User:Jboby1/Weapons
With apologies to Mozart, who I copied off of to make the first version of this page
If you have any issues or feedback for the weapons on this page, leave a note on the discussion page, and I'll try to get back to you!
Scout
Gehrig's Gattler
Give the scout a combination of the Blutsauger and the Minigun, because that's not a bad idea at all.
Heifathon 88
Fire rate interval from 0.17 s -> 0.125 s
Inspired from what is apparently a fan-made Dr. Grordbort-styled weapon.
Soldier
Speed Demon
The 25% move speed bonus increased the Soldier's move speed from 80% to 100%.
Demoman
The Scot's Last Stand
The Scot's Last Stand is, at first glace, a worse combination of the Loch-n-Load and the Loose Cannon. Sure, there's a pretty nice damage bonus and a bit less blast damage falloff, but the much slower reload and minuscule clip size means you can only fire a single shot once around every 3 seconds. This weapon is meant to be used for area denial, and can best be described as a "Backup Stickybomb Launcher", as it deals about the same damage as 2 stickybombs and can be fired instantly. The single shot and the reload penalty with make this weapon very unattractive to Demomen who prefer to spam, much like the Loose Cannon.
Saturn Saber
“ | A shortsword forged of Saturn's atmosphere. Unfortunately, this means it has to be kept at a constant −260 degrees Celsius to stay solid. You hands are screwed.
— The original description I wrote for this weapon in 2014
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Heavy
Tereshkova
Weapon featured in icon can be found here
I had this weapon idea a few years ago, and posted about it on /r/TF2WeaponIdeas. It shares the name and the "shots penetrate players" attribute of a minigun idea from the now defunct "Biggest Update Ever" page, but that's where the similarities end. The added damage penalty is meant to balance out the strong-but-situational enemy penetration buff. The other buff, a passive 10% primary ammo regeneration, is meant to help Heavies rely less on Engineers and ammo packs. The bonus may also encourage "roamer" play styles, which was not the main intention behind this weapon.
The Recycler
This is probably really stupid, but I've always wanted to use a weapon like this.
The projectile acts how it would when fired from the weapon it comes from. For example, the rocket would ask like it would when shot from a stock RL. The same goes for the flares, GL Pills, and Righteous Bison lasers.
The Tobor Toppler
This weapon was originally conceived as a MvM-only weapon, and would revert to reskin of stock in all non MvM gamemodes. This seemed to harsh to me, so I reworked it. Now, its a situational but useful weapon, as it deals extra damage against buildings, but swings slower. I still wanted to keep the MvM-Exclusive bonuses, but I decided to remove them all in favor of a very nice damage bonus.
Medic
Cherubim Combustor
The "ball of pure light" functions identically to a flare. The seemingly absurd fire rate penalty makes the time between each shot 1.6 seconds in length, which is equal to it's reload rate. It holds only 45 ammo, and has a clip size of 4. This weapon deals 35 points of damage with every hit, not including afterburn.
Die Heilkugel
According to Google Translate, "Die Heilkugel" is German for "The Healing Ball", which would be pretty accurate for this weapon. Instead of healing one patient, the Die Heilkugel heals all team mates in a small area, in an area similar in size to the Amputator's healing taunt. To counteract this, the medigun heals slower, cannot Übercharge, and holsters much slower. Hopefully this will make Medics more valuable and viable in both pushing and defense situations.
The Chilliam William
The Chilliam William is a combination of two weapon ideas I had. A medigun that gives it's patient the ability to slow down targets, much like the Natascha, and an ice-based weapon to counter Pyros (it would probably be a flare gun, or an "anti-flare gun" in this case). The slower move speed makes the Medic just slightly faster than a Demoman, at 96% speed. This weapon may be favored more for it's fire resistance than it's slowdown capabilities, as the recent Pyro buff against Medics added in the Meet Your Match Update has made Pyros much more of a bane on a Medic's existance. Name is inspired by the "Me, an Intellectual" joke, which is rather prominent on Tumblr at the time of writing.
The backpack model is the icon. The medigun itself is unchanged, besides the basic team coloring replaced with "Waterlogged Lab Coat" team coloring.
The Mercy Kill
It's a replacement for the Medic's most important weapon AND it's an Overwatch joke! What luck!
Sniper
The New Zealand Bug Zapper
It's an electric gun, inspired by the Short Circuit and the Dr. Grordbort weapons. This electricity-based weapon is meant to cover the Sniper when their perch gets ambushed. The 35% faster deploying rate is meant to reflect this. It's also useful when fighting tight advancing or defending groups, as the small but useful "arc range" or 100 Hammer Units will make this a very nice area-denial tool. Maybe too powerful, considering the Sniper is meant to excel in long-range one-on-one combat. I may have to rework this.
The Muckwalkers
By "debuffs", I mean being covered in Jarate or Mad Milk, being slowed down, bleeding, or Marked For Death. It seems overpowered to me, and it probably is.
Spy
The Smokebombs Level 1 Watch Replacement On Use: Throw a bomb that detonates after 3 seconds, creating a large smoke explosion On Explosion: Gain 75% damage resistance from all sources for a short duration On Explosion : Gain 25% speed boost for a short duration Wearer cannot cloak User only has 12 bombs per life |
The Smokebombs
This weapon is meant to replace the Invis Watch. The bombs, although incredibly limited, are rather strong. Leaving large smoke explosions and giving the Spy very strong buffs, this may be a very overpowered weapon. The limitation on bombs, and the fact that only 12 bombs are available per life is meant to make the weapon less viable. Without his classic cloak, the Spy will have to resort to throwing a bomb, quickly donning a disguise, and leaving while he can.
Garcon Bebe
You show Scout's baby photos to the enemy team. It makes them laugh, because Scout has barely changed throughout the years.
Scout himself just gets pissed.
Counterintelligence Credentials
Based on the workshop weapon of the same name
The first attribute means that Sentries will wait 2 seconds before detecting you, allowing you to stab the Engineer and not immediately get shot at by a sentry.
The Scanner
I posted a similar concept on /r/TF2WeaponIdeas a few years ago, but it was seriously underpowered. So, I decided to buff it. After that I nerfed it because the buff was too strong.
Multi-Class
The Fler Kulor
"Fler Kulor" translates to "More Bullets" in Swedish (according to Google), and MAN does this weapon live up to it's name! With a much larger ammo pool and more bullets per shot, this weapon is meant to be viable shotgun replacement comparable to the Scout's Force-A-Nature. The "-34% clip size" will reduce this weapon's clip size to 4, from the original 6. This may not be enough, so I may have to increase this, or even change it to a more costly downside.
The Kraftig 83
Based on a Dr. Grordbort weapon. Falloff radius is roughly equal to the range of the Buff Banner.
Changelog
- Created page
August 10th, 2017
- Massive page overhaul
- Added "Fler Kulor", "Chilliam William", "Die Heilkugel", and "The Recycler"
August 11th, 2017
- Added "Muckwalkers" and "The New Zealand Bug Zapper"
August 12th, 2017
- Added many new weapon concepts
- "The Speed Demon", "Tereshkova", "Cherubim Combustor", "The Mercy Kill", "The Garcon Bebe", "Counterintelligence Credentials", and "The Scanner"
August 14th, 2017
- Added new weapon concepts
- "Gehrig's Gattler", "The Heifathon 88", "The Saturn Saber", and "The Kraftig 83"
August 16th, 2017
- Fixed some minor grammatical errors
- Removed the "The" prefix from "The Tereshkova", "The Speed Demon", and "The Heifathon 88"
- 'Reworked the following weapons based on feedback'
- Tereshkova
- Removed the "+50% max primary ammo on wearer" bonus attribute
- Added the "+10% of ammo regenerated every 5 seconds on wearer" bonus attribute
- The Scot's Last Stand
- Reduced the damage bonus from "+60%" to "+45%"
- Removed the "No blast damage falloff" bonus attribute
- Added the "-25% less splash damage falloff" bonus attribute
- Removed the "Cannonballs explode on contact with any surface" attribute
- The New Zealand Bug Zapper
- Reworded the "Fires straight from the reserve ammo" attribute to be more concise and understandable
- Added a "This weapon deploys +35% faster" bonus attribute
- Reduced the secondary ammo bonus from "+167%" to "+33%", or from "200" reserve ammo to "100" reserve ammo
- Removed the "-25% damage penalty" attribute
- Arc damage no longer deals less damage
- Lowered the arc radius by 33%
- Tereshkova
- Updated the descriptions of the changed weapons to better reflect their current state.