Mozart's custom items
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On occasion, I'll get random (read: bad) ideas for custom items in TF2. Here is the result of said ideas.
Note that there is no guarantee that these items are balanced, smart, logical, or final. Suggestions are welcome!
Contents
Scout
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The Template:W
The Earned Run essentially turns the Scout's primary weapon into a typical lever-action rifle; that is, it cocks after every shot. Because this will slow the Scout's firing speed, the user has to be precise and make the first shot count in an ambush.
To reward this, the Earned Run shoots one additional bullet per shot, increasing the damage of each shot by up to 10 or 11. In addition, the player will receive up to 15 health, depending on how many bullets connect with the target.
Soldier
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MIM-104
- Inspired by: The Matador
The MIM-104 allows the user to fire off a precise shot aimed by the player themself; upon using MOUSE2, the Soldier will fire a rocket, stand in place, if he was moving, and the screen will cut to a first-person view of the traveling rocket. The rocket's path can be adjusted by moving the mouse in the desired direction. Upon colliding with any player, wall, or object, the view will cut back to that of the Soldier.
The self-guided rocket is not affected by damage fall-off. The MIM-104, however, can not score random crits, and its rockets travel slightly slower than that of the stock Rocket Launcher.
Pyro
Demoman
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The Template:Wkiller
This item is intended to encourage the Demoman to stay in his niche; that is, to hurt and kill enemies without blindly spamming and hurting himself in the process.
With the stock Grenade Launcher, it doesn't really matter if you hit an enemy point blank and injure yourself a little bit; the damage you'll suffer is negligable. The Loch-n-Load tried to solve this problem with the increased self-damage, and semi-succeeded. But with the Tainkiller, shooting at an enemy point blank just plain isn't an option; you'll bring yourself down to very little health and maybe even kill yourself if you try this.
The high projectile speed allows for quick, precise attacks on clusters of enemies, and the 1 grenade per clip ensures that the user won't meaninglessly spam.
Heavy
Engineer
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Home on the Range
The Home on the Range (HotR) allows the Engineer to go head-on with enemies at point blank range, namely Spies but also other attacking classes, with its increased damage. It is much less accurate and fires slower than the stock Shotgun, so that the Engineer must rely on his Pistol to pick off targets at medium range.
All in all, the HotR can be a strong weapon for both offensive and defensive Engineers. Gunslinger Engineers can use the HotR to launch devastating ambushes on targets while they are assisted by their Mini-Sentry, and defensive Engineers can gun down Spies and even some lighter assault classes while maintaining their base.
The Roundup
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The Roundup is a weapon designed to encourage the Engineer to stay close to his Sentry Gun base. While any target is within firing range of the Engineer's Sentry or Mini-Sentry Gun, the Roundup will slow their movement speed in a way similar to the Natascha.
This slowing effect is especially useful against Scouts, who will often attempt to outrun your Sentry, and certain ÜberCharged enemies, who can charge toward your buildings without fear of being injured. Gunslinger Engineers can also perform quick ambushes against enemies and hold them in place for their Mini-Sentry. In exchange, the Roundup deals 25% less damage overall.
Medic
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The Trypanophobia sacrifices the Medic's source of ranged damage for the ability to build ÜberCharge even faster. For every syringe that hits an enemy, the Medic will gain 1% of ÜberCharge.
To offset this, the Trypanophobia deals only 25% of the damage of the original Syringe Gun, and fires slightly slower than it as well. As this significantly lowers damage output, the Medic must rely even more on their "Medic buddy" and melee weapon to survive.
The Prokrastinator
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The Prokrastinator is designed for Medics with one clear goal in mind: consistantly heal teammates. It greatly rewards those who consistantly focus on healing instead of any damage-dealing, increasing the rate at which ÜberCharge builds by up to 25% and heal rate by 10%.
However, to balance this, the Medic will lose 1% of ÜberCharge for every second he is not healing a target. This, naturally, encourages the Medic to stay close to his team, and always look for a teammate to heal regardless of the situation. Paired with the above Trypanophobia, the Medic can maintain some of his ÜberCharge when stranded without teammates, at the cost of a reliable ranged weapon for damage.
Sniper
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The Aboriginal Antique
The Aboriginal Antique removes a key factor in the detection of Snipers; the laser pointer dot when zoomed in. This is intended to help less experienced Snipers be a bit more stealthy and helpful in holding down choke points.
As this naturally can lead to an increase in camping, the downsides are significant; the user can not fire the weapon while it is scoped until it reaches at least 50% charge. In addition, the user has a weakness to bullet weapons, and fires at a 50% slower speed than regular Sniper Rifle.
Spy
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The Vampiric Saboteur
The Vampiric Saboteur allows Spies to leech health and cloak off of currently sapped Engineer buildings, at the cost of a slower destruction time.
While the Vampiric Saboteur is placed on an enemy building, the Spy will gradually begin to regain health and cloak. This effect will stack for the number of Sappers currently placed; the rate of regeneration will increase for every Sapper. In exchange for this "vampiric" leeching, the Vampiric Saboteur will take twice as long to destroy buildings as the stock Sapper.