User:Dinner101

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Revision as of 10:39, 18 July 2013 by Dinner101 (talk | contribs) (My suggested weapon changes)
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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: Switching to it increases airborne height by 25%; +25 jump height when active; +30 firing speed; -25 damage penalty; No random crits. Class: Scout
  • Runner's Talkie(Misc item that can be pulled out): This high-tech "Walkie Talkie" allows your playable character to run twice as fast as they normally would when it is active, at the cost of having no activated functions when it is active.
  • 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; +35 self-damage force; +100 damage vulnerability on wearer. Class: Soldier
  • Vagineer(Shotgun): +25 damage bonus; +100 clip size; +25 firing speed; +175 max health on wearer; +33 move speed on wearer; Damage removes Sappers; +25 Metal regenerated every 5 seconds; +100 damage vulnerability on wearer. Class: Engineer
  • Christian Brutal Sniper(Kukri): +35 damage bonus; +33 movespeed on wearer; +175 max health on wearer; +1 health regenerated per second on wearer; +37 hit range; +100 max primary & secendary ammo on wearer; +100 damage vulnerability on wearer. Class: Sniper
  • Heavydile(Minigun): +25 damage bonus; +25 max primary ammo regenerated every 5 seconds; +40 faster spinup speed; +56 faster movespeed on wearer; +45 accuracy bonus; +100 movespeed while deployed; +100 damage vulnerability on wearer. Class: Heavy

My suggested weapon changes

Custom weapons I think are balanced enough for the official game