Difference between revisions of "User:Qwertyxp2000/Weapon Ideas"

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(Buffalo Steak Sandvich)
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| att-6-negative = Flares cannot ignite enemy players
 
| att-6-negative = Flares cannot ignite enemy players
 
| item-description = A special flare gun for learning flare jump tricks and patterns. This weapon deals ZERO damage.
 
| item-description = A special flare gun for learning flare jump tricks and patterns. This weapon deals ZERO damage.
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}}
 +
 +
===Melbourne Maimer===
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Sniper Primary.
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Sort of like the Sydney Sleeper but oriented for slowdown similarly to the Sandman.
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{{Backpack item
 +
| custom-name = Melbourne Maimer
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| custom-icon = User Qwertyxp2000 Melbourne Maimer Icon.png
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| no-custom-name-quotes = yes
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| quality = unique
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| item-level = 24
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| item-kind = Rifle
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| att-1-positive = +25% bonus damage
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| att-2-positive = On Scoped Hit: Slow target by -50% for 2 to 5 seconds based on charge level.
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| att-3-negative = -50% charge rate
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| att-4-negative = Headshots mini-crit instead critical hit
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| item-description = What could be better than crippling your foes?
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}}
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 +
===Wrench of Overclock===
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Engineer Melee.
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Aims to give a use for the Wrench once buildings are max level and not in need of repair.
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{{Backpack item
 +
| custom-name = Wrench of Overclock
 +
| custom-icon = User Qwertyxp2000 Wrench of Overclock Icon.png
 +
| no-custom-name-quotes = yes
 +
| quality = unique
 +
| item-level = 4
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| item-kind = Wrench
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| att-1-positive = On hit max upgraded, non-damaged building: reduces its attack cooldown by -10% for 1.0s. Can stack duration by another 1.0s if hit again.
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| att-2-negative = -20% upgrade rate
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| att-3-negative = Consumes 20 metal every time a small boost is applied
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| item-description = Converts metal into additional boosts for your maxed buildings
 
}}
 
}}
  

Revision as of 06:17, 5 January 2021

Custom Weapon Ideas

Deadly Precision

Sniper Primary.

Designed for shooting from very long distances. While scoped, use the weapon switch keys to increase/decrease scope zoom. Comes with up to 10 increments.

Deadly Precision
Level 50 Rifle
Charge increases depending on scope zoom. While scoped, scope zoom can be increased or decreased with the weapon switch keys.
Mouse sensitivity decreases while scope zoom increases.
+15% damage on headshot
-15% damage on bodyshot
Cannot fire unless scoped
Higher scope zoom increases visibility of beam
Be efficient.

Jar of Water

Scout Secondary and Sniper Secondary.

Primarily designed to be used as a practice weapon for Mad Milk and Jarate. Does not replace or overlap existing Mad Milk or Jarate to said sodden enemies. Could be possible synergy with Neon Annihilator.

Jar of Water
Level 1 Jar
Can be used to extinguish fires.
+75% increase in charge recharge rate
Extinguishing teammates reduces cooldown by -20%
Only causes enemy players to become wet
A special jar of liquid for learning jar-throwing techniques.

Quick Repair

Engineer Melee.

Designed to quickly fix buildings, this weapon comes with more efficient repairs plus slightly better sapper removal rate at the cost of slower construction boost, a slower upgrade rate (from 25 upgrade units per hit to 20), and a damage penalty to players (from 65 to 49).

Quick Repair
Level 32 Wrench
25% faster repair rate
+15% faster firing speed
Construction hit speed boost decreased by 50%
20% slower upgrade rate
-25% damage penalty against players

Malfunction Controller

Spy Sapper.

Intended to punish Engineers for removing the Sapper before killing the Spy. Creates an electrical buzzing noise to distinguish from regular sappers. Comes with 200 health per sapper.

Malfunction Controller
Level 40-80 Sapper
+100% Sapper health
When unsapped, building becomes disabled for 0.5 more seconds
-90% Sapper damage penalty

Bleeding Archer

Sniper Primary.

Comes with only 8 arrows instead of 12, but all enemies hit by these arrows receive bleeding effect. Trades ammo for a bit more damage.

Bleeding Archer
Level 15 Bow
On Hit: Bleed for 2-5 seconds depending on charge
-33% max primary ammo on wearer

Portable Hammer

Scout Melee, Soldier Melee, Pyro Melee, Demoman Melee, Heavy Melee, Engineer Melee, Medic Melee, and Sniper Melee.

Intended as a weapon for most classes to destroy enemy Sappers.

Portable Hammer
Level 8 Hammer
Damage destroys Sappers
+25% damage vs buildings
-25% damage vs players

Cannon Jumper

Demoman Primary.

Intended as a training weapon for Cannon Jumping.

Cannon Jumper
Level 10 Grenade Launcher
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
+20% projectile speed
+200% max primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Cannonballs do not explode on impact
A special loose cannon for learning cannon jump tricks and patterns. This weapon deals ZERO damage.

Flare Jumper

Pyro Secondary.

Intended as a training weapon for Flare Jumping with the Detonator.

Flare Jumper
Level 10 Flare Gun
+200% max secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Flares cannot ignite enemy players
A special flare gun for learning flare jump tricks and patterns. This weapon deals ZERO damage.

Melbourne Maimer

Sniper Primary.

Sort of like the Sydney Sleeper but oriented for slowdown similarly to the Sandman.

Melbourne Maimer
Level 24 Rifle
+25% bonus damage
On Scoped Hit: Slow target by -50% for 2 to 5 seconds based on charge level.
-50% charge rate
Headshots mini-crit instead critical hit
What could be better than crippling your foes?

Wrench of Overclock

Engineer Melee.

Aims to give a use for the Wrench once buildings are max level and not in need of repair.

Wrench of Overclock
Level 4 Wrench
On hit max upgraded, non-damaged building: reduces its attack cooldown by -10% for 1.0s. Can stack duration by another 1.0s if hit again.
-20% upgrade rate
Consumes 20 metal every time a small boost is applied
Converts metal into additional boosts for your maxed buildings

Custom Existing Weapon Changes

Claidheamh Mòr

  • Added "+10% damage while charging". This makes the Claidheamh Mòr more of a unique sword that can compete with other swords like the Eyelander while not being a definite mixture of the other swords. Its new damage bonus while charging balances out better against an Eyelander with half the maxed head buffs.
Backpack Claidheamh Mòr.png

Claidheamh Mòr
Level 1 - 100 Sword
When weapon is active:
This Weapon has a large melee range and deploys and holsters slower
0.5 sec increase in charge duration
Melee kills refill 25% of your charge meter.
+10% damage while charging
No random critical hits
15% damage vulnerability on wearer

Pain Train

  • Added "Gain a speed boost while holding the Intelligence on wearer". This is to make it a little less useless on maps other than Control Point, King of the Hill, Payload. Simply speaking, the user holding the Pain Train gains a Displinary Action type of speed boost while carrying the Intelligence.
Backpack Pain Train.png

Pain Train
Level 1 - 100 Makeshift Club
+1 capture rate on wearer
Gain a speed boost while holding the Intelligence on wearer
10% bullet damage vulnerability on wearer

Ullapool Caber

  • Removed melee damage penalty. Explosion remains at 75 damage. This is to allow one-shots of the weakest classes.
  • Changed "This weapon deploys 100% slower" to "This weapon deploys 80% slower", to make it less of a hassle to take the weapon out.
  • Added "This weapon holsters 30% slower" to punish players trying to switch from the Ullapool Caber.
  • Changed functionality of the grenade stick: grabbing ammo packs can now refill the grenade stick; it requires 6 equivalent units of Medium Ammo Boxes in order to refresh the grenade stick, and it cannot automatically regenerate with time.
Backpack Ullapool Caber.png

Ullapool Caber
Level 1 - 100 Stick Bomb
20% slower firing speed
This weapon deploys 80% slower
This weapon holsters 30% slower
No random critical hits
High-yield Scottish face removal.
A sober person would throw it...

The first hit will cause an explosion. Collect ammo packs or reach the Supply Cabinet to refresh the grenade stick.

Hot Hand (Version 1)

  • Changed "-20% damage penalty" to "-20% damage penalty vs buildings". This makes the weapon less of a direct downgrade to the stock against players, due to the natural awkwardness of the unique double-slap mechanic. Kept the damage penalty against buildings, as a slap would in theory be poor at damaging a building.
  • Changed speed boost duration from 1 second to 3 seconds. This will give a better incentive to actually use this weapon as an offensive version of Disciplinary Action.
  • Added neutral description on the new slap mechanic.
Backpack Hot Hand.png

Hot Hand
Level 1-100 Slap
Slaps twice per attack, with total damage split between each slap
Gain a speed boost when you hit an enemy player
-20% damage penalty vs buildings
This melee slap tells your opponent, and anyone watching the kill feed, that your hand just gave some lucky face the gift of slapping it stupid.

Sharpened Volcano Fragment (Version 1)

  • Added "mini-crits burning players". Gives a decent damage reward for hitting enemies multiple times with it while still being a useful option for building "MMPH" for the Phlogistinator.
  • Increased damage penalty from -20% to -25% to compensate the new mini-crit change.
Backpack Sharpened Volcano Fragment.png

Sharpened Volcano Fragment
Level 10 RIFT Fire Axe
On Hit: target is engulfed in flames
Mini-crits burning players
-25% damage penalty
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.

Sydney Sleeper

  • Changed "Nature's Call" benefit; headshotting also applies Jarate for 3 additional seconds (so 5 to 8 seconds depending on charge level). This is to benefit players who successfully headshot players. Reduced Jarate jar cooldown functionality remains unchanged.
  • Modified the "no headshots" description to "headshots mini-crit instead of critical hit". Critical hit still works when Kritzkrieg is applied to the Sniper.
  • Reduced charge rate bonus from +25% to +10% to compensate the new Jarate headshot benefit.
Backpack Sydney Sleeper.png

Sydney Sleeper
Level 1 Sniper Rifle
+10% charge rate
On Scoped Hit: Apply Jarate for 2 to 5 seconds based on charge level.
Nature's Call: Scoped headshots apply Jarate for 3 additional seconds and reduce the remaining cooldown of Jarate by 1 second.
No random critical hits
Headshots mini-crit instead of critical hit

Razorback

  • Added neutral description of the recharge mechanic and spy backstab block.
  • No other balance changes are necessary, and is pretty balanced overall.
Backpack Razorback.png

Razorback
Level 10 Shield
Blocks a single backstab attempt
-100% maximum overheal on wearer
An attempted backstab will temporarily prevent the enemy Spy from attacking again for up to 2 seconds.
Once broken, the shield will recharge after 30 seconds or by visiting the resupply cabinet.

Sharpened Volcano Fragment (Version 2)

  • Added "damage increases based on remaining duration of afterburn". The extra damage is +1 damage per 0.5s of duration left on the enemy, rounded up, and is calculated before the axe ignition. This extra damage will count as fire damage, for purposes of the Phlogistinator and anything that resists/vulnerables to fire. So with the damage penalty added, total damage to hit for 10.0s burn enemy players is 72.
  • Increased burn duration from 7.5s to 10.0s, to give a better incentive to using this weapon for incinerative purposes.
  • Added "No immunity to afterburn while equipped". Makes it pretty interesting to find Pyros trying to fight each other with SVFs.
Backpack Sharpened Volcano Fragment.png

Sharpened Volcano Fragment
Level 10 RIFT Fire Axe
On Hit: target is engulfed in flames
Damage increases based on remaining duration of afterburn
-20% damage penalty
No immunity to afterburn while equipped
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.

Disciplinary Action

  • Changed speed boost for friendly player from 2 seconds to 3 seconds, to match the boost to the original player.
  • Added increased damage penalty to buildings. Although not necessary, I don't think an actual machine would be too harmed by a whack of a whip.
  • Added "mini-crits when it would normally critical hit". Incredibly powerful at purely damaging from a distance, but I personally would like it more used as a support melee rather than a damaging melee.
  • Added note for boosted range.
Backpack Disciplinary Action.png

Disciplinary Action
Level 10 Riding Crop
This weapon has large melee range
On Hit Teammate: Boosts both players' speed for several seconds
-25% damage penalty
-33% damage penalty vs buildings
Mini-crits when it would normally critical hit

Hot Hand (Version 2)

  • Changed speed boost duration from 1 second to 3 seconds. This will give a better incentive to actually use this weapon as an offensive version of Disciplinary Action.
  • Added "Critical hits burning targets and extinguishes them". Might make an interesting version of Axtinguisher.
  • Added neutral description on the new slap mechanic.
Backpack Hot Hand.png

Hot Hand
Level 1-100 Slap
Slaps twice per attack, with total damage split between each slap
Gain a speed boost when you hit an enemy player
Critical hits burning targets and extinguishes them
-20% damage penalty
This melee slap tells your opponent, and anyone watching the kill feed, that your hand just gave some lucky face the gift of slapping it stupid.

Gas Passer

  • Changed gas cloud duration from around 5 seconds to exactly 10 seconds. This is to better utilize the lingering aspect of the gas cloud, and thus make it a lot more of a deadly tool for creating afterburn. This buff will certainly make it a lot more worth the up to 60 seconds of waiting and/or up to 750 fire damage, in which the fire damage can be re-built up reasonably quickly if used correctly.
  • Changed gasoline effect to be considered "wet", for the sake of synergizing with Neon Annihilator. Although a small change, Gas Passer might potentially be a great synergy with Neon Annihilator if the enemy isn't already hit by another weapon.
Backpack Gas Passer.png

Gas Passer
Level 1-100 Gas-Like Substance
Gas meter builds with damage done and/or time
Spawning and resupply do not affect the Gas meter
Gas meter starts empty
Creates a horrific visible gas that coats enemies with a flammable material, which then ignites into afterburn if they take damage (even enemy Pyros!)

Third Degree

  • Added "-33% damage vs buildings" to eliminate the extra statistical advantage. It isn't much, but it does become a bit of a hassle for a Pyro trying to destroy enemy Engineer buildings.
  • Added "+10% faster firing speed" to make it a little bit easier to do further attacks with the Third Degree.
Backpack Third Degree.png

Third Degree
Level 10 Fire Axe
All players connected via Medigun beams are hit
+10% faster firing speed
-33% damage vs buildings
Being a boon to tree-fellers, backwoodsmen and atom-splitters the world over, this miraculous matter-hewing device burns each individual molecule as it cleaves it.

Eviction Notice

  • Changed immediate health drain from -20 to -10. It's pretty much a weaker Gloves of Running Urgently, but it does still consume as much health than the Gloves of Running Urgently whenever deployed. As such, I reduced the amount of immediate health drain to make Eviction Notice a more viable option compared to the more popular Gloves of Running Urgently.
  • Changed description regarding faster move speed to mention "while active", because it technically is only true while the weapon is active.
Backpack Eviction Notice.png

Eviction Notice
Level 10 Boxing Gloves
+40% faster firing speed
On Hit: Gain a speed boost
+15% faster move speed while active
-60% damage penalty
Maximum health is drained while item is active

Buffalo Steak Sandvich

  • Added negative attribute note regarding damage vulnerability while boosted.
  • Buffalo Steak Sandvich's speed boost now stacks with Disciplinary Action boost effects (i.e. from Disciplinary Action, Eviction Notice, and Concheror), but the maximal speed for Disciplinary Action boost effects is changed to cap at 375 HU/s while boosted with Disciplinary Action. This change will make BSS more worth pairing with a Disciplinary Action speed boost. The speed boost stack could make the weapon a lot more viable outside of Medieval Mode, while the cap at 375 HU/s will allow Heavy to still be slower than the Scout.
  • Maximum speed gain outside of stacking with Disciplinary Action boost effects is now capped at 320 HU/s, and it now allows all other speed bonuses to stack. Again, the additional speed bonuses stacking could make the weapon more viable outside of Medieval Mode. It definitely is viable at counterbalancing the 20% damage vulnerability.
Backpack Buffalo Steak Sandvich.png

Buffalo Steak Sandvich
Level 1 Lunch Box
After consuming, move speed is increased, attacks mini-crit, and the player may only use melee weapons. Lasts 16 seconds.
While boosted, player receives a +20% damage vulnerability
Alt-fire: Share with a friend (Medium Health Kit)
Who needs bread?

Sharpened Volcano Fragment (Version 3)

  • Changed such that melee attacks count as both melee and fire, as long as the enemy is not a non-doused Pyro. This is only for the sake of making it useful when paired with Phlogistinator.
Backpack Sharpened Volcano Fragment.png

Sharpened Volcano Fragment
Level 10 RIFT Fire Axe
Melee attacks from this weapon count as both melee and fire
On Hit: target is engulfed in flames
-20% damage penalty
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.