User:Dinner101
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
- Class: Scout.
- Slot: Secondary
Super Syringe Gun
- +50 damage bonus
- +50 firing speed
- +25 damage vulnerability on wearor
- -17 movespeed
- Class: Medic
- Slot: Primary
Black Bird Launcher(Grenade Launcher)
- Fires black bird grenades that can be detonated early using secondary fire. Attempting to fire another grenade will only detonate the old one
- Secondary attack: Detonates the grenade that is loaded into the barrel, if there is one
- +20 damage bonus(explosions only)
- +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 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
- Switching to it increases airborne height by 25%
- Secondary fire: Switches to the bat, when it is out
- +30 firing speed
- -40 damage penalty
- No random crits
- Class: Scout
- Slot: Melee
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.
- Class: Every single one of them.
- Slot: Misc
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
- -80 projectile speed
- -75 clip size
- Class: Soldier
- Slot: Primary
Named after monsters
Note: These weapons were made to be somewhat powerful at the cost of having the wearors take double damage from enemies. 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)
- +30 damage bonus
- +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)
- +25 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 done
- +175 max health on wearer
- +25 jump height while active
- Knockback on the shooter and wearer
- +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(doesn't apply to backstabs)
- +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
- 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 while being healed
- -10 health drained on hit
- 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 on wearer
- 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. It also triples the heal rate of this gun
- 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
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).
- -60 blast damage from sticky jumps
- (To make it more compatible with the Demoman's explosive secendary weapons).
- 2 second increase to the crit boosts
- +25 reload speed
- (To make it easier to get usage out of the crit boosts).
- No random crits
- (To make it so that Jarate becomes even more recommended)
- -25 damage penalty
- (To make it less powerful in direct combat)
- Switching to it increases airborne height by 25%
- Secondary fire switches to the gun while it is active
- (To increase the weilder's mid-air height per switch)
- Sentries deal 35% less damage while wrangled
- (To make it less overpowered. The damage penalty doesn't apply to self-damage)
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.
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 |