• Advanced Weaponiser: TF2's new innovative arsenal! (v3)
    169 replies, posted
[QUOTE=lilguy;34110946]You mean quite a few ideas were taken from AW2.[/QUOTE] haha oh wow yeah, just looked through it. I'm glad they're emphasizing the good AW2 weapons though, maybe it'll result in them getting added.
I haven't played here for like a year is it any different?
Has AW2 even been around for a year?
It's been around since November/December of 2010... Looks like we missed AW's first birthday last month.
[QUOTE=Suttles;34126788]I haven't played here for like a year is it any different?[/QUOTE] yeah there's some good weapons there's some bad weapons there's a store now so you don't have to sit there picking your ass waiting for the new and fancy shit to drop and it gets really really frequent updates since Mecha's not the only one workin on it (Seriously miss a day and you could potentially miss out on an entire set of neato weapons lol)
[QUOTE=CharlesMan;34136958]and it gets really really frequent updates since Mecha's not the only one workin on it (Seriously miss a day and you could potentially miss out on an entire set of neato weapons lol)[/QUOTE] We get bored when Mecha doesn't pay attention to us :X
[QUOTE=Erfly;34110421]A few ideas could be taken from this. [url]http://humbugtheman.com/[/url][/QUOTE] oh shit my polarstar is in it :D
Scout set The Shamwow On Friendly Hit: Absorb liquids from team mate and soak them up 10% fire vulnerability The Schticky On Friendly Hit: Get rid of non-liquid status effects 10% bullet vulnerability The Slapchop Nearby team mates recharge abilities 15% faster 5% movement speed penalty
[QUOTE=PSI Guy;34138304]Scout set The Shamwow On Friendly Hit: Absorb liquids from team mate and soak them up 10% fire vulnerability[/QUOTE] I still prefer my idea of giving it to the pyro :v:
[QUOTE=PSI Guy;34138304]Scout set The Shamwow On Friendly Hit: Absorb liquids from team mate and soak them up 10% fire vulnerability The Schticky On Friendly Hit: Get rid of non-liquid status effects 10% bullet vulnerability The Slapchop Nearby team mates recharge abilities 15% faster 5% movement speed penalty[/QUOTE] I still love the "Helps you clean up your pussy" line from the schticky. What about schicky stickies?
Yay for overcomplicated weapons! Here's a riot shield for Sniper: [b]Wall of Duty[/b] Level 5 Heavily Customized Shield (Appearance: A metal-with-plexiglass-viewport riot shield with a bunch of CoD-style weapon attachments crudely and pointlessly taped to it. Bayonet jutting out the side, a handle made out of a few Dual Mags glued to each other, a forward-facing heartbeat sensor monitor, etc) Type: Melee / Back (cannot be worn with Darwin's Danger Shield or Razorback) +If shield is above 50% condition: Various sensors notify you if an enemy's within 3 yards with a loud beeping sound when perimeter is broken; spy disguises and cloaks delay the notification by 1.5 seconds, but produce a different noise +When wielded: All frontal damage decreased by 80%, headshots do not cause extra damage +On melee: +50% knockback, victim is slowed and cannot attack for 0.5 seconds + Much less push force received from enemy explosives + When not wielded: Backstab hitbox much smaller (Spies will need to "headshot" a small plexiglass window on the Sniper's back, the rest of the shield being made of metal.) -30% Movement Speed (when not scoped), max turn speed of 120 degrees / second when wielding -Shiny blinking lights make you extremely visible -Shield durability slowly drains when wielded as well as more quickly when taking damage (enemy melee damage to a wielded shield drains its durability by an instant 75%); shield can be repaired by friendly engineers or dropped weapons (not conventional ammo crates), but a broken shield won't do anything but serve as a -25%-damage melee weapon -Shield view-model obscures player vision Although I originally intended to just make a jokey weapon about CoD attachments, this shield would actually be useful for your average "realistic" wargame veteran, the type who prioritizes finding the ideal sniping nook but tends to get tunnel-vision watching the same doorway through a scope for half the game. It's designed for this in a couple ways: the speed penalty makes run-and-gunning less viable, but your ability to get to and from sniping positions isn't hurt overall due to the shield's massive damage reduction. The shield's blinking lights from its redundant attachments almost guarantee that someone will try to stop you, either seeing you in your sniping nook or while crawling across the battlefield on your way there, but when they do the motion sensor will at least make sure the fight's fair. In a melee fight, the shield will protect you from the first couple of hits, as well as knocking enemies away if you'd prefer time to get a gun ready, but once the shield is damaged it's basically a death sentence. The odd methods of shield repair are an attempt to combine the TF2 discipline of teamwork, and the CoD principle of ensuring that even a godlike sniper has to come down for ammo sometime; its partial backstab protection is basically just because strapping a big slab of metal to your back should help *somewhat* against knives, and inconveniences spies (by forcing them to carefully line up a stab) without really limiting those spies' theoretical options. It also makes spy vs. sniper fights considerably more interesting, as the sniper must juggle the benefits of absorbing 80% of revolver fire with the drawbacks of being easily backstabbed (due to loss of back shielding + slowed turning speed), and its knockback can force a spy into a corner or buy the sniper time for a weapon switch.
Is double-posting allowed if you have a brand new weapon idea, and just don't want to wait for someone else to post? Here's another pro-oriented sniper weapon, and another CoD-inspired one: [b]The Drop Bear[/b] (Appearance: A high-tech cutting-edge nearly-artstyle-breaking shotgun which has quite clearly just had its front half crudely cleaved off with an impressively strong machete. Due to this being the TF2 universe, it still functions.) Level 15 Macheted-Off Riot Shotgun Class: Sniper +4/5 Shots in a Row Hit: Target Covered in Jarate +8/10 Shots in a Row Hit: Target Bleeds for [insert balanced number] Seconds +12/15 Shots in a Row Hit: SMG Always Crits for 5 Seconds +Kills under influence of crit-boost extend crit-boost by 5 seconds, make it apply to non-SMG weapons +All SMG kills restore ammo +3 pellets fired / shot -40% clip size -60% primary weapon ammo -90% damage / pellet A curious variant on an SMG, the Drop Bear does a maximum of 40% damage if you can't keep your shots on target consistently but consecutive shots will reward you increasingly well. Its small clip gives you exactly as many shots as you'll need to go for a combo (combos, by the way, only work if the trigger's held down, like Gunslinger ones), and its bullets' pellet count gives you a little bit of wiggle room with your aim. [b]The Killstreak Reward[/b] (A fancy marksman carbine / assault rifle with an oversized laser sight. Technically magazine fed, but a modification involving a hopper with a box of bullets in it implies no reloading is necessary, which is indeed the case.) Level 60 (Second Prestige) Battle Rifle +Kills let you call in artillery! Hold left-click after firing to stay zoomed and aim landing zones. Artillery will be marked with smoke, and takes a few seconds to land. Shells fired are dependent on hold length; shells are earned by kills (2) and assists (1). If three or more shells are fired in one volley, they will be mini-crits. +3-round burst shots; if all three shots land on one target, the third will crit -40% damage -50% max charge -Headshots only deal 2x damage -Highly visible laser sight while calling in artillery Halfway between an assault rifle and the sniper rifle, the Killstreak Reward has elements of both, firing bullets in a three-shot burst but through the rifle's scope (and with its reloading speed as a delay between bursts, forcing you to unscope, as you would when reloading the sniper rifle). Controlling its recoil enough to land a three-round burst will bring most targets down right away; managing to keep it on the target's head is just gravy, but won't give you as much extra damage as you'd think. The artillery grants a bit of suppressive fire to the sniper's long-range toolkit, the smoke giving the enemy adequate warning to avoid the area (and making quick work of sentries for the lazy sniper).
[B]The Bull-Fighter [/B] level 1.5+1.5 Grenade Pooper [+] Does more damage the faster the enemy is moving [+] 20% firing speed bonus [+] 30% explosion radius bonus on a direct hit [+] 25% Push force bonus [-] 20% radius penalty on a non-direct hit [-] 25% clip size penalty [-] 20% melee vulnerability [i] Push scale is inverted. [B]Matador's Mantle[/B] level Dic Soopcan Cape-on-your-arm [+] 30% Charge Speed bonus [+] You can charge sideways. [-] 0.8 sec charge time penalty [B]The Edinburgh Estoque[/B] level BS Bullfighting Device [+] More damage the faster the enemy is moving. [-] 20% Swing speed penalty [-] 25% Damage penalty on enemies above 60% health. [i] Dealing damage with this weapon builds Hype. Use M2 to activate "Estocada" and: •Heal 25 health automatically. •Move 15% faster for 6(?) seconds •Shout a Random Line. (KABEWWWM) Meh, bullfighting demoman. WHAT CAN GO WRONG? Feel free to criticize, but don't shit all over it. (.)3(•) Have a derp.
[QUOTE=Lijitsu;34066601]I had a few ideas for TF2 weapons, but I never got to play around with them and test them. As such, most of them are probably incredibly unbalanced and/or stupid, and who knows how difficult they may be to code. But here: [code]Jarate SMG + On hit: Applies Jarate effect for 1 second // +- Attack speed // Honestly don't know firing speed of SMG, set this as like .75 sec - -50% clip size // 40 rounds of Jarate is nasty despite the damage decrease, play with it and see what needs to be done - -50% damage // Play with number, meant to be low for use as support weapon, raise or lower damage in conjuction with mini-critting status - Cannot be crit-boosted - No random critical hits //- Cannot mini-crit // Mini-critting would make it potentially incredibly powerful, but crit-boost may count mini-crits Liquid-Immunity Knife + Immune to all liquids // Is this possible? - -25% swing time // Play with number - -10% fire damage resistance // Play with number Penetrating Jarate Sniper Rifle + Penetrates enemies and buildings on full charge // Can it be made to penetrate buildings? + Applies Jarate effect when scoped // Possibly increased duration for charge - No damage bonus from charging // Is this possible? // +- Charge speed // Play with what it is now, possibly lower it at most to 3 second full charge, aim for 4 as "reasonable" Tank Minigun + +20 health // Play with number + +20% movement speed while revved // Play with number - No random critical hits - Cannot be crit-boosted - -10% damage // Play with number [] This weapon causes 10% of all damage suffered by the healing Medic to instead transfer to the Heavy // Is this possible? Play with number Half-Crit/Half-Uber Medigun [] Ubercharge provides 50% damage resistance, 50% resistance to pushback forces and 100% mini-crits // Is this possible? //+ +10% Ubercharge Speed // See how normal goes, play with number AoE Medigun + +2 second duration to Ubercharge + No healing drop-off // Is this possible? Would the Uber coupled with this make it better than the Quick-Fix? - Cannot overheal [] Ubercharge provides healing to all friendly nearby targets //Is this possible?[/code] Obviously I made a few comments and notes about them and their stats to myself[/QUOTE] The anti-liquid knife is interesting... makes you more of a threat to snipers while leaving you more vulnerable to pyros. Perhaps the fire vulnerability could be increased to 20%? The sniper rifle seems overpowered, though.
I'd have to disagree on the anti-liquids knife, it's a very situational bonus for a less-then-situational downside (lowered swing speed is a pretty big deal on Spy!), and a fire vulnerability you'll never notice. It's an interesting attribute to toy with yeah, but that weapon as it stands really doesn't fit together well, in my opinion.
Wait, I got an idea; How about giving Demo a shield that allows him to a spin attack like the one from LoZ?
[QUOTE=Reduxist;34273219]Wait, I got an idea; How about giving Demo a shield that allows him to a spin attack like the one from LoZ?[/QUOTE] imagine that in first-person view. Wheeeee!
[QUOTE=Jonas Kaerlev;34274472]imagine that in first-person view. Wheeeee![/QUOTE] You spin my head right round.
Knife idea: +Every backstab collects a 25HP health charge +On Cloak: Charges are depleted until you are at full health (one every .5s), or until the charges run out. -Medpacks are only 50% effective -Cannot be overhealed Gun: +While cloak is active, you can "fire" this weapon and spend 15 cloak to send out a pulse that destroys projectiles -15% Damage Gun2: +While cloak is active, you can "fire" this weapon and spend 15 cloak to get a super jump. -15% Damage
[QUOTE=roamzero;34288915] Gun2: +While cloak is active, you can "fire" this weapon and spend 15 cloak to get a super jump. -15% Damage[/QUOTE] hurr durr 10 refined u can jump high Seriously, it seems too good IMO.
[QUOTE=roamzero;34288915]Knife idea: +Every backstab collects a 25HP health charge +On Cloak: Charges are depleted until you are at full health (one every .5s), or until the charges run out. -Medpacks are only 50% effective -Cannot be overhealed Gun: +While cloak is active, you can "fire" this weapon and spend 15 cloak to send out a pulse that destroys projectiles -15% Damage Gun2: +While cloak is active, you can "fire" this weapon and spend 15 cloak to get a super jump. -15% Damage[/QUOTE] I personally think these two guns should be different watches.
No one? Well, I guess I'll just stop if you guys repeatedly dislike my weapons. :c That makes me a sad panda. inb4"noitcouldjustusesometweaks" Still a fan. Albeit disgruntled.
Re-pasting from the last thread. Seriously, we need more watches for the Spy, and I think these'd be wonderful. The Pain of Cabadath (Melee) "It hurts, it hurts, it hurts..." + 30% faster swing speed + 50% more damage - Backstabs only remove 5/6 of target's remaining health. Heaven's Smile (Melee) + On backstab, the target's corpse reanimates and seeks out enemies. Upon reaching the enemy, the corpse detonates and causes massive explosion damage. - +20% bullet vulnerability Weeping Angel's Feather (Melee) + On backstab, 33% faster move speed. - 15 maximum health Gravebringer (Primary) ! The type of ammo used depends on what kind of enemy was last killed: Scout: Fast but weak, like a pistol. Soldier: Slow fire rate and medium damage, but with explosive bullets. Each hit causes some tiny knockback. Pyro: Medium fire rate, but bullets ignite targets. Demo: Same as soldier. Heavy: Works like a shotgun. Engineer: Medium fire rate, weak damage, but each shot disables buildings for a second. Medic: Slow and weak, but each hit recovers health. Sniper: Think Ambassador with normal revolver strength. Spy: Revolver with extended mag. + 2x larger clip - Cannot be used until a kill has been obtained. God Hand (Watch) + 25 max health. + On disguise, you can use your primary to fire a blank shot with alt-fire. This costs two bullets from the clip, though. - Cannot cloak. Cache (Stopwatch) + Upon cloaking, can cloak other nearby allies within a small distance, provided that they don't fire. - +100% recharge time - +50% blink time - If one ally blinks, everyone blinks.
[IMG]http://blogs.westword.com/showandtell/knife%20gun%20spider%20man.png[/IMG] [B] -Spy Knife-Volver Level 17-[/B] [i] Uses the melee slot, disable primary slot. [i] Shooting the knife makes a very quiet sound. [+] On primary fire: Shoots a knife a short-medium range, has a 5 second recharge. [+] Projectile can Backstab [+] On secondary fire: Jabs like a normal knife, but doesn't backstab if the knife isn't charged. [-] Projectile does -50% damage on a non-backstab. [-] Knife swings -33% slower. [-] Knife does -25% damage on a non-backstab. [-] +10% Fire Damage Taken. It'd make a fun weapon, to me. Obviously the stats could be changed for balance, but it'd be fun to backstab an engineer from around a corner, or get that guy running away from you with his back turned. [editline]21st January 2012[/editline] Incoming winner because spiderman.
[QUOTE=Captain Chalky;34320354]Goddamnit, weapons should not disable other slots unless that slot is always stock! (like disguise kit)[/QUOTE] Well, what would go in the primary slot? The reason the knife-gun would sit snugly in the melee slot is because, to me, that's what I think of when I want to backstab someone. How about Clicking the Melee slot [B]or[/B] Primary slot pulls out the gun. Would that work?
Wait, I've got another idea for the Spy, but with [i]just[/i] as much details as the Demo-spinny-shield! How about giving Spy a camera that allows him to take pictures of either dead enemies or allies that are doing something well, like capping a point or killing an enemy? Then you can spray the picture you took that either gives out minor benefits to allies or minor penalties to enemies.
Another idea for Spy: A primary that does no damage to buildings whatsoever, but disables buildings for a short while. It'd have half a clip and slower reload time. Also, I was thinking if it could do normal damage to players, but could also reduce their ubercharge or cloak?
Only-Airblast flamethrower.
Not sure if this has been posted before but Watsyur deal is a pretty good spy and i think these weapons sound great. [video=youtube;4mS6BhdiDRc]http://www.youtube.com/watch?v=4mS6BhdiDRc[/video]
Is this a "post your weapon ideas" thread? Oh boy! [B]The Cleanup Hitter[/B] (Scout Pistol) [+] On recent Primary weapon hit: Marks target for Pistol Minicrits. [-] -40% damage otherwise. [-] -33% Clip size (8 bullets) So how does it work? Whenever you hit an enemy for at least 40 damage with any primary (Scattergun, Shortstop, etc), that enemy is "marked" for Pistol Minicrits for 6 seconds. You can only mark 1 enemy at a time. When you switch to the Cleanup Hitter, you (and only you) will see a decal on top of your marked enemy, like the Fan-o-War (doesn't work on cloaked or disguised spies). When you hit that enemy with the Cleanup Hitter, the -40% damage penalty is negated, and your shots do mini-crit damage until the 6 second timer runs out. So what is it good for? Picking out single enemies like Medics, finishing off enemies when your primary clip is empty, simply switching to your secondary if you know your enemy has little health, preventing escape for other Scouts, or simply being an aid if your aim with the scattergun is not that great and you want to play it safe on super close range. What is it bad for? Doing damage at range, since you still need to be able to deal some damage with your primary, edging sentries, trying to deal damage to multiple enemies, or do lots of damage, since you're on a 6 second timer. How would it affect class match-ups? Scouts with the Cleanup Hitter would have an edge over other Scouts, provided that they can aim it fairly well. As well, a Scout could use it fine against Soldiers and Demomen, since once they get the drop, they can backpedal and whittle them out without being too close. They would still have to weaken them first or do it fast, since if the 6 second timer runs out they would have to get close again to get a good shot with their primary. Otherwise, it's up to how the Scout uses it, but if the enemy knows that you're using it, Pyros could be deadlier, since you don't have Bonk/Mad Milk to extinguish yourself, Heavies would not be affected, since it would be a classic "the Scattergun does it better" scenario, and you'd rather have other secondaries for other tactics. Engineers would get a bigger advantage over Scouts, since they can't edge their sentries as well as with the stock Pistol, and the Scout wouldn't have Bonk. Snipers and Spies wouldn't really see a difference, since the Scout needs to get close to the Sniper to proc the Cleanup Hitter, and it wouldn't help spycheck any better. Thoughts? I also thought that if it seems a bit OP, maybe I could work in a considerably slower reload time and make the minicrit period longer, so that you can have a bit more breathing room in the timer but still not be able to pump out 2 clips worth of minicrits. Or if the problem is that it can simply do too much damage, lower the clip to 6 bullets?
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