Difference between revisions of "User:Dinner101"
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* Super Soaker([[Pistol]]): On hit, covers victim in [[Jarate]] & [[Mad Milk]] for 6 seconds; -25 damage penalty. Class: [[Scout]]. | * 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 Rocket Launcher]](Just my suggestion): Mix all three variations of the weapon into one. | ||
− | * [[Pocket Shotgun]](How I think it should be): - | + | * [[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]]. |
− | * Super [[Syringe Gun]]: +50 damage bonus; +50 firing speed; -20 hp; | + | * Super [[Syringe Gun]]: +50 damage bonus; +50 firing speed; -20 hp; -7 movespeed. Class: [[Medic]] |
− | * Black Bird Launcher([[Grenade Launcher]]): Fires black bird grenades that can be | + | * Black Bird Launcher([[Grenade Launcher]]): Fires black bird grenades that can be detonated early using the fire key. It can only fire 1 grenade at a time; +20 damage bonus(explosions only); +45 reload speed; black bird grenades don't explode on impact; -75 clip size; No random crits. Class: [[Demoman]] |
* After Shooter([[Shotgun]]): Minicrits on burning targets; -25 damage done vs non-burning targets; No random crits. Class: [[Pyro]] | * 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]] | * 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]] | * Bloody Machine Gun([[Submachine Gun]]): Minicrits on [[bleeding]] targets; -25 damage penalty vs non-bleeding targets; No random crits. Class: [[Sniper]] | ||
− | * Super | + | * Super [[Submachine Gun]]: +50 damage bonus; +50 firing speed; -15 hp; -10 movespeed. Class: [[Sniper]] |
+ | * Jumper's [[Bat]]: Secendary fire: lose 3 health & gain extra height in mid-air; +25 jump height when active; +30 firing speed; -25 damage penalty; No random crits. Class: [[Scout]] | ||
==My suggested weapon changes== | ==My suggested weapon changes== | ||
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* [[Cow Mangler 5000]]: {{Nerf|Have it do mini-crits where it would normally crit}} (So that there'd be a point in using it with a [[Critical Hits|crit boost]]). | * [[Cow Mangler 5000]]: {{Nerf|Have it do mini-crits where it would normally crit}} (So that there'd be a point in using it with a [[Critical Hits|crit boost]]). | ||
* [[Liberty Launcher]]: {{buff|+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]]: {{buff|+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]]: {{buff|Have it protect the user from headshots as long as they have more than 1 health point}}( | + | * [[Darwin's Danger Shield]]: {{buff|Have it protect the user from headshots as long as they have more than 1 health point}}(To bring back the [[Croc-O-Style Set|Croc-O-Style]] set bonus). |
* [[Wrangler]]: {{nerf|Slightly decrease its accuracy at long ranges}}(but only for bullets). | * [[Wrangler]]: {{nerf|Slightly decrease its accuracy at long ranges}}(but only for bullets). | ||
* [[Ali Baba's Wee Booties]]: {{buff|-60 blast damage from sticky jumps}}(To make it more compatible with the Demoman's explosive secendary weapons). | * [[Ali Baba's Wee Booties]]: {{buff|-60 blast damage from sticky jumps}}(To make it more compatible with the Demoman's explosive secendary weapons). |
Revision as of 03:41, 14 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): -25 damage penalty; +30 longer weapon switch time; all stats reverse when the user is being healed by a Medic.
- Super Syringe Gun: +50 damage bonus; +50 firing speed; -20 hp; -7 movespeed. Class: Medic
- Black Bird Launcher(Grenade Launcher): Fires black bird grenades that can be detonated early using the fire key. It can only fire 1 grenade at a time; +20 damage bonus(explosions only); +45 reload speed; black bird grenades don't explode on impact; -75 clip size; No random crits. 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
- Super Submachine Gun: +50 damage bonus; +50 firing speed; -15 hp; -10 movespeed. Class: Sniper
- Jumper's Bat: Secendary fire: lose 3 health & gain extra height in mid-air; +25 jump height when active; +30 firing speed; -25 damage penalty; No random crits. Class: Scout
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 crit
(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 the user from headshots as long as they have more than 1 health point
(To bring back the Croc-O-Style set bonus). - Wrangler: Slightly decrease its accuracy at long ranges
(but only for bullets). - Ali Baba's Wee Booties: -60 blast damage from sticky jumps
(To make it more compatible with the Demoman's explosive secendary weapons). - Cleaner's Carbine: +20 faster reload speed
(To make it easier to get usage out of the crit boosts).
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.