic's on you. If you get hit by splash damage or walk through the flames then it does about as much as the flamethrower would at it'ss medium range and set you on fire for the same amount of time.

Edit: This thing would hurt you too, and there'd be no "fireball-jumping" since not only do Pyro's not have all that much health, but this thing wouldn't knock you up, but rather to the side. And of course you wouldn't get that much ammo with it - maybe 15 shots, I'd say.

93)   17 May 2008 17:55
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

maybe pyro weapon could be to replace the flamethrower with a gasolinethrower! it doesnt do much damage but has a lot of push back. if someone is soaked then their vision is impaired. if they jump in the water, the gas floats on the top. then if you team up with another pyro who has his flamethrower it would be a badass combination. the ground can be soaked and lit, enemies can be soaked and lit, gas floating on water can be lit.

94)   17 May 2008 18:28
Pyro Paul
Paperboy
Posts: 50
Joined: 7 Dec 2007

another pyro idea the FlameJet.

something like a Jet engine that he carries. it has slightly more damage per hit but almost half the range of the standard flame thrower. the perks would be 2 fold. first off, the Flamejet fires at an insanely faster rate basically allowing you to make crispy critter out of any one you get close to. but you need to basically get into melee range to do just that. something along the lines of you can burn through your entire 200 reserve in about 2-5 seconds.

second. it allows you to 'Jet' if you are Airborne while you fire the thing, each individual 'bullet' flings you a little bit backwards. once you can get it down you can basically temporly fly with this weapon or use it to do something like a rocket jump with Soldier or achieve something like a Double jump with scouts.

the balancing factor in this is that you will burn off a lot of your ammo just jumping leaving you rather lacking offencive wise once you get to your intended target.

an idea for Sniper weapon. something out of TFC that me and a couple of friends used to do.
Sniper jumping.

in TFC a fully charged sniper shot 'flung' anything it hit. be it freind or foe it is just often when it hit a foe it would kill them before it flung them, but when a charged bullet hit it would push what it hit in the direction the bullet was going. so with a bit of team work and coordination a sniper could basically Fling his allies to hard to reach spots where they usually couldn't get to alone.

the sniper rifle would charge while you held the trigger down and shot when you release the button, much like the Demo sticky bomb distance or old TFC sniper rifle. it would have a simple charge adding to damage like the current sniper rifle, but its maximum damage would be at 50%. anything beyond 50% only adds to the amount of force it gives in the push.

a 100% charge to the rifle would be something of an inbetween of a double sticky bomb jump and a standard rocket jump. these could be applied to both friend and foe.

95)   18 May 2008 22:33
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

engineer:

trap- builds a disguised trap that hides underground. if an enemy walks over it, the trap comes up and stops them in their tracks. the enemy cant move forward or in any direction unless them jump like 4-5 times. the trap doesnt do damage, but the enemy is in a perfect spot to get shot while they are trying to get away

96)   19 May 2008 17:54
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

spy:

shield- it replaces the gun. the shield creates a visible forcefield around the spy that last as long as the cloak (maybe the shield and cloak can share the same energy bar). the shield has a 10 foot distance around the spy. as long as he has it on, he cant shoot out of it and no one can shoot in. if enemies come inside the shield then enemies can attack the spy and vice versa, but because of the radius of the shield, then enemies can still keep their distance from a spy backstab. if allies walk into the spy's shield, they are not protected by it like the spy is. if a spy wants to turn off the shield and cloak, the shield leaves behind a trail like a teleporter for a few seconds. this stops spys from invulning to an enemy base and then quickly disappearing. it is meant for defense from a distance, but if an enemy pyro gets in the spy shield, then the spy is pretty much done for. plus the shield is very visible to others.

the reason i was thinking of this shield idea is that it would help prevent spawn camping. a spy to immediatley shield and leave the base to disguise and backstab the spawn campers.

97)   19 May 2008 18:15
laryri
Anonymous Source
Posts: 8
Joined: 19 May 2008

Spy:
Time Bomb - Placed anywhere including turrets. Blows up after ten seconds.
Scout:
Net Launcher - Secondary fire for the scattergun. Captures enemies in net.

98)   19 May 2008 20:01
GenHellspawn
Press Junketeer
Posts: 422
Joined: 1 Jan 2008

Heavy: Venom Gun - More damage and more acurate, but slightly slower and can overheat.

99)   22 May 2008 00:28
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

mmm net launcher sound likes the engi trap idea. but not bad.

GenHellspawn:
Heavy: Venom Gun - More damage and more acurate, but slightly slower and can overheat.

wait, does it do poison damage or something, that would be ridiculously maddening

100)   22 May 2008 21:03
Heroic One
Copy Clerk
Posts: 83
Joined: 29 Aug 2007

The Engineer gets raped by most classes if they're determined enough...

Durasteel Sentry: Twice as durable, costs 200 metal to make.

Not exactly clever but it would get the job done I imagine.

101)   22 May 2008 21:22
GothmogII
Beat Writer
Posts: 195
Joined: 6 Apr 2008

second only to The One:
mmm net launcher sound likes the engi trap idea. but not bad.

GenHellspawn:
Heavy: Venom Gun - More damage and more acurate, but slightly slower and can overheat.

wait, does it do poison damage or something, that would be ridiculously maddening

That was a version of a minigun from Wolfenstein wasn't it?

Humm, bah. Just have all weapons doubled and dual wielded and be done with it!
Or...maybe just give the heavy twin miniguns...^^"
Ahh, for his fists...Bear Knuckles...they'd be like...two...live...bear heads on his fists.
Eh? Eh?

I wonder though, the shotgun is the standard/common weapon between Heavy, Soldier, Pyro and Engineer right? Think they'd do a new unique weapon for all four, or just one for all?

102)   23 May 2008 04:53
Anarchemitis
Gone Gonzo
Posts: 1654
Joined: 23 Dec 2007

A gun that shoots Shurikens and lightning.
(Saying that would only be inevitable.)

103)   24 May 2008 20:09
second only to The One
Copy Clerk
Posts: 84
Joined: 14 Jan 2008

Anarchemitis:
A gun that shoots Shurikens and lightning.
(Saying that would only be inevitable.)

only if it had tits and was on fire :) *kicks myself*

a replacement weapon for the soldier's shotgun? what if it was like a claymore, or 2. it seems like a soldier type weapon among any other. has a certain radius and a second between triggering and exploding, plus the soldier can always shoot them and make them explode as a type of remote trigger

 (Pages: 1, 2, 3)
Topic Index

Reply to Thread

You must be logged in to post.
Username:  
Password:  
  

Not registered? Sign up for a free account!