• My weapon ideas for Team Fortress 2
    16 replies, posted
THESE IDEAS ARE REWORKED FREQUENTLY BASED ON FEEDBACK I don't know about you, but I absolutely like making weapon stats for Team Fortress 2. Not that I hope they will be implemented, because they won't, but it's a fun and good way to exercise your imagination and creativity. So, I have some weapon stats i came up with in my head and I would like to share them to you, mostly because I would like to heard some feedback from the experts :D This is my first concept for a Medic's weapon: The Infector - Level 1 Syringe On the first hit: blurries enemy's vision Effect lasts for 6 seconds Effect can be washed out by a Medic -50% damage done -20 health The Infector helps the Medic patient to take out targets more easily, while it also can be used for benefit of the whole team. The main effect of this weapon it’s the poison effect, which blurries the target’s vision. However, the Medic should not be encouraged to fight, so this weapon has the downside of less damage and less health, making it a high-risk, high-reward weapon. And this is a concept for a Spy's knife: The Electrifying Knife – Level 1 Knife On backstab: Electrifies the enemy for 3 seconds After the electrifying effect passes: -10 health per sec on enemy Electrified enemies are unable to move or shoot Electrifying effect does no damage to the enemy -25% damage on non-backstab attacks This weapon is built with a quick-escaping style of play in mind. Instead of killing targets immediately, The Electrifying Knife allows the Spy to render targets completely useless, and killing them slowly, or with the help of the team. Once the enemy is electrified, the Spy can cloak himself and escape quickly, or proceed to the objective. This weapon also encourages the Spy to make precise backstabs, as opposing to just hurt the enemy. That's everything for now. I could post all my ideas up here at once, but I think that would make the post too big :D So, what do you guys think? Are they good concepts? Or they need improvement? [highlight](User was banned for this post ("Don't make idea threads" - Orkel))[/highlight]
I like the idea of the infector
The Infector is so OP. So damn overpowered. Have you seen the beta syringe gun? And that thing has a huge nerf.
[QUOTE=t h e;29618453]The Infector is so OP. So damn overpowered. Have you seen the beta syringe gun? And that thing has a huge nerf.[/QUOTE] Why you consider it overpowered? It's because of the effect? Or because of the numerical values? What should be changed in order to make the weapon less overpowered?
[QUOTE=95Navigator;29618507]Why you consider it overpowered? It's because of the effect? Or because of the numerical values? What should be changed in order to make the weapon less overpowered?[/QUOTE] Well, I consider it overpowered because it makes the target a primary victim, since he's more noticeable with the green, and it also blurs his vision, while only deducting 20% damage. You could probably do something like -50% damage which would make it a little more balanced, but you'll probably need to add another negative attribute instead of just increasing the damage nerf.
Electrifying Knife sounds kinda useless. If it only electrifies on a backstab and it's for a "quick escape," why not just use a regular knife that can kill them? If you're actually in a pinch and need to disable a target, odds are you won't be able to get a backstab that easily.
Someone call humberblee
[QUOTE=hamberglar;29618581]Electrifying Knife sounds kinda useless. If it only electrifies on a backstab and it's for a "quick escape," why not just use a regular knife that can kill them? If you're actually in a pinch and need to disable a target, odds are you won't be able to get a backstab that easily.[/QUOTE] And it also draws attention from enemies, as you uncloak, which makes it harder for you to escape, I suppose its good in crowds when you have a lot of teammates ahead but you could still just backstab kill them, which makes it a lot faster.
[QUOTE=t h e;29618560]Well, I consider it overpowered because it makes the target a primary victim, since he's more noticeable with the green, and it also blurs his vision, while only deducting 20% damage. You could probably do something like -50% damage which would make it a little more balanced, but you'll probably need to add another negative attribute instead of just increasing the damage nerf.[/QUOTE] Hmmm... Your increase of the damage nerf could combine with a reduction on the Medic's health. Could make it a high-risk, high-reward weapon. Or, instead of the health reduction, the green particle effects could just been removed. What do you think? Also, about the knife, my goal was to create a teamwork-oriented knife that could help your team on taking out priority targets. But the Spy has to spend most of his time alone, so, I guess youre right. Should be the concept dropped entirely?
Electrifying knife seems useless, a direct downgrade. The infector, however, seems like a pretty good idea. Just slightly overpowered. It would have to reduce the medics HP/HP regen to be balanced. Maybe some more nerfs. [editline]5th May 2011[/editline] Different nerfs, I should say.
I'd say the Electrifying knife shouldn't remove your disguise completely, rather remove it and rapidly disguise. It'd be like a YER with no damage, replacing damage with the elctrifying effect. Although you'd have your disguise case still.
I got one: Throwing knife Primary weapon -(however much percent off to make 3 reserve ammo) on primary weapon -20% less cloak regeneration +on successful backstab, 30 health regained +Knifes can be picked up again -No melee slot expecting boxes
[QUOTE=Fartbomb222;29629653]I got one: Throwing knife Primary weapon -(however much percent off to make 3 reserve ammo) on primary weapon -20% less cloak regeneration +on successful backstab, 30 health regained +Knifes can be picked up again -No melee slot expecting boxes[/QUOTE] it makes no sense really. its like the conivers but a bit more scattered also to the op, electric knife is pointless the syringe gun i would use.
Alright, here's my spy knife proposal, name is unknown. Similar concept though. +On successful backstab, enemy is disguised as a member of your team(Your team can still tell they are an enemy, but the enemy thinks they're on your team) for 6-10 seconds. They gain the ability to be damaged by friendly fire, at 50% resistance to all damage. Sentries target them as well. For this disguised period, they cannot use any of their weapons. -Backstabs are never lethal. -Maybe you lose the disguise kit or something I don't really know how to do downsides. The upsides were all I could really figure out, the downsides are harder. - [editline]5th May 2011[/editline] The other flaw with any suggested spy weapon here is that they inherently remove the spy's main mechanic, IE: The backstab as an instant kill.
no disguise would make that hard to use, how about -increased cloak (in/out)/disguise time?
Based on your feedback, I reworked my weapon concepts a bit. Check the OP. Also, I will post 2 new ideas every day. Stay tuned (if you want).
think of a revolver that would work well with it. maybe a set bonus maybe not. but the knife is better but i may not use it if actually made
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