Advanced Weaponiser: TF2's new innovative arsenal! (v3)
169 replies, posted
April Fools Day, mecha releases default weapons, but with none of the buffs and all the debuffs. :v:
How about we give everybody nude skins and bind every key so they die/explode/what have you?
Or is that too far?
[QUOTE=Reduxist;34472275]How about we give everybody nude skins and bind every key so they die/explode/what have you?
Or is that too far?[/QUOTE]
Sounds Balanced.
Two really weird Engineer concepts, the first being a New Vegas reference:
[b]Sierra Madre Snapper[/b]
Level 5 Bear-Trap Fist (Engineer melee)
+Replaces your turret with a Holographic Mini-Sentry Emitter (which costs 150 Metal and can be placed on floors or walls; they have a bright light, are on the small side, and have a tiny amount of HP). Stand on the emitter (or right under it, if it's on a wall) and hold right-click to create a Holographic Mini-Sentry where you're looking, for 100 Metal. Holographic Mini-Sentries do less damage than conventional mini-sentries, have no knockback, and are completely invulnerable to conventional damage; however, the sentries can be disabled by doing as little as breaking LoS by standing between the emitter and the sentry, and the sentry will also be briefly "disrupted" by flame and explosive damage. It takes 2 seconds of these disrupting effects to destroy the sentry if applied continuously (one second for standing in LoS); however, the sentry regenerates its health over the course of 10 seconds. Holo-sentries also do not have clipping, allowing the enemy team and the engineer who "built" it to walk through them (which will most likely result in breaking LoS in the former case).
+On melee hit: Target slowed for 0.5 seconds
-33% less metal gained from dispensers
[i]Ideal for the offensive engie who doesn't think he needs any help keeping his nest alive, and wants to devote his resources to harassing the enemy instead. Unlike the Gunslinger, though, it encourages the engineer to stay near a nest and defend it while selecting convenient spots for his holo-sentries to fire from.[/i]
[b]The Slim Picker[/b]
Level 5 Laser Pointer (Wrangler replacement)
+300% push force taken from your own sentry bullets
+ -75% damage taken from your own sentry
+ Melee weapon crits while sentry-jumping and for 0.5 seconds after landing
+ Manually destroying a level 3 drops a level 1 under you at the deployment speed / full health of a mini-sentry, even if in midair; if the engineer has the Gunslinger, manually destroying a mini-sentry will grant +50 HP (overheals, but capped) and will not be targetable by sentries for 3 seconds
-Teleporters lose 25% health (lv1) / 20% health (lv2) / 10% health (lv3) per teleport; will disable themselves until repaired if the next teleport would destroy the teleporter
-Shield does not protect from melee weapons, delivers less and less protection to closer-ranged attacks (in other words, damage to shielded sentries gets damage ramp-up)
-(This probably needs another downside or two)
[i]This is basically an even-more "high risk, high reward" version of Market Gardener or demoknight play, barging into the fight to take out a key target or two quickly, then causing general mayhem near where you landed until you get an opportunity to escape. The low damage and lateral velocity of sentry bullet jumps makes it easy to escape once your level 1's up; alternatively, if you've found enough dropped weapons you can upgrade it and stay right where you are. The teleporter's slow breakdown is basically an annoyance, designed to compensate for the vastly-expanded selection of feasible teleporter locations granted by easy sentry-jumping. Since Gunslinger engies can't get lv3 sentries to spend time upgrading, and I didn't want to encourage them to destroy their own dispensers or teleporters, I went with giving them a more "stealthy" benefit - untargetability by sentries, allowing one to hop behind enemy lines without getting automatically shot down by sentries and start building a flanking teleporter or turret; of course, the +50 HP heal means it gives some benefit in direct combat as well, although due to the deploy requirement you won't see people writing scripts to instantly heal themselves by spending 100 metal.[/i]
edit: Also, concept I can't actually work into a weapon right now: Wrench that gives the ability to shove sentries rather than picking them up, allowing you to taunt (immobilizing yourself) to push the sentry forward a few feet, never deactivating it. Would be intended for building up a gun outside a tunnel, then shoving it into the line of fire, a situation that would probably get a redeploying sentry killed before it could get a shot off.
How about a mode where you can try out previous weapons that were removed from the mod, just to test them out? You can also add, test or make your own items to see if they work or not.
Also, for target practice, how about naming the enemies all after Maxof2SD... unless Mecha already mde peace with him. If that's the case, how about we name them all TheToenninga?
How about a new knife, guys? (My god, I'm a Spy addict.)
Blessed Agony
+ After an enemy dies from this weapon via non-backstab (or backstab), enemies around the corpse start bleeding after a while.
- Something, I dunno.
YER is better for payload if you mean that.
Haven't a clue if something like this has been suggested before, but eh.
[B]The French Tickler[/B]
+ On Backstab: Forces Victim to Laugh Uncontrollably
- -100% Damage
Ideally the model would be a quill pen or a feather duster I suppose. It's not intended to be a serious weapon, more a novelty knife for screwing around.
IT was a weapon of the day. It was hilarious.
I want it back.
[QUOTE=PSI Guy;34522851]IT was a weapon of the day. It was hilarious.
I want it back.[/QUOTE]
Well blegh. Alright, next crackpot idea.
[b]The Spring-Heeled Jacque[/b]
Level 15 Hydraulic Shoes
+ Increases Jump Height by 25%
+ Decreases Fall Damage by 75%
- Replaces Revolver
- Increases Knockback Force Taken by 100%
[b]Mauler's Muffins[/b]
Level 5 Dessert (Heavy secondary)
+100% recharge rate
+Can be eaten off the ground by the heavy who threw it (note, this is assuming the sandvich nerf goes through)
-Provides the healing of a small medkit off the ground
-Cannot be eaten "taunt-style"
-Does not extinguish flames or bleeding when picked up
[i]The incoming sandvich nerf is going to upset a lot of heavies who appreciated being able to get a quick heal without slowing down, and correspondingly it'll make non-heavies grateful that their opponent can't recover an instant 150 HP anymore. This is an attempt to make both sides happy; Heavy still gets quick heals, and at nearly the same rate he did before on a per-second basis, but he can only heal himself a little at a time, and can't stop the DoT ticks from bleed and fire damage.[/i]
[b]Sputnik Snatcher[/b]
Level 5 Tractor Beam (Minigun replacement)
+Fires a cone of energy (Basically, imagine if the gun does its damage in a shitload of low-damage projectiles, pretty much ensuring that if you point it at something you'll do *some* damage.)
+Infinite ammo; has an Overheat gauge that increases the longer it's fired, and decreases when it's not firing. High Overheat grants a damage bonus, up to just under 25% when it shuts itself down to cool off.
+On right-click: Pull! (Right-click while the gun is already revved up and firing to fire a bright white ring projectile; if this hits an enemy, he will be pulled towards the heavy, more or less equivalently to receiving an airblast from behind.)
+Projectiles pierce for first 10 feet (then stop at the first thing they hit thereafter)
-Cannot be spun up
-No knockback, no ability to mess with snipers' aim
-Overheats quickly, especially if Pull is used
[i]This is a minigun for people who don't want to use a minigun as a primary weapon; instead, it's intended as a "cooldown tool" you defer to in situations that your shotgun or Family Business can't handle. The ability to Pull a fleeing medic or other priority target into minigun range will help get a few extra kills, but doing so will make you overheat considerably faster, leaving you with your secondary and melee weapons to defend yourself while it cools off. The inability to spin-up in preparation for a fight makes the overheat bar a serious penalty, but if you're preparing an assault and know where your opponents are already, it won't be much of a hinderance.[/i]
[QUOTE=DoctorQ;34546183]Well blegh. Alright, next crackpot idea.
[b]The Spring-Heeled Jacque[/b]
Level 15 Hydraulic Shoes
+ Increases Jump Height by 25%
+ Decreases Fall Damage by 75%
- Replaces Revolver
- Increases Knockback Force Taken by 100%[/QUOTE]
How about giving it to Scout as a seconary and reducing the bonuses? It looks like he'd see more use with it.
There should be a weapon that counters the Matador completely.
Half of the time my reflects malfunction for some reason.
[QUOTE=Reduxist;34593631]How about giving it to Scout as a seconary and reducing the bonuses? It looks like he'd see more use with it.[/QUOTE]
Scout already has a shit-ton of mobility. FAN Jumps, Atomizer, even Boston Basher Jumping, he's got all the mobility he could ever need. The point behind the Spring-Heeled Jacque was to make an item for...well, "pro" Spies who can pull off trickstabs a large majority of the time. They would end up sacrificing any means of personal defense outside of melee (and all of their ability to defend themselves if using the Spy-cicle) to gain the ability to perform overhead stabs without needing a pre-existing height advantage.
[QUOTE=Reduxist;34593631]How about giving it to Scout as a seconary and reducing the bonuses? It looks like he'd see more use with it.[/QUOTE]
For Pyro!!!! Pyro wants more love =3
[QUOTE=Petachepas;34617599]For Pyro!!!! Pyro wants more love =3[/QUOTE]
For heavy.
The sputnik snatcher sounds fun as hell
[QUOTE=Constructor;34617642]For heavy.[/QUOTE]
For Soldier.
[QUOTE=MeltingData;34626587]For Soldier.[/QUOTE]
Yep. I have a suggestion. Every item released has to be for one class/all class, but also for the Soldier
Saboteur 66
Spy Revolver
+Doesn't need ammo
+Disables class' special abilities on hit for 4 seconds (double-jump, rocket jump, airblast/Phlog activation, sticky detonation/charge, spin-up, move buildings/Eureka Effect taunt, ubercharge, scope, cloak)
-Cooldown of 6 seconds before you can disable someone else's ability
-25% damage reduction
[QUOTE=PSI Guy;34673266]Saboteur 66
Spy Revolver
+Doesn't need ammo
+Disables class' special abilities on hit for 4 seconds (double-jump, rocket jump, airblast/Phlog activation, sticky detonation/charge, spin-up, move buildings/Eureka Effect taunt, ubercharge, scope, cloak)
-Cooldown of 6 seconds before you can disable someone else's ability
-25% damage reduction[/QUOTE]
Too complicated, not to mention overpowered.
Oh hey figure I should post some of the weapon ideas I've been working on here, since I love you guys <3
[b]The Dreamtime Nightmare[/b]
[i]Level 7 Super-Secret Sniper Rifle[/i]
While scoped: Become invisible at 50% Power Charge!
On kill: Re-scope to retain up to 40% Power Charge
On kill: A small health pack is dropped (Only with this weapon)
While scoped: 100% of damage taken reduces Power Charge
-25% charge rate penalty
-50% move speed while scoped
Based on an idea I read somewhere, the idea is to create a Sniper that hides in unexpected places (Usually closer to enemy lines, facing his own teammates) and picks enemies that move too close to his own team's front lines. The healthkit drop is to discourage simply chilling at your battlements and sniping normally because then you'll just be helping the enemy. If you're hit while cloaked you'll flicker similarly to a Spy's cloak, and dropping below the charge threshold will also reveal you. Numbers are subject to change if it doesn't turn out right.
[b]The Ground Holder[/b]
[i]Level 1 Demoman sword[/i]
+20% damage bonus
+50% melee range
-90% movement speed while swinging this weapon
Cannot swing mid-air
"Borrowed" straight from the Biggest Update Ever, this is a defense-oriented Demoman sword for Demoman who hold their ground. It's honestly really, really simple. (Also it needs a better name please help me :( )
[b]The Ace of Spades[/b]
[i]Level 10 Shovel[/i]
On kill with any weapon: +10 damage dealt with this weapon
On assist: +5 damage dealt with this weapon
(The bonus caps at 100 damage)
-20% damage penalty
No random critical hits
An idea posted on SPUF that I found interesting, and had a bit of support. The idea is to give the Soldier a viable melee weapon, more focused on Soldiers who choose to use passive Secondary weapons. It's probably not nearly as good as his other alternatives quite yet, so I'm still thinking of how to change it.
All of these weapons are fully scripted, I'm just waiting on the scripts to be updated before finally getting on that delicious testing goodness. Give me your thoughts!
[QUOTE=PSI Guy;34673266]Saboteur 66
Spy Revolver
+Doesn't need ammo
+Disables class' special abilities on hit for 4 seconds (double-jump, rocket jump, airblast/Phlog activation, sticky detonation/charge, spin-up, move buildings/Eureka Effect taunt, ubercharge, scope, cloak)
-Cooldown of 6 seconds before you can disable someone else's ability
-25% damage reduction[/QUOTE]
Here are my variants:
V1
+Bison reskin that the Spy can use
+On hit: +15HP
V2
+Bison reskin that the Spy can use
+On hit: Target cannot crit for 4s
V3
+Shoots charged laser bolts (hold m1 to charge, let go to shoot)
+Full charge blast shorts out the gun for a short time, but on hit, enemy is targeted by (and vulnerable to) friendly sentries for 2s
Soldier set
Declaration of dependence
Passive secondary
Share buffs with nearby teammates, but you do not receive buffs
The superiors sabre
20% longer buff and debuff times
Quickly made while at a school swimming carnval
[QUOTE=PSI Guy;34687430]Declaration of dependence
Passive secondary
Share buffs with nearby teammates, but you do not receive buffs[/QUOTE]
As interested as I am in seeing more team-oriented Soldier items, this one might serve a problem when it comes to the Disciplinary Action, whereas speed buffing someone basically speed buffs the whole team (besides you of course). Heavy rushes would be extremely intimidating. Also, I'm not sure whether or not it's really worth it to lose a Secondary weapon for the Soldier when it's so extremely important as a backup for a Primary weapon with such a small clip size.
Perhaps there could be an idea that's more worthwhile for the user himself?
Hmm. Maybe you could select a teammate to share buffs with? You get their buffs, they get yours.
Alternatively, the declaration of dependence could be a buff banner, when active all buffs are shared for 8 seconds, but the soldier takes a small bit of damage she anyone else gets hurt.
The Overloader medigun
Upsides: 40% faster über rate, gives ammo too
Downsides: 50% less overheal
Neutral: über makes reload unnecessary and adds 15% firing rate.
The Drury knife
Because noone but me would be using it.
+On backstab: kills Dead Ringer spy (no, really, that's all it does)
-When swung: drains cloak to 75%
(isn't affected by chainstabs - it simply drains down to 75% after each stab - not effective with Dead Ringer, since you can't DR immediately after failstab/risky backstab)
[IMG]http://dl.dropbox.com/u/40395733/fun%20shit.png[/IMG]
Fun shit.
I've always thought about something but I never got the chance to try it.
Mantreads + Marauder's Mace
Marauder's Mace speeds up the rate as you fall exponential over time (Whereas the code is it grows by 10% with every 1/60th of a second). I'm pretty sure that you can deal enough damage to kill a Scout with it if you can manage to pull it off.
[b]The Family Practice[/b]
Level 5 Medi-Backpack and Control Unit (Medic medigun replacement, but there's no real "medigun" portion, think a backpack with a huge antenna coming off it, and a handheld control unit)
+Locks onto up to three people at once
+Lock-on and healing are maintained even if the Family Practice is not selected
+On uber: +100% healing, patients mini-crit, overheal penalties removed, all damage is shared amongst medic and healed targets (Third Degree damage gets multiplied)
-25% max overheal per simultaneous healed target
-100% health regen when Family Practice is not selected
-Fire spreads across all healed targets until the Medic is extinguished
[i]For the medic who hates playing Whack-a-Mole with the red blinking crosses. Healing an entire herd of teammates was never easier, and healing more teammates will build uber even faster, but if you've got four or more you'll have no overheal, and three isn't much better. You can use your free hands to provide Syringe Gun covering fire for your medic-buddies if they need it, but be careful of pyros - especially Third Degree ones...[/i]
[b]Mischief-Maker's MIRV[/b]
Level 10 Explosive Slingshot (Scout's scattergun replacement)
+Fires a cluster of explosive marbles! (Five explosives per shot, up to 25 damage per explosive each. Can be charged Huntsman-style to increase range and decrease spread, making the projectiles tend to stick closer together. Marbles will explode on a direct hit, when stepped on (think pre-nerf pipe bomb rollers), or one second after hitting the ground or a wall; armed marbles will blink their team's color. Explosive radius per marble is a bit larger than the Direct Hit, but still very small.)
+100% Secondary Weapon Ammo
-Slows the user when aiming
[i]A utility device for those who enjoy the sneaking-around-and-finding-tactical-flanking-routes part of being a Scout, but can't aim a scattergun for shit. Clever use of short-fused, high-velocity, bouncing projectiles might even let you take out a sentry that your demoman can't, but if and when the enemy finds you, you'll have a pistol (at best) to defend yourself (fortunately, you're given more ammo for this purpose). Alternatively, if you're confident in your aim and have the time to charge up your shots, you could always just use high-charged, low-spread shots to essentially land a meatshot from a much greater distance than you could otherwise; doing this in close quarters is a no-no for many reasons, ranging from the ability of your opponents to catch up to a Scout who's moving slowly from charging, to the fact that there is still *some* splash damage and five explosives at point-blank do just enough damage to kill a scout.[/i]
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