Difference between revisions of "User:Dinner101"
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'''Carnicakes([[Scattergun]])''' | '''Carnicakes([[Scattergun]])''' | ||
* {{Buff|+40% accuracy bonus}} | * {{Buff|+40% accuracy bonus}} | ||
− | * {{Buff|+30% damage | + | * {{Buff|+30% damage bonus}} |
* {{Buff|+175 max health on wearer}} | * {{Buff|+175 max health on wearer}} | ||
* {{Buff|+25% jump height while active}} | * {{Buff|+25% jump height while active}} | ||
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* {{Nerf|+40% fire damage vulnerability after melting(To make it less effective against Pyros)}} | * {{Nerf|+40% fire damage vulnerability after melting(To make it less effective against Pyros)}} | ||
'''[[Reserve Shooter]]''' | '''[[Reserve Shooter]]''' | ||
− | + | * {{Buff|Secondary fire switches to the gun while it is active(to activate the mini-crit boost against airborne targets without having to switch to another weapon first)}} | |
− | * {{Buff|Secondary fire switches to the gun while it is active(to | ||
'''[[Wrangler]]''' | '''[[Wrangler]]''' | ||
* {{Nerf|Sentries deal 35% less damage while wrangled(To make it less overpowered. The damage penalty doesn't apply to self-damage)}} | * {{Nerf|Sentries deal 35% less damage while wrangled(To make it less overpowered. The damage penalty doesn't apply to self-damage)}} |
Revision as of 02:21, 1 August 2014
I am Dinner101, the user with future plans. I also have other ideas for other people to use.
Contents
My weapon ideas
Super Soaker(Pistol)
- On hit, covers victim in Jarate & Mad Milk for 6 seconds
- -25% damage penalty
- -50% clip size
- Class: Scout.
- Slot: Secondary
Super Syringe Gun
- +50% damage bonus
- +50% firing speed
- -25% max primary ammo on wearer
- -2 health drained per second
- Class: Medic
- Slot: Primary
Black Bird Launcher(Grenade Launcher)
- Fires black bird grenades that can be detonated early using secondary fire, even before the grenade is fired. Attempting to fire another grenade will only detonate the old one. This weapon can only be reloaded once the old grenade is detonated
- Detonated via primary fire: +20% damage bonus & +20 health restored on hit
- Detonated via secondary fire: +45% blast radious & the blast engulfs targets in flames on hit
- +45% reload speed
- Black bird grenades don't explode on impact
- -75% clip size
- No random crits
- Class: Demoman
- Slot: Primary
After Shooter(Shotgun)
- Minicrits on burning targets
- +25% damage vs burning targets
- -35% damage done vs non-burning targets
- -50% clip size
- No random crits
- Class: Pyro
- Slot: Secondary
Healthy Machine Gun(Submachine Gun)
Bloody Machine Gun(Submachine Gun)
- Minicrits on bleeding targets
- -25% damage penalty vs non-bleeding targets
- No random crits
- Class: Sniper
- Slot: Secondary
Super Submachine Gun
- +50% damage bonus
- +50% firing speed
- +25% damage vulnerability on wearer
- -10% movespeed
- Class: Sniper
- Slot: Secondary
Jumper's Bat
- Secondary fire causes the user to rocket upwards 4 times higher than the average double jump. This ability takes 15 seconds to recharge after each use.
- +30% firing speed
- -40% damage penalty
- No random crits
- Class: Scout
- Slot: Melee
Runner's Talkie
- This high-tech "Walkie Talkie" makes your playable character twice as fast as they normally are when it is activated. Press the action fire button to activate or deactivate it.
- +100% jump height when activated
- +100% damage vulnerability while this is activated
- Class: Every single one of them.
- Slot: Action
Scary Bell(Knife)
- On backstab: scares the victem for 5 seconds instead of directly killing them
- +25% damage bonus
- +10% movespeed on wearor
- -20% firing speed
- -25% max health on wearer
- Class: Spy
- Slot: Melee
Nuke Launcher(Rocket Launcher)
- +25% damage bonus
- +400% blast radious
- +85% self-damage force
- This weapon does not need to reload
- -80% projectile speed
- -45% firing speed
- Class: Soldier
- Slot: Primary
Named after monsters
Painis Cupcake(Rocket Launcher)
- +25% damage bonus
- +80% projectile speed
- +25% firing speed
- +53% movespeed on wearer
- +100 max health on wearer
- This weapon deals minicrits to targets that were launched into the air by explosives
- On hit: +15 health restored
- +35% self-damage force
- -40% self damage
- +100% damage vulnerability on wearer
- Class: Soldier
- Slot: Primary
Vagineer(Shotgun)
- +25% damage bonus
- +100% clip size
- +25% firing speed
- +30% accuracy bonus
- +175 max health on wearer
- +33% move speed on wearer
- Damage removes Sappers
- +15% Metal regenerated every 5 seconds
- +100% damage vulnerability on wearer
- Class: Engineer
- Slot: Primary
Christian Brutal Sniper(Kukri)
- +20% damage bonus
- On hit: inflicts bleeding for 5 seconds
- +33% movespeed on wearer
- +175 max health on wearer
- +1 health regenerated per second on wearer
- +37% hit range
- On kill: +5 seconds of 100% critical hit chance
- +100% damage vulnerability on wearer
- Class: Sniper
- Slot: Melee
Heavydile(Minigun)
- +20% damage bonus
- +25% max primary ammo regenerated every 5 seconds
- +40% faster spinup speed
- On hit: +2 health restored
- +56% faster movespeed on wearer
- +30% accuracy bonus
- No movespeed penalty while deployed
- +100% damage vulnerability on wearer
- Class: Heavy
- Slot: Primary
Carnicakes(Scattergun)
- +40% accuracy bonus
- +30% damage bonus
- +175 max health on wearer
- +25% jump height while active
- Knockback on the target and shooter
- +75 health restored on kill
- Grants Triple Jump: The third jump deals 10 damage when used
- +100 damage Vulnerability on wearer
- Class: Scout
- Slot: Primary
Abstract Spy(Knife)
- +100% damage bonus
- +15% firing speed
- +175 max health on wearer
- +33% movespeed on wearer
- +40% cloak duration
- +75 health restored on kill
- Silent Killer: No attack noise from backstabs
- +100 damage vulnerability on wearer
- Class: Spy
- Slot: Melee
Pygas(Flame Thrower)
- +20% damage bonus
- +125 max health on wearer
- -50% Airblast cost
- +33% movespeed on wearer
- +65% faster switch speed
- +25% self-damage force
- +30% bonus healing while deployed
- +100% damage vulnerability on wearer
- Class: Pyro
- Slot: Primary
SeeMan(Stickybomb Launcher)
- +6 stickybombs out
- +25% firing speed
- +125 max health on wearer
- +40% movespeed on wearer
- +40% larger blast radious
- -70% self-damage
- +100 damage vulnerability on wearer
- Class: Demoman
- Slot: Secondary
Moodic(Medigun)
- +25% heal rate
- +25% uber rate
- +150 max health on wearer
- +26% movespeed on wearer
- You are healed for 10% of the incoming damage on your healing target
- +25% health from medkits on wearer
- +25% health from healers on wearer
- Uber grants invulnerability & crits
- Has 4 ubercharge bars instead of 1
- +100 damage vulnerability on wearer
- Class: Medic
- Slot: Secondary
Beta weapons
Pocket Rocket Launcher(Just my suggestion)
- When the Medic healing you is killed, you gain mini-crit boost for 6 seconds
- +15% ubercharge rate for the medic healing you. This effect doesn't work in the spawn room
- -50% reload speed
- -10% health drained on hit
- +15% damage vulnerability on wearer
- All stats not relating to Medics reverse when the user is being healed by a Medic
- Class: Soldier
- Slot: Primary
Pocket Shotgun(How I think it should be)
- -25% damage penalty
- +30% longer weapon switch time
- All stats reverse when the user is being healed by a Medic.
- Class: Soldier
- Slot: Secondary
- Alt-fire is vampire
- +20% firing speed for primary fire
- +30% movespeed while primary fire is deployed
- +15% damage vulnerability while using secondary fire
- No random crits
- Class: Heavy
- Slot: Primary
- Overheal doesn't decay
- Can heal 2 targets at once
- -50% heal rate
- -50% uber rate
- Ubercharge grants 8 seconds invulnerability, crits, doubled firing speed, & infinite ammunition.
- Class: Medic
- Slot: Primary
- Immunity to afterburn
- +50% fire resistance on wearer
- Passive weapon
- Class: Spy
- Slot: Secondary... I mean secondary... I mean secondary... I mean building
- Primary fire when near an item to pick it up. Secondary fire releases the grabbed item. This only works with pickups
- +15 max health on wearer
- This weapon deals no damage
- Class: Scout
- Slot: Secondary
- +30% damage bonus
- Attacking a projectile allows the user to pick it up as long as it doesn't explode or restore health. Secondary fire throws the stored projectile
- -13% movespeed on wearor
- -15% swing speed
- Class: Scout
- Slot: Melee
- On hit, infect the target for 5 seconds
- Hitting an ally gives them 50 health back
- -25% damage penalty
- Class: Medic
- Slot: Melee
- Info on the infection: It deals 5 damage for each tick that they take. It also slows them down by 20% percent for the duration. This infection does not affect Medics.
- This futuristic ray gun allows the user to teleport where they fire it. It is extremely useful for long distance travel and it can be used to Telefrag enemies for 195 damage.
- This weapon does not require ammunition
- This weapon does not require reload
- This weapon has to recharge for 20 seconds after every use
- Class: Engineer
- Slot: Secondary
- +200% firing speed
- No movespeed penalty from zoom
- +200% max primary ammo
- No headshots
- No charging shots
- -15% damage penalty
My suggested weapon changes
- -0.5% cloaking speed(former attribute)
- +25% damage bonus(former attribute)
- -0 health drained per second(To revive GRU jumping)
- Have it do mini-crits where it would normally crit(So that there'd be a point in using it with a crit boost)
- +20% firing speed(To reduce the amount of complaints about the stat changes that it got during the July 10, 2013 Patch)
- Have it protect the user from headshots as long as they have at least 25 health points(To bring back the Croc-O-Style set bonus)
- -30 blast damage from sticky jumps(To make it more compatible with the Demoman's explosive secendary weapons)
- +15% reload speed(To make it easier to get usage out of the mini-crit boosts)
- +40% fire damage vulnerability after melting(To make it less effective against Pyros)
- Secondary fire switches to the gun while it is active(to activate the mini-crit boost against airborne targets without having to switch to another weapon first)
- Sentries deal 35% less damage while wrangled(To make it less overpowered. The damage penalty doesn't apply to self-damage)
- +15% crit resistance on wearor(To make the Heavy less vulnerable to critical hits)
Custom weapons I think are balanced enough for the official game
- Proximity Rocket Deployer by Cooltuber453: +25% damage bonus; +25% clip size; +25% blast radious; On hit: +15 health; -100% projectile speed; -75 max primary ammo on wearor.
- The Spitfire by SilentJ43: +400% firing speed; +100% max secondary ammo on wearor; +15% projectile speed; -50% damage penalty; -93% burn time.
- Crit Bandwagon by hardshocker2: On kill: 3 seconds of 100% critical chance; -30% damage penalty.
- Turtleback by NinjaCowProduction: +33% movement speed on wearor; +50% explosive resistance; +50% fire resistance.
- Blasthat by Gateboy9: +400% bullets per shot; +20% fire rate; -200% accuracy; -75% damage; -63% primary ammo on wearer; -34% clip size.
- Grim Reaper by xxMTXDxx: +50% projectile speed; On hit: bleed for 10 seconds; -20% damage penalty; -60% max ammo on wearor.
- Plasma Launcher by Abex300: This weapon does not require reload; This weapon does not require ammunition; -25% damage penalty; -20% firing speed. Class: Soldier. Slot: Primary.
Polycount packs I think should be in this game
- "The Second Opinion" by Thomas Truong
- "Ordinary Objects That are actually super-spy gadget (but are still pretty ordinary)" by StickFigs
- "The Lucy Charm" by Pyranodon
- War Reperations by Crazy-G
- Keystone Kops by Habboi
My class specific canteen type ideas
All of these effects cost 50 credits to buy.
Class | Type | Effect |
---|---|---|
Scout | Double Speed | Causes player to move twice as fast. |
Soldier | One Man Army | The player deals minicrits, gains 35% damage resistance & moves 40% faster. |
Pyro | Ring of Fire | Creates a ring of fire around the player. |
Demoman | Extreme Demolition | All explosive weapons deal twice as much damage & cover twice the radious. |
Heavy | Made of Steel | Gives 300 health & overheals up to 600 hp. |
Medic | Healing Radios | Creates a healing radious around the player. |
Sniper | Hard Scope | Each primary weapon shot deals as much damage as a fully charged shot. |
Spy | Invisibility | Causes player to become cloaked & intangible, allowing them to pass through enemies & their attacks. |