User:Qwertyxp2000/Weapon Ideas

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Revision as of 10:15, 15 April 2020 by Qwertyxp2000 (talk | contribs) (Disciplinary Action)
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Custom Weapon Ideas

Deadly Precision

Sniper Primary.

Designed for shooting from very long distances. While scoped, use the weapon switch keys to increase/decrease scope zoom. Comes with up to 10 increments.

Deadly Precision
Level 50 Rifle
Charge increases depending on scope zoom. While scoped, scope zoom can be increased or decreased with the weapon switch keys.
Mouse sensitivity decreases while scope zoom increases.
+15% damage on headshot
-15% damage on bodyshot
Cannot fire unless scoped
Higher scope zoom increases visibility of beam
Be efficient.

Jar of Water

Scout Secondary and Sniper Secondary.

Primarily designed to be used as a practice weapon for Mad Milk and Jarate. Does not replace or overlap existing Mad Milk or Jarate to said sodden enemies. Could be possible synergy with Neon Annihilator.

Jar of Water
Level 1 Jar
Can be used to extinguish fires.
+75% increase in charge recharge rate
Extinguishing teammates reduces cooldown by -20%
Only causes enemy players to become wet
A special jar of liquid for learning jar-throwing techniques.

Quick Repair

Engineer Melee.

Designed to quickly fix buildings, this weapon comes with more efficient repairs plus slightly better sapper removal rate at the cost of slower construction boost, a slower upgrade rate (from 25 upgrade units per hit to 20), and a damage penalty to players (from 65 to 49).

Quick Repair
Level 32 Wrench
25% faster repair rate
+15% faster firing speed
Construction hit speed boost decreased by 50%
20% slower upgrade rate
-25% damage penalty against players

Malfunction Controller

Spy Sapper.

Intended to punish Engineers for removing the Sapper before killing the Spy. Creates an electrical buzzing noise to distinguish from regular sappers. Comes with 200 health per sapper.

Malfunction Controller
Level 40-80 Sapper
+100% Sapper health
When unsapped, building becomes disabled for 0.5 more seconds
-90% Sapper damage penalty

Bleeding Archer

Sniper Primary.

Comes with only 8 arrows instead of 12, but all enemies hit by these arrows receive bleeding effect. Trades ammo for a bit more damage.

Bleeding Archer
Level 15 Bow
On Hit: Bleed for 2-5 seconds depending on charge
-33% max primary ammo on wearer

Portable Hammer

Scout Melee, Soldier Melee, Pyro Melee, Demoman Melee, Heavy Melee, Engineer Melee, Medic Melee, and Sniper Melee.

Intended as a weapon for most classes to destroy enemy Sappers.

Portable Hammer
Level 8 Hammer
Damage destroys Sappers
+25% damage vs buildings
-25% damage vs players

Cannon Jumper

Demoman Primary.

Intended as a training weapon for Cannon Jumping.

Cannon Jumper
Level 10 Grenade Launcher
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
+20% projectile speed
+200% max primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Cannonballs do not explode on impact
A special loose cannon for learning cannon jump tricks and patterns. This weapon deals ZERO damage.

Flare Jumper

Pyro Secondary.

Intended as a training weapon for Flare Jumping with the Detonator.

Flare Jumper
Level 10 Flare Gun
+200% max secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Flares cannot ignite enemy players
A special flare gun for learning flare jump tricks and patterns. This weapon deals ZERO damage.

Custom Existing Weapon Changes

Claidheamh Mòr

  • Added "+10% damage while charging". This makes the Claidheamh Mòr more of a unique sword that can compete with other swords like the Eyelander while not being a definite mixture of the other swords. Its new damage bonus while charging balances out better against an Eyelander with half the maxed head buffs.
Backpack Claidheamh Mòr.png

Claidheamh Mòr
Level 1 - 100 Sword
When weapon is active:
This Weapon has a large melee range and deploys and holsters slower
0.5 sec increase in charge duration
Melee kills refill 25% of your charge meter.
+10% damage while charging
No random critical hits
15% damage vulnerability on wearer

Pain Train

  • Added "Gain a speed boost while holding the Intelligence on wearer". This is to make it a little less useless on maps other than Control Point, King of the Hill, Payload. Simply speaking, the user holding the Pain Train gains a Displinary Action type of speed boost while carrying the Intelligence.
Backpack Pain Train.png

Pain Train
Level 1 - 100 Makeshift Club
+1 capture rate on wearer
Gain a speed boost while holding the Intelligence on wearer
10% bullet damage vulnerability on wearer

Ullapool Caber

  • Changed "This weapon deploys 100% slower" to "This weapon deploys 80% slower", to make it less of a hassle to take the weapon out.
  • Added "This weapon holsters 30% slower" to punish players trying to switch from the Ullapool Caber.
  • Changed functionality of the grenade stick: grabbing ammo packs can now refill the grenade stick; it requires 6 equivalent units of Medium Ammo Boxes in order to refresh the grenade stick, and it cannot automatically regenerate with time.
Backpack Ullapool Caber.png

Ullapool Caber
Level 1 - 100 Stick Bomb
20% slower firing speed
This weapon deploys 80% slower
This weapon holsters 30% slower
No random critical hits
High-yield Scottish face removal.
A sober person would throw it...

The first hit will cause an explosion. Collect ammo packs or reach the Supply Cabinet to refresh the grenade stick.

Hot Hand

  • Changed "-20% damage penalty" to "-20% damage penalty vs buildings". This makes the weapon less of a direct downgrade to the stock against players, due to the natural awkwardness of the unique double-slap mechanic. Kept the damage penalty against buildings, as a slap would in theory be poor at damaging a building.
  • Changed speed boost duration from 1 second to 3 seconds. This will give a better incentive to actually use this weapon as an offensive version of Disciplinary Action.
Backpack Hot Hand.png

Hot Hand
Level 1-100 Slap
Gain a speed boost when you hit an enemy player
-20% damage penalty vs buildings
This melee slap tells your opponent, and anyone watching the kill feed, that your hand just gave some lucky face the gift of slapping it stupid.

Sharpened Volcano Fragment (Version 1)

  • Added "mini-crits burning players". Gives a decent damage reward for hitting enemies multiple times with it while still being a useful option for building "MMPH" for the Phlogistinator.
  • Increased damage penalty from -20% to -25% to compensate the new mini-crit change.
Backpack Sharpened Volcano Fragment.png

Sharpened Volcano Fragment
Level 10 RIFT Fire Axe
On Hit: target is engulfed in flames
Mini-crits burning players
-25% damage penalty
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.

Sydney Sleeper

  • Changed "Nature's Call" benefit; headshotting also applies Jarate for 3 additional seconds (so 5 to 8 seconds depending on charge level). This is to benefit players who successfully headshot players. Reduced Jarate jar cooldown functionality remains unchanged.
  • Modified the "no headshots" description to "headshots mini-crit instead of critical hit". Critical hit still works when Kritzkrieg is applied to the Sniper.
  • Reduced charge rate bonus from +25% to +10% to compensate the new Jarate headshot benefit.
Backpack Sydney Sleeper.png

Sydney Sleeper
Level 1 Sniper Rifle
+10% charge rate
On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level.
Nature's Call: Scoped headshots apply Jarate for 3 additional seconds and reduce the remaining cooldown of Jarate by 1 second.
No random critical hits
Headshots mini-crit instead of critical hit

Razorback

  • Added neutral description of the recharge mechanic and spy backstab block.
  • No other balance changes are necessary, and is pretty balanced overall.
Backpack Razorback.png

Razorback
Level 10 Shield
Blocks a single backstab attempt
-100% maximum overheal on wearer
An attempted backstab will temporarily prevent the enemy Spy from attacking again for up to 2 seconds.
Once broken, the shield will recharge after 30 seconds or by visiting the resupply cabinet.

Sharpened Volcano Fragment (Version 2)

  • Added "damage increases based on remaining duration of afterburn". The extra damage is +2 damage per 0.5s of duration left on the enemy, rounded up, and is calculated before the axe ignition. This extra damage will count as fire damage, for purposes of the Phlogistinator and anything that resists/vulnerables to fire. So with the damage penalty added, total damage to hit for 10.0s burn enemy players is 72.
  • Increased burn duration from 7.5s to 10.0s, to give a better incentive to using this weapon for incinerative purposes.
  • Added "No immunity to afterburn while equipped". Makes it pretty interesting to find Pyros trying to fight each other with SVFs.
Backpack Sharpened Volcano Fragment.png

Sharpened Volcano Fragment
Level 10 RIFT Fire Axe
On Hit: target is engulfed in flames
Damage increases based on remaining duration of afterburn
-20% damage penalty
No immunity to afterburn while equipped
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.

Disciplinary Action

  • Changed speed boost for friendly player from 2 seconds to 3 seconds, to match the boost to the original player.
  • Added increased damage penalty to buildings. Although not necessary, I don't think an actual machine would be too harmed by a whack of a whip.
  • Added "mini-crits when it would normally critical hit". Incredibly powerful at purely damaging from a distance, but I personally would like it more used as a support melee rather than a damaging melee.
  • Added note for boosted range.
Backpack Disciplinary Action.png

Disciplinary Action
Level 10 Riding Crop
This weapon has large melee range
On Hit Teammate: Boosts both players' speed for several seconds
-25% damage penalty
-33% damage penalty against buildings
Mini-crits when it would normally critical hit