|
|
Line 15: |
Line 15: |
| * Pyros now take 50% less damage from airblasted projectiles | | * Pyros now take 50% less damage from airblasted projectiles |
| * Added Pyro [[Training Mode|training]] | | * Added Pyro [[Training Mode|training]] |
| + | ==== {{class link|Demoman}} ==== |
| + | * Demoman's resistance to self-inflicted blast damage is increased from 25% to 40% (sticky jumping damage is unchanged) |
| ==== {{class link|Heavy}} ==== | | ==== {{class link|Heavy}} ==== |
− | * Heavies now take 40% less knockback | + | * Heavies now take 40% less knockback from all sources |
| * Added Heavy [[Training Mode|training]] | | * Added Heavy [[Training Mode|training]] |
| ==== {{class link|Engineer}} ==== | | ==== {{class link|Engineer}} ==== |
Line 2,606: |
Line 2,608: |
| * The Coilgun's damage is increased from 25-75 to 40-120 and its maximum secondary ammo is increased from 16 to 24, but its clip size is decreased from 8 to 6. | | * The Coilgun's damage is increased from 25-75 to 40-120 and its maximum secondary ammo is increased from 16 to 24, but its clip size is decreased from 8 to 6. |
| * The [[Tranquiliser Gun]] now slows enemies down by 40% rather than 33%, and its projectile now travels further. | | * The [[Tranquiliser Gun]] now slows enemies down by 40% rather than 33%, and its projectile now travels further. |
| + | * The [[Invisibility Watch]] now provides the user with a 20% resistance to all damage while cloaked. |
| * Several weapons have new taunts: | | * Several weapons have new taunts: |
| ** The RPG uses the live [[Cow Mangler 5000]]'s taunt. | | ** The RPG uses the live [[Cow Mangler 5000]]'s taunt. |
Revision as of 16:34, 19 August 2021
This is a place where everyone can share their ideas on how to improve the game of TF2 by sharing ideas about maps, cosmetics, weapons, taunts, action items, game modes, etc. You have the ability to add and edit your own stuff here but you can’t remove other people’s entries, if you notice something of yours is missing then report it. Only I can edit other people’s entries.
Red-X the Soldier's Ideas
This is a free-use page, right?
Class Balance Ideas
- Scout's jump height increased from 45 to 75 Hammer Units and Double Jump height increased from 45 Hammer Units to 100 Hammer Units
- Scouts now deploy and holster all weapons 20% faster
- Added Scout training
- Soldiers now have a 50% resistance to self-inflicted blast damage (rocket jumping damage is unchanged)
- Pyros now take 20% less damage from direct contact with flames (does not effect afterburn caused by the Gas Passer)
- Pyros now take 50% less damage from airblasted projectiles
- Added Pyro training
- Demoman's resistance to self-inflicted blast damage is increased from 25% to 40% (sticky jumping damage is unchanged)
- Heavies now take 40% less knockback from all sources
- Added Heavy training
- Engineer's maximum health is increased from 125 to 150 (Gunslinger increases this to 175)
- Medics now regenerate twice the usual rate of health regeneration (6-12 health per second) while healing a injured teammate
- Added Medic training
Weapon Balance Ideas
Scout

Primary
Scattergun
|
Added description "I'll zoom in and you'll drop dead in a flash!"
|

Primary
Force-A-Nature
|
Added description "Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply falls down when shot, and doesn't fly backwards into the forest. Those days are over. Anything this baby hits better PACK A LUNCH, 'cause it is going for a ride!"
|

Primary
Shortstop
|
Added description "Hard day on the job? Wanna finish it off the right way? This is everything you wanted in a handgun and more. Make it quick and make it easy with some shots to the back."
Hidden stats are now visible
Alt-fire shove range doubled
Alt-fire shove can now be used to deflect projectiles
Added "While weapon is active, all healing is increased by 25%" attribute
Added "While weapon is active, all knockback is increased by 50%" attribute
|

Primary
Soda Popper
|
There are now two separate charge meters - "Hype" and "Rush"
Hype is now charged by running around rather than doing damage
Added Rush meter, filled by doing damage. When activated, Rush allows Mini-crits for this weapon for 8 seconds
Damage needed to charge Rush meter increased from 350 to 500
Added "No random critical hits" attribute
|

Primary
Baby Face's Blaster
|
Removed "Boost reduced when taking damage" attribute
|

Primary
Back Scatter
|
Added "20% more damage per shot attribute" attribute
|

Secondary
Pistol
|
Added description "All them bullets are about to go into ya skull."
Increased maximum secondary ammo from 36 to 72
|

Secondary
Winger
|
Increased damage bonus attribute from 15% to 25%
Increased jump height bonus attribute from 25% to 40%
Added "Wearer never takes falling damage when weapon is active" attribute
Added "50% less maximum secondary ammo" attribute (ironically, the weapon still has more auxiliary ammo than it originally did due to Pistol ammo increase - 36 rounds)
Added "No random critical hits" attribute
|

Secondary
Pretty Boy's Pocket Pistol
|
Added "+25 max health on user" attribute
Added "50% less maximum secondary ammo" attribute (ironically, the weapon still has the same auxiliary ammo than it originally did due to Pistol ammo increase - 36 rounds)
|

Melee
Bat
|
Added description "This thing creates the best concussions."
All bats now crit on enemies with 25% of their maximum health
|

Melee
Sandman
|
Stun mechanics now work how they originally did, meaning this weapon is no longer completely useless
All bats now crit on enemies with 25% of their maximum health
Stunned enemies now take 75% less damage
|

Melee
Atomizer
|
If triple jump is used when user has less than 11 health, they will be gibbed and a dove will always fly out
Triple jump can now be used regardless of whether or not weapon is active
Reduced weapon deployment speed penalty from 50% to 25%
All bats now crit on enemies with 25% of their maximum health
|

Melee
Three-Rune Blade
|
Gave this weapon unique stats
All bats now crit on enemies with 25% of their maximum health
|

Melee
Sun-on-a-Stick
|
Added "40% chance of causing bleeding on unlit enemies" attribute
Increased fire resistance attribute from 25% to 65%
Added "Removes Jarate, Mad Milk or wetness from an ally by hitting them" attribute
All bats now crit on enemies with 25% of their maximum health
Increased damage penalty from 25% to 35%
|

Melee
Wrap Assassin
|
Added description "Who says decorating can't be fun? Oh, yeah ... the guy with the broken glass in his face."
Increased ball explosion radius by 50%
All bats now crit on enemies with 25% of their maximum health
Reduced damage penalty from 65% to 50%
|

Melee
Unarmed Combat
|
Gave this weapon unique stats
All bats now crit on enemies with 25% of their maximum health
|

Melee
Batsaber
|
Gave this weapon unique stats
This weapon can now be found from random drops, crafted, or purchased from the Mann Co store. Batsabers found from Confidential Collection Cases are given the "Genuine" quality.
All bats now crit on enemies with 25% of their maximum health
|
Soldier

Primary
Rocket Launcher
|
Added description "Son, take this weapon and frag maggots in Rick's name."
|

Primary
Direct Hit
|
Added description "The Eagles are screaming! I am screaming! You are not screaming! You are DEAD! Amen."
This weapon now has a unique rocket model
|

Primary
Black Box
|
This weapon now has a unique rocket model
Added description "Rockets are a beautiful thing to behold when they're all flying through the sky and not towards your general direction."
|

Primary
Rocket Jumper
|
Added description "For when you want to take to the skies and don't have enough feet to do so."
This weapon now has a unique team-coloured rocket model
Added "Cannot be equipped alongside the Gunboats attribute" (since the two weapons cancel each other out)
Added "50% larger clip size" attribute
Decreased reduced knockback penalty from 100% to 90%
|

Primary
Liberty Launcher
|
This weapon now has a unique team-coloured rocket model
|

Primary
Cow Mangler 5000
|
This weapon can now be painted (the projectile remains team-coloured)
Added "20% more damage per shot" attribute
Added "If equipped alongside the Righteous Bison or any boots or backpack, all ammo packs will instead yield health" attribute
|

Primary
Original
|
Added description "This weapon will make your enemies QUAKE in their boots."
This weapon now has a unique team-coloured rocket model
This weapon now has a unique taunt where the Soldier pauses, shudders, transforms into the Quake Team Fortress Soldier, then transforms back and shakes his head in confusion
|

Primary
Beggar's Bazooka
|
This weapon now has a unique rocket model
Removed "20% smaller explosion radius" attribute
Removed "No ammo from Dispensers while active" attribute
|

Primary
Air Strike
|
Increased rocket jump resistance attribute from 15% to 40%
|

Secondary
Shotgun
|
Added description "My shotgun objects to your will to live, maggot!"
|

Secondary
Buff Banner
|
Added "Damage taken charges up the Rage meter at 75% of the rate of dealing damage" attribute
Added "If equipped alongside the Cow Mangler 5000, all ammo packs instead yield health" attribute
|

Secondary
Battalion's Backup
|
Added "Damage taken charges up the Rage meter at 50% of the rate of dealing damage" attribute
Added "If equipped alongside the Cow Mangler 5000, all ammo packs instead yield health" attribute
Increased max health bonus attribute from 20 to 50
|

Secondary
Concheror
|
Added "Damage taken charges up the Rage meter at 40% of the rate of dealing damage" attribute
Added "If equipped alongside the Cow Mangler 5000, all ammo packs instead yield health" attribute
Decreased health regeneration from 4 health per second to 3 health per second
|

Secondary
Mantreads
|
Added "User takes 50% less falling damage" attribute
Added "If equipped alongside the Cow Mangler 5000, all ammo packs instead yield health" attribute
|

Secondary
Righteous Bison
|
The hidden attribute "34% smaller clip size" is now visible
Projectile speed doubled
Projectile speed now causes knockback and can be used to destroy projectiles
Increased base weapon damage from 20 to 35
Added "15% faster movement speed while active" attribute
|

Melee
Equalizer
|
Added "Damage resistance increases as user becomes injured" attribute
Increased speed of which melee damage builds up as user becomes injured
|

Melee
Market Gardener
|
Added "50% higher rocket jumping" attribute
|
Pyro
Demoman
Heavy

Primary
Minigun
|
Added description "Sasha calls for the blood of teeny-men."
Removed all damage and accuracy ramp-up B.S
|

Primary
Iron Curtain
|
Added Limited attribute
Removed all damage and accuracy ramp-up B.S
|

Primary
Natascha
|
Removed all damage and accuracy ramp-up B.S
20% damage resistance buff when spun up now always applies rather than exclusively when the user is under 50% health
Added "While spun-up, all stun effects last 50% longer" attribute
|

Primary
Brass Beast
|
Removed all damage and accuracy ramp-up B.S
20% damage resistance buff when spun up now always applies rather than exclusively when the user is under 50% health
Increased additional damage attribute from 20% to 40%
Reduced movement speed when spun up penalty from 60% to 50%
|

Primary
Tomislav
|
Removed all damage and accuracy ramp-up B.S
Increased spin-up speed bonus from 20% to 40%
Added "20% less damage per shot" attribute
|

Primary
Huo-Long Heater
|
Removed all damage and accuracy ramp-up B.S
The wall of fire generated from this weapon can no longer be jumped over by Spies without being ignited
Added "Mini-crits against enemies ignited by another player" attribute
Increased reduced damage penalty from 10% to 20%
|

Secondary
Shotgun
|
Added description "Da, Heavy can make do with this."
|

Secondary
Sandvich
|
Added "Throwing a Sandvich to a teammate recharges 50% of the Food meter" attribute
|

Secondary
Robo-Sandvich
|
Added the Limited attribute
Added "Throwing a Sandvich to a teammate recharges 50% of the Food meter" attribute
|

Secondary
Dalokohs Bar
|
Added "Throwing a Dalokohs Bar to a teammate fully recharges the Food meter" attribute
Increased the amount of Overheal gained from 50 to 100
Increased the amount of maximum Overheal from the Quick-Fix while under the effects of the Dalokohs Bar and using the Fists of Steel from 395 to 405
|

Secondary
Fishcake
|
Added "Throwing a Fishcake to a teammate fully recharges the Food meter" attribute
Increased the amount of Overheal gained from 50 to 100
Increased the amount of maximum Overheal from the Quick-Fix while under the effects of the Fishcake and using the Fists of Steel from 395 to 405
|

Secondary
Buffalo Steak Sandvich
|
Added "Throwing a Buffalo Steak Sandvich to a teammate recharges 50% of the Food meter" attribute
Increased the movement speed boost while under effects from 30% to 35%
Added "Eating the Buffalo Steak Sandvich restores 100 health" attribute
|

Secondary
Second Banana
|
Added "Throwing a Second Banana to a teammate fully recharges the Food meter" attribute
Added "Throwing a Second Banana to a teammate with less than 25% of their health grants one guaranteed Minigun critical hit" attribute
|

Melee
Fists
|
Added description "Not every baby-man is worth a $200 bullet, you know!"
While using any melee weapon, the user now moves 15% faster
|

Melee
Apoco-Fists
|
While using any melee weapon, the user now moves 15% faster
|

Melee
Killing Gloves of Boxing
|
While using any melee weapon, the user now moves 15% faster
|

Melee
Gloves of Running Urgently
|
Replaced "Maximum health is drained while item is active" attribute with "You are marked for death while item is active and for 3 seconds afterwards" attribute
While using any melee weapon, the user now moves 15% faster
Increased speed boost from 99.6% to 127.6% to accommodate with increased movement speed while using melee weapons
|

Melee
Bread Bite
|
Replaced "Maximum health is drained while item is active" attribute with "You are marked for death while item is active and for 3 seconds afterwards" attribute
While using any melee weapon, the user now moves 15% faster
Increased speed boost from 99.6% to 127.6% to accommodate with increased movement speed while using melee weapons
|

Melee
Warrior's Spirit
|
While using any melee weapon, the user now moves 15% faster
Reduced additional damage taken while active from 30% to 20%
Reduced additional damage dealt from 30% to 20%
|

Melee
Fists of Steel
|
While using any melee weapon, the user now moves 15% faster
Increased ranged damage resistance while active from 40% to 65%
Removed "40% less maximum Overheal on user" attribute
Increased less healing while in use penalty from 40% to 65%
|

Melee
Eviction Notice
|
While using any melee weapon, the user now moves 15% faster
|

Melee
Holiday Punch
|
While using any melee weapon, the user now moves 15% faster
|
Engineer

Primary
Shotgun
|
Added description "Sometimes, you gotta do things yourself."
Increased maximum primary ammo from 32 to 50
|

Primary
Frontier Justice
|
If the user's Sentry Gun is destroyed while they are dead, they will automatically receive revenge crits upon respawn
|

Primary
Pomson 6000
|
Removed "33% smaller clip size" attribute
Added "Projectile penetrates enemies and damage resistances" attribute
Removed "On Hit: Victim loses up to 10% Ubercharge or 20% cloak" attribute
|

Primary
Rescue Ranger
|
Increased maximum primary ammo from 16 to 24
|

Secondary
Pistol
|
Added description "Start dancin', boy."
|

Secondary
Wrangler
|
Increased Sentry Gun shield power from 66% to 75%
|

Secondary
Giger Counter
|
Gave this weapon unique stats
This weapon can now be found from random drops, crafted, or purchased from the Mann Co store. Giger Counters found from Confidential Collection Cases are given the "Genuine" quality.
|

Secondary
Short Circuit
|
Increased the range of primary fire by 500%
Increased the size of secondary fire sphere by 95%
Reduced cost of secondary fire from 65 metal to 50 metal
Increased primary fire damage from 10 to 20
Increased secondary fire damage from 15 to 25
Secondary fire now disables enemy buildings for 3 seconds
Secondary fire now does no damage to enemy buldings
|

Melee
Wrench
|
Added description "Screwing in bolts, fixin' pipes, bashing skulls in ... a thousand applications in one tool."
|

Melee
Gunslinger
|
The Gunslinger now replaces the Dispenser with a Mini-Dispenser. The Mini-Dispenser builds at 400% the rate of a regular Dispenser, costs 50 Metal, and supplies health and ammo to allies at a much faster rate, but has less health and does not supply Metal to Engineers. Two Mini-Dispensers can built at once, so long as they are at least 1500 Hammer Units away from each other.
The Gunslinger now replaces the Teleporter with a Mini-Teleporter. The Mini-Teleporter builds at 400% the rate of a regular Teleporter, costs 30 Metal, and recharges at 200% the rate of a regular Teleporter, but has less health and takes 2 seconds for an ally standing on it to be teleported. Four Mini-Teleporters can be built at once so long as they are at least 1500 Hammer Units away from each other, which allows for two Mini-Teleporter systems.
Two Mini-Sentries can now be built at once, so long as they are at least 1500 Hammer Units away from each other
|

Melee
Southern Hospitality
|
Added "25% longer melee range" attribute
|

Melee
Jag
|
Removed "33% less damage against buildings" attribute
|
Medic

Primary
Syringe Gun
|
Increased clip size from 40 to 50
Increased maximum primary ammo from 150 to 200
|

Primary
Blutsauger
|
Increased clip size from 40 to 50
Added "25% less maximum primary ammo on user" attribute (due to Syringe Gun increased max ammo, this means the Blutsauger will have the same 150 ammo it did before)
|

Primary
Crusader's Crossbow
|
Increased maximum primary ammo from 38 to 50 to accommodate with Syringe Gun's increased maximum ammo
|

Primary
Overdose
|
Increased clip size from 40 to 50
Increased maximum primary ammo from 150 to 200
Increased damage penalty attribute from 15% to 20%
|

Secondary
Medi Gun
|
Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute
|

Secondary
Kritzkrieg
|
Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute
|

Secondary
Quick-Fix
|
Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute
ÜberCharge now provides Medic and patient with 15% damage resistance to all forms of damage
|

Secondary
Vaccinator
|
Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute
ÜberCharge now provides Medic and patient with 25% damage resistance to melee damage
|

Melee
Vita-Saw
|
Added "Having this weapon equipped will automatically allow the user to retain 10% of their ÜberCharge upon death regardless of organ count" attribute
|

Melee
Solemn Vow
|
Added "While equipped, user can see enemy Medics' ÜberCharge percentage" attribute
|
Sniper
Spy
Multi-Class
New Weapon Ideas
Well, what can I say? I had to use as many as I could. Apologises to other users.
Scout

Primary
Boston Bulldog
|
Workshop link
|
TBD
TBD
|

Primary
Brigand's Blunderbuss
|
Workshop link
|
"A Blunderbuss?! What is this, 1868?"
Usable in Medieval Mode
TBD
TBD
|

Primary
Corkscrew
|
Workshop link
|
"WARNING: This weapon is usually used by robots, which do not feel pain. So don't cry like a baby when you touch the 4000° Kelvin ammo."
TBD
TBD
|

Primary
Industrialist
|
Workshop link
|
"First you revolutionize manufacturing robots, then you revolutionize destroying them."
TBD
TBD
|

Primary
Perceptionist
|
Workshop link
|
TBD
TBD
|
120px
Primary
Psuedonailgun
|
Workshop link
|
"Despite what your knowledge of guns is currently telling you, this is not actually a submachinegun or a nailgun. It's kind of ... both."
TBD
TBD
|

Primary
Short-Term Solution
|
Workshop link
|
TBD
TBD
|
120px
Primary
Shotgun Bride
|
N/A
|
TBD
TBD
|
120px
Primary
Solid Slugger
|
Workshop link
|
"This gun was crafted from scraps with the intention of being used for hunting large game, like elephants, kangaroos, and sandwich munching Russians."
TBD
TBD
|

Primary
Specialist
|
Workshop link
|
"A hardcore gun for even hardercorer Scouts, first used by famed front-linebacker, George "The Babe" Ruthless. During game four of the 1918 World Series, George shot the entirety of the Chicago Cubs dead, winning the regional tournament and taking home the Stanley Cup for the Boston Red Sox."
TBD
TBD
|

Primary
Speedster's Silenced Scatter
|
Workshop link
|
"Shhh! Scout's got something to say, so silence both your enemies and your guns."
TBD
TBD
|

Primary
Thumper
|
Workshop link
|
"Fill the enemy with more holes than the plot of your favourite television series!"
TBD
TBD
|
120px
Secondary
Conventional
|
Workshop link
|
TBD
TBD
|

Secondary
Leapin-Ade
|
Workshop link
|
TBD
TBD
|

Melee
Break-In
|
N/A (placeholder image)
|
TBD
TBD
|
Soldier
Pyro
Demoman
Heavy
Engineer

Primary
Spark Shot
|
Workshop link
|
TBD
TBD
|

Primary
Urban Oppression
|
N/A (placeholder image)
|
TBD
TBD
|

Secondary
Blizzard Backpack (Concept 1)
|
Workshop link
|
Increases maximum metal amount from 200 to 300
10% of all damage done by the user's Sentry Gun is recovered by the user
Alt-fire when not near a building to charge up and release a freezing blast that freezes all nearby enemies for 5 seconds. After use, must recharge for 30 seconds.
|

Secondary
Railgun
|
N/A (placeholder Team Fortress 2 Classic model)
|
TBD
TBD
|

Secondary
Welder's Gun
|
Workshop link
|
Does not require ammo
Projectile cannot be deflected
Shots have a 40% chance of igniting an enemy Spy and a 25% chance of igniting other enemies
50% larger clip size
300% slower reload speed
50% less damage per shot
25% slower firing speed
Does only 20% damage against buildings
|

Melee
Blizzard Backpack (Concept 2)
|
Workshop link
|
While using this weapon, the user has no melee weapon, but unlimited Pistol ammunition to compensate. Buildings are repaired by the user doing damage to enemies with their primary and secondary weapons, and upgraded via their functions - a Sentry Gun will upgrade by doing damage to enemies (300 damage to upgrade to level 2, and 675 damage to upgrade to level 3), a Dispenser will upgrade by healing allies (400 health to upgrade to level 2, and 1000 health to upgrade to level 3), and a Teleporter will upgrade by teleporting allies (2 teleports to upgrade to level 2, and 5 teleports to upgrade to level 3 - the builder teleporting themselves won't count).
Increases maximum metal amount from 200 to 300
25 extra maximum health on user
Increased maximum primary ammo from 38 to 66
User can automatically remove Sappers from a building by walking up to it
Buildings cannot be repaired or upgraded manually
Decreases maximum movement speed from 100% to 90%
Cannot be equipped alongside the Wrangler
|

Melee
The Hand-Me-Down
|
N/A (placeholder Team Fortress Classic model)
|
TBD
TBD
|

PDA
Handy Pardner
|
Workshop link
|
Replaces the Sentry Gun with the Portable Anti-Infantry Shield, the Dispenser with the Repair Node and the Teleporter with the Amplifier
|
Medic
Sniper
Spy
Blueprints
My idea for the scrapped Raid gamemode would play out more like an offensive version of Mann vs. Machine. A team of up to 18 players (the team can only have two of each class) are attempting to push a Payload through hordes of robots. After certain points, they reach a miniature warehouse, where the doors shut to keep them safe and they can spend the credits they earn on upgrades. Unlike in regular Payload games, the Payload cart has a limited amount of health (around 2500-10000) and can be destroyed by the robots, but regenerates health over time at a rate of 25-75 health per second and can be repaired by a Engineer. It also heals like a Level 3 Dispenser rather than a Level 1 one, but doesn't give out Metal, and has a platform behind it where players can stand or even place buildings. Once the Payload is delivered to the objective point, all players are given 60 to 90 seconds to escape the blast zone back to a warehouse or spawn - anyone left in the zone afterwards will be killed instantly. The team loses if the Payload cart is destroyed, if they're all killed in the explosion, or if they take too long to get the cart to a warehouse. Whenever the Payload gets to a warehouse safe point, the timer resets and doesn't start again until after all players give the ready or if a player is ready and 150 seconds have passed, like in regular Mann vs. Machine. There's no bonus from getting all the credits dropped by the robots and upgrades are generally more expensive due to the larger amounts of robots, but each class begins the game with three specific upgrades:
- Scout: +10% Movement Speed, +20% Jump Height, and +10% Attack Speed for melee weapons
- Soldier: +30% Crit Resistance, Level 1 Rocket Specialist, and +20% Reload Speed for shotguns and Righteous Bison or +25% Buff Duration for banners
- Pyro: +25% Fire Resistance, +25% Damage for primary weapons, and +25% Airblast Force or +25% Burn Damage for Phlogistinator
- Demoman: +25% Blast Resistance, +2 Clip Size for primary weapons, and -30% Push Force On Wearer
- Heavy: +25% Bullet Resistance, +1 Projectile Penetration, and +50% Clip Size for shotguns or +15% Recharge Rate for lunchbox items
- Engineer: +5 Metal Regeneration, +100% Dispenser Range, and +20% Reload Speed for primary weapons
- Medic: +2 Health Regeneration, Mad Milk Syringes, and Level 1 Healing Mastery
- Sniper: Explosive Headshot for sniper rifles or +25% Damage for Huntsman, +50% Ammo Capacity for submachine guns or -35% Speed On Target for Jarate, and +25 Health On Kill for melee weapons
- Spy: +50% Clip Size for revolvers, Level 1 Robot Sapper Power, and Level 1 Armor Penetration for melee weapons
Hordes of robots will actively attempt to defend points, deploying Engineers and Snipers to protect chokepoints and warehouses. Every so often, the game will automatically send out a horde of 30 melee-only Scout Robots which don't drop credits. There are no Tanks, and a Sentry Buster will only spawn if a Engineer has kept his buildings in one spot for more than 20-60 seconds, encouraging players to keep moving. A Giant Robot will appear as the final boss of a wave that the team must face, and will typically spawn with a few Medic Robots on it.
Yeah, I'm that pathetic.
Scout

Primary
Force-A-Nature
|
On hit, applies a knockback effect that propels enemies backwards and the user in the opposite direction if airborne (this can be used to perform a third jump)
50% more pellets per shot
Knockback effect is only caused if more than 30 damage is done to the enemy
66% smaller clip size
25% less damage per shot
|

Secondary
Bonk! Atomic Punch
|
Effects last for 10 seconds and take 24 seconds to recharge
Drink to become invulnerable to all damage, but unable to attack, for 10 seconds
After invulnerability wears off, user suffers 25% slowdown effect for 6 seconds
|

Secondary
Backpack (placeholder image)
|
Press Alt-fire (MOUSE3 while using the Sandman as active weapon) while within 75 Hammer Units of a health or ammo pickup to collect it and add it to the backpack, so long as the user has maximum health and primary ammo. This cannot be done while a ally is within a similar distance. Up to three health or ammo pickups can be stored at a time. Press MOUSE3 (E while using the Sandman as active weapon) to deploy a stored pickup on the battlefield for allies to pick up. If the user is killed, they will drop all pickups they had stored.
|

Melee
Catcher's Mitt (placeholder image)
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Press Alt-fire to hold up the Catcher's Mitt for 2 seconds. While the Catcher's Mitt is held, it can be used to catch one projectile (rockets, flares, grenades, shells or Huntsman arrows, but not syringes) and store it. Alt-fire can then be pressed again to throw the projectile back, doing 25% less damage than it would have originally done.
50% faster swing speed
You are marked for death while weapon is in use and for 3 seconds after switching weapons
25% less damage per swing
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Melee
Sandman
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Press Alt-fire to throw a baseball that stuns enemies for 2-7 seconds, depending on how far ball was launched. Ball does more damage and stun time the longer it is fired.
100% more damage per swing
25 less maximum health on user
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Soldier
Pyro
Demoman
Heavy
Engineer

Primary
Frontier Justice
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Gain a guaranteed critical hit for this weapon for every assist kill you make with your Sentry Gun and 2 guaranteed critical hits for every solo kill made by your Sentry Gun
Gain a Boost for every 500 health healed by your Dispenser (the user healing themselves does not count). Press Alt-Fire while using this weapon to expend a Boost, recovering 25 health and granting a 20% speed boost for 3 seconds.
Gain a Instant Teleport for every time your Teleporter is used 5 times (the user teleporting themselves does not count). Taunt while using this weapon to expend a Instant Teleport and immediatly teleport back to your Sentry Gun or to respawn if there is no Sentry Gun.
50% smaller clip size
25% less maximum Metal on user
Crits, Boosts and Instant Teleports are all lost on death
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Primary
Spark Shot
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TBD
TBD
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Secondary
Wrangler
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While active, user takes manual control of their Sentry Gun
While wrangled, Sentry Gun has unlimited range and a laser pointer
While wrangled, Sentry Gun gains double firing speed and a shield that absorbs 75% of all incoming damage
While wrangled, all repairs and ammo resupplied to Sentry Gun is reduced by 75%
While wrangled, Sentry Gun does not automatically aim at enemies
When switching from this weapon to another, wrangled Sentry Gun deactivates but remains shielded for 3 seconds
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Melee
Gunslinger
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Replaces the Sentry Gun with two Combat Mini-Sentries, the Dispenser with two Mini-Dispensers, and the two Teleporters with four Mini-Teleporters
Comparison of Mini-Sentries to Level 1 Sentry Gun:
200% faster build time
25% less Metal required
50% faster turning and firing speed
Two Mini-Sentries can be built at a time
Cannot be upgraded
50% less damage per shot
40% less health
The two Mini-Sentries must be built at least 900 Hammer Units away from each other
Comparison of Mini-Dispensers to Level 1 Dispenser:
200% faster build time
40% less Metal required
50% faster health resupplying
Two Mini-Dispensers can be built at a time
Cannot be upgraded
40% less health
50% slower ammo resupplying
Does not dispenser Metal
The two Mini-Dispensers must be built at least 900 Hammer Units away from each other
Comparison of Mini-Teleporters to Level 1 Teleporter:
200% faster build time
40% less Metal required
80% faster recharge speed
Two Mini-Teleporter Entrances and two Mini-Teleporter Exits can be built at a time
Cannot be upgraded
40% less health
100% longer teleport time
The two Mini-Teleporter Entrances and two Mini-Teleporter Exits must be built at least 900 Hammer Units away from each other
25 more maximum health on user
Third consecutive hit on a enemy always crits
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Melee
P.D.Q. (placeholder image, would have a unique model)
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TBD
TBD
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Medic
Sniper

Secondary
Jarate
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Primary fire throws the Jarate, dousing enemies. Doused enemies take mini-crits on hit, and a doused Spy's cloak is nullified. Jarate explosions can also extinguish burning teammates, restoring 20 health for the user. Once used, has a recharge time of 20 seconds (will be reduced to 10 if used to extinguish burning teammates).
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Secondary
Razorback
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Blocks a single backstab attempt, temporarily "shocking" the Spy, preventing him from switching weapons or attacking
25% extra bullet resistance when in use
When broken, does not recharge and must be collected again from a Resupply Locker
25% extra fire vulnerability when in use
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Melee
Boomerang
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Primary fire throws the Boomerang forward, damaging enemies it hits. After a moderate distance (roughly 900 hammer units), the Boomerang will return to the thrower unless it is obstructed, which will make it break (it will also break if it hits four enemies in a single flight). Once broken, has a recharge time of 15 seconds.
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Spy
Pre-Existing Weapon Changes
- The Nailgun's clip size is increased from 25 to 40, and its maximum primary ammo has been increased from 125 to 200.
- The RPG's explosion radius is increased by 40%, but its damage bonus is decreased from 30% to 20%.
- The Mine Layer's mines now partially camouflage themselves when left alone for more than 3 seconds.
- The Coilgun's damage is increased from 25-75 to 40-120 and its maximum secondary ammo is increased from 16 to 24, but its clip size is decreased from 8 to 6.
- The Tranquiliser Gun now slows enemies down by 40% rather than 33%, and its projectile now travels further.
- The Invisibility Watch now provides the user with a 20% resistance to all damage while cloaked.
- Several weapons have new taunts:
- The RPG uses the live Cow Mangler 5000's taunt.
- The Shotgun used by the Soldier now uses its live counterpart's taunt.
- The Flare Gun now uses the Execution kill taunt.
- The Mine Layer uses the live Scottish Resistance's taunt.
- The Sandvich now can be used to taunt, which will do the same as when using primary fire.
- The Coilgun uses the unused taunt where the Engineer simply takes out and plays the guitar.
- The Shock Therapy has a unique taunt where the Medic examines the weapon, presses his finger against the tesla coils, shakes as he is electrocuted, then shakes his head and returns to normal.
- The Hunting Revolver uses the I See You taunt.
- The Tranquiliser Gun has a unique taunt where the Spy taps the side of the weapon and then chuckles.
Lolimsogreat's ideas
Weapon rebalances
Soldier
Denied's ideas
Too much to put here.