Difference between revisions of "User:Dinner101"

From Team Fortress Wiki
Jump to: navigation, search
Line 17: Line 17:
 
* [[Cow Mangler 5000]]: Have it do mini-crits where it would normally do full [[Crits]](So that there'd be a point in using it with a crit boost).
 
* [[Cow Mangler 5000]]: Have it do mini-crits where it would normally do full [[Crits]](So that there'd be a point in using it with a crit boost).
 
* [[Liberty Launcher]]: +50 max health on wearer(To reduce the amount of complaints about the stat changes that it got during the [[July 10, 2013 Patch]]).
 
* [[Liberty Launcher]]: +50 max health on wearer(To reduce the amount of complaints about the stat changes that it got during the [[July 10, 2013 Patch]]).
 +
* [[Darwin's Danger Shield]]: Have it protect you from headshots as long as you have more than 1 health point(to bring back the Sniper's 1st set bonus).
  
 
==Custom weapons I think are balanced enough for the official game==
 
==Custom weapons I think are balanced enough for the official game==

Revision as of 23:52, 13 July 2013

I am Dinner101, the user with future plans. I also have other ideas for other people to use.

My weapon ideas

  • Super Soaker(Pistol): On hit, covers victim in Jarate & Mad Milk for 6 seconds; -25 damage penalty. Class: Scout.
  • Pocket Rocket Launcher(Just my suggestion): Mix all three variations of the weapon into one.
  • Pocket Shotgun(How I think it should be): -20 damage penalty; +30 longer weapon switch time; all stats reverse when the user is being healed.
  • Super Syringe Gun: +50 damage bonus; +50 firing speed; -20 hp; no random crits. Class: Medic
  • Black Bird Launcher(Grenade Launcher): Fires black bird grenades that can be remote detonated; +20 damage bonus(explosions only); +45 reload speed; black bird grenades don't explode on impact; -75 clip size. Class: Demoman
  • After Shooter(Shotgun): Minicrits on burning targets; -25 damage done vs non-burning targets; No random crits. Class: Pyro
  • Healthy Machine Gun(Submachine Gun): On hit, +5 health; On hit: bleed for 5 seconds; -35 damage done. Class: Sniper
  • Bloody Machine Gun(Submachine Gun): Minicrits on bleeding targets; -25 damage penalty vs non-bleeding targets; No random crits. Class: Sniper

My suggested weapon changes

  • Enforcer: -0.5 cloaking speed(former attribute).
  • PowerJack: +25 damage bonus(former attribute).
  • Gloves of Running Urgently: -0 health drained per second(To revive GRU jumping).
  • Cow Mangler 5000: Have it do mini-crits where it would normally do full Crits(So that there'd be a point in using it with a crit boost).
  • Liberty Launcher: +50 max health on wearer(To reduce the amount of complaints about the stat changes that it got during the July 10, 2013 Patch).
  • Darwin's Danger Shield: Have it protect you from headshots as long as you have more than 1 health point(to bring back the Sniper's 1st set bonus).

Custom weapons I think are balanced enough for the official game