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Grabber Blast- it pulls players towards you insted of blasting them away
The commitment- medi gun that binds you to healing target matching your health to his so if he dies you die
The covert action-when ever you get a backstab the player that got backstabed respawns as your team heavy for a few seconds
Shotgun wedding- when ever a building is being sapped the spy gets marked for death and canot move intil the building is destoryed
The fishing trip- for every bat hit you gain a bait and when you right click for how many baits you have you might spawn hhh (1 bait is like 1%)
Pyros Tea Party- when ever someone is drinking tea(set on fire) you get more happy(deal more dmg) but when someone stops drinking tea(gets put out) you get sad (deal les dmg)
Sollys art of war- when you get full rage all enemies get marked for death and highlighted near you intill the rage runs out
Snipers spy revenge - when ever you hit someone in the back its a critical
Craftings crafty time (all class)- when ever you meele someone they get locked to meele and get forced to look at you( and so do you)
Heavy weapon ideas
Heavys teddy bear( chocolate replacement kinda)- when ever heavy gets hurt the teddy s healing power is increased
Heavys love (minigun)- whenever you hit someone you gain more movement speed
Heavys army days (fists)- deal more dmg to people with guns out but do less dmg to people with meele
The freedon bringer-does no dmg but knocks people back by alot
Scotlands anger- one shot everything , get oneshoted by everything
Demos demolition- puts a blockaid up aslong as you dont fire another one
Demoman angers(new mechanic that does stat buffs) shield slot
Demomans despair- when ever you hit an enemy and they dont die you gain despair and will have less health but all other weapons do more dmg intil you get a kill then all your despair goes away
Scotish freedom-when ever you go under 25% health you gain a freedom ponit that makes your speed faster(this doesnt go away and can stack)
Bigger Pan- its just the pan but Louder
Frenchy Roulette - 1/6 to insta kill 5/6 chance not to do dmg
Fish on a stick - its like the scouts fish but for demoman and has longer range
Get 10 rounds of gaint bolts that could kill heavys with a body shot
you CANNOT reslerply at the cabnit
you CANOT pick up ammokits
you can only regain your ammo by picking up the bolts or by dieing
you can kill yourself by shooting up and the Bolt coming back down and hiting you in the head
pyros CAN NOT airblast it
Short Circuit can not destory it
if you can meele the bolt it will get destoryed before the sniper can pick it up (this can be in flight)
Level 5 Pickaxe
Model- basically a Equalizer/Ecsape plan reskin of a pickaxe
Pros:
+ Swing speed (firing speed of the weapon) increases as the user becomes injured
Cons:
- 90% less healing from Medic sources
Yeah, i'd just thrown this out for fun's sake since, let's face it, how many ways can you repackage the same (sorta) weapon skin with the same (sorta...i think) idea?
For anyone, probable not a lot. For Valve, barely much, due to their number counting issues (I'm looking at you Gaben >_<)
*Fun facts: The name of the weapon is a reference to The Expedition Act of 1903 created by President Theodore Roosevelt to break up trusts by the steel, meatpacking, oil, and railroad industries by expediting their cases to the top of the list so they could be dealt with more quickly.
EDIT: Found two models for the weapon since the intended model was already taken by another contributer with his idea: The Spring-Action Pick (good stuff btw)
http://steamcommunity.com/sharedfiles/filedetails/?id=79520177&searchtext=
The first model is a bit prehistoric to be relavent to what it's referencing to but looks about as the closest thing to another pickaxe i can find from the workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=124208318&searchtext=military
The second model may not look anything like a pickaxe but it would fit very well to the government theme since you know, the obvious name
Level 15 Lunch box
Model- An orange Bonk reskin
>When consumed:
Pros:
+ All attacks ignite targets on hit
+ 15-25% (roughly) fire resistance
+ Shorter afterburn duration (like how the spy's cloak buff works against jarate/milk/fire/blood debuffs while invisible, but with fire only and lasting for 8 seconds long) OR []
[] +shorter debuff duration (excatly like spy's cloak buff since, you know, evaporation...and stuff...it's your call)
+ 10-20% (roughly) bullet resistance<--#
Cons:
- 10-20% (roughly) bullet damage on primary gun<--#
+ 15-20% (roughly) explosion vulnerability
>Duration time: 8 seconds<=
>Recharge time: 22 seconds<=
#-->Basically the bullet damage you give and receive are the same due to your body heat being so hot, the bullets around you are starting to turn a bit soft
=>Same Duration and Recharge time as the Atomic Punch and the Crit-a-cola
If you couldn't tell by the (roughly)'s i've been scattering around, i dunno on how much the stats should have excatly since i don't want the scout to be too hard to take out for pyro classes
*Fun facts: The weapon's name is a play on the soda brand name "Sunkist"
*WARNING: Kissing an actual sun will not grant you Pyrokinesis/Fire Powers!
The Eternal Avenger
Level X Demo Melee
Dealing damage with this weapon will charge your Avenging meter
When you reach 100%, taunt to take 60% less damage and knockback for 16 seconds
-25% damage taken from ranged sources while active
+70% damage taken from melee sources while active
10% slower movement speed on wearer
No random critical hits
_________________________________________
The Wazzock's Wrath
Level X Soldier Secondary Backpack
Upon reaching 25 health or less, you become a Berserker for 10 seconds!
+25 max health on wearer
+100% self blast damage taken
_________________________________________
The Texas Assistant
Level X Engineer Shotgun
35% damage bonus while metal is available
Drains 5 metal per sec while active
Per shot: -20 metal
33% clip size penalty
_________________________________________
The Lil' Mate
Level X Sniper SMG
Gains a additional fire rate bonus as health decreases
60% clip size bonus
(hidden) 80 ammo instead of 75
25% slower fire rate
Bullet spread increases as health decreases
http://www.gamefaqs.com/boards/437678-team-fortress-2/70855773
I implore you to browse through these weapons, with a coke and some cheetohs, and surf through all these weapons. There's good stuff in there that I think this server would greatly benefit from.
Class: Demoman
Model: http://steamcommunity.com/sharedfiles/filedetails/?id=448644531&searchtext=
Slot:Primary
Stats: -Grenades that hit a surface (rollers) deal +25% damage
-Hold alt-fire to shoot all greandes currently loaded in clip at once
-Grenades that hit a surface (rollers) deal +25% more damage to buildings
-25% less clip size
-50% slower reload speed
-50% damage on direct hit
Weapon Purpose: This weapon would be one that would come in handy at destroying sentry nests or enemies crowded in a area that is hard to access for your team or hard for you to go into without being killed quickly. It is good for crowd control, but is not a reliable weapon for front on confrontations.
If you think any of these stats should be changed and possibly made better please tell me! :D
The Reich Reanimator
(Medic Medi-gun)
(+) Medics wielding this will see the revive devices from MVM drop when a teammate dies, and can heal them to bring them back to life.
(+) +20% Yber build rate
(-) -50% Overheal
(-) -15% heal rate
(+) Ubercharge: Come Forth
The Medic summons ten large, friendly skeletons to spawn around him that fight for you. +50% faster reviving of dead players while the uber is happening.
(I totally have no name for this but it's some kind of sniper rifle Grodbort's weapon) (Sniper,Primary)
-15% recharge speed
Does not require ammo
+15% increased movement speed,reload,weapon switch and weapon firing speed on headshot kill (the haste will appear only if you will kill the enemy on a headshot while he has full hp) for 6 seconds (holy **** thats a op stat but its based off the haste powerup in mannpower)
Malfunctions and breaks underwater,if active. Use the supply locker to get the weapon back.
-Reduced 30% max overheal to player
-25% slower healing speed (when you are being healed)
The True Archer's Weapon (Sniper,Primary)
Hold Mouse to load up to 3 arrows.
Release Mouse to release the barrage.
-Can't cancel the arrow firing.
-15% slower reloading time
-15% damage dealt.
+5% chance of enemy bleeding for 5 seconds.
Bonk! Sugar Rush (Scout,Secondary)
On drink:Speed Boost for 25 seconds.
When effect wears off: -25 movement speed for 7 seconds and a heavy breathing sound plays on the effect.
I'm gonna try and make more ideas,if I could.
The Stat Stealer (Medic secondary)
steamcommunity.com/sharedfiles/filedetails/?id=156358981
+Copies a specific attribute from the class healed
Scout: Allows double jumping
Soldier: 15% explosive damage resistance
Pyro: Afterburn immunity
Demoman: 15% explosive damage resistance
Heavy: +50 max health
Engineer: Heals nearby buildings at a slow rate
Medic: Natural health regen rate doubled
Sniper: Needles are not affected by gravity and have no damage falloff for 5 seconds after healing
Spy: Disguises as an enemy Medic when the Spy is disguised
+25% heal rate
•UberCharge provides Medic and patient with a speed and jump height boost
----------------------------------------
The Speedster's Scatter (Scout primary)
+33% clip size
+Gain a speed boost on kill
-20% damage penalty
----------------------------------------
Sticky Roller (Demoman secondary)
•Stickies will roll across the ground like grenades
-20% explosion radius
-50% clip size
-4 max pipebombs out
----------------------------------------
The Welder Smelter (Engineer melee)
http://steamcommunity.com/sharedfiles/filedetails/?id=76084965
+20% building health
+On Hit: target is engulfed in flames
-15% swing speed
-50% damage penalty
-On miss: Hit yourself. Idiot.
----------------------------------------
The Provisioner (Heavy primary)
http://steamcommunity.com/sharedfiles/filedetails/?id=108582471
While weapon is active:
+5 health regenerated per second on wearer
+20% faster spin up time
+10% ammo regenerated every 5 seconds on wearer
-No random critical hits
-40% health from healers on wearer
-No ammo from dispensers when active
----------------------------------------
High Octane Jarate Dispenser (Sniper secondary)
http://steamcommunity.com/sharedfiles/filedetails/?id=156077433
+Blocks one backstab
+Automatically light arrows
+On backstabbed: creates a ring of fire, igniting enemies
-On backstabbed: Ignites wearer
-25 health on wearer
----------------------------------------
The Soviet Souvenir (Sniper primary)
http://steamcommunity.com/sharedfiles/filedetails/?id=270819448
+80% faster firing speed
+100% faster charge rate
+100% max primary ammo on wearer
-50% damage penalty
-No headshots
----------------------------------------
The Outback Outlaw (Sniper primary)
http://steamcommunity.com/sharedfiles/filedetails/?id=394267616
+On hit: Jarate target for 2 to 8 seconds based on amount charged
-20% projectile speed
-Headshots deal mini-crit damage
----------------------------------------
Lightning Rod (Sniper primary)
+Ignites enemies at full charge
+20% damage bonus
-Loses accuracy when fired too rapidly
-50% charge rate
-Fires tracer rounds
•Vaporizes killed opponents
----------------------------------------
The Mutilator's Machete (Sniper melee)
+30% damage bonus
-Cannot be mini-crit boosted
-20% explosive damage vulnerability on wearer
----------------------------------------
The Vineyard Vial (Demoman melee)
+On kill: 8 seconds of guaranteed mini-crits
-20% damage
-No random critical hits
----------------------------------------
The Doctor's Device (Spy melee)
+Disables buildings for 3.5 seconds on hit
- Cannot see enemy health
•Vaporizes killed players
----------------------------------------
The Hero's Hacksaw
+Damage increases with Uber level, up to 105 damage pet hit at 100% Uber
+Third successful hit in a row always crits
-20% firing speed
-No random critical hits
----------------------------------------
The Doctor Blocker (Scout melee)
+Alt-fire: Launches a ball that prevents opponents from healing
(Opponents hit by the ball will be completely unable to regain health from anything except a resupply locker for a length of time dependent on how far the ball flew)
+100% critical hits vs overhealed players and players being healed
-20% firing speed
-No random critical hits
----------------------------------------
The Hellraiser (Heavy primary)
+Getting kills and assists charges a Sacrifice meter. When the meter is full (8 kills or 16 assists), taunt to gain critical hits for 8 seconds
+15% fire damage resistance on wearer
-20% firing speed
-Cannot be crit boosted by outside sources
-No random critical hits
----------------------------------------
The Pneumatic Pounder (Engineer melee)
http://steamcommunity.com/sharedfiles/filedetails/?id=5232
+40% fire rate
+Sentry upgrades directly from level 1 to level 3
-Sentry costs 400 metal to upgrade
-30% damage penalty
-33% repair penalty (thanks, Pancake Mafia!)
----------------------------------------
The Ultimatum (Demoman primary)
http://steamcommunity.com/sharedfiles/filedetails/?id=100639814
+Enemies and buildings hit are coated in paint, marking them for death
+20% larger explosion radius
-35% damage penalty
----------------------------------------
The Groundbreaker (Demoman secondary)
http://steamcommunity.com/sharedfiles/filedetails/?id=100639340
+25% damage vs buildings
+0.3 sec faster bomb arm time
-40% damage vs players
-4 max pipebombs out
-50% clip size
----------------------------------------
The Supply Chain (Scout melee)
http://steamcommunity.com/sharedfiles/filedetails/?id=430963219
+On hit: Restores 20% of reserve primary and pistol ammo and recharge meters
-25% fire damage vulnerability when active
•Uses the Sandman's taunt kill; taunt killing an opponent will fully restore the clip, ammo, and recharge meter of all of Scout's weapons
----------------------------------------
The Bloodletter (Scout secondary) (Based on Flying Guillotine)
http://steamcommunity.com/sharedfiles/filedetails/?id=431552996
+Throw at your enemies to make them bleed!
+Long distance hits cause mini-crits
+100% bleed duration
-100% recharge rate
----------------------------------------
The Street Slugger (Pyro melee)
http://steamcommunity.com/sharedfiles/filedetails/?id=412616900
+Deals knockback on the targer
+15% damage bonus
-25% firing speed
-This weapon deploys 30% slower
----------------------------------------
The Commando's Cut-Throat (Spy melee)
http://steamcommunity.com/sharedfiles/filedetails/?id=442881637
+Silent Killer: No attack noise from backstabs
+20% firing speed
-This weapon deploys 25% slower
-20% explosive damage vulnerability while active
----------------------------------------
Jumpy Saw (Medic melee, name not final)
+Grants Double Jump: The second jump deals 15 damage when used
-50% damage penalty
----------------------------------------
The Meteor Shower (Heavy primary)
http://steamcommunity.com/sharedfiles/filedetails/?id=319956399
+Knockback on the target and shooter
+20% faster spin up time
-20% damage penalty
-35% slow move speed while deployed
----------------------------------------
The Biowaste Pump (Medic secondary)
http://steamcommunity.com/sharedfiles/filedetails/?id=151944588
•Right click uses 20% UberCharge to "irradiate" teammates, causing them to glow green, move faster, jump higher, and deal more damage at the cost of reducing their health by 33%. This effect lasts for 12 seconds
+15% UberCharge rate
-20% heal rate
----------------------------------------
The Holo Hurtstopper (Demoman secondary)
http://steamcommunity.com/sharedfiles/filedetails/?id=315205814
+Can store three charges at once (the meter on the HUD is split into three)
+100% charging turn control
-50% shield bash damage
-10% fire damage vulnerability on wearer
Gud = Possible. Crafting might want to give it a try. It doesn't mean that it will be added.
Not possible = One of the listed attribute doesn't exist or cannot be made.
11 out of 26 weapons are possible, the others cannot be made.
The Stat Stealer (Medic secondary) : Not possible.
The Speedster's Scatter (Scout primary) : Gud.
Sticky Roller (Demoman secondary) : Not possible.
The Welder Smelter (Engineer melee) : Gud.
The Provisioner (Heavy primary) : Gud.
High Octane Jarate Dispenser (Sniper secondary) : Not possible.
The Soviet Souvenir (Sniper primary) : Gud.
The Outback Outlaw (Sniper primary) : Not possible.
Lightning Rod (Sniper primary) : I don't think it's possible.
The Mutilator's Machete (Sniper melee) : Not possible.
The Vineyard Vial (Demoman melee) : Gud.
The Doctor's Device (Spy melee) : Not possible.
The Hero's Hacksaw : Gud.
The Doctor Blocker (Scout melee) : Not possible.
The Hellraiser (Heavy primary) : Not possible.
The Pneumatic Pounder (Engineer melee) : Not possible.
The Ultimatum (Demoman primary) : Gud.
The Groundbreaker (Demoman secondary) : Gud.
The Supply Chain (Scout melee) : Not possible.
The Bloodletter (Scout secondary) : Not possible.
The Street Slugger (Pyro melee) : Gud.
The Commando's Cut-Throat (Spy melee) : Gud.
Jumpy Saw (Medic melee, name not final) : Not possible.
The Meteor Shower (Heavy primary) : Gud.
The Biowaste Pump (Medic secondary) : Not possible.
The Holo Hurtstopper (Demoman secondary) : Not possible.
Made sure every weapon here is theoretically possible using the optf2 link provided.
Going with Sniper and Pyro primaries for today.
Primary:
The Laughin' Stock (Stock Rifle Variant):
The Outback Outbreak (Stock Rifle Variant):
The Flarrow (Huntsman Variant):
Primary:
Cowblaster or something. (Stock Flamethrower Variant):
Uh... Mmph? (Stock Flamethrower Variant):