Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!

Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (69.3%)
IT'S A DUMPSTER FIRE
35 (30.7%)

Total Members Voted: 114

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2431214 times)

Under this line, make weapon suggestions here.

_____________________________ _____________________________ _______________________

I have 3.

Multi Task   Melee for Engineer

  • When you hit one of your buildings, all your buildings will repair/upgrade/replenished

    When one of your buildings get destroyed (except detonation by the engineer himself), all your buildings will also be randomly damaged to one health left and no ammo. (if sentry) 15% chance of all buildings being destoryed.

    Can't haul.

    Instead of hauling, you "dismantle" it, so that the building is destroyed but you got an amount of metal back (depending on what building you dismantled)
Up next:

Krankheit    Secondary for Medic

  • If used on an enemy, they will be infected until either an enemy medic heals them or they die. The infection is contiguous.

    Takes longer to ubercharge then the default medigun.

    When ubercharged, it will only go to the 50% mark and then afterwards is crit weapons up to the 0% mark with no invincibility.

and the final 3rd weapon!

Betrayal  Sapper for spy

  • If used on an enemy building, after they got "sapped", they change teams. (ex: Red -> Blue)

    It takes less time to kill the sapper for the engineer

    No declared engineer the building owns after the team switch. It will say "Originally in <insert previous team before being sapped> when you put your mouse over the building. When destroyed, on the killboard, it will just say "Sentry Gun", "Dispenser", or "Teleporter"
« Last Edit: August 25, 2013, 09:35:57 AM by GregtheMajor5748 »

3rd one would be too easy to grief with


I have a weapon idea too for the spy

+ On successful backstab + 15 seconds of cloak

- Cannot cloak

How's that?


Just a idea :P
« Last Edit: August 25, 2013, 07:43:15 PM by awesomebread »

i have a weapon idea too

THE MONOCHROME ARSENAL - MINIGUN FOR THE HEAVY

+ 1000% ammo capacity or whatever
+ 1000% firing speed
+ shoots rockets instead of bullets
+ every kill you get gives you 10 seconds of 100% crits
+ crit kills stack
+ every damage dealt gives you 10 hp in return
+ dominating someone with this will uber you for 10 seconds
+ cannot be airblasted at all
+ destroys projectiles
+ rockets home in on enemies

- no random critical hits

ok yeah sorry i'm going a little bit too far with this


I have a weapon idea too for the spy

+ On successful backstab + 30 seconds of cloak
+ 10% Damage

- Cannot cloak



Just a idea :P
You know, that's not a bad idea. A bit unbalanced with the 30 seconds of cloak, but a cool idea anyway

I have a weapon idea too for the spy

+ On successful backstab + 30 seconds of cloak
+ 10% Damage

- Cannot cloak



Just a idea :P

but it totally ruins the spy. spy is supposed to be sneaky. the 10% dmg is irrelevant because why would you need to butterknife? are you talking 30 seconds perma cloak? or able to cloak for 30 seconds?

i have a weapon idea too

THE MONOCHROME ARSENAL - MINIGUN FOR THE HEAVY

+ 1000% ammo capacity or whatever
+ 1000% firing speed
+ shoots rockets instead of bullets
+ every kill you get gives you 10 seconds of 100% crits
+ crit kills stack
+ every damage dealt gives you 10 hp in return
+ dominating someone with this will uber you for 10 seconds
+ cannot be airblasted at all
+ destroys projectiles
+ rockets home in on enemies

- no random critical hits

ok yeah sorry i'm going a little bit too far with this




Too OP. (OP = Overpowered)
« Last Edit: August 25, 2013, 11:39:46 AM by GregtheMajor5748 »

Too OP. (OP = Overpowered)
whoa
like i haven't noticed that

or even understand what OP means

man you're incredible teach me everything you know


Under this line, make weapon suggestions here.

_____________________________ _____________________________ _______________________


these have no numeric values

no balance

you need to provide more insight eg


The Totenwerfer
Level 89 Medigun
ÜberCharge increases weapon firerate by 35%, magazine size by 100%, and reload speed by 50%
Sustained overheal grants +50% critical hit chance
Heal grants +2.5 ammo regeneration on patient

-25% heal rate
-50% overheal build rate
+15% critical hit vulnerability on wearer and patient


Scout

The Hurdler's Bundle
Set bonus
+30% jump height
+10% health

-5% movement speed
Voice commands cannot be used
Player cannot stop moving


The 26 Miler
Level 0 Scattergun
On hit: builds Sprint
+15% firing speed
+5% tighter spread
+50% movement speed on Sprint activated

+30% explosive damage weakness
-10 health per jump
No random critical hits
Player cannot carry intelligence while using Sprint

The Lacer's Racer
Level 25 Popgun
On hit: enemy cannot attack for 1 second
+10% damage
+10% reload speed

-75% clip size
-80% firing speed
-25% secondary ammo on wearer
No random critical hits

Pyro

The Guzzler's Grant
Set bonus
+30% sentry resistance
+25% health from medkits

-10% movement speed
-75% health from Medics


The Victimizer's Vacuum
Level 13 Air Manipulator
Airblast can pull enemy players
Deducts 3 health per second vs enemies whilst encased in airblast
+25% firing speed
+50% clip size

+30% damage vs explosives
-50% damage
-100% afterburn damage
No random critical hits

The Eastwood Resident
Level 1 Shotgun
Receives guaranteed critical hits per every melee kill
+50% clip size
+10% reload speed
+5% tighter spread

+10% draw animation speed
-10% secondary ammo on wearer
+10% damage vs melee weapons
No random critical hits

The Mandatory Manslaughter
Level 64 Chainsaw
Weapon runs on fuel
Fuel is shared by primary weapon ammo pool

+60% firing speed
+10% damage
On hit: causes bleed

+15% bullet damage weakness
Dispensers do not replenish health or ammo on wearer
No random critical hits

Soldier

Officer's Essentials
Set bonus
+25% sentry resistance
+10% movement speed

+15% explosive damage weakness

The Dune Stormer
Level 24 Rocket Launcher
+50% clip size
+10% projectile speed
+20% damage vs buildings

-15% damage

The Bunker Buster
Level 11 Radio
Build Morale by dealing damage
Replenishes nearby teammates' health and ammo when activated

The Payback Pummeler
Level 65 Weapon Stock
Deals guaranteed critical hits to opponents dominating you
+50% firing speed
+10% damage
On hit: causes bleed

+10% melee damage weakness
No random critical hits

Demoman

The Veteran's Valiance
Set bonus
+25% max health
+15% fire resistance
+5% damage vs support classes


The Grenadier's Bombardment
Level 69 Grenade Launcher
+15% firing speed
+50% clip size

-15% reload speed
-10% damage
-30% damage vs buildings

The Scottish Sticker
Level 42 Stickybomb Launcher
Stickybombs can only stick to players
Stickybombs slightly gravitate towards players
+25% damage
+10% reload speed

-50% clip size
-25% secondary ammo on wearer
-100% shatter damage
Stickybombs shatter on contact with other surfaces

The Kamikaze's Catcher
Level 99 Hand Grenade
Weapon is given a 3 second fuse when activated
+100% damage
-25% blast damage
Weapon is destroyed after use
Damage kills user instantly

Heavy

The Jailbreaker
Set bonus
+15% movement speed
+5% bullet resistance


The Guardsman's Gullet
Level 96 Minigun
+15% faster spin-up time
+10% tighter spread

-15% movement speed while spun
-5% damage

The Insultant's Desk
Level 67 Soap Launcher
On hit: enemies slide around helplessly for 3 seconds
+10% faster draw animation speed
-75% clip size
-50% damage
No random critical hits

The Katyusha Kutter
Level 75 Prison Shank
On hit: target bleeds for 5 seconds
+70% faster firing speed
+5% critical chance

+10% slower draw animation speed
+10% explosive damage weakness

Engineer

The Gentleman's Genocide
Set bonus
+50% metal capacity

The Dependent Disciple
Level 87 Shotgun
+10% faster movement speed
+15% clip size

+10% bullet damage weakness

The Saboteur's Saboteur
Level 98 Wrench
Every removed sapper becomes a guaranteed crit
+50% damage vs sappers
+15% construction rate

+10% explosive damage vs buildings

The Buffed-Up Blocker
Level 38 PDA
+25% building health
+5% faster sentry firing speed

+15% sapper damage weakness vs buildings

Medic

The Escapee's Escapade
Set bonus
+20% longer ubercharge duration
+10% faster movement speed


The Home Remedy
Level 65 Medigun
Healing takes effect after changing heal targets
Ubercharge only affects patient
+10% faster healing rate
+75% faster ubercharge rate

+5% bullet damage vulnerability

The Barrier Buster
Level 89 Bonesaw
+100% faster firing speed
-50% damage

Sniper

The Radiated Wrangler
Set bonus
+20% damage
-10% faster movement speed


The (Blind) Hunter's Pride
Level 62 Sniper Rifle
On hit: enemies bleed
Missed shots shatter to cause low damage
+10% faster charge rate
+5% faster shot cooldown time

-100% movement speed while scoped in

The X-Ray Skinner
Level 59 Kukri
On kill: Fills X-Ray meter
On meter filled: gain the ability to see cloaked or disguised spies

+75% faster firing speed
-25% damage
-50% critical hit rate
No random critical hits
Cannot be crit boosted

Spy

The Culinary Killer
Set bonus
+10% fire damage resistance
-5% faster movement speed


The Pea Shooter
Level 40 Revolver
+10% faster firing rate
+20% faster reload speed

-15% damage

The Butter Cutter
Level 35 Knife
On hit: causes bleed
+10% faster firing speed
+15% damage

+20% longer draw animation speed
-5% reload speed
No random critical hits


ok guhs i mke t belanc wepin
T SCARTERGON
+99999999 projectiles
+99999999 damage
+99999999 clip size
Does not suffer from dropoff
Regenerates ammo when fired
+100000000% move speed
+999999999% crit chance
+999999999% health on kill
+999999999% faster reload

Yeah but seriously balance a weapon mildly before you suggest


note when reading through my stuff above: I made that list before the inclusion of the baby face, backscratcher, concheror, quick fix, brass knuckles, cozy camper, caber, tomislav, and a few other weapons

so I take pride in my ability to predict future weapons and their stats c: