ITT: Make up a TF2 weapon and other anons tell you why its a shit idea

ITT: Make up a TF2 weapon and other anons tell you why its a shit idea

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a grenade launcher that fires clusters

a grenade launcher that fires grenades that actually bounces off walls properly

>You Can Never Go Back
>firing this shotgun reverts TF2 to it's pre-Pyro Update state

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a grenade launcher that fires stickies

a shotgun that fires bullets

Spy pistol that makes the enemy call "medic" when they are hit

A minigun that fires bullets that actually bounces off walls properly

What was so bad about the Pyro update? I had stopped playing long before that

New primary for Pyro that launches pliers that latch on to enemies and deal damage over time
Cannot be stopped by water or airblasts
All characters affected shout "PLIERS" instead of "FIRE"

neat

sniper rifle - you can instantly kill anyone as long as you click their head

Spy pistol that can fake the firing animation of the disguised weapon but deals no damage.

Heavy BOFORS cannon.

Low rate of fire with mildly arcing explode-on-contact projectiles. Great against squishier and more stationary targets, and the arc can be used to hit things from cover. Not as flexible as the Demoman's grenade launchers, though.

a grenade launcher that fires bullets

a sentrygun that moves

I have a bunch saved to a Word document, but every time I post them, the thread dies.
So I'll just post one I haven't any idea of statistics for.
Medic should have a Medigun for which the backpack is a big vat of Snake Oil.
I don't know what it should do, but the idea sounds aesthetic.

a rocket launcher with a 5 rocket clip, rockets with increased knockback, and reduced damage

Just give the soldier a fucking laser rifle

The beginning of TF2's life-long trend of adding poorly tested and balanced items to the game.

>backpack is a big vat of snake oil
builds uber faster but heals slower

funny but retarded

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like soldier 76 amirite haha
GAYmers rise up! xDDD

I know but hearing scout scream "PLIERS PLIERS PLIERS!" would be pretty good.

would make disguises actually do something other than catch distracted players off guard

A mini-gun that shoots shotgun rounds, similar to the one in New Colossus. It'll work well since heavy mini-gun already shoots two bullets per tick.

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Not interesting enough. It needs a unique Uber. Other stats would be built around that.

What purpose is that

>They're All Gone
>firing this shotgun reverts TF2 to it's pre-ToughBreak state

what we need is a new engineer building
not only would it make it fun for one class, but also the entire team since his stuff usually benefits everyone

I have a few ideas written down.

lure medics over for backstab?

Give engie a revolver secondary that works the same as the frontier justice, only it mini crits instead. Or full crits, I don't care.

revert the amby
revert the sandman

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What about a deployable invisible explosive hazard?
Like a functional landmine that is perpetually cloaked to the enemy and that won't trigger from spies (because the spy is sneaky and light-footed)
That would be useful both offensively and defensively

Like?

>players just want balance and new weapons
>game devs are overwhelmed having to make new skins, taunts, maps, hats, and comics
>no one asked for this, but apparently it keeps holding them back

Uber increases healing rate mildly, but speed significantly. Can be activated with any amount of charge, and will last the same amount of time as a regular uber, but the amount of charge increases the amount of speed gained.

Full charge leaves scouts and demo-targes in the dust.

revert the sword nerf.
I have not once pulled the sword out in the middle of combat since the update. hybrid knight is pretty much mono build now.

The Miniature PDA - Looks like a child's toy version of a PDA, very small in the hand.
>Builds and redeploys both dispensers and teles three times as fast. Both are also smaller and have smaller hitboxes, and neither can be upgraded, though both can be repaired. Both have 33% less health than stock level 1 buildings and take half as much metal to build.
>Dispenser heals level 3, ammo and metal given at level 1. Takes damage for every (Amount) of healing done and metal given, can be adjusted. Two can be built.
>Teles have one second recharge, but hurt themselves 20% with each teleport
Big Brother's PDA -
>Replaces teles with cameras, which can be placed on the ground, on walls, and on the ceiling. Upgrades give more health and increase range slightly, as well as adding 1 second to the marked timer after leaving view
>any enemy seen by camera is marked for death while seen and for 4 seconds after leaving visibility at level 1. No limit to maximum marked at once.
>Engineer who built them gets a message in chat, at the top of the screen, and a voice message from the administrator that whichever classes have been seen by camera A or B
>dispenser just gets two little screens on it showing each camera, which are fuzzy if a camera isn't up, and a slight healing penalty if the camera can see the dispenser. Mark after leaving range is dropped by 3 seconds if the cameras are close enough to see each other if there weren't walls in the way.
These are the simpler ones. Both ideas refined from stuff I see in TF2 threads.

So you shoot a guy hoping he didn't hear you shoot and didnt see you undisguise so he says medic hoping a medic is close enough to see the guy you shoot but not see you undisguised after you shoot him

The Smore shooter
>pyro ignites entire magazine
>afterburn does 10+ more damage
>taunt is a camp fire that can be used by other snipers to light arrows, sniper that lit the fire cooks and eats marshmallow for +50 health
>magazine is only lit for 15 seconds
>ate marshmallows can't be lit
>25%+ fire damage and burn time on sniper
>taunt can only be canceled after ten seconds

I was thinking something about speed could be good.
Really, where else could Ubers even go?

both of these
arguably the sandman is higher priority, full stun was such a niche issue
amby made the spy viable in more different situations and perhaps needed some sort of nerf like a longer reload/ 100% accuracy reset but adding hs falloff was too much

Realistically though, we should come up with heavy weapon ideas, since his update is coming soon™

There's always the riot shield idea.

An freezegun for the pyro

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Sentry that gives everyone around it crits.
Minicrits on targets outside of 1350 HU from the sentry.
each lvl increases the range, and lvl 1 only provides minicrits. Hitting it stalls it for 1 second. Wrangler cuts that timer down to .3 seconds.

lvl 1: 500
lvl 2: 1000 + crits
lvl 3: 1350

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tuna sub, but it's just the whole tuna. melee weapon. marks enemy for death, makes hoovy faster, no hp drain but reduced healing while holding

Pyro needs a fire hydrant and hose weapon. But what would it actually do?

Macros Minigun.

>Sentry that gives everyone around it crits.

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Post screenshots.

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>a whip for soldier
>+20% range
>-30% dmg
>double dmg against demoman

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spray gasoline like with the gas passer?

>New Heavy melee
>While active all ammo picked up is converted to health
>Slower to switch to and from than the average melee

Maybe tack on -%10 damage, but besides that you have a solid idea

what about a sentry that gives minicrits to nearby allies when it blows up

Sentry level 4

Its a robot that runs around gunning people down

I figure it only works if the sentry has sight on the target. In fact it could maybe only mark the closest target for crits.

the idea is to work with the area of denial, but provide more team oriented ways of doing that.
Its not like anything in 1350 of a lvl 3 sentry is going to live long anyways.

My camera idea would be sort of similar, except it would replace the teles. Anyone in view would be marked for death, so they'd be easy to get minicrits on.

easy.

Knocks enemies back, if they hit walls they take damage. Constantly knocks back projectiles (deactivates them like the heavy upgrade in mvm), and if they get hit by the neon anihilator they're obviously critted.

problem is that you can't replace the teles and dispensers. they're just too useful.

You'd want to keep the results but tweak the execution.

croist no, it'd make it into a different game, overwatch is so fucking boring to play because there are shields

i like gimmick weapons that 100% going to get banned in 6s like a scorch shot that alt fires an unignited shot that only ignites when an enemy stands on it

>been playing TF2 for three or so days now
>mostly nonsense stuff like idle servers, VSH, Slender, zombies
>feels comfy on one hand but empty on the other
>notice that I'm only getting 2018 winter crates as crate drops
>market prices are wildly inflated
>have basically all of the weapons so there's nothing new to unlock in my year+half absence
>feels like a third of the game's weapons now function completely different for no reason, and several are objectively worse and not worth using
>last TF Comics was over two years ago and the team said that they weren't even working on it a few weeks ago
>remember how we never got the rest of the Grordbort's series because Valve just stopped responding to Weta Workshop
>remember how they fucked over Heavy getting some content by pitting him against the meme character who gets new shit every update in the vote
>literally haven't been optimistically able to enjoy games since TF2's prime
>no one has the charm
>no one has the community content
>no one has the replayability
>despite all of these "games as a service" games absolutely no one holds a fucking candle
>I want to go back
>I want to die

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at least I got this cool potato

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Not if you're on a team with other Engies who have teles up. Or if some Spy just won't let you keep the tele up. Or on maps with moving spawns, where each side keeps capping back and forth, so you can never keep that entrance where it needs to be.
TF2 already has shields. We don't need the dumb shit OW has, but something that works with fat Scouts could be fine.

The Freeman Effect
Engie wrench that swaps buildings, teleporting one to where the other was. 50 metal per teleport.
+35% swing speed, -15% Damage

fuck valve and fuck niggers

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The Whirlwind
A Spy knife that randomly turns the enemy around very quickly
No backstab multiplier.

CIA

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>Spy melee. Saber with sword range and 50% more damage (60 damage). No draw and holster penalty.
>Can't backstab, but all enemies hit will be switched to their melee weapons instantly and will have a 100% longer draw when switching to another weapon
The Honorable Spy's weapon.

sniper rifle that inverts bodyshots and headshots

No replies? Here's another, which I put together with some other user a while ago in a TF2 thread.
Captain Texas' Instrument - Looks like a superhero's calculator.
>Replaces teles with boost pads, and walking over a level one pad gives 3 seconds of 35% speed boost. An enemy, other than a Spy, walking over the pad gives 3 seconds of 35% speed loss. Level two extends the time to 6 seconds, and level three extends the time to 9 seconds. They’re a bit flatter and easier to walk over than regular tele. Has an arrow painted on it, and you can still turn it.
>Dispenser heals health and ammo at the level 1 rate to allies, but does nothing for its builder. Has a solar panel on top, and laser thing in the front
>after charging, you can switch to PDA and press reload to turn on a shield like the Medic's in MvM, generated by the laser on the front
>charge then only goes down with damage done to the shield, which heavily reduces the damage of bullets going through, and blocks projectiles. Enemies walking through are damaged, and Spies walking through lose invis and disguises.
>all damage blocked hurts the shield by 25% of what's blocked, and it has about 1000 health, which is connected to the charge meter, and can only be healed by 2 for 5 metal, on hitting the dispenser. Dispenser can't be repaired, upgraded, or picked up while shield is out, and if you hit the button on the PDA again, it drops shield and cuts remaining charge by half, then adds 25 second cool-down.
>When shield isn't up, dispenser has 33% damage vulnerability. Upgrades lower charge time and increase dispenser health by 50 each, along with increasing shield resistance by extra 5% each. Can't charge while being repaired or upgraded, or while being hauled, and doesn't charge while shield is up. Having no roof above increases charge rate by 20%.
inb4 Overwatch
This is nothing like the dumb shit they have. This is sedentary and basically taken from MvM.

>it's one of those games

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Wrench that gives engi two mini dispensers and a two way teleporter
All class Force a nature
base jumper as a scout secondary

how about a throwable like jar that makes enemies heads bigger

Watch that allows spy for 2 seconds of invisibility for spy while in disguise to fool the spycheck

What?

Medigun that attaches a heal orb that orbits around the target and heals them slowly, no matter the distance.
In the corner of the screen you get a camera view of the person you're healing (like the camera function in portal 2 coop)
The Ubercharge meter can be used and stopped at any time by holding right click.
Ubercharge grants both you and the heal target mini-crits and lasts 20 seconds max (unless you cancel it prematurely).

A minigun that destroys pills and rockets, but you take 50% more damage by pills and rockets.

>Sniper Primary
>Starts at fixed 25% charge(200 damage on headshot) but can only charge up to 40%(275 damage on headshot)
>Bleed effect
>On bodyshot: Hit yourself. Idiot

>Sniper SMG
>Minicrits on headshots
>-25% bodyshot damage

How about buffs? For classes and weapons.
Flamethrower now longer and thinner, and made considerably harder to aim by being affected by gravity and taking time to "grow" out to full strength, but damage is buffed heavily.
Airblasts now force stickies to rearm. Pyro can now use airblasts in the air to get an extra jump like the Force of Nature. And the timing for using them after switching weapons is changed so that you can get one in at the peak of a flare jump.

>Medigun that attaches a heal orb that orbits around the target and heals them slowly, no matter the distance.
Zennyatta?

>In the corner of the screen you get a camera view of the person you're healing (like the camera function in portal 2 coop)
This would lag the crap out of certain computers sadly.

If we're stealing from Zen then take his primary and give it to Medic too. Zenyatta is the most fun medic class in any game I've ever played and is the sole reason I've ever even considered reinstalling OW

>What is balance even

invincibility* sorry

Fake sentry that electrocutes spy when he saps it

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That's basically what the Spy-cicle is for.

....so like what? no sentry for engie? just a fake one?

Who would use that? Even if it's a OHKO why would you give up a sentry just to meme a single guy?

Or dead ringer really.

Pro engis play with shotgun anyway. Fake sentry would distract enemies.

Isn't that just the dead ringer?

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>that one tard engie running around trying to kill an enemy team with a shotgun while the whole team type obscenities about him.

For sniper or pyro, replaces primary with either extremely accurate fast firing mg with headshots or a lightning gun with air kb but has a max distance, mg could be good for offense and lg could be good for defense, as if 3cp wasn't defensive enough, either way it would change the game completely if done interesting.

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>not throwing down a minisentry and going full battle Engie
>not getting five kills by the gun and five by the bot
You just aren't that good at Engie, mate.

A gun that shoots hats

>faggots are now nostalgic about TF2 past Scout update

Beggars Bazooka but it shoots 1 slow rocket. Each rocket loaded multiples the single rockets damage. Can load up to 3

>Scout
A snack cooler that lets you throw healing food at teammates
>Soldier
A new banner of some kind that gives resistances like the vaccinator.
>Pyro
fuck you
>Demo
>remoye explosive crossbow that does more damage at the cost of 1-size mag and only 2-3 active bolts at once
>Heavy
Riot shield
>Engie
Either a radar of some kind or a new wrench that lets you sacrifice rank 2+ sentry for rank 4 dispenser/teleporters
>Sniper
also fuck you
>Spy
Shotgun revolver a la the Taurus Judge that makes you into a French Scout or a new knife that announces to the enemy team "HEY DICKHEADS I'M OVER HERE HONHONHONHON" on backstab

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>take cover as a heavy medic combo attacks my team
>come out of cover and hit Heavy with gunslinger 3 times and shotgun him to death
>kill his medic afterwards

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Jesus christ these are all fucking horrible ideas

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Popinjay Practitioner, Crusader's Crossbow variant
>shots don't heal allies, instead they have the same effect as a small ammo pack
>shooting an ally while having a full ubercharge bar also automatically reloads their entire weapon loadout
>+25% deploy/holster speed
>weapon reloads 25% slower

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Spy tranquilizer gun. Has one dart in the clip, it does 20% less damage and causes no knockback or sound to the target when it hits them.
Marks them for death. Can mark up to 2 people at once. Won't break disguise when used.
Also, buff to marking as a status condition. Now everyone who's marked will have their outline visible through walls for the enemy team, up to a certain range. Their outline will get darker in their team's color based upon their health. Just change the two weapons which self-mark to not have the effect linger, like how it currently lingers a few seconds after putting down a hauled building when using the Rescue Ranger.

engie should get ammo replenihsment gun not medic

The riot shield and explosive crossbow could be good.

Alright so it's like special shoes for heavy that replace his mini gun but make him go fasta so you can play fat scout. It also works in medieval mode!

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Here's mine.
Magnet gun secondary, looks sort of line the Wrangler with a horseshoe magnet on it. M1 will drag ammo packs and health kits to be right in front of you, M2 will shoot them out.
Also, pressing M1 while running towards a building will speed you up, and M2 while backing away will also speed you up. The opposite would occur when pressing M2 while walking towards a building, etc. But that would be just fluff.
Snipe ammo at your Heavies.

Still hits all targets connected by medi beams. Now also marks them all for death.
-15% damage, -15% swing speed.

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>Play battle Engie
>Medic kritz me

>explosive crossbow
God no. Demo is already the most powerful class in the game and his sticky launcher is the strongest weapon too. Giving him a discount rocket launcher would be too much
>riot shield
Just go medic and use an ubercharge on a heavy. What heavy really needs is a secondary worth using outside of the sandvich/banana. Heavy doesn't have much variation on how he's played

Spray and Pray
Heavy minigun

-40% damage
2% chance to instantly kill

Remove Crusader's Crossbow,its too good and with no downside

>A throwing knife for spy, that does minor damage and causes bleeding, but can be thrown while invisible

>A wrench that builds a smaller, less effective dispenser, but can be picked up by any player and be used as some sort of less effective pocket engy

>A sapper that causes all buildings within an area to malfunction for a short period, but doesn't damage or destroy any buildings

>A crowd control shield for Demoman, that decreases explosion and fire damage. You cannot be airblasted. Shield bash is just a melee attack that can be done right in front of you and has a large range, but you cannot do the dash attack you can do with normal shields.

>A rail gun for Heavy, which makes rapid small explosions, but has very little range

>A healing laser for Medic which has to be aimed, but has high range

>Another type of Sydney Sleeper which adds the milk effect instead of the jarate effect

>attacking while invisible
not bothering to read the rest

This would piss so many people off. I love it.

Fuck no. It's not overpowered. The rest are just not good enough.
Here's how the other syringe guns should be buffed. Make them move at 1200 HU/s, half as fast as the crossbow. Then let them reload when holstered. Finally, have them grant 1% Ubercharge for every 4 syringes landed.
Also, I'd change them a little bit.
Overdose's current speed boost based upon Uber stays, but the damage is reduced to -50%. Now grants 2 second speed boost on hit, which stacks with the Uber speed boost. Now it's great for retreating.
Blutsauger should just apply 2 seconds of Mad Milk on hit, and completely remove regen while out.

Threads like these make me glad Valve never listens to you faggots.

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A minigun for heavy that gives resistance to explosives while rev'd up.
If it needs a downside, just make it rev a bit slower.

Fuck off, nigger. There are tons of great ideas ITT.
If only any of us knew how to make 3D models.
Explosive crossbow could be a secondary. Shoots straight, will arm a sticky where it lands, but is much worse in direct combat. You can't just backpedal and shoot them at your feet with it.

this, kids that don't understand what balance is shouldn't have a say in anything.

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I always wanted to design an assault rifle style needle gun for medic. Does more damage but fires slower and lower clip size, etc etc. Never got around to it and plenty of people beat me to the bulletproof vest/ combat medic cosmetics so I never went through with learning how to model.

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I had this idea ages ago for a Scout bat that would reduce his capture rate by 1, but each time he got a kill it'd increase his capture rate up to 4. But there were many issues I ran into. For instance, should the kills be locked only to the bat or any kills he gets? Also, how does the bat function on modes like CTF?

Heavy food item that gives immunity to any crits for 15 sec

The Scout update was in Feb 2009. The Pyro update was in June 2008, ya dummy.

>Balance

Strange, I don't remember giving any numbers about the damage.

>give something as powerful as the sticky launcher the ability to shoot straight like a rocket
Demo is already shit at close range if you're not rocking a demoknight set. A sticky launcher that shoots in a straight line would be creeping on Soldier's territory, devaluing him as a class. Stickies can already be used to attack and defend from a distance and letting him set them from anywhere he can see would be way too powerful

Medi Gun that can activate uber at 50% for half the uber time. You lose a bit of max health.

Don't really have any weapon ideas but i think itd be neat if scout got a hat that looked like quote's from cave story.
Would make one myself but I'm not very good at modeling and have no idea how to use SFM and stuff for renders or to test it.

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Look at this tarded nigga he legitimately doesn't understand why his opinions are shit

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Adding onto this by explaining the why behind the stats, since I guess it's important that's clarified. This weapon is trying to check off two boxes:

1) Sometimes, your uber target may not be totally ready ammo-wise when he needs to be. Give him a quick shot to get the train rolling.
2) Mildly discourage the practice of swapping back and forth between crossbow and medigun in the heat of battle too much, specifically when it might end up fucking the push or hold up.

The second point might potentially be bolstered by the improved deploy/holster speed, but at that point I'm hoping the dragged out reload and lack of healing outweigh that downside. Then again I might not know shit, Medic is my least played class.

spies can see enemy health. it would be no fun to get picked off by someone you can't see because of this weapon

I agree that, by design, it would be powerful.
But just adjusting the numbers, it could be made into simply a decent side-grade.
For example, if he only had one in the clip, that itself would heavily devalue it as a weapon, compared to the other sticky-launchers. If it needs to be weaker, that could also be fine.
But the core idea of a crossbow sticky bomb is good. It fits his often-medieval aesthetic, and also the common trope of explosive crossbow bolts.

Press Q on the character selection screen to play as the secret 10th class

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Harpoonerang
Sniper primary
A harpoon gun that fires a huntsman like projectile. Does mini crits on headshots. Grapples onto enemies on headshots like the Mannpower grappling hook. While under the effect of the grapple, melee weapons do mini crits. Does less damage than the Huntsman.

A harpoon gun is a good idea. I don't know about the stats, though.
How about a Sniper melee that's a cricket bat? Way less damage, but increased knockback on hit and grants a speed boost on hit. It's meant for running away.

the question man is on class select screen but we're not able to choose him for some reason

Why would I use a shitty discount rocket sticky launcher with one clip? It'd be annoying to use and annoying to fight against if the Demo is just safely camping by a dispenser and launching stickies. If you really want to give Demo a new medieval-styled weapon, give him a mace or something since he's already fit to be a good melee class.

Negative effect: You cannot see your enemy health

For fun.
I just think the design is sound and he does need a new sticky launcher. Why do you have to shit on it so much? So what if be camps? He could practically do the same by simply charging the sticky shots as they are now. Just get close to him and he'll be unable to get you by sticky spamming.

Ah, the very first Pyro update, okay. I thought he was talking about the recent one, Jungle Inferno I believe it's called.

RESKIN
THE
HALLOWEEN
PLAYER
DESTRUCTION
MAPS
NOW

Nikita guided missile launcher

I'm being critical of it because Demoman is already the most powerful class in the game. The ideas sound fun at first, but you have to remember people who are good at games also play and that can really sour the game for a lot of people. Valve already nerfed the B.A.S.E. jumper movement by 50% because of competent players. Giving Demoman's stickies an unlimited/very long range would be giving him too much of an advantage over far away enemies. Yeah, dying in a sticky trap is bad, but it'd be even worse if the demo laying stickies was miles away behind a corner

A gun that could kill with just a few bullets

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A wrench that allows you to throw your buildings at a certain distance instead of dropping them at your feet when moving them.

Moved buildings deploy twice as fast.

You can only build up to level 2 for all buildings.

cant you just switch to a loadout with normal wrench after and upgrade all to 3?

But part of the reason he's so good is because of the sticky launcher's use in closer ranges. This would likely be even worse up close. It would just require no charge, I figure, to obtain maximum distance, and wouldn't arc. Even in skilled hands, it's not better than the regular sticky launcher.
But the core idea of a sticky-lauching crossbow is good. It fits Demo's theme and is similar to stuff that's been seen in stuff like movies. It could be fun and could help create a fun playstyle.
If it's OP, then it could be nerfed.
It's not my idea in the first place, and I have no idea of detailed statistics. But it is, at its core, a good idea.

Just add in weapon concepts from EDF.
Example: Air Tortise. Homing missile. Moves incredibly slowly, but WILL home in on the nearest target at any given time. Cannot be shot down, as it's still a projectile shot itself. Big splash. Reloads quickly but needs 7 seconds of prep/ power-up time before it can shoot. (Holding M1, then releasing when prep meter is full) Can only carry four at a time. Not ideal for rocket-jumping.

How about a weapon that's literally just the Sniper's vanilla rifle with a slightly different model and without the scope function. Used by the Soldier. Takes the slot of the shotgun.

why would you want an inaccurate weapon from any range?

That would work pretty well if it had a pitifully low ammo count. Maybe 8 shots?

No they all blow up.

>TF2 point-and-click adventure: the weapon
>not accurate
Why would you say something so controversial, yet so brave?

Can you switch to a wrench after deploying a mini-sentry without the mini-sentry blowing up?

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Soldier should have a home-made shotgun that shoots screws and pebbles. No idea on stats.
Or something based on those single-shot pistols the US dropped on Vichy France.

Spy pistol
Contender
Single-shot break-action pistol, cripples people for 2 seconds and deals 25% more damage than a Revolver

I'll do you one better:
A wrench that allows you to toss your building outward from the get-go, and it builds itself, but max building level is 2, and they build at half normal speed. Your wrench allows you to heal your own buildings and aid in upgrading other engies' buildings, but you cannot hasten the building speed of your own; they can only upgrade themselves. It also takes ALL 200 on-hand metal to even deploy any building, but the pay-off is basically deploying them for free, since it costs 200 to upgrade normally.

What do you mean by crippling? And is it supposed to be one of those guns dropped over Vichy France? It would be a good fit for a Spy primary. Maybe the reload is him either pulling out a new one or fixing the old one.

>home-made shotgun that shoots screws and pebbles
sounds good
>Beggar's Boomstick
>downed weapon pickups and sg gibs provide 33% more ammo
>mini crit flaming or liquid covered enemies
>firing speed -15%, no random crits

Cripples as in..? (slower movement and wonky aiming for a few seconds, maybe..?)

Brick, click to beat someone to death with a brick. Right click to throw a brick at someone.

I like that. Maybe it has high crit chance, but breaks after several melee hits, and has Sandman-like reload time? The name could even be Critting Brick like "Shitting Brick," ahahaha kill me

"The Good Game"
>upon firing, shuts down tf2
>launches fortnite

a gun that removes crits from the game

Chainsaw for pyro as a primary slot weapon. Consumes fuel at a rate comparable to flamethrower m1, much lower range but high damage and inflicts bleed instead of afterburn. Has a leaf blower attached for air blast and only costs 10 ammo, but that causes the engine of the chainsaw to stall and need restarting via taunt

I like it.

Kek nice bait should get some yous from autists

>wont break diguise when used
instantly broken

needs a dmg upgrade to compensate but thats pretty cool

stfu retard
crits are good for the game i hate brazil fags like you come into my game and say crits bad for the game nigger

no you stfu faggot *rolls up sleeve*
get over here
*WHAP WHAP WHAP*

no no no STOP AHH STOP HELP
I WILL BEAT YOU R MOTHER FAGGOT
*SMACK* TAKE THAT FAGGOTS MOM

Great, RPing faghats.

get on your knees sissy boy my mother is not here *zip* oink for me oink piggy *plap* *shlorp*

OINK OINKK IM SORRY-- *CHOKE* *GAG* STOP IM YOUR TF2CAMSLUT DEMOSLUTMAN

Why? Smart enemies will still see you. It does less damage in the first place, and only has one shot. It's pretty fair, and keeps to the theme of being used to mark the enemy team for your teammates.

What in the White Jesus-praising, backwater, cousin-marrying shit is this?

Two shot shotgun with more pellets tighter spread and knockback on close range hits, functionally a force a nature that isn't sawn off, but for engie.

I'm stealing tons of good ideas from this thread. Thanks, Yea Forums.

How about this: It breaks disguise, but halves the re-disguise time... but also halves your cloaking time.

jokes on you OP all the ideas in this thread are shit

Give one reason why it shouldn't break disguise

Artism.

Scout slime gun he shoots slime on the floor and is able to move super fast. He can also slime people to extinguish fire.

roller skates for heavy for secondary weapon
>after you respawn you are slower than normal heavy
>you have to accelerate to start moving faster, which allows you to move twice as fast as normal heavy
>cant strafe
>you dont stop after letting go of WSAD
>minigun knockback gives you acceleration too, which might slow you down, go over your "two times speed of normal heavy" limit if you shoot in oposit direction, or make you go backwards
>getting shot slows you down na matter the direction it came from, but explosives and airblsts change your vector
yeah I stole idea from gotham city impostors

Not OP. Tons are good.
Tons are also bad, but I'm ignoring those.

Spy knife that disables your sapper but when you backstab an engineer it destroys all of his buildings and disables all the other near enemy buildings for few seconds

How about this ESL Brazil fuck: I kick your ass *rolls sleeve again* try to escape me *WHAPP*

Slime gun that helps Scout move twice as fast for several seconds, but also makes you slide like a madman. Causes any enemies to step on it to slide similarly, but halves their speed; a total of three players affected by it causes the slime puddle to disappear. (e.g. player and two enemies, or just 3 enemies, or the same player being affected by it after the effect cooldown again) Zero effect on teammates.

fuck slime faggot *smack* stop running or iill use my move on you baby

I like it. Holding S (or opposite of faced direction) could also be used for braking, then?

I don't have one.
Why? It wouldn't be overpowered if it didn't break disguise. It would just make it easier to, say, shoot a Medic and Heavy before they, or anyone behind you, notices you're a Spy. That would sort-of be the point of tje weapon. Same reason why it would have no knockback or hit sound. If you don't see that you just got hurt and are now marked, you'd never know you were hit.

You're a faggot, fuck a wall outlet with your clit-dick and die.

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STFU hurt my feeling faggot Ill comr to brazil now and fight your asshole with my fist gay faggot *sticks it in*

Reanimator ray

When used on dead teammates
Revives teammates even if they were gibb'd for 5 seconds

Uber:
Revives groups of ubercharged teammates for 15 seconds

- Can't heal

>this entire thread
Congratulations, you're all officially even more brain-dead than Valve.

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>even if they were gibb'd

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>this ESL faghoy
ok faggot fight me like a man *rolls sleeve toward my chest* *other sleeve contracts into arm*
*i flex*

>spy now spends the whole round hiding far away being a jarate sniper with a disguise that never breaks

FIGHT
ME

>It wouldn't be overpowered if it didn't break disguise.

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shish-kebabushka
minigun that shoots swords

Disguises aren't that good, anyway. Nobody will be fooled by a Spy who's constantly shooting them. And you're giving up a six-shot cylinder.
It's not overpowered in the slightest. It would fit a very nice theme or picking enemies for your teammates to kill. I don't know why you find that such an issue.

How would it be? Disguises don't fool for long. And if it does, the enemy team is full of idiots who deserve it. Again, giving up 6 shots is giving up a lot.
Really, the only case it would be really good is around sentries. Then make it not able to damage sentries. It's a dart, after all. What could it do to metal?

>Far away, hitscan, perfect accuracy because one shot, no hit indicators, no hint as to where the shooter is.
>doesn't
>break
>disguise

Napalm thrower primary for Pyro
Shoots napalm, napalm sticks to enemies and terrain, has no ignition capability by itself. Unignited napalm does no damage and dissolves in 10 seconds. Any ignition source or nearby explosion sets napalm on fire that can't be put out until it burns out.

I should have mentioned it would be a projectile, which Pyros can reflect.
It would still have a hit indicator, that is, taking damage and being marked. But anyone not paying attention would get what they deserve.
If you notice it, you'd spy-check any "teammates," right?
Why would not breaking disguise be overpowered?

>If only any of us knew how to make 3D models.
too lazy to make more desu

Tazer for Spy
Shoot someone at close-mid range and they're epic stunned for 5 seconds, does no damage, does not break disguise but the gun and the guy getting stunned give off electric visual effects so anyone above f2p tier will know what's going on and who dun' it.

Bee-zooka
>fires beehives
>beehives explode into angry bee swarms that deal damage over time
>bees linger for a few seconds to provide some area denial as well
>soldier gets stung when reloading

Because spy can just stand out of range of everything but snipers and Mark everyone for death at his leisure while remaining disguised, or walk in and mark an engineer for death in full view of his sentry, forcing him to either give chase at a massive disadvantage or wait horribly crippled when the next push comes.

games better when gibs are turned off and ragdolls fly off into walls from the explosions.

>5 seconds

jfc that's almost respawn time on some maps.
could be good.

sniper's rifle
shoots faster
mini crits airborne enemies

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Tough Shit and Meet your Rage killed the game for good

He can only have two marked at a time, user. And why would they let him mark him all the time? After a few marks, they'd notice he was going around doing it. And so what about marking an Engie in front of his sentry? He'll do pretty little damage, and will have a much-lower DPS than the Revolver. And the Engie would just shoot him with his shotgun. Marking isn't that big of a disadvantage, even with the buff I suggested.
You're giving up your effective means of easily picking off wounded enemies and defending yourself while fleeing.
It's not overpowered.
If it was, just make sentries which see you shoot the dart know you're a Spy and attack.
If the enemy team is dumb enough to let you wonder around marking at will, they deserve it.

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unable to balance. you either make it shit by making it farts or make it op killing/launching everyone with 1 shot.
also random crits would be fucking cancer with this
you would only corner camp with stickies and nothing else.
its called a sticky launcher.
its called a shotgun.
pointless, noone actually cares about someone calling medic.
only for corner camping.
summarized it rather nicely
too OP
would only be good for RPing, a normal person would just blast you anyway.
pointless. you have a demoman.
then its not a grenade launcher
imagine the butthurt scouts, its gonna be rather op
shitty in corridors, OP in the open field.
retarded, sniper would be better with it, if you want anything futuristic then you can give a plasma cannon to soldier

maybe ill mindlessly shit about others later

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@459482517

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Your ideas are shit, accept it. Nothing you have said has convinced anyone but yourself that shooting wall hack jarate darts from out of effective spy check range without breaking disguise is anything but broken unworkable garbage

autism

did i really got you butthurt so bad that you dont give me a (you)?
yes. it is.
its pure nitpicking just to shit on everyone

You're just a dumbass. It's a good idea. They already had the beta idea of a tranq gun for Spy, and this would be much better than something which slowed, or anything like that.
Also, do you think I mean invisibility when I say disguise? I hope you don't.

>ITT: Make up a TF2 weapon and other anons tell you why its a shit idea
retards

Heavy weapons
that aren't shit

It's not about the spy's damage, he never needs to fire more than one shot at someone, just ruin every push by marking and using his infinite getaways leaving his team to home in on the now vulnerable and visible enemies. And on top of this you propose adding another layer of cotton wool by not making him expose himself to shoot.

>A flare gun that can't crit on burning enemies, but fires projectiles that scale up in damage the further they travel.
>A spy watch that allows the spy to jump much higher while cloaked at the cost of meter, but also causes bleeding if he takes damage while cloaked.
>A minigun that can't rev up by holding right click, instead right click is an ability with a short cooldown that allows the heavy to leap a short distance in whatever direction he's moving and injure enemies around him when he lands. Good for ambushing people or dodging crockets in a pinch.

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This gun is built around helping your team while hurting your ability to operate independently. I don't know about you, but I find the revolver saves my ass all the time as Spy. If the enemy team is letting you mark them, they deserve to be marked. If they come after you, you'll have a harder time facing them without a decent revolver. It's balanced.
If they're paying attention, you not breaking disguise won't keep them from knowing it's you hitting them. I don't know why you're obsessed with this. You seem to just want to find a reason for it to be shit and bad and something Valve should never add anything similar to.

Experimental treatment
An alternative to the Crossbow for the medic , worse healing power but buffs and debuffs . It has two types of shots Red and Blue that can be swapped with M2
, Red gives your team regen and the enemy bleeding , Blue makes your team faster and the enemy slower . Random Crits with Red give your team a slight resistance and on the enemy mark them for death , Random Crits with Blue give your teammate mini-crits and on the enemy make them weaker .

OK let me spell this out to you in itty-bitty bite size pieces so you don't have any chance of wildly misinterpreting again
>in TF2 weapons have damage falloff
>a spy can stand at the range where anything but a sniper bullet barely tickle and fire infinite minicrit plus wall hack darts
>getting hit by one of these darts has no falloff, as it's damage component is worthless
>the game is team based
>the spy's team can target the marked players and take them down easily

a grapple hook for spy that replaces his cloak, it has a 10 second cd.

Weapon with no initial damage, but huge knockback that deals amaze based on collisions with walls or players. Also makes hit enemies dense to their own team while being knocked back, and colluding with a teammate damages both of you

I DONT WANNA BE AN OLD MAN ANYMORE

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But they havent added any weapons SINCE the pybro's update. Are you well?

ITS BEEN A YEAR OR TWO SINCE I WAS OUT ON THE FLOOR

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A spy sapper that, instead of damaging it's target overtime passively, shoots out electric bursts that hurt buildings and players around the sapper.

Much slower sapper that temporarily converts enemy buildings to friendly ones.

The shield should deplete over time.