Mozart's custom items
Hall of Mint | Come at me, bro | Articles wrecked | Mugshot | Mediocrity scale | Junk in the trunk | WMD testing grounds | Playground |
On occasion, I'll get random (read: bad) ideas for custom items in TF2. Here is the result of said ideas.
Note that there is no guarantee that these items are balanced, smart, logical, or final. Suggestions are welcome!
Scout
The Slugger
The Slugger essentially turns the Scout's primary weapon into a typical lever-action rifle; that is, it cocks after every shot. Because this will slow the Scout's firing speed, the user has to be precise and make the first shot count in an ambush.
To reward this, the Slugger shoots one additional bullet per shot, increasing the damage of each shot by up to 10 or 11. In addition, the player will receive up to 15 health, depending on how many bullets connect with the target.
The Speed Merchant
The Speed Merchant primarily allows the Scout to perform quick ambushes against enemies, at the cost of a smaller clip size and slightly less damage.
The Speed Merchant will fire at a 30% faster rate than the stock Scattergun, encouraging fast strike attacks against single targets. This increase comes at the cost of having half the normal Scattergun's clip size, and a slightly reduction in damage per shot. The player can easily negate this lowered damage by firing well-aimed, well-timed shots at close range.
The Instigator
The Instigator is a weapon that requires correct timing to properly use, serving as a sort of "high risk, high reward" sidearm.
Every bullet that hits an enemy will restore 3 health to the Scout, in a way identical to the Medic's Blutsauger. To counter this, the wielder will take an increased 25% damage from all sources (melee, bullet, explosion, etc.) while this weapon is active, and has a slightly longer weapon switch time. Skillful timing is required to take advantage of the health boosting without being left vulnerable to enemies.
The Earned Run
Soldier
The MIM-104
- Inspired by: The Matador
The MIM-104 allows the user to fire off a precise shot aimed by the player themself; upon using MOUSE2, the Soldier will fire a rocket, stand in place, if he was moving, and the screen will cut to a first-person view of the traveling rocket. The rocket's path can be adjusted by moving the mouse in the desired direction. Upon colliding with any player, wall, or object, the view will cut back to that of the Soldier.
The self-guided rocket is not affected by damage fall-off. The MIM-104, however, can not score random crits, and its rockets travel slightly slower than that of the stock Rocket Launcher.
Safety Second
The 'Muricanizer
The 'Muricanizer is a highly patriotic melee weapon for a highly patriotic Soldier. It encourages melee "sneak attacks" against enemies, and also promotes 'Murica.
Upon hitting any enemy that has not caused any kind of damage to the player in the past 10 seconds, the 'Muricanizer will automatically mini-crit against them. Rocket jumping to sneak up on enemies is a viable strategy for this, as is simply coming across unaware players such as Snipers. To offset this, the 'Muricanizer deals 20% less damage against targets that have damaged the player recently. In addition, the Soldier will yell an appropriate voice response quite loudly upon any kill made with this weapon, potentially alerting other enemies.
Pyro
The Catching Fire
The Catching Fire is a flamethrower for the Pyro that is most definitely not named after a certain book in a particular trilogy. It largely removes the reliability of the Pyro's afterburn, in exchange for keeping enemies from fleeing from battle.
The Catching Fire deals 15% less base damage and only 25% of the afterburn damage as the stock Flamethrower. To make up for this, the Catching Fire has a slowing effect (similar to but not quite as strong as Natascha) for any enemy currently being hit by the Pyro's flames. In addition, it slows down targets suffering from afterburn to a lesser degree. This gives weaker enemies much less chance to flee, as long as the Pyro can stay within firing range.
The Trailblazer
Demoman
The Tainkiller
This item is intended to encourage the Demoman to stay in his niche; that is, to hurt and kill enemies without blindly spamming and hurting himself in the process.
With the stock Grenade Launcher, it doesn't really matter if you hit an enemy point blank and injure yourself a little bit; the damage you'll suffer is negligable. The Loch-n-Load tried to solve this problem with the increased self-damage, and semi-succeeded. But with the Tainkiller, shooting at an enemy point blank just plain isn't an option; you'll bring yourself down to very little health and maybe even kill yourself if you try this.
The high projectile speed allows for quick, precise attacks on clusters of enemies, and the 1 grenade per clip ensures that the user won't meaninglessly spam.
The Guts and Gory
The Guts and Gory changes up the Demoman's playing style with stickybombs a bit; it rewards players who can time their stickybomb explosions just right.
Stickybombs from the Guts and Gory do not function exactly like normal stickybombs; they do not automatically arm, but are instead armed by pressing Alt-Fire. Upon arming, all bombs currently placed will detonate after 3 seconds. This in turn can greatly hinder the Demoman from making quick, split-second kills with his stickybombs. Demomen using this must learn to time their attacks precisely, often in anticipation of clusters of enemies preparing to charge through an area.
To reward this, the Guts and Gory offers three distinct perks: stickybombs can be shot out 30% faster, have a 15% wider explosion radius, and currently armed bombs are indestructible.
Heavy
Nadiya
The Brawnze Age
Engineer
Home on the Range
The Home on the Range (HotR) allows the Engineer to go head-on with enemies at point blank range, namely Spies but also other attacking classes, with its increased damage. It is much less accurate and fires slower than the stock Shotgun, so that the Engineer must rely on his Pistol to pick off targets at medium range.
All in all, the HotR can be a strong weapon for both offensive and defensive Engineers. Gunslinger Engineers can use the HotR to launch devastating ambushes on targets while they are assisted by their Mini-Sentry, and defensive Engineers can gun down Spies and even some lighter assault classes while maintaining their base.
The Roundup
The Roundup is a weapon designed to encourage the Engineer to stay close to his Sentry Gun base. While any target is within firing range of the Engineer's Sentry or Mini-Sentry Gun, the Roundup will slow their movement speed in a way similar to the Natascha.
This slowing effect is especially useful against Scouts, who will often attempt to outrun your Sentry, and certain ÜberCharged enemies, who can charge toward your buildings without fear of being injured. Gunslinger Engineers can also perform quick ambushes against enemies and hold them in place for their Mini-Sentry. In exchange, the Roundup deals 25% less damage overall.
The Ramblin' Mann
The Pragmatist
Medic
Trypanophobia
The Trypanophobia sacrifices the Medic's source of ranged damage for the ability to build ÜberCharge even faster. For every syringe that hits an enemy, the Medic will gain 1% of ÜberCharge.
To offset this, the Trypanophobia deals only 25% of the damage of the original Syringe Gun, and fires slightly slower than it as well. As this significantly lowers damage output, the Medic must rely even more on their "Medic buddy" and melee weapon to survive.
The Prokrastinator
The Prokrastinator is designed for Medics with one clear goal in mind: consistently heal teammates. It greatly rewards those who consistently focus on healing instead of any damage-dealing, increasing the rate at which ÜberCharge builds by up to 20% and heal rate by 15%.
However, to balance this, the Medic will lose 1% of ÜberCharge for every second he is not healing a target. This, naturally, encourages the Medic to stay close to his team, and always look for a teammate to heal regardless of the situation. Paired with the above Trypanophobia, the Medic can maintain some of his ÜberCharge when stranded without teammates, at the cost of a reliable ranged weapon for damage.
Sniper
The Aboriginal Antique
The Aboriginal Antique removes a key factor in the detection of Snipers; the laser pointer dot when zoomed in. This is intended to help less experienced Snipers be a bit more stealthy and helpful in holding down choke points.
As this naturally can lead to an increase in camping, the downsides are to hinder those that would attempt to camp; the user can not fire the weapon while it is scoped until it reaches at least 50% charge. In addition, the user has a mild weakness to bullet weapons.