Difference between revisions of "User:Msmeal18/Ideas"
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'''[[Rescue Ranger]]''' | '''[[Rescue Ranger]]''' | ||
| | | | ||
− | {{Pro}}Increased maximum primary ammo from 16 to 24.<br> | + | {{Pro}}Increased maximum primary ammo from 16 to 24 <br> |
+ | |- | ||
+ | | align="center" | [[File:Backpack Wrangler.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Wrangler]]''' | ||
+ | | | ||
+ | {{Pro}}Increased Sentry Gun shield power from 66% to 75%<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Giger Counter.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Giger Counter]]''' | ||
+ | | | ||
+ | {{Pro}}Increased Sentry Gun shield power from 66% to 75% <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Short Circuit.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Short Circuit]]''' | ||
+ | | | ||
+ | {{Pro}}Increased the range of primary fire by 500% <br> | ||
+ | {{Pro}}Increased the size of secondary fire sphere by 95% <br> | ||
+ | {{Pro}}Reduced cost of secondary fire from 65 metal to 50 metal <br> | ||
+ | {{Pro}}Increased primary fire damage from 10 to 20 <br> | ||
+ | {{Pro}}Increased secondary fire damage from 15 to 25<br> | ||
+ | {{Pro}}Secondary fire now disables enemy buildings for 3 seconds<br> | ||
+ | {{Con}}Secondary fire now does no damage to enemy buldings<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Gunslinger.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Gunslinger]]''' | ||
+ | | | ||
+ | {{Neutral}} The Gunslinger now replaces the Dispenser with a Mini-Dispenser. The Mini-Dispenser builds at 400% the rate of a regular Dispenser, costs 50 Metal, and supplies health and ammo to allies at a much faster rate, but has less health and does not supply Metal to Engineers. Two Mini-Dispensers can built at once, so long as they are at least 1500 Hammer Units away from each other. <br> | ||
+ | {{Neutral}} The Gunslinger now replaces the Teleporter with a Mini-Teleporter. The Mini-Teleporter builds at 400% the rate of a regular Teleporter, costs 30 Metal, and recharges at 200% the rate of a regular Teleporter, but has less health and takes 2 seconds for an ally standing on it to be teleported. Four Mini-Teleporters can be built at once so long as they are at least 1500 Hammer Units away from each other, which allows for two Mini-Teleporter systems. <br> | ||
+ | {{Pro}} Two Mini-Sentries can now be built at once, so long as they are at least 1500 Hammer Units away from each other <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Southern Hospitality.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Southern Hospitality]]''' | ||
+ | | | ||
+ | {{Pro}} Added "25% longer melee range" attribute <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Jag.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Jag]]''' | ||
+ | | | ||
+ | {{Pro}} Removed "33% less damage against buildings" attribute <br> | ||
+ | |} | ||
+ | |||
+ | ==== Medic ==== | ||
+ | {| class="wikitable grid collapsible" width="100%" | ||
+ | ! colspan="5" class="header" | Medic Weapons | ||
+ | |- | ||
+ | ! class="header" width="15%" | Weapon | ||
+ | ! class="header" width="40%" | Edited Attributes | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Syringe Gun.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''[[Syringe Gun]]''' | ||
+ | | | ||
+ | {{Pro}} Increased clip size from 40 to 50 <br> | ||
+ | {{Pro}} Increased maximum primary ammo from 150 to 200<br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Blutsauger.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''[[Blutsauger]]''' | ||
+ | | | ||
+ | {{Pro}} Increased clip size from 40 to 50 <br> | ||
+ | {{Con}} Added "25% less maximum primary ammo on user" attribute (due to Syringe Gun increased max ammo, this means the Blutsauger will have the same 150 ammo it did before) <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Syringe Gun.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''[[Syringe Gun]]''' | ||
+ | | | ||
+ | {{Pro}} Increased maximum primary ammo from 38 to 50 to accommodate with Syringe Gun's increased maximum ammo <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Overdose.png|120px]]<br> | ||
+ | <small>[[Primary]]</small><br> | ||
+ | '''[[Overdose]]''' | ||
+ | | | ||
+ | {{Pro}} Increased clip size from 40 to 50 <br> | ||
+ | {{Pro}} Increased maximum primary ammo from 150 to 200<br> | ||
+ | {{Con}} Increased damage penalty attribute from 15% to 20% <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Medi Gun.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Medi Gun]]''' | ||
+ | | | ||
+ | {{Pro}} Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Kritzkrieg.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Kritzkrieg]]''' | ||
+ | | | ||
+ | {{Pro}} Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Quick-Fix.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Quick-Fix]]''' | ||
+ | | | ||
+ | {{Pro}} Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute <br> | ||
+ | {{Pro}} ÜberCharge now provides Medic and patient with 15% damage resistance to all forms of damage <br> | ||
+ | |- | ||
+ | | align="center" | [[File:Backpack Vaccinator.png|120px]]<br> | ||
+ | <small>[[Secondary]]</small><br> | ||
+ | '''[[Vaccinator]]''' | ||
+ | | | ||
+ | {{Pro}} Added "Healing allies with less than 25% of their maximum health will increase the ÜberCharge charge rate by 50%" attribute <br> | ||
+ | {{Pro}} ÜberCharge now provides Medic and patient with 25% damage resistance to melee damage <br> | ||
|} | |} | ||
Revision as of 17:27, 26 July 2021
This is a place where everyone can share their ideas on how to improve the game of TF2 by sharing ideas about maps, cosmetics, weapons, taunts, action items, game modes, etc. You have the ability to add and edit your own stuff here but you can’t remove other people’s entries, if you notice something of yours is missing then report it. Only I can edit other people’s entries.
Red-X the Soldier's Ideas
This is a free-use page, right?
Weapon Balance Ideas
Scout
Soldier
Soldier Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Added "50% larger clip size" attribute | ||||
Added "20% more damage per shot" attribute | ||||
Removed "20% smaller explosion radius" attribute | ||||
Increased rocket jump resistance attribute from 15% to 40% | ||||
Added "Damage taken charges up the Rage meter at 75% of the rate of dealing damage" attribute | ||||
Added "Damage taken charges up the Rage meter at 50% of the rate of dealing damage" attribute | ||||
Added "Damage taken charges up the Rage meter at 40% of the rate of dealing damage" attribute | ||||
Added "User takes 50% less falling damage" attribute | ||||
The hidden attribute "34% smaller clip size" is now visible | ||||
Added "Damage resistance increases as user becomes injured" attribute | ||||
Added "50% higher rocket jumping" attribute |
Pyro
Pyro Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Increased health gained from extinguishing a burning teammate from 20 to 25 | ||||
Added "While under effects of crit boost, user and all nearby allies gain 10% damage resistance" attribute | ||||
Fixed a bug where a "Pressure" meter would briefly appear when equipping another primary weapon after equipping the Dragon's Fury and touching a resupply cabinet | ||||
Flares can now stick to walls and ceilings, but not floors, and be detonated later for 25% reduced damage. Up to 3 flares can be planted this way. | ||||
Increased radius of alt-fire vacuum by 50% | ||||
Flare jumping knockback is vastly increased | ||||
Replaced boost charges with a "Fuel" meter, allowing the user to keep gliding and floating after performing the secondary jump so long as Fuel is available | ||||
Fixed a bug where Soldiers and Demomen using the Rocket Jumper or Sticky Jumper would self-ignite while blast jumping while doused in gasoline | ||||
This weapon can now be used to repair friendly buildings by expending primary ammo | ||||
This weapon can now be used to repair friendly buildings by expending primary ammo | ||||
Added "+25 maximum health on user" attribute | ||||
Added "50% faster melee swing speed" attribute |
Demoman
Demoman Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Increased maximum primary ammo from 16 to 20 | ||||
Increased maximum primary ammo from 16 to 20 | ||||
Increased maximum health bonus from 25 to 50 | ||||
Increased maximum health bonus from 25 to 50 | ||||
Increased maximum primary ammo from 16 to 20 | ||||
Increased maximum primary ammo from 16 to 20 | ||||
Increased maximum secondary ammo from 24 to 30 | ||||
This weapon is now paintable | ||||
Increased maximum secondary ammo from 36 to 48 | ||||
Increased explosive damage resistance from 20% to 40% | ||||
Increased maximum secondary ammo from 72 to 90 | ||||
Increased maximum secondary ammo from 24 to 30 | ||||
The evil spirits within this weapon now talk more frequently | ||||
The evil spirits within this weapon now talk more frequently | ||||
The evil spirits within this weapon now talk more frequently | ||||
Fixed a bug where aunting with any action taunts that use props while using the Ullapool Caber would cause the user to taunt with the Ullapool Caber instead | ||||
Replaced "15% damage vulnerability on user" attribute with "-15 maximum health on user" attribute | ||||
Ammo packs collected now give the user the same amount of ammo as would be given while using the stock Grenade Launcher |
Heavy
Heavy Weapons | ||||
---|---|---|---|---|
Weapon | Edited Attributes | |||
Removed all damage and accuracy ramp-up B.S | ||||
Added Limited attribute | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Removed all damage and accuracy ramp-up B.S | ||||
Added "Throwing a Sandvich to a teammate recharges 50% of the Food meter" attribute | ||||
Added the Limited attribute | ||||
Added "Throwing a Dalokohs Bar to a teammate fully recharges the Food meter" attribute | ||||
Added "Throwing a Fishcake to a teammate fully recharges the Food meter" attribute | ||||
Added "Throwing a Buffalo Steak Sandvich to a teammate recharges 50% of the Food meter" attribute | ||||
Added "Throwing a Second Banana to a teammate fully recharges the Food meter" attribute | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
Replaced "Maximum health is drained while item is active" attribute with "You are marked for death while item is active and for 3 seconds afterwards" attribute | ||||
Replaced "Maximum health is drained while item is active" attribute with "You are marked for death while item is active and for 3 seconds afterwards" attribute | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster | ||||
While using any melee weapon, the user now moves 15% faster |
Engineer
Medic
New Weapon Ideas
Well, what can I say? I had to use as many as I could. Apologises to other users.
Scout
Scout Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Primary |
Usable in Medieval Mode | |
Primary |
"WARNING: This weapon is usually used by robots, which do not feel pain. So don't cry like a baby when you touch the 4000° Kelvin ammo." | |
Primary |
TBD | |
120px Primary |
TBD | |
Primary |
TBD | |
120px Primary |
N/A |
TBD |
120px Primary |
TBD | |
TBD | ||
120px Secondary |
TBD | |
Secondary |
TBD | |
Melee |
N/A (placeholder image) |
TBD |
Soldier
Soldier Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
120px Primary |
Usable in Medieval Mode | |
Primary |
N/A (placeholder image) |
TBD |
Primary |
TBD | |
Primary |
N/A (placeholder image, would look like the Quake Champions Rocket Launcher) |
Given to Quake Champions players |
Primary |
TBD | |
Secondary |
N/A |
TBD |
Pyro
Pyro Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD | ||
Primary |
N/A (placeholder image |
TBD |
Primary |
"Out of options? Dig this antique out of the closet and hope to high hell it still works!" | |
Primary |
"Everyone said I shouldn't use wood to build my flamethrower, but I did it anyway! Who's laughing now?!" | |
Primary |
TBD | |
Primary |
TBD | |
120px Secondary |
TBD | |
120px Secondary |
TBD | |
Secondary |
N/A |
TBD |
120px Secondary |
Occupies both Secondary and Melee weapon slots | |
TBD | ||
Secondary |
TBD | |
TBD | ||
120px Melee |
TBD | |
120px Melee |
N/A |
TBD |
120px Melee |
TBD | |
Melee |
"Rest in pieces, dear victim." | |
120px Melee |
Occupies both Secondary and Melee weapon slots |
Demoman
Demoman Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
120px Secondary |
TBD |
Heavy
Heavy Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD | ||
120px Primary |
TBD | |
Primary |
TBD | |
Primary |
TBD | |
Primary |
TBD | |
120px Primary |
TBD | |
Primary |
TBD | |
Primary |
TBD | |
Primary |
TBD | |
120px Primary |
TBD | |
Primary |
N/A (based on Tomislav concept art) |
TBD |
120px Secondary |
TBD | |
120px Secondary |
TBD | |
Secondary |
N/A |
Adds a "Defibrillator" meter to the HUD, charging up on doing damage (meter is filled at 600 damage). If user is killed when meter is filled, after 3 seconds the user will be automatically revived in a electrical shock that stuns all nearby enemies. Upon being revived, user gains invulnerability and mini-crits for 5 seconds. |
120px Secondary |
TBD | |
Melee |
N/A (placeholder image) |
TBD |
Melee |
N/A (placeholder image) |
TBD |
120px Melee |
TBD | |
120px Melee |
TBD | |
N/A |
TBD | |
Melee |
N/A (placeholder image) |
TBD |
Engineer
Engineer Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Primary |
N/A (placeholder image) |
TBD |
Secondary |
Increases maximum metal amount from 200 to 300 | |
Secondary |
N/A (placeholder Team Fortress 2 Classic model) |
TBD |
Secondary |
Does not require ammo | |
Melee |
N/A (placeholder Team Fortress Classic model) |
TBD |
Replaces the Sentry Gun with the Portable Anti-Infantry Shield, the Dispenser with the Repair Node and the Teleporter with the Amplifier |
Medic
Medic Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD |
Sniper
Sniper Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
TBD | ||
Primary |
TBD |
Spy
Spy Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
TBD | |
Occupies both Primary and Melee weapon slots | ||
Occupies both Primary and Melee weapon slots |