Difference between revisions of "User:KazooieBanjo/Weapon Concepts"

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  | item-level = Level 15 D20
 
  | item-level = Level 15 D20
 
  | att-1-neutral = Rolls a number between 0 and 20 when thrown
 
  | att-1-neutral = Rolls a number between 0 and 20 when thrown
  | att-2-negative = 0 - Mark self for death for 15 seconds
+
  | att-2-negative = 0 - Mark self for death for 15 seconds, instant recharge
  | att-3-negative = 1-5 - Hurt self for 5 damage
+
  | att-3-negative = 1-5 - Hurt self for 5 damage, recharges 3x faster
  | att-4-neutral = 6-10 - No effect
+
  | att-4-neutral = 6-10 - No effect, recharges 2x faster
 
  | att-5-positive = 11-15 - Heal self for 20 health
 
  | att-5-positive = 11-15 - Heal self for 20 health
 
  | att-6-positive = 16-19 - +30% speed for 10 seconds
 
  | att-6-positive = 16-19 - +30% speed for 10 seconds
  | att-7-positive = 20 - Critical hit on next shot
+
  | att-7-positive = 20 - Critical hit on next shot, recharges 2x slower
 
  | width = 40%
 
  | width = 40%
 
  }}
 
  }}

Revision as of 18:40, 3 September 2013

Gonna post my weapon concepts here:

For the Scout:

Backpack A Whiff of the Old Brimstone.png

Dork's Dice
Level 15 D20
Rolls a number between 0 and 20 when thrown
0 - Mark self for death for 15 seconds, instant recharge
1-5 - Hurt self for 5 damage, recharges 3x faster
6-10 - No effect, recharges 2x faster
11-15 - Heal self for 20 health
16-19 - +30% speed for 10 seconds
20 - Critical hit on next shot, recharges 2x slower

instead of the Pistol

For the Pyro:

Backpack Captain's Cocktails.png

Oil Jug
Level 15 Jug
On Hit: Enemies within splash radius are 30% weaker to fire and explosive damage
If any enemy hit is already on fire, all enemies hit will catch fire
Increases afterburn duration by 5 seconds

instead of the Shotgun

For the Demoman:

Backpack Bootlegger.png

Spring-Heeled Boots
Level 15 Boots
Jump height increased by 20%
+10% higher jump immediately after landing, up to 50%
Allows jumping while charging
Wearer never takes fall damage
Tavish be nimble, Tavish be quick

instead of the Grenade Launcher

For the Heavy:

Backpack Frontier Justice.png

Chekov's Cannon
Level 15 Shotgun
On Kill: Stores 0.5 seconds of minicrits (up to 5) for primary weapon, activated when primary is fully spun up
+20% damage
+15% reload speed
-83% smaller clip size
One should not put a shotgun in his loadout if he never intends to fire it.

instead of the Shotgun

For the Engineer:

Backpack Jag.png

The Express Order
Level 15 Wrench
Buildings passively build 100% faster
+100 maximum metal
50 metal added to buildings per swing when upgrading
Buildings cannot be upgraded past level 2
Buildings do not build faster when hit
Cannot upgrade other people's buildings past level 2
Quantity over quality.

instead of the Wrench

For the Medic:

Backpack Kritzkrieg.png

The Double Dosage
Level 15 Medi Gun
+35% UberCharge rate
Special Attack: Cycle UberCharge type
Uber type A (costs 50%): Grants Mini-Crits for 5 seconds
Uber type B (costs 50%): Grants crit immunity, 35% damage resistance and 50% sentry resistance for 5 seconds
Uber type C (costs 100%): Grants A and B for 5 seconds

instead of the Medi Gun

For the Sniper:

Backpack Ze Goggles.png

Hi-Tech Headfinder
Level 15 Binoculars
Right click to zoom in
While zoomed in, any enemies that get touched by the yellow laser will be marked with a class-specific indicator above their heads that can be seen through walls for 5 seconds
Will not work on disguised or cloaked spies, will disable the marker if a spy does either
Laser points back and reveals user's location
Why risk yelling across the battlefield when you can show your team something by having it downloaded into their brain?

instead of the SMG