• Advanced Weaponiser: TF2's new innovative arsenal! (v3)
    169 replies, posted
[QUOTE=IM BATMAN;35207624]The drama's over, and last I heard your animations were off the server. Can we get back to discussing AW now?[/QUOTE] Drama's over, Max decided he didn't care about the animations (which is code for he knew he had no legal grounds to get them removed) so they're still on.
[QUOTE=Erfly;35207734]Am I dumb too then? It's my preffered browser, I choose what I wish to.[/QUOTE] Doesn't mean that I don't like dumb people. Ach, fine. I guess it wasn't as funny as I hoped it would be. I take back what I said. Also, some unannounced update info from the past two weeks till now: Marauder's Mace push force has been slightly nerfed (Radius is now 600HU from 800HU; push scale has been decreased slightly) Pilot Light push force also has been slightly nerfed (+75% from +100%), due to complaints about its usage on maps like Upward Rage Launcher's "+20% projectile speed increase" has been changed to "+20% rage generation", which applies to all banners
ok, best idea The Helichopper [Heavy Minigun] [+]On spin-up in mid-air: propel yourself forward at high speed [+]Deal damage upon hitting someone from a propulsion boost [-]Cannot move forward on the ground while spun-up [-]30% decreased bullet distance or whatever Basically it's a minigun with helicopter blades on the end, allowing you to fly. edit: also idea similar to the quick launcher but way worse The Two-Shot Terror [Demoman Stickybomb Launcher] [-]7 maximum bombs out [-]Cannot detonate bombs manually [+]20% firing speed bonus WINBOMBIN' ACROSS THE GALAXY
[B]Unbeatable Super-Soviet's Resistance[/B] [I]Level 22 gloves[/I] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]On kill: Become ubercharged for 3 seconds. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]-20% firing speed [B]The Proletariat[/B] [I]Level 83 Shotgun-rifle[/I] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]-60% bullet spread [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Deals 50% more damage while ubercharged [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]+15% weapon switch speed [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]-20% pellets per shot [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Cannot be critboosted [B]Stacy[/B] [I]Level 50 Minigun[/I] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Move speed increases as the user becomes injured [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Damage decreases as user becomes injured Minigun speed&damage tables [B]Health[/B] - [B]Speed increase[/B] 450-261- [I]+0%[/I] 260-221- [I]+10% [/I] 220-181- [I]+20%[/I] 180-41- [I] +40%[/I] 40-1 - [I]+50%[/I] [B]Health[/B] - [B]Damage[/B] 300- [I] 9 per bullet[/I] 221- [I]7 [/I] 164- [I]4 [/I] 1- [I] 2[/I] [B]Doe's Dumpster Device[/B] [I]Level 1 scrap metal[/I] [IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/IMG]Instead of knocking foes back, rockets pull enemies towards the explosion [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]-10% projectile speed
[B]The Reanimator[/B] [I]Level 38 medigun[/I] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]+70% healing beam length [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Healing rate decreases over distance [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Has no ubercharge [IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/IMG]Alt-fire: Another heal beam [editline]9th April 2012[/editline] oh hi napy
[b]The Lawbringer[/b] Level 5 Engineer Pistol [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Right-click: Charge teleporter entrance for 100 metal or remove sapper for 200, regardless of location [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Entrance will warp allies directly to you [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Cannot build teleporter exit [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Movement speed slowed while entrance is charged (Imagine this thing has some combat stats too, maybe something befitting a revolver instead of a pistol? I'm at a loss though) [i]Basically, this is a way that battle-engies can provide teleporter support for their team without compromising their playstyle. The ability to "summon reinforcements" can come in handy for the engie if he finds himself cornered, and his allies will appreciate that a: there isn't an unattended exit to get constantly blown up, and b: if the engie's good enough the dropped weapons (or Widowmaker shots) will let him afford teleporter charges at the rate of a lv3 teleporter anyway; however, the movement penalty means that enemies won't have the annoying prospect of facing an engie and having an enemy heavy pop out of nowhere on top of him, they'll have the warning of the slowed movement speed (and the engie is less likely to be charged mid-fight for that reason). The obvious weakness is that the average teleports / second rate is going to be a lot lower than a well-guarded nest with a lv3 tele.[/i]
Figured I'd crosspost: [QUOTE=Mechtroid;35558768]Stupidly simple knife idea: [b]The Quick Recovery[/b] [IMG]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/IMG] On Non-Backstab (Hit or Miss): Immediately switch to Revolver Simple knife idea: [b]The Committed Criminal[/b] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] On Kill: 10 seconds of criticals [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Honorbound Complex knife idea: [B]The Touch of Death[/b] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] While Cloaked: Enemy collision disabled. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] While Cloaked: +50% Damage vulnerability. More complex Knife Idea: [b]The False Swipe[/b] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]On Backstab: Immediately cloak. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]While cloaked: Enemy collision disabled. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Backstabs leave target with 1 HP.[/QUOTE]
[QUOTE=Hogulus;35557875][b]The Lawbringer[/b] Level 5 Engineer Pistol [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Right-click: Charge teleporter entrance for 100 metal or remove sapper for 200, regardless of location [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG]Entrance will warp allies directly to you [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Cannot build teleporter exit [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG]Movement speed slowed while entrance is charged (Imagine this thing has some combat stats too, maybe something befitting a revolver instead of a pistol? I'm at a loss though) [i]Basically, this is a way that battle-engies can provide teleporter support for their team without compromising their playstyle. The ability to "summon reinforcements" can come in handy for the engie if he finds himself cornered, and his allies will appreciate that a: there isn't an unattended exit to get constantly blown up, and b: if the engie's good enough the dropped weapons (or Widowmaker shots) will let him afford teleporter charges at the rate of a lv3 teleporter anyway; however, the movement penalty means that enemies won't have the annoying prospect of facing an engie and having an enemy heavy pop out of nowhere on top of him, they'll have the warning of the slowed movement speed (and the engie is less likely to be charged mid-fight for that reason). The obvious weakness is that the average teleports / second rate is going to be a lot lower than a well-guarded nest with a lv3 tele.[/i][/QUOTE] So the Engineer becomes something similar to the Warp Prism from Starcraft? My only concern is possible griefing from this weapon, like making players teleport to a pit or in front of a saw. Sure you can choose not to take a teleporter or kill yourself when you get stuck in a place, but that wastes time to respawn. [editline]13th April 2012[/editline] [QUOTE=Mechtroid;35558859]Figured I'd crosspost:[/QUOTE] Committed Criminal seems a tad bit OP when placed in the context of one Spy vs a giant mob. Getting a kill (from even a facestab) translates to free 120HP damage hits against anyone, even if they have already spotted you. The collision attributes last two knives are somewhat impossible to do. The Great Escape originally was supposed to allow you to "phase" through bullets and projectiles when activated, but that proved to be extremely hard/impossible.
[QUOTE=lilguy;35559500] Committed Criminal seems a tad bit OP when placed in the context of one Spy vs a giant mob. Getting a kill (from even a facestab) translates to free 120HP damage hits against anyone, even if they have already spotted you. The collision attributes last two knives are somewhat impossible to do. The Great Escape originally was supposed to allow you to "phase" through bullets and projectiles when activated, but that proved to be extremely hard/impossible.[/QUOTE] Whoops, that was supposed to be on backstab, not on kill.
Hey, this thread is dead, and hasn't been touched in over 3 years, why not revive it? Serious questions. Does anyone even play this anymore? Because some of the weapons are good, even though the gamemode is buggy as hell. We should revive the project and fix some of the bugs. And also get working weapon models.
[QUOTE=Jboby1;47633870]Hey, this thread is dead, and hasn't been touched in over 3 years, why not revive it? Serious questions. Does anyone even play this anymore? Because some of the weapons are good, even though the gamemode is buggy as hell. We should revive the project and fix some of the bugs. And also get working weapon models.[/QUOTE] It's possible to revive the gamemode itself with the leaked source code TF2C is currently using, but a 3 year old bump really wasn't necessary to ask this question.
[QUOTE=Gentleman Cat;47634925]It's possible to revive the gamemode itself with the leaked source code TF2C is currently using, but a 3 year old bump really wasn't necessary to ask this question.[/QUOTE] Apologize. I'll leave this thread be now. [sp] Unless anything else comes up...[/sp]
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