If you could put one new weapon in any class - What would it be?
135 replies, posted
After playing Alien Swarm, I'd really like a tesla gun for the Pyro.
Why the Pyro? Because the closest thing to a tesla gun in terms of gameplay would be the flamethrower.
I imagine the stats would be something like:
slows enemies down (not much, maybe like 10%, so it's not annoying)
By hitting one enemy, it can connect to other enemies close to the enemy you hit. (very close though)
less damage than fire, and less afterburn (or in this case, aftershock? :v:)
A new dispenser for the engineer. At the cost of half of the ammo regen, it would add a small red light on the front. The faster it beeps the closer a spy is.
I want a more vending machine-like dispenser that halves the time of any item that has a cool down.
A hunk of metal that goes pow pow and makes people die die
Which means I don't give a fuck what it is. A medic weapon would be nice though, something that radically changes his playstyle again.
I'd give soldier a BAR
I would give the Spy a new Disguise Kit (yes i know it isn't its own weapon, but with a specific weapon unlock he could)
Allows him to disguise as any small/medium sized map prop that he sees. But he can't move while disguised. :aaaaa:
I want a flamethrower that is more compression blast oriented.
And a new Medigun that heals faster, but at the cost of something like, less overheal perhaps.
or instead of crits or regular uber something totally new
[editline]05:47PM[/editline]
i was actually thinking of a speed boost, but i guess that'd be too situational to be of use.
New shotgun for Soldier, Heavy or Pyro.
I would vote for a pacifistic medigun type of thing, where it gives crazy damage resistance and restricts all weapons, but your uber is like... an area of effect heal.
Or something. I don't like having other weapons as medic because I never use them.
[QUOTE=MowsysReaper;23918477]I would vote for a pacifistic medigun type of thing, where it gives crazy damage resistance and restricts all weapons, but your uber is like... an area of effect heal.
Or something. I don't like having other weapons as medic because I never use them.[/QUOTE]
How about some sort of new backpack that takes up primary (or secondary?) slot and works like a mobile healing beacon from Alien Swarm? It could have the same range like Buff Banner (with a visible borders though) and either 50% or 75% of Medigun's healing rate.
If it would be for the primary slot, Medic could be healing allies faster (good for defense).
If for the secondary, you could heal your teammates on the fly when you're on the attack (would work greatly with Blutsauger, you'd be the ultimate battle medic).
You can't make it take melee slot, because you need a defense weapon.
I'd like to see AOE healing too
Some spy-detecting/whatever binoculars for scout?
Since scout means... scout.
[editline]06:05PM[/editline]
Medicgun:
Overheals twice as much as normal medicgun
-50% less ubercharge time/No uber
I'd like a Medigun that instead of UberCharge, Alt Fire is a knife like thing, but when using it, you can not have a third weapon. ? Anyone like it?
Sounds MW2-ish.
How the hell it fits TF2 anyway? Knife fits Spy, not the Medic. Not even a Nazi dagger.
id like a heal beacon for the medic. would be fairly cool. and also re-inforces combat medics.
And the alien swarm medigun :v:
[QUOTE=uzikus;23918945]Sounds MW2-ish.
How the hell it fits TF2 anyway? Knife fits Spy, not the Medic. Not even a Nazi dagger.[/QUOTE]
I meant to type something like a bonesaw, I have three different web browser open and I kept going back and forth.
[QUOTE=GastricTank;23918401]I want a flamethrower that is more compression blast oriented.[/QUOTE]
I suggested a weapon like that in the weapon suggestion megathread.
[QUOTE=NuckChorris;23919035]I suggested a weapon like that in the weapon suggestion megathread.[/QUOTE]
Cool, somebody is on the same page as I am.
Something like this: 15% less damage, no random crits, but compression blast only requires 10 ammo.
[QUOTE=GastricTank;23919063]Cool, somebody is on the same page as I am.
Something like this: 15% less damage, no random crits, but compression blast only requires 10 ammo.[/QUOTE]
Nope.(avi)
Mine was -10% fire damage, -20% burn duration, reflected projectiles except grenades set enemies on fire, and +25% reflected projectile speed.
I KEEP READING MY OWN TEXT IN MAX'S VOICE FOR DAMNS SAKE ITS ANNOYING ME NOW.
I'd give the pyro a gas can secondary weapon for defense. Primary fire pours gas (just a bunch of decals that look like stains) on the ground. You can ignite these with the flamethrower; each decal burns for seven seconds and ignites the decal next to it as well as anyone or anything passing through the firewall. Secondary fire drops the can itself; when ignited it creates a flaming explosion that's big/normal/small depending on how much gas was left in the can.
Set up traps everywhere.
[QUOTE=Simski;23914807]It has no effect other than "-50% drain rate" on other buildables such as the dispenser and teleporters.[/QUOTE]
For dispensers and teleporters, I'd do something like this: Dispensers heal teammates but at half the speed, and teleporters are reversed but take longer to recharge. That'd be good for a spy wanting to quickly jump to another Engineer while possibly taking out a teleporter.
[QUOTE=Chekko;23913578]Cannon would fit the Demoman more since he's a Demolition man.
I'd love to have a mini nuke or something to Soldier too.[/QUOTE]
When I say cannon I mean something similar in style to the brute shot from Halo but faster firing with more damage per hit than the minigun but less shots per second, it would improve his mid - long range abilities slightly and I think that is where the heavy lacks slightly compared to other classes.
[editline]08:48PM[/editline]
[QUOTE=Chekko;23918772]Some spy-detecting/whatever binoculars for scout?
Since scout means... scout.
[editline]06:05PM[/editline]
Medicgun:
Overheals twice as much as normal medicgun
-50% less ubercharge time/No uber[/QUOTE]
Do you reckon giving the heavy 600hp is a good idea? I think a good medigun option would be faster heal times but -50% ubercharge time or ubercharge rate.
Dum-Dum bullets for demoman.
[QUOTE=Disarray;23921224]When I say cannon I mean something similar in style to the brute shot from Halo but faster firing with more damage per hit than the minigun but less shots per second, it would improve his mid - long range abilities slightly and I think that is where the heavy lacks slightly compared to other classes.
[editline]08:48PM[/editline]
Do you reckon giving the heavy 600hp is a good idea? I think a good medigun option would be faster heal times but -50% ubercharge time or ubercharge rate.[/QUOTE]
I was thinking of medigun replacements and a good idea would be similar to the TFC one. No constant healing, but maybe to make up for that have a bigger buff, heals ~75 health per hit, and no ubercharge. It'd make medics more useful than just running and hiding behind heavies and keeping their whole team alive, but sacrificing the uber.
A new knife for spy that does what the old one does but 25% slower attack speed 25% less damage on other then back stabs and has a 9 sec bleed effect that does 15 damage every 3 sec.
y/n?
NO
MORE
BLEEDS
:colbert:
[QUOTE=NanoSquid;23919655]I'd give the pyro a gas can secondary weapon for defense. Primary fire pours gas (just a bunch of decals that look like stains) on the ground. You can ignite these with the flamethrower; each decal burns for seven seconds and ignites the decal next to it as well as anyone or anything passing through the firewall. Secondary fire drops the can itself; when ignited it creates a flaming explosion that's big/normal/small depending on how much gas was left in the can.
Set up traps everywhere.[/QUOTE]
Pile up shitloads of gas cans
back the fuck up
ignite from afar with the flare gun
watch awesome explosion. :cheers:
[QUOTE=Pnukup;23921853]A new knife for spy that does what the old one does but 25% slower attack speed 25% less damage on other then back stabs and has a 9 sec bleed effect that does 15 damage every 3 sec.
y/n?[/QUOTE]
No. I think there shouldn't be anymore weapons with the bleed effects. It seems like a filler stat from lazy Valve.
[QUOTE=Duke Naz;23922320]No. I think there shouldn't be anymore weapons with the bleed effects. It seems like a filler stat from lazy Valve.[/QUOTE]
If it were introduced with something like the axtinguisher and new items got it, people would be saying "about fucking time!" but since we got 2 weapons with it so close together and it hasn't been balanced much, everyone jumps on the hate bandwagon. If your team doesn't suck and you have a good medic, bleeding's worthless.
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