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New Weapon Ideas?
1
#1
0 Frags +

Thoughts on what would be interesting to play with/against? I just wanted to get the ideas out there whether they happen or not.

Thoughts on what would be interesting to play with/against? I just wanted to get the ideas out there whether they happen or not.
2
#2
-13 Frags +

Medigun that gives a buff that doesn't automatically reduce.
Cons: no crit heals

Ie: if you give a roamer a buff on flank, you won't have to buff him again unless he uses up all his health by taking damage.

Medigun that gives a buff that doesn't automatically reduce.
Cons: no crit heals

Ie: if you give a roamer a buff on flank, you won't have to buff him again unless he uses up all his health by taking damage.
3
#3
27 Frags +
RainmanMedigun that gives a buff that doesn't automatically reduce.
Cons: no crit heals

Ie: if you give a roamer a buff on flank, you won't have to buff him again unless he uses up all his health by taking damage.

Too op.

[quote=Rainman]Medigun that gives a buff that doesn't automatically reduce.
Cons: no crit heals

Ie: if you give a roamer a buff on flank, you won't have to buff him again unless he uses up all his health by taking damage.[/quote]
Too op.
4
#4
5 Frags +
RainmanMedigun that gives a buff that doesn't automatically reduce.
Cons: no crit heals

Ie: if you give a roamer a buff on flank, you won't have to buff him again unless he uses up all his health by taking damage.

At lower levels people rarely take advantage of crit heals, but I guarantee a 300 soldier sitting on flank is pretty scary. Too unbalanced.

[quote=Rainman]Medigun that gives a buff that doesn't automatically reduce.
Cons: no crit heals

Ie: if you give a roamer a buff on flank, you won't have to buff him again unless he uses up all his health by taking damage.[/quote]

At lower levels people rarely take advantage of crit heals, but I guarantee a 300 soldier sitting on flank is pretty scary. Too unbalanced.
5
#5
-9 Frags +

I'd love a scout laser pistol that doesn't do very much damage but saps sentries from long range.

I'd love a scout laser pistol that doesn't do very much damage but saps sentries from long range.
6
#6
16 Frags +

A better idea would be to reduce the buff at half speed at the cost of losing crit heals.
edit; You think 300hp soldiers are scary? Imagine two scouts with constant 185 hp..

A better idea would be to reduce the buff at half speed at the cost of losing crit heals.
edit; You think 300hp soldiers are scary? Imagine two scouts with constant 185 hp..
7
#7
-2 Frags +
RoyceI'd love a scout laser pistol that doesn't do very much damage but saps sentries from long range.

would the sap speed be slower than the spies sapper, since it's a safer weapon to use.

[quote=Royce]I'd love a scout laser pistol that doesn't do very much damage but saps sentries from long range.[/quote]

would the sap speed be slower than the spies sapper, since it's a safer weapon to use.
8
#8
-5 Frags +

medigun that has increased healing rate if your crosshair is on the target but builds uber slower

sniper rifle that charges faster but can't bodyshot

medigun that has increased healing rate if your crosshair is on the target but builds uber slower

sniper rifle that charges faster but can't bodyshot
9
#9
-3 Frags +
Vortexmedigun that has increased healing rate if your crosshair is on the target but builds uber slower

sniper rifle that charges faster but can't bodyshot

that should just be the default sniper

[quote=Vortex]medigun that has increased healing rate if your crosshair is on the target but builds uber slower

sniper rifle that charges faster but can't bodyshot[/quote]

that should just be the default sniper
10
#10
28 Frags +

Demo grenade launcher with -20% damage and quake GL physics (bounces a lot, predictably, and will explode on any direct with a player, even after bouncing).

Not new, but change the gunslinger to:
+55 max health
-25 metal to build teleporters
Dispensers and teleporters start at level 2
No random critical hits
Can't build sentries

Demo grenade launcher with -20% damage and quake GL physics (bounces a lot, predictably, and will explode on any direct with a player, even after bouncing).

Not new, but change the gunslinger to:
+55 max health
-25 metal to build teleporters
Dispensers and teleporters start at level 2
No random critical hits
Can't build sentries
11
#11
11 Frags +

Oh my GOD that gunslinger change would be a blessing from the heavens. More fun to play with/against for skilled players, and not borderline op even in the hands of less skilled players.

Oh my GOD that gunslinger change would be a blessing from the heavens. More fun to play with/against for skilled players, and not borderline op even in the hands of less skilled players.
12
#12
-11 Frags +

back when i was in high school, i had an idea for a bag of newspapers that a scout could throw, maybe they smack into someones face and block their vision. the scout yells EXTRA EXTRA! never really thought much more about it though.

back when i was in high school, i had an idea for a bag of newspapers that a scout could throw, maybe they smack into someones face and block their vision. the scout yells EXTRA EXTRA! never really thought much more about it though.
13
#13
4 Frags +
RainmanMedigun that gives a buff that doesn't automatically reduce.

https://www.youtube.com/watch?v=r88m1M_WuNU

I'd actually like to see the Overhealer in-game but without -90% Ubercharge rate, but it'd make Scouts op

[quote=Rainman]Medigun that gives a buff that doesn't automatically reduce. [/quote]
https://www.youtube.com/watch?v=r88m1M_WuNU

I'd actually like to see the Overhealer in-game but without -90% Ubercharge rate, but it'd make Scouts op
14
#14
49 Frags +

An all class cosmetic that negates airblast and afterburn.

An all class cosmetic that negates airblast and afterburn.
15
#15
16 Frags +

lol i remember b4nny suggesting that once the sniper rifle is at full charge the player will start to drain health (this is for highlander snipers that just stand still for ages until their target peeks again)

lol i remember b4nny suggesting that once the sniper rifle is at full charge the player will start to drain health (this is for highlander snipers that just stand still for ages until their target peeks again)
16
#16
4 Frags +

I see people complaining about airblast but with entirely unrealistic suggestions. I would love to see the airblast no longer reset velocity and remove mini-crit reflects. That would actually make pyro a more interesting class and actually require more skill, while negligibly reducing its effectiveness in almost all cases assuming the player is competent. (If airblast works like normal knockback, then the target can actually strafe and the pyro has to compensate for prior speed.)

Oh yeah, and have the reflected projectiles move directly in the direction of the crosshair from where they first enter the airblast area. This prevents pyros from using m2 on a jumping soldier and having the rocket get redirected to the soldier, no matter its initial direction.

I see people complaining about airblast but with entirely unrealistic suggestions. I would love to see the airblast no longer reset velocity and remove mini-crit reflects. That would actually make pyro a more interesting class and actually require more skill, while negligibly reducing its effectiveness in almost all cases assuming the player is competent. (If airblast works like normal knockback, then the target can actually strafe and the pyro has to compensate for prior speed.)

Oh yeah, and have the reflected projectiles move directly in the direction of the crosshair from where they first enter the airblast area. This prevents pyros from using m2 on a jumping soldier and having the rocket get redirected to the soldier, no matter its initial direction.
17
#17
6 Frags +

A medigun which gives 150%(12 seconds) of charge duration, but which can't split it to other players so you'd always have a solo-über. You could play with the percentage or you could also add the downside that if the medic and player get disconnected, they can't reconnect so the medic could get out with the extra long duration but the rest of the über would basically be wasted from a proactive viewpoint.

A medigun which gives 150%(12 seconds) of charge duration, but which can't split it to other players so you'd always have a solo-über. You could play with the percentage or you could also add the downside that if the medic and player get disconnected, they can't reconnect so the medic could get out with the extra long duration but the rest of the über would basically be wasted from a proactive viewpoint.
18
#18
14 Frags +
DrJeremyRainmanMedigun that gives a buff that doesn't automatically reduce. https://www.youtube.com/watch?v=r88m1M_WuNU

I'd actually like to see the Overhealer in-game but without -90% Ubercharge rate, but it'd make Scouts op

and you'd have to deal with a 600 hp heavy holding last OR a 600 hp heavy delay pushing behind an uber into last

L
O
L

[quote=DrJeremy][quote=Rainman]Medigun that gives a buff that doesn't automatically reduce. [/quote]
https://www.youtube.com/watch?v=r88m1M_WuNU

I'd actually like to see the Overhealer in-game but without -90% Ubercharge rate, but it'd make Scouts op[/quote]

and you'd have to deal with a 600 hp heavy holding last OR a 600 hp heavy delay pushing behind an uber into last

L
O
L
19
#19
8 Frags +
Obi
At lower levels people rarely take advantage of crit heals, but I guarantee a 300 soldier sitting on flank is pretty scary. Too unbalanced.

fuck 300 hp roamers a scout running around with a 185 buff that isnt decaying trying to find a fight is 10x scarier

oops was supposed to edit this in to my previous post HEH

oh and about the sniper change someone mentioned...

instead of hp drain just do once you're fully charged your xhair starts to move around (randomly, and the longer you sit scoped the more it sways) from the weight of the rifle. and full charge body shots should do 100.

alternatively remove charging completely and headshots do 200 or 250 dmg period, and body shots do 50 period. was always odd to me that the game rewarded standing still staring at a spot with increased damage whereas hitting some aggressive nutty quickscope is punished with lower dmg.

[quote=Obi]

At lower levels people rarely take advantage of crit heals, but I guarantee a 300 soldier sitting on flank is pretty scary. Too unbalanced.[/quote]

fuck 300 hp roamers a scout running around with a 185 buff that isnt decaying trying to find a fight is 10x scarier

oops was supposed to edit this in to my previous post HEH

oh and about the sniper change someone mentioned...

instead of hp drain just do once you're fully charged your xhair starts to move around (randomly, and the longer you sit scoped the more it sways) from the weight of the rifle. and full charge body shots should do 100.

alternatively remove charging completely and headshots do 200 or 250 dmg period, and body shots do 50 period. was always odd to me that the game rewarded standing still staring at a spot with increased damage whereas hitting some aggressive nutty quickscope is punished with lower dmg.
20
#20
4 Frags +

airblast just needs to be smaller

airblast just needs to be smaller
21
#21
3 Frags +

Medigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.

Medigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.
22
#22
99 Frags +

pistol that hits where u aim

pistol that hits where u aim
23
#23
0 Frags +

Medigun that can heal multiple (3) targets at once.

    Reduced overheal rate
    Edit: Reduced heal rate
    Reduced Leash Radius
    Shorter Ubercharge Duration
    Equivalent Building Rate

Tried to balance it where I could. It forces the med/ their team to push as more of a blob. Good for teams that like to back off and then collapse in.

Medigun that can heal multiple (3) targets at once.
[list]
Reduced overheal rate
Edit: Reduced heal rate
Reduced Leash Radius
Shorter Ubercharge Duration
Equivalent Building Rate
[/list]

Tried to balance it where I could. It forces the med/ their team to push as more of a blob. Good for teams that like to back off and then collapse in.
24
#24
0 Frags +

Change short circuit to what it used to be.

aka good

Change short circuit to what it used to be.

aka good
25
#25
-9 Frags +

A rocket launcher with:
-Lower splash radius and splash damage but more knockback
-90-100 damage on point blank directs but has reverse falloff
-Rockets at max distance ie like gullywash second skybox or something do ~120-140 on direct

This could be used as a gay choke spam weapon so idk. I just hate doing 48 to people at the skybox. Real turnoff.

A rocket launcher with:
-Lower splash radius and splash damage but more knockback
-90-100 damage on point blank directs but has reverse falloff
-Rockets at max distance ie like gullywash second skybox or something do ~120-140 on direct

This could be used as a gay choke spam weapon so idk. I just hate doing 48 to people at the skybox. Real turnoff.
26
#26
2 Frags +

i want a new sniper rifle like the classic, but actually good

i.e. move at regular speed while holding a shot or having a faster charge time or even just being able to shoot while airborne

also it would be neat if the medic had a virus gun that charged uber at a slower rate, but could deal very low constant damage while infecting people with a life drain akin to the bleed effect (which can be cured by medkits/pill bottles/healing beam/resupply cabinets)

i want a new sniper rifle like the classic, but actually good

i.e. move at regular speed while holding a shot or having a faster charge time or even just being able to shoot while airborne

also it would be neat if the medic had a virus gun that charged uber at a slower rate, but could deal very low constant damage while infecting people with a life drain akin to the bleed effect (which can be cured by medkits/pill bottles/healing beam/resupply cabinets)
27
#27
27 Frags +

a lg

a lg
28
#28
2 Frags +

accurate pistol with either less damage or less ammo

accurate pistol with either less damage or less ammo
29
#29
-5 Frags +

the flamethrower can only deflect projectiles and not enemys
they can still airblast their teammates if they are on fire, milked, etc

the flamethrower can only deflect projectiles and not enemys
they can still airblast their teammates if they are on fire, milked, etc
30
#30
1 Frags +
rowpiecesthey can still airblast their teammates if they are on fire, milked, etc

airblast removes milk???????

[quote=rowpieces]
they can still airblast their teammates if they are on fire, milked, etc[/quote]
airblast removes milk???????
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