• The Original Weapon Ideas V2
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[url=http://facepunch.com/showthread.php?t=1208596]The Original The Original Weapon Ideas Thread[/url] [url=http://facepunch.com/showthread.php?t=596213]The Originaler The Original Weapon Ideas Thread[/url] [img]http://wiki.teamfortress.com/w/images/2/24/Backpack_Original.png[/img] The Original weapon of the month. [url=http://www.pentadact.com/2008-05-31-team-fortress-2-unlockable-ideas/]Our bible.[/url] [highlight]Basic rules:[/highlight] [b]When inventing weapons, please think about them being used on you first.[/b] Weapons that alter enemy movement in any way (e.g. natasha), obstruct their vision (e.g. concs in TFC), subtract from or outright disable some of their primary or secondary abilities (e.g. sandman, pomson) are not okay. However, you can cleverly make an annoying gimmick fun to use by inverting the effect and applying it to wearer - so weapons that enhance wearer's movement (rocketjumping), vision (e.g. scope), or their abilities (e.g. ubersaw) have a much better chance to work. When posting your ideas, try to focus on the core concept and use stat list only to interpret it, not the other way around. It's also perfectly fine to just throw the idea out there, like "hey guys, what about a steam gun for pyro?" - this form is also easier to read and usually sparks a discussion about possible stats. [b]Do not advocate shitty design by saying "but it's already in the game!"[/b] Yes there are stuns in the game, yes there are weapons rewarding it's user for doing nothing special. Doesn't mean it's okay to have more of that crap. [t]http://i.imgur.com/xKBJoVW.png[/t] Take a look at this thing. See? Somebody already thought of it. The ultimate evil. You don't have to do it now. It's done. You're not going to top this. No point in trying.
I can't wait for all the people wanting to add stuns to an fps game Robin Walker has acknowledged the sandman was a mistake "lesson learned, move on". Yet because of Sandman's existence you always see people go "wouldn't it be cool if this weapon could stun" no it wouldn't, stuns don't belong in a game descended from Quake.
neither do burning hats or lime pink bunny heads. or slow as molasses gameplay. what's your point?
[QUOTE=PSI Guy;39758283]neither do burning hats or lime pink bunny heads. or slow as molasses gameplay. what's your point?[/QUOTE] Just because there's already stupid stuff in TF2 doesn't mean there has to be more of it. Anyway FIRST NEW WEAPON AGOGO [B]The Heart Remover[/B] [I]Level 1 Fruit Scooper[/I] An ornate fruit scooper with an elegant, flower-covered women embossed on its handle. + Upon successful backstab, the user is granted regenerating health until they take damage. [2/sec] - 40% slower swing speed. - Deals no damage on non-backstabs. This "knife" promotes the use of the stock Invis Watch and the Cloak and Dagger, since you are more likely to escape from a situation without being hit if you have those equipped, as opposed to the Dead Ringer. It also eases afterburn, negating the Degreaser's afterburn entirely and drastically cutting damage from other sources of fire. However, it is not very suited to chainstabbing and it forces you to rely on your gun more heavily.
Well, I thought of this in the last thread and it shut down before anyone commented on it, so it's time to modify it and call it a new idea! [QUOTE]The Soviet Stonewall Minigun [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG]While fully spun up: Immune to knockback and +40% damage resistance from all sources [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG]-25% spin-up speed [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/IMG]Immobile while spun up[/QUOTE] A defensive weapon of a different kind. Basically a heavy with the Soviet Stonewall would become a mighty glacier, soaking up damage and blocking off an area at the cost of mobility and offensive power. Since being spun up immobilizes you, you'll be a magnet for Snipers and Spies, but other classes will struggle to drop you--especially if you have a nearby source of healing.
[QUOTE=mjcabooseblu;39764956]Well, I thought of this in the last thread and it shut down before anyone commented on it, so it's time to modify it and call it a new idea! A defensive weapon of a different kind. Basically a heavy with the Soviet Stonewall would become a mighty glacier, soaking up damage and blocking off an area at the cost of mobility and offensive power. Since being spun up immobilizes you, you'll be a magnet for Snipers and Spies, but other classes will struggle to drop you--especially if you have a nearby source of healing.[/QUOTE] Ridiculously overpowered, don't you think?
[QUOTE=Mikkelmann;39765030]Ridiculously overpowered, don't you think?[/QUOTE] Probably. I'm not really thinking about balance right now--the core concept is what matters to me.
[QUOTE=mjcabooseblu;39764956]Well, I thought of this in the last thread and it shut down before anyone commented on it, so it's time to modify it and call it a new idea! A defensive weapon of a different kind. Basically a heavy with the Soviet Stonewall would become a mighty glacier, soaking up damage and blocking off an area at the cost of mobility and offensive power. Since being spun up immobilizes you, you'll be a magnet for Snipers and Spies, but other classes will struggle to drop you--especially if you have a nearby source of healing.[/QUOTE] I'm sorry, but I really don't like this weapon, even conceptually. If a Heavy with this has a Vaccinator Medic shoved up his butt, I can't think of anything that could take them out, barring a Spy (and if their backs are to the wall on the last point, that Spy has a nightmare of a job for him.) Not to mention it would be really boring to use.
[QUOTE=mjcabooseblu;39764956]Well, I thought of this in the last thread and it shut down before anyone commented on it, so it's time to modify it and call it a new idea! A defensive weapon of a different kind. Basically a heavy with the Soviet Stonewall would become a mighty glacier, soaking up damage and blocking off an area at the cost of mobility and offensive power. Since being spun up immobilizes you, you'll be a magnet for Snipers and Spies, but other classes will struggle to drop you--especially if you have a nearby source of healing.[/QUOTE] I actually had an idea like this, I'm not sure if it's very good, because giving the Heavy just about any resistances is a very touchy subject as you can see from the responses you had. Anyway, here's my idea: The Big Man's Barrier Level 5 Minigun +30% Damage Resistance While Active +30% Knockback Resistance While Active -75% Max Primary Ammo -40% Damage Penalty -Resistances are reversed when out of ammo -Cannot receive ammo from dispensers
[QUOTE=Bynine;39767501]I'm sorry, but I really don't like this weapon, even conceptually. If a Heavy with this has a Vaccinator Medic shoved up his butt, I can't think of anything that could take them out, barring a Spy (and if their backs are to the wall on the last point, that Spy has a nightmare of a job for him.) Not to mention it would be really boring to use.[/QUOTE] I hadn't thought of the Vaccinator, hm. Maybe put an additional downside that resistances wouldn't stack--or, at the very least, make the vaccinator's uber not add to the DR. Then all it would take is a kritz Medic, a Soldier, and some basic coordination to take him down. Even with healing [I]and[/I] 50% damage resistance, if you can't kill a completely stationary target with eight seconds of crits you deserve to die. I'm not saying it's the best idea I've had, and I'll concede that it wouldn't be too exciting and that the DR shouldn't be 40%, but there would be ways to deal with it. (kritzoldier, uberphlog, a skilled Sniper, spies, stickies, etc)
Maybe there could be a Summer of 2013 Update with new weapon sets and hats like this The Barbeque Killer Set The Terrible Tenderizer Level X Meat Tenderizer(You know, those spiky hammers?) +On hit: Mark victim for Cooking(On Hit, victim takes 30% more fire damage, and heals the attacker fo 60%) +10% faster firing speed +Pulls victim towards target -Suffers 10% more melee damage -10% move speed while held -25% damage -5 health on hit Basically, This Melee Weapon combos with the Degreaser well, and it's a good support weapon The Frivolous Frier Level X Flamethrower +10% faster weapon switch +20% afterburn damage -15% afterburn time -10% damage -15 max health This allows an even more powerful afterburn, and it combos with the Terrible Tenderizer The Menacing Menace The Menace Maker Level X Slingshot (Primary) i:Pretty much like the Huntsman +Reverse damage falloff +If rocks are fired long enough, they deal crits and stun -cannot deal headshots -15% damage penalty This is like a sniping weapon or a Screwing around weapon. BONK! Atomic Squirt Gun Level X Water Pistol +Fires an acidic Bonk liquid that slowly damages the Victim's health for 5 health every second -5 rounds per can -15% firing speed(compared to pistol) +covering victims in Bonk classifies them as wet A defensive, support weapon meant for distraction or taking out rnrmird The Room Breaker Level X Feather Duster i:Dust is pretty much Jarate, but gray +65% faster firing speed +On Hit: Enemy is covered in Dust -85% damage penalty This weapon is pretty much support. That and I was pissed at Valve for changing the jarate duration attribute so that it only worked on Sniper Rifles... The Explosion Expositor The Fireworks Launcher Level X Rocket Launcher i:Fires a Unique Firework projectile -25% damage penalty +10% faster firing +On Hit: Ignites the Enemy +Fireworks use a sparkly team colored smoke particly behind them -Uses the Detonator sound on fire Basically, a Rocket Launcher that lights people on fire, and it has a sparkly super obvious effect The Patriot's Spirit Level X Flag -15% damage penalty -10 max health +10% faster movespeed +5 Second Buff Duration if using a Banner(Buff Banner, Conch, Battalion's Backup) +On Kill(with this weapon):+20 Extra Rage(If you even HAVE a banner) This is kind of the Claihdehmahmor of the Soldier, allowing his buffs to be extended, at the cost of less health and less melee damage. This also encourages finishing off enemies with melees and getting to the front lines even quicker [editline]1st March 2013[/editline] The Wild Genius The Texan Terrorizer Level X Primary Engineer Revolver i:Think Spy Revolver for damage output and shiz +15% Faster weapon switch speed +25% damage bonus +On Kill: +20 Health + 3 Seconds of Minicrits -15 max health -On Hit: -10 Health A Texan has gotta have his Revolvers ready for action or.... The Flyswatter(Texan Terroizer Variant B) Level X Technologically Advanced Engineer Revolver i:Think Spy Revolver i:Fires an Electricity Bolt +Reverse damage falloff +Can still fire when ammo sources are depleted +Plasma Ragdoll Effect +On Alt-Fire: Removes all status ailments at the cost of 10 Health -Draws from any and all ammo pools you have, starting with the Primary one -When Ammo Sources are depleted, it uses 15 Health per shot. Basically, a weapon that relies on you having a dispenser or killing people constantly, getting their ammo and, finding a source of ammo
Here's a simple one to start things off (for me, at least). [img]http://i.imgur.com/5Ksylzw.png[/img] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=89673296]Model[/url] [code]Replaces Secondary. Max Metal Capacity: 250 Move Speed (while hauling): 60% (180HU/s)[/code] Suggestions and feedback are appreciated.
On the topic of Tank Heavy, here's an idea I've been jugglin' around for a while, largely based on other concepts I've seen: The Tank Goodness Level x minigun [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+100 max health on wearer [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]33% of damage taken by nearby teammates is redirected to you instead [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]Damage taken upgrades the minigun [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img]Level 1: Gain a 10% life leech on hit [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img]Level 2: +10% fire rate [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img]Level 3: +2HP regenerated per second [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]-40% health from healers on wearer [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]-80% damage penalty The idea is to trade the Heavy's massive offensive power to significantly increase his presence in team-oriented combat. If you don't take out that Heavy quickly, he's going to become a very big problem for your entire team. Level 1's upgrade will encourage Heavies to get on the battlefield instead of sitting in the back soaking up damage without actually accomplishing anything, level 2 is meant to punish the enemy team for not focusing the Tank Goodness Heavy down early on, as it makes him ultra-tanky. Each level of the minigun adds unique, highly identifiable sounds so the enemy knows exactly how powerful the Tank is. I imagine the upgrade damage would be good at around 300, though that'd probably need to be tweaked. Tank Goodness Heavies cannot tank damage from other Tank Goodness Heavies, but if multiple are present any tanked damage is split equally between them. I suppose the idea is quite radical, but I believe it could work, and encourage people to work together and SHOOT THE DAMN TANK
[B]The Everything-On-A-Stick[/B] [I]Level 5 Medic melee[/I] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on burning enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on wet enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on bleeding enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on airborne enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits while Quick-fix jumping. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+10% weapon switch speed. [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]25% damage penalty. [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]No random crits. The stock bonesaw does 65 damage normally and 195 while critting. This would do 49 and 147, respectively. The weapon's big hidden downside, much like with the übersaw, would be that it causes the wielder to make suicidal melee rushes whenever the slightest semblance of opportunity presents itself.
[QUOTE=Deodorant;39770053][B]The Everything-On-A-Stick[/B] [I]Level 5 Medic melee[/I] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on burning enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on wet enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on bleeding enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on enemies in mid-air. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits on airborne enemies. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]100% critical hits while Quick-fix jumping. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+10% weapon switch speed. [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]25% damage penalty. [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]No random crits. The stock bonesaw does 65 damage normally and 195 while critting. This would do 49 and 147, respectively. The weapon's big hidden downside, much like with the übersaw, would be that it causes the wielder to make suicidal melee rushes whenever the slightest semblance of opportunity presents itself.[/QUOTE] So basically this is a good item for Spirit Breaker in Dota 2. When I play him I sometimes lose my head and make mad dashes across like a bovine ballistic missile, seeking out threats like a Drow in the jungle.
The Existance Eraser Level X Futuristic Sniper Rife +Gibs target on kill +190% damage bonus -15% movement speed -Fires Tracer rounds - There is a 8 Second Firing Delay -Cannot Scope I dunno what I'm thinking here... This gun can take out most classes in one hit.I know, it's kinda overpowered, but yeah, this gun relies on pure crosshair action, and if you miss with this, oh it will cost you dearly. You escape slower, your position is revealed, and you won't be able to fire for a few seconds
[QUOTE=LondierX;39774105]The Existance Eraser Level X Futuristic Sniper Rife +Gibs target on kill +100% damage bonus -15% movement speed -Fires Tracer rounds - There is a 8 Second Firing Delay -Cannot Scope I dunno what I'm thinking here... This gun can take out most classes in one hit.I know, it's kinda overpowered, but yeah, this gun relies on pure crosshair action, and if you miss with this, oh it will cost you dearly. You escape slower, your position is revealed, and you won't be able to fire for a few seconds[/QUOTE] So you can only noscope for 100 damage a shot, each shot leaves a tracer behind, and... it takes 8 seconds to fire? I think you might have fumbled the stats a bit, because your description doesn't match what the gun does at all. I like the idea of that "weapon", Abe, but it's pretty underpowered. If you increased the speed an Engineer moved his buildings at instead, it could make him more offensively oriented without having to resort to the Gunslinger, which would be a great boon to the game in general.
[IMG]http://cloud-2.steampowered.com/ugc/900976465168950647/89094D71500A9C556A977EEF5C3C35688177259E/268x268.resizedimage[/IMG] [B]The Ultimatum[/B] [B]Level 19 Explosive Painting Instrument[/B] [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Fires paint grenades that coat enemy buildings in a jarate-like way, rendering them "condemned" and able to be damaged easier. Effect lasts half as long as jarate. [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +25 Reload Speed [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] +15 Direct Damage [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] -75% Clip Size [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img] +5% Fuse Time Made for more of a support role due to the "paint" effect, reload speed and direct hit damage compensate for the one shot magazine while the extra fuse time is to make sure it's not just a lochnload with a jarate effect. Obviously needs a lot of tweaking.
[B]Spy Knife of Space Jump[/B] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+50% higher jump height [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]+50% faster movement speed while jumping [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]Disguise is lost while jumping [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]Cannot attack with melee weapon while jumping [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img]Disguise is quickly redonned upon landing So it gives you the ability to get closer to an enemy quickly, but makes you known in the process. And I guess it removes stair stabbing.
By the way, now that we're on a new thread, which weapon idea (that you made) did you like the most from the previous thread? For me, I'll have to go with the [URL="http://facepunch.com/showthread.php?t=1208596&p=39648777&viewfull=1#post39648777"]Lunar Launcher[/URL].
So Merczy is apparently intended on submitting the cook set that we have been working on, so i thought we could suggest some stats to valve. These are just my ideas, and any balancing/better stat suggestions would be appreciated. The Barbecue Blaster +5 Rockets Per Clip +Rockets Ignite Enemies -25% Damage Done -15% Projectile Speed -No Random Crits The Duck Shot +On Kill: Enemy Drops Sandvich +35% Faster Weapon Switch Speed -3 Shots Per Clip -75% Health from Healers The Patty Whacker +Minicrits Burning Opponents +On Hit: Bleed for 5 Seconds +10% speed Increase While on Fire -20% Slower Attack Speed
Davey Crocket Level X Rocket Launcher +On Kill: 5 Seconds of Crits -No random Critical Hits -10% slower projectile speed -25% damage penalty -50% clip size Come on, we all know that this would be a dream come true in MvM if it were upgraded [editline]3rd March 2013[/editline] Minecraft: Not on Steam! Well then Mr. Notch, I think some promos will motivate you! The Redstone Transmitter Level X Wrench i:All buildings are now redstone powered i:Replaces Dispenser with a Redstone Emitter i:Redstone Emitters are like a Level 1 Dispenser, but it heals 3 Health per second, 10% ammo every 5 seconds, and it powers any buildings within the radius +Hitting Redstone Powered Buildings Increase their power(I dunno, add a new meter, I mean, there's enough space) allowing them to Fire/Heal/Recharge at a Faster Rate -15 repair/upgrade rate I suck at unique concepts The Richmann's Carver(Diamond Style :D) Level X Sword +45% Faster Firing Rate -25% damage penalty This Functions near identically to the Minecraft Sword
Speaking of Engineer buildings, I had somewhat of an Idea. [B]The Code-a Cola[/B] Level X PDA i:Replaces Dispenser with the Vendorator by BONK! Industries. i:Vendorator dispenses Minicrits to those that are around it, which is dispensed when the metal gauge on it is full. Will continue to dispense at a rate of 25 metal a second (Activates when 200-300 metal is added) i:Vendorator is weaker then the Dispenser in health by 25% and only has one build level. -Cannot gain metal from Dispensers. Yes, Call it the 'Engie Kritzkrieg'. Smart users can build up to the last mark before hitting the Vendorator in dire situations to hold a point. I was thinking to maybe cut the Engies metal short by 50, But that might be too harsh. And to counter this new machine, Spy gets something too~ [IMG]http://cloud-2.steampowered.com/ugc/576699902956503485/43EEC7C0E2D497D7E07E63DB38C97D34CD884C70/268x268.resizedimage[/IMG] [B]The Timely Demise[/B] Level X Sapper i:Does not Disable Sentry i:Only can place one on the field +: -50% countdown +: Causes small explosion, Dealing 150 damage in its radius. I would love for something like this. I hate the Red Tape for the quick delevel, It gives Engies that roam away from their base a Heart Attack. This seems sort of underleveled for now, but could turn a Minisentry into a bomb.
[QUOTE=kibbleknight;39775818] The Barbecue Blaster [b]+5 Rockets Per Clip[/b] [b]+Rockets Ignite Enemies[/b] -25% Damage Done [b]-No Random Crits[/b] [/QUOTE] So basically a weaker Cow Mangler with instant fire capabilities? I'm not too crazy about that.
Really, the Pyro should be the only class able to light others on fire reliably. Sure, the Heavy, Soldier, and Sniper can, but only in specific situations that are hard for them to control.
[QUOTE=Bynine;39782300]Really, the Pyro should be the only class able to light others on fire reliably. Sure, the Heavy, Soldier, and Sniper can, but only in specific situations that are hard for them to control.[/QUOTE] Ala, Fully Reloaded Cow Mangler, easily controllable if you have good enough skill.
i did ask for better stat suggestions to help out, and so far that hasn't happened.
New Weapon! The Credilector Level X Secondary Scout Weapon +10% radius in credit collection +25% more credits on collecting credits -15 health on kill with ANY weapon, no matter what upgrade you get For the Scout who's main function is getting that mooooney in MvM!
Idk if we're meant to balance official weps here or not, but.. Dalokohs Bar [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]Adds +50 max health for 15 seconds (This feat was already pretty fair, so to make up for quicker noms, it doesn't last as long) [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]-50% taunt duration (Only applies to dalokohs) [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img]Can be dropped to heal 75% max health (not applicable to self, sandvich and steak do 50%) [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]Consumable drops are timed (ie bar at bottom right) [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]+150% slower regeneration time (1 minute 15 sec regen as opposed to 30 sec) [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/16px-Pictogram_minus.png[/img]No instant consumable (Doesn't regen from health packs, or when you pick your own up)
The Barbeque Blaster Suggestion B Level X Rocket Launcher +5 more rockets in a clip +20% faster firing speed +On Hit: Marks for Cooking(I love this attribute.....): Target takes 30% more fire damage, and all allies that deal damage to the victim is healed for 25% of the damage! -40% damage penalty Spamma Rockets, Doing Less damage, Markin Targets for Roasting!!
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