Post your tf2 weapon ideas and I'll judge them

Post your tf2 weapon ideas and I'll judge them.

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A titan with a grappling

>All class melee
>1% chance to quit+uninstall game
>20% crit chance

>Plate of sanviches
Heavy tosses a bunch of sanviches out, can only be used once per life.

what
add no random crits
seems like a straight downgrade to the sandvich in most situations

based, but you should be able to resupply it with at spawn

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>Reverse Kunai
Spy's base health is now 200
Backstabs cost 100 health

people would equip it then never stab anyone and go full revolver spy as a new subclass, with the dead ringer they'd be even more tanky

whats the issue here

i had a dream about a spinning saw minigun for the heavy that was basically melee range

imagine fighting a squad of ambassador + deadringer 200 hp spies
that'd be neat, maybe it could apply bleed as well

>OP judges things in a vacuum
>in this case completely ignores that this "broken" idea is literally a worse Scout
shit thread im out

i never said it's broken you tard

Heavy: Full Plate mail
uses primary and secondary slot
+700 max hp
no overheal
no ubercharge
cant be randomly crit
cant be headshot
double capture rate

So then you have no point
>imagine fighting a squad of utter shit loadouts
woah... why should I imagine that?

Spy gets a grapple hook.
Huntsman gets rope arrows and a grapple hook
Heavy gets a rapid mini missle launcher
Demo gets dynomite to replace sticky launcher, short range unless twirled, direct hits auto detonate and explode mini bombs.

>turning heavy into reinhardt

Give the Halo Reach Hologram to Spy as a Invisiwatch alt

>1000 fucking health

user what the hell do you do against 12 of them?

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all the guns uninstall the game when you get hit by them
as it should be

>spy grapple hook
would create some sick trickstab videos
>huntsman grapple hook
as in, the old huntsman gets rebalanced to have a grapple hook? if so, then that's broken. if it's a new weapon then maybe
>heavy missile launcher
would be fun, maybe make the missiles homing but weak individually, like the missile launcher from drg
>dynamite pack
would be fun, though in my opinion it should replace the grenade launcher instead since the stickies are just too good to pass up

your opinions are shit

S+m1

i thought you said left the thread you autist

>gets healed instantly by a medic pocket

Heavy Secondary
>adds 150 bullets to primary
>+25 hp
>every dmg taken adds to ammo pool 1 to 1
>100 dmg adds 100 ammo

the hp bonus is too much on top of basically having infinite ammo with a single medic. good idea though.

Some sort of stat-stick primary for Heavy that replaces his minigun, make fat scout a proper subclass.

what stats? maybe reload speed or more bullets fired from shotguns

Just make a tf2 mmo

Yeah I dunno, maybe a speed buff? Nothing too crazy, somewhere between Soldier and Demoman.

this for scout.
> -8% movespeed
> -on use: kill yourself
> +deals up to 270 damage at point blank range.
> -65% reduced respawn time if you kill somebody with it.

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I think engie should have gotten medieval mode buildings, like the catapult/speed pad that was already in a beta.
>>Trebuchet
>Launches a single explosive attack on an area that can be freely aimed within range, equivalent to a handful of sticky bombs
>Requires a manual reload with a wrench hit and can be re-aimed at any time.
>Does not require line-of-sight as the attack is in an arc.
>>Provisions Table
>Heals as fast as medic, no ammo provided
>Does not upgrade, stuck at level 1 dispenser health

Sniper primary
>+50% firing speed
>+100% total ammo capacity
>No zoom

SPY:
A knife giving you the opportunity of backstab someone while invisible but if you fail then you just instantly decloak and slow down 75% of your actual speed

>Jarate Premiumâ„¢
>it's a shit-bucket
>same effect as jarate but with a much larger AoE and longer replenish time, can't restock it other than by waiting for it to replenish

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so caber for scout? would be funny as a meme weapon but also somewhat annoying with bonk
would be fun to have these as actual buildings for medieval mode, maybe the teleporter could be a catapult that launches you to a designated spot
what's the downside?
the downside is too weak, maybe the invisibility lasts slightly less as well
seems okay, somewhat boring but would be fun to throw shit at spies

>what's the downside?

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Oh yeah, I didn't include the teleporter catapult since it's already a thing in the code, was just never used. I just wanted to make medieval mode content that could also see general use like the sword

no zoom as in, you cannot deal headshots at all? or no zoom as in, it works like the classic? i assumed you meant the latter

i don't know how you came to the conclusion it works like the classic, given the classic CAN STILL ZOOM

Throwing Axe Melee for the Pyro
Does less damage for melee hits but you can throw it and slow them down a little to chase them easier

im sorry i dont use that piece of shit

Anti Sniper Rifle
Guaranteed crits against other Snipers
+50% base damage
No damage against other classes

Make sure your weapons are balanced, bros

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sounds good but would pyro turn into a civilian after he throws the axe and has no ammo for anything else?
honestly wouldn't mind this at all, would make the game more bearable

Aperture Science PDA
Portal turret replaces regular turret, same as the Stage 2 turret right away but you can't upgrade it.
Dispenser is companion cube shaped
Aerial Faith Plate replaces teleporter (negates fall damage)

There needs to be some halloween themed weapons
I think the effect on this should be giving the team low gravity and higher jumps and give that to the wearer as a passive

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>NO PWEASE DON'T HIT M- DON'T HIT M- DON'T HIT ME WITH A WEAK ASS PROJE- PWEASE STOP

new medigun
>very fast charge
>charge gives mini-crits
>if the patient dies they explode damaging enemies

new PDA
>each building costs 10% more metal
>when buildings are destroyed they explode damaging enemies and the engie

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>if the patient dies they explode damaging enemies
i like it

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>the only way to restore it is by crouching down for a while
>the meter fills up slower when players are looking at you

Does anyone have a link to that engineer montage where at the end the engineer manfights a scout with his melee and there's blood splatters with every hit, also the dancing taunt was there

Few for you, all engineer ones

Wrench, with whatever stats, that replaces the sentry with a flame turret that has 2 levels. Functions like a pyro flamethrower at level 1, dual flamethrowers at level 2. Roughly the same range as a pyro flamethrower too, with moderately more health. Intended for short range area denial, like a single room or passageway.

PDA that replaces engineer teleporters with speedpads. Each one gives you the whip effect for 6/8/10 seconds upon touching it, and costs same metal as a teleporter (eureka will discount it the same too).

Engineer secondary that functions as a hook attached to the arm. Fires a very fast "grapple hook" that doesn't pull you. The hook after detaching for any reason will go on a 3ish second cooldown. The hook will immediately retract if it hits a wall or the air (medium range). If it hits a consumable like a health or ammo pack, it picks it up and retracts to you. If it hits a friendly building, it attaches to it until you fire it at a different location or leave the range, and will passively repair the building (at about 1/2 the speed the default wrench can repair). Will siphon metal from attached dispensers. If attached to an enemy, deals some small bleed damage and nothing more. Swapping weapons immediately retracts the hook in all situations. Bit complicated but thought it would be fun. Could even make this a replacement primary as a grapple gun if you want to go crazy, would give the rescue ranger some competition.

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>Wrench, with whatever stats, that replaces the sentry with a flame turret that has 2 levels. Functions like a pyro flamethrower at level 1, dual flamethrowers at level 2. Roughly the same range as a pyro flamethrower too, with moderately more health. Intended for short range area denial, like a single room or passageway.

Gonna be honest the rocket on the sentry makes it obscenely deadly up close. More so than anything else you could give it.

A reversed flamethrower that fires longer and more presise airblasts, while it's secondary fire is a flamethrower with shorter range.

I figure the flamethrowers, especially when it has two, will give the rockets a run for their money. Additionally the flames will be constant and hit everything in a line, and can't be airblasted or easily dodged. But I agree with you that the rockets are definitely good for close range

Can the fire turrets airblast?

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Give medic a shotgun (replaces medibeam)
Give sniper a shotgun (replaces sniper rifle)
Give demoman a shotgun (replaces stickybomb)
Now all 9 classes have shotguns

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what's spy's shotgun