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File: 1440217800492.jpg (21.58 KB,750x273,250:91,SPAS-12.jpg)

 No.3425

S'up niggers, it's time for an autistic weapon idea thread.

>there will be no SPAS-12 shotgun for the Soldier

____________________________
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 No.3426

I just want botkillers with Spybot heads. Is that too much to ask for?

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 No.3464

File: 1440737389584.jpg (43.21 KB,550x440,5:4,2015-05-19_pizza.jpg)

The Soviet Slices:

Lunchbox item.

Each slice heals 80 hp and be consumed near instantly with a loud callout. Can be shared with teammates as a health pack. Takes thirty seconds to recharge.

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 No.3501

One In The Chamber:

>Engineer pistol

>999999999% damage bonus

>Costs 200 Metal to fire

>On kill: Gain +200 Metal

>Never need to reload

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 No.3502

>>3501

The widowmaker?

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 No.3505

The Direct Sticky

Reverses the mechanics of what stickies can and cannot stick onto; stickies fizzle when they contact walls/ground, but stick to players. Encourages agressive, very accurate use of stickies. It would probably need reduced damage ramp up because it would otherwise deal about 135 HP each sticky.

Now here's the reason why it's fun and not total shit: you can stick your teammates/buildings. It won't deal friendly damage, but there are inventive possibilities for this mechanic.

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 No.3536

>>3505

That would be fucking awesome, but everyone would just sticky scouts.

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 No.3537

File: 1442363537311.png (106.07 KB,970x1016,485:508,tf2projsp.png)

>>3505

>very accurate use of stickies

Uncharged stickies are incredibly slow so this would be challenging.

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 No.3547

I had some disguise kit alternative in mind:

On use, you can "record" all your movements.

Later on, press "play", where you cloak instantly, and on the same time creates a dummy, who would move around in a short period, doing everything, you "recorded" it to do. The dummy is probably going to have same health amount as you have when using it. It's gonna be incapable of attacking.

>>3464

Sharing the sandwich inbetween could be interesting. I suppose the slices have to be inferior when going alone, though.

>>3505

>>3536

>be demoman

>join forces with scout

>you load him up with 8 stickies

>he goes bonk mode

>rip anything that isn't übercharged

The idea is fantastic, but I think it needs some more adjustments compared to the stock.

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 No.3554

>>3505

>>3536

>>3547

ALLAAAAAHHHHUUU ACKBBBAARRR

Can't hit a scout with Bonk.

Just make it so when he drinks it, they fall off (and thus break against the ground due to the weapon mechanic) as he becomes slippery.

But if two people sacrifice themselves for the cause and distract a sentry, a scoot with great timing might be able to slip into an engi nest near enough to the sentry.

Hey, they just did a bunch of pants-on-head unbalanced weapon stat replacements, so why not?

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 No.3594

Had this idea for the spy for a while

-100% capping speed

-20% Damage buff

Upon complete sapping, building is changed to the opposite team.

I think it could lead to interesting situations where the Spy has to guard the sentry after disposing of the engineer.

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 No.3604

>>3594

Wow, nice. There'd have to be a code base change and bugs removed so a building could belong to a spy. As long as the spy could never repair anything, it's be decent. Either have it like that and if the spy changes class the buildings blow up like if they were an engi (probably the right idea), or have the buildings just belong to an invisible entity placed on the spy's team (not as good, I think). Allow me to run with this one a bit. Valve already has put in some weapons with way too many effects to actually list or explain on the card anyways, so I'll go wild.

Okay, so first here are all of the secondary effects besides the main show for the sapper. A LOT of negative, but it's a very powerful main power.

Wololo

Level XX Sapper

>Player can own as many converted buildings as they are able to sap

>Enemy engineers cannot control or self-destruct stolen buildings

>Enemy engineers cannot build another of the building you stole until the converted building is destroyed

>Converted teleporters switch entrance and exit; your team and enemy spies can take them

>Team can get health and ammo from converted dispensers

>Sapper can remove enemy sappers

(Think how cool this would be just by itself. Slap sapper on enemy's sapper, both blow up, building restored. Like a better Homewrecker and very class-appropriate, just as much as airblast putting out flames is appropriate. Honestly, this might be something they should just add to the base sapper…maybe require 2 or 3 applications of friendly sapper to remove enemy sapper though, so enemy spies could actively outsap if still around. The main reason I thought of this, though, was because it would be a way to defend the converted sentry against enemy spies…so the Wololo should be an instant de-sap)

Spy is equipped with 3 sappers, numbered like ammo, which when destroyed (or when breaking off after completing task) will return to the spy's ammo pool after a five-second bar cooldown (separate bar for each sapper). While all three sappers are in play, the spy cannot select or place the sapper

Can be removed by enemy sappers

(only fair, but also important in the methods below these ideas)

-10% damage with all weapons

No random crits

No situational crits

(Can still get situational minicrits, and can still get crits from round end and other team-based crit events)

Player cannot capture points, push carts, pick up intelligence, or complete team objectives

Player cannot activate player-presence-based map objects such as lifts and gates, other than spawn gates

(Yes, that means you have to get another player help you open things sometimes, and you can't raise the lift for the rocket, can't turn the railroad tracks in the preliminary to capping the next cart point on that one map, etc, etc)

Player cannot use enemy buildings

(No enemy telefrags or teleports, no dispenser benefits)

Player cannot receive healing, overheal, or ubers from medics

(This includes enemy medics, the beam will connect but they won't see your health going up and you'll get no health. Basically, only way to get health or ammo is packs in the map or friendly dispensers.)

Then, there are two ways I see the conversion part going down.

"Variant A:'

>Reverses enemy building construction

>Rebuilds enemy buildings as friendly buildings

-100% sapper damage penalty

So how this would work is, it would have the same animations, timing, etc as the red tape recorder, exactly the same effect, only removable by any other sapper belonging to the building's team. Maybe it would take 2 or 3 normal sappers to remove it as well. Point is, another spy can get you shot by the sentry you just sapped with no engi around, just like you can while using it on friendly sentries.

Once the red-tape recorder completes, the toolbox doesn't turn into an ammo drop, it sits there maybe a half of a second and then starts building itself into a level 1 building of your team (backward for red tape recorder, so…forwards, but at the red tape rate). So, the rules are:

- You cannot attach this sapper to buildings your team engis make to upgrade them, or at all. You can only use sapper-in-hand application to break off enemy sappers. The sketch of where the sapper would go would be on top of the enemy's sapper, not directly on the friendly building.

- You cannot build the building past the level the enemy engi built it to, although the construction process will build it without any of the damage it may have sustained from other sources prior to becoming a toolbox (other damage will stay)

- The building activates as soon as it completes level 1 build, and remains active as the backwards-red-tape effect continues to upgrade it

- While downgrading the enemy building, sappers removed in the middle of a change will result in the building reversing and rebuilding to the level it was debuilding, just like the red tape

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 No.3605

>>3604 (cont)

- While building a converted building, sappers removed in the middle of a change will cause the building to reverse back down to the lower level

- A building which is reversed back down into a toolbox by a sapper being removed right after the now-friendly construction starts will result in a toolbox which turns into an ammo drop and cannot be re-sapped

- A building which has a sapper removed before reaching friendly level equivalent to what the enemy engi built it to can be resapped to reach that level

- The sapper does not repair any damage the building incurs during construction

- The sapper automatically breaks/falls off when the building reaches its max previous level and no more sappers can be reapplied, except to reverse negative levels caused by the red tape or another wololo. The wololo can still be placed on other sappers placed on the converted building to break them off

- Friendly engineers cannot repair, reload, or upgrade converted buildings directly, but can knock sappers off and can reload sentries by placing nearby dispensers

- A converted building which gets successfully and completely sapped by an opposing wololo reverts to full control of the original engineer. However, teleport entrances and exits stay backwards (since they enable spawncamping and are easy for the original team to destroy/sap quickly, this compensates for their short life by delaying the engi a bit getting new teles up)

- When the engineer goes back to their restored building, hitting it with a wrench whether to repair, upgrade, or

- Sap conversion does not trigger a sentry "death" or give the engi revenge kills, neither does destroying the converted sentry

- The entire conversion process will take slightly over twice as long as a red tape sap for a building of the same level, though the building will be active at present level for the build half of the sapping (barring the build to level 1)

Variant B:

The same as Variant A in all ways not specified below, a bunch of the Variant A stuff should have gone in the section before the variants but I hadn't thought of it at the time.

- Damages building at the standard sapper speed

- Deals actual building damage, stops at 5% building health for one second

- At the end of one second, building changes color and comes under spy command (for both variants, probably indicated by a slimmer UI element than for engis, showing only level, health, and if there's a sapper on it)

- After changing team, the building remains sapped (dormant, nonfunctioning, like a wrangled sentry but with no shield) for one second further

- After a second has passed, the building remains dormant-sapped and begins to repair itself at normal sapper damage speed, backwards

- Upon reaching full repair, the sapper breaks off and the building instantly reactivates

- The sapper converts low-health buildings faster, just like normal sappers destroy them faster, but will still take the time to keep them idle and restore them to full repair once converted

- To interrupt the repair process of a converted building, you can place a sapper on top of your own sapper (only in this case) and the building will immediately reactivate, but you will not be able to reapply the sapper to finish the repair

- Once the sapper has broken off, the building can be repaired and reloaded, but not upgraded, by friendly engis

- Any friendly engi hitting the building with a wrench will break off your sapper

- A sapper may be reapplied to a full-health converted building (but not to friendly engi buildings, or converted buildings belonging to other spies) to provide it with 20% damage resistance from all sources. This sapper can only be removed by engis (friendly or enemy) or by placing another sapper on top of it, and will break off by itself in 90 seconds.

For all purposes of sapper removal only, a Homewrecker counts as an engi wrench in the above.

Actually, both of these variants could exist and play against each other interestingly, with different benefits and tradeoffs. B is simpler, could be a lot faster conversion if working with an offensive class to damage the buildings first, plus engis can repair/reload them and you can give them the resist buff if willing to lose one of your three sappers for a while more. However, Variant A lets the buildings become active as soon as the first level of conversion is completed, and you have a way to restore red-taped buildings whereas friendly engis can't upgrade them in either version. Maybe Version B would need a special nerf like engi repair and reload takes normal metal amount but gives half the result per swing or something.

SOMEONE GET VOLVO ON THE LINE

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 No.3633

File: 1446031883497.png (315.84 KB,512x512,1:1,medic.png)

The Vitality Vacuum

>Secondary Weapon for Medic

>Drains the life out of enemy players, and heals the user with the drained health

>Can not overheal normally

>Drains down to 1 HP, but does not kill normally

>Ubercharge triples the Vitality Vacuum's draining rate, enables it to overheal it's user, and allows it to kill enemies by draining them out, turning them to ashes (for comedic effect)

A battle medic's wet dream

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 No.3634

>>3633

>the Vitality Vacuum would also be able to target teammates, but it will do nothing to them

>this will be useful for draining enemy spies

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 No.3635

>>3604

>>3605

>that wall of text

>woew.png

as impressive as it could be, you haven't thought of the one universal tf2 parameter,

people are dicks.

Any engineer could just build a level 3 sentry right in front of spawn

and then team up with a spy for the keks to sap it.

What are the other team going to do about it?

And even if the engineer doesn't lose the sentry on purpose,

the sapper will really get to spawn a lot anger on servers,

because engineers now are a potential thread to his own team.

It's gonna be very chaotic.

The whole scenario kinda reminds me of red alert, where it's amusingly enough the engineers who get to convert other buildings to their own.

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 No.3636

>>3633

It sounds very weak. 24 DPS at reasonably close range is pitiful. It wouldn't be useful for fighting a competent player, but I guess it'd help a combat medic leech health off of an inattentive player.

I think if it had some form of crit heals it might be better. Maybe a reverse of normal crit heals; the vitality vacuum could deal 24 HP/S against someone recently healed, but scale up to 72 HP/S if they haven't been healed in 15 seconds. The self healing shouldn't scale up though.

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 No.3642

>>3633

If you could click once to attach a heal beam to an ally, then click and hold on an enemy and channel the health through you directly without any storage or delay, that would be getting somewhere.

>>3635

Any engineer can already build a level 3 tele with an exit to certain death, then keep switching where the entrance is relative to a good engi's tele.

>What are the other team going to do about it?

They have a door that opens and closes as they please and unlimited health and ammo restocks. Just break out a Direct Hit or two. Worst case, the medic charges an uber in record time from healing them as they die, and then it's over.

>It's gonna be very chaotic

Hey, remember balanced weapons? Because I can't anymore.

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 No.3656

File: 1447276741028-0.png (143.78 KB,400x371,400:371,demo.png)

File: 1447276741028-1.jpg (90.45 KB,1000x669,1000:669,Claddagh.JPG)

File: 1447276741029-2.jpg (66.61 KB,592x444,4:3,Neighbor's Pneumatic.jpg)

The Clobberin' Claddagh

Level xx Shield

>On hit, gain up to +50 health. Nearby teammates gain up to +33 health.

>Melee kill restores 75% of charge

>-50% damage resistance

>-15% move speed

>Alt-Fire: Charge towards your enemies. Gain a critical melee strike after impacting an enemy at distance.

The Neighbor's Pneumatic

Level xx Grenade Launcher

>+75% launch speed

>-50% explosion radius

>-25% clip size

>No knockback

> A pneumatic potato gun that fires potatoes imported straight from Ireland, which explode into smaller sprouts (that also explode).

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 No.3658

File: 1447278384092-0.png (495.37 KB,859x682,859:682,scoot.png)

File: 1447278384092-1.jpg (28.29 KB,518x630,37:45,walwick whacker.jpg)

File: 1447278384092-2.jpg (58.38 KB,696x1024,87:128,irish coffee.jpg)

The Wicklow Whacker/The Luck of the Irish

Level xx Bat

>On Hit: Enemy is marked for death

>+20% swing speed

>+20% damage vs enemies

>-40% damage resistance

>-20% health

>-10% speed

>Reduced healing from medics and dispensers

>A shillelagh which bestows bad luck upon its victims (and also its user).

The Celtic Caffeinator

Level xx Lunchbox

>Upon consumption, move speed increased +20% for 10 seconds. Weapons active during this time with increased spread.

>Applies a warping effect to the screen.

>Those Irish sure know how to make a good cup-a-joe! Now if only I wasn't feeling so wOoozzyyyy…

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 No.3659

File: 1447278824162-0.png (148.26 KB,350x323,350:323,sniper.png)

File: 1447278824162-1.jpg (26.26 KB,1200x1200,1:1,lucksman.jpg)

The Lucksman

Level xx Bow

>+5% projectile speed

>-10% charge speed

>A longbow straight from the Irish highlands. What's that? Ireland doesn't have highlands nor a history of archery usage? Sorry, I couldn't hear you over the sound of your mangled corpse being pinned to a wall.

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 No.3660

>>3656

Alternate name for the Neighbor's Pneumatic:

The Hot Potato

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 No.3731

Had this idea for a Healthy Heavy set

Soviet Soaker

+100% pushback

+20% speed

-90% Damage

Watercannon shaped like a water bottle with a nipple cap that pushes enemies and extinguishes teammates. Right click builds pressure and keeps it ready, while left click releases it. Taunt is heavy taking a drink from it.

Granolachev

+Heals 10 health

+10% Maximum Health

+10% speed

Can carry 3 at a time, effects can stack when eaten consecutively.

Can't think of anything for melee though, oh well.

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 No.3732

>>3731

I like it.

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 No.3747

>>3656

>>3659

>>3660

Irishman spotted

tbh all these weapons seems like messy and complicated versions of already existing alternatives. Neighbor's Pneumatic is like the Loch, Wicklow Whacker like the FanOWar, Caffeinator like Crit-a-Cola.

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 No.3751

The Blade Of Heros Past

>Cardboard sword for Scout

While active:

>All attacks are crits when wearer has full health

>-90% health from medics and dispensers

>No random crits

>-25% deploy speed

Das Panzerbladen

>Sword for medic, with a sort of Übersaw sort of look to it

>Your own Übercharge effects still apply to you while this weapon is active

(Like, you can Über yourself and go on a rampage.)

>-15% Attack speed

>-15% Damage penalty

>No random crits

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 No.3752

>>3751 (Cont)

The Übergun

>Syringe gun for Medic

>-15% Attack speed

>+1% Übercharge on hit

>-1 Health drained on wearer

The Extra Mmmph

>Secondary Hoverpack for Pyro

>Press Space Bar while in the air to hover for up to 2 seconds. Press it again to stop.

>Only recharges while on the ground.

>Consumes primary ammo while hovering.

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 No.3753

TFC Assault Cannon for Heavy

>20% faster rev speed

>10% more damage

>Lighter gun model, allows the player to jump while firing

>Can't be revved up

>-15% accuracy

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 No.3755

File: 1459037463982.jpg (33.57 KB,430x403,430:403,1395794785386.jpg)

>>3747

Well shit, you're right

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 No.3771

File: 1465983941116.jpg (29.94 KB,700x420,5:3,Rocketlok100PoundAdjustabl….jpg)

>>3731

Finally thought of a melee weapon.

Lenin Lifter

Level XX Dumbbell

+50% damage

-25% swing speed

Secondary fire throws dumbell in an arc, which respawns after 30 seconds. maximum of 2 to a player.

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