TF2 Weapons Suggestions Thread

#1
I feel that this community needs to share their weapon ideas for Team Fortress 2 if they have any. I'll start:

I had this one in the back of my head for quite some time:

The Krankheit
Level 5 Disease
Class: Medic
Apperance: A throwable bottle containing various chemicals making up a temporary infectious virus.
Slot: Primary

Attributes:
Throw at enemies to infect! Their vision will become blurred and shaky.
20% chance that victims will hallucinate fake enemies.
Infection does 2 damage every 2 seconds.

Infection lasts only 12 seconds.
Self Infection doubles stats on you.


Notes: To keep this item from being op, I think fake enemies should have some kind of vague effect around them, like smoke or something.
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Re: TF2 Weapons Suggestions Thread

#2
PARTICIPATING

The Cure
Level 10 Medigun
Class: Medic
Weapon: Medigun that heals all plague, disease, or poison in no time.
+50% heal rate
+20% Uber lasting time
+50% range of healing
Uber acts as the default Mediguns's Uber
Allows immunity to disease, poison, bleeding, Jarate/Mad Milk, and Bonking when equipped

-10% Speed on user
-20% Uber build up rate
Makes the person you're healing 10% slower

"Do not be afraid. I AM the cure!"

I decided to counter your weapon so it people won't be defensless. :P
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Re: TF2 Weapons Suggestions Thread

#7
Astrogamer wrote:THE AMERICAN BALD EAGLE OF BALDNESS
Level 10 shotgun

When the meter of American...ness is complete:
+50% movement speed
-50% vulnerability to explosives
+10% Damage

When meter isnt full:
+10% bullet vulneravility
-20% turning speed

You cant jump if the meter isnt full

SOLDIERS ONLY (obviously)
It's still a bit OP, considering firing it into a crowd will fill up your metre fast. Give it a firing speed penalty too.
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Re: TF2 Weapons Suggestions Thread

#8
THE AMERICAN BALD EAGLE OF BALDNESS
Level 10 shotgun

When the meter of American...ness is complete:
+50% movement speed
-50% vulnerability to explosives
+10% Damage

When meter isnt full:
+10% bullet vulneravility
-20% turning speed

You cant perform rocket jumps if the meter isnt full
And now with the new ABSOLUTELY needed -75% smaller clip size

SOLDIERS ONLY (obviously)

Re: TF2 Weapons Suggestions Thread

#9
The Soviet Russian
Level 20 Minigun
Does not require ammo
+20% damage vs players
Backstab protection
+40% movement speed

-60% damage vs buildings
Power is stored in a large backpack, which can be destroyed by one single Sniper Rifle shot or Soldier Rocket
+20% warmup time
Cannot be ubered while equipped

In Soviet Russia, Heavy does not need ammo!
Slot: Primary
Appearance: Similar to that of an air blower.
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Re: TF2 Weapons Suggestions Thread

#10
(Enter name here)
Level 15 SMG
+33% to max ammo
+25% to rate of fire
+25% to damage

No random critical hits
+50% to bullet drop off rate
-25% to speed when equipped
+10% damage vulnerability

Mate, sometimes to get the job done, you have to forget everything you knew about sinpin', and focus as much lead as you can into a target, as quickly as possible. Believe me, I hate having to do that.
Slot: Secondary
Appearance: Similar to a FN P90 (but dissimilar enough to avoid legal issues)

Feel free to edit if over/underpowered.
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