User:Qwertyxp2000/Weapon Ideas
Contents
Custom Weapon Ideas
Deadly Precision
Sniper Primary.
Designed for shooting from very long distances. While scoped, use the weapon switch keys to increase/decrease scope zoom. Comes with up to 10 increments.
Deadly Precision
Level 50 Rifle
Charge increases depending on scope zoom. While scoped, scope zoom can be increased or decreased with the weapon switch keys.
Mouse sensitivity decreases while scope zoom increases.
+15% damage on headshot
-15% damage on bodyshot
Cannot fire unless scoped
Higher scope zoom increases visibility of beam
Be efficient.
Jar of Water
Scout Secondary and Sniper Secondary.
Primarily designed to be used as a practice weapon for Mad Milk and Jarate. Does not replace or overlap existing Mad Milk or Jarate to said sodden enemies. Could be possible synergy with Neon Annihilator.
Jar of Water
Level 1 Jar
Can be used to extinguish fires.
+75% increase in charge recharge rate
Extinguishing teammates reduces cooldown by -20%
Only causes enemy players to become wet
A special jar of liquid for learning jar-throwing techniques.
Quick Repair
Engineer Melee.
Designed to quickly fix buildings, this weapon comes with more efficient repairs plus slightly better sapper removal rate at the cost of slower construction boost, a slower upgrade rate (from 25 upgrade units per hit to 20), and a damage penalty to players (from 65 to 49).
Quick Repair
Level 32 Wrench
25% faster repair rate
+15% faster firing speed
Construction hit speed boost decreased by 50%
20% slower upgrade rate
-25% damage penalty against players
Malfunction Controller
Spy Sapper.
Intended to punish Engineers for removing the Sapper before killing the Spy. Creates an electrical buzzing noise to distinguish from regular sappers. Comes with 200 health per sapper.
Malfunction Controller
Level 40-80 Sapper
+100% Sapper health
When unsapped, building becomes disabled for 0.5 more seconds
-90% Sapper damage penalty
Bleeding Archer
Sniper Primary.
Comes with only 8 arrows instead of 12, but all enemies hit by these arrows receive bleeding effect. Trades ammo for a bit more damage.
Bleeding Archer
Level 15 Bow
On Hit: Bleed for 2-5 seconds depending on charge
-33% max primary ammo on wearer
Portable Hammer
Scout Melee, Soldier Melee, Pyro Melee, Demoman Melee, Heavy Melee, Engineer Melee, Medic Melee, and Sniper Melee.
Intended as a weapon for most classes to destroy enemy Sappers.
Portable Hammer
Level 8 Hammer
Damage destroys Sappers
+25% damage vs buildings
-25% damage vs players
Cannon Jumper
Demoman Primary.
Intended as a training weapon for Cannon Jumping.
Cannon Jumper
Level 10 Grenade Launcher
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
+20% projectile speed
+200% max primary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Cannonballs do not explode on impact
A special loose cannon for learning cannon jump tricks and patterns. This weapon deals ZERO damage.
Flare Jumper
Pyro Secondary.
Intended as a training weapon for Flare Jumping with the Detonator.
Flare Jumper
Level 10 Flare Gun
+200% max secondary ammo on wearer
No self inflicted blast damage taken
-100% damage penalty
No random critical hits
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Flares cannot ignite enemy players
A special flare gun for learning flare jump tricks and patterns. This weapon deals ZERO damage.
Custom Existing Weapon Changes
Claidheamh Mòr
- Added "+10% damage while charging". This makes the Claidheamh Mòr more of a unique sword that can compete with other swords like the Eyelander while not being a definite mixture of the other swords. Its new damage bonus while charging balances out better against an Eyelander with half the maxed head buffs.
Claidheamh Mòr
Level 1 - 100 Sword
When weapon is active:
This Weapon has a large melee range and deploys and holsters slower
0.5 sec increase in charge duration
Melee kills refill 25% of your charge meter.
+10% damage while charging
No random critical hits
15% damage vulnerability on wearer
Pain Train
- Added "Gain a speed boost while holding the Intelligence on wearer". This is to make it a little less useless on maps other than Control Point, King of the Hill, Payload. Simply speaking, the user holding the Pain Train gains a Displinary Action type of speed boost while carrying the Intelligence.
Pain Train
Level 1 - 100 Makeshift Club
+1 capture rate on wearer
Gain a speed boost while holding the Intelligence on wearer
10% bullet damage vulnerability on wearer
Ullapool Caber
- Changed "This weapon deploys 100% slower" to "This weapon deploys 80% slower", to make it less of a hassle to take the weapon out.
- Added "This weapon holsters 30% slower" to punish players trying to switch from the Ullapool Caber.
- Changed functionality of the grenade stick: grabbing ammo packs can now refill the grenade stick; it requires 6 equivalent units of Medium Ammo Boxes in order to refresh the grenade stick, and it cannot automatically regenerate with time.
Ullapool Caber
Level 1 - 100 Stick Bomb
20% slower firing speed
This weapon deploys 80% slower
This weapon holsters 30% slower
No random critical hits
High-yield Scottish face removal.
A sober person would throw it...
The first hit will cause an explosion. Collect ammo packs or reach the Supply Cabinet to refresh the grenade stick.
Hot Hand
- Changed "-20% damage penalty" to "-20% damage penalty vs buildings". This makes the weapon less of a direct downgrade to the stock against players, due to the natural awkwardness of the unique double-slap mechanic. Kept the damage penalty against buildings, as a slap would in theory be poor at damaging a building.
- Changed speed boost duration from 1 second to 3 seconds. This will give a better incentive to actually use this weapon as an offensive version of Disciplinary Action.