TF2 weapon ideas!

Tokiw

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Dec 26, 2013
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I'm certain we've all thought of interesting weapons or concepts that we feel would go wonderfully in TF2, but they've just never been added. Feel free to post them here! I'll start.


The Freezer Burn
A flame(frost?)thrower for the pyro, would freeze things solid. The primary fire wouldn't do nearly as much damage as the standard flamethrower, mostly because it just throws near-freezing water everywhere, but the secondary fire is what makes it fun. The air-blast on this frost thrower would be able to reflect projectiles as any other flamethrower does, but it doesn't launch players. Instead, it just shoots a gust of below freezing air which freezes the enemy solid, so long as they're wet. I honestly feel that's a bit overpowered, but that's all I can think of for that one.

The Fumigator
Another pyro flamethrower, which has the ability to shoot noxious gas into the air. While the gas itself isn't harmful, the secondary function sparks it, igniting the fumed area in a massive fireball. It lacks airblasting capabilites.

Sticks 'n Stones
A scout bat consisting of a large wooden branch, and a rock. Hitting a player with the rock would do more damage than a baseball, but rather than stunning them, they'd just get confused meaning that their controls/screen would screw up a little bit, making precision aiming near impossible.
 
No, you don't want a gun that shoots guns. You want a demoman that shoots useless demomen that explode into more demomen!

([ame]https://www.youtube.com/watch?v=BWooPhG0NuA[/ame])
 
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I want a Sniper Rifle with zoom lens and no walk speed penalty while scoped. And I guess -25% damage to balance it out.
 
The Freezer Burn
A flame(frost?)thrower for the pyro, would freeze things solid. The primary fire wouldn't do nearly as much damage as the standard flamethrower, mostly because it just throws near-freezing water everywhere, but the secondary fire is what makes it fun. The air-blast on this frost thrower would be able to reflect projectiles as any other flamethrower does, but it doesn't launch players. Instead, it just shoots a gust of below freezing air which freezes the enemy solid, so long as they're wet. I honestly feel that's a bit overpowered, but that's all I can think of for that one.

Reading that reminded me of this: http://steamcommunity.com/sharedfiles/filedetails/?id=202107986
 
Something similar to gun boats and when equipped with the rocket jumper you take no fall damage
 
The Pocket Teleporter

Tired of watching the same medic run around with the same heavy/soldier/demoman/scout/sniper/pyro all round long? Now, you can do something about it with The Pocket Teleporter!

Requirements

- Enemy medic must be at 50% health or less
- Can be used while a medic is healing the target and up to 5 seconds after.
- Is usable by all classes (except medics), but engineers and spies have a lower chance of failure.

When used, The Pocket Teleporter will pick the medic up off the ground and fling them into the air so hard that they create a rift in the space time continuum, resulting in them landing in another server!

Drawbacks
- The Pocket Teleporter has a 10% chance to fail for spies and engineers and a 40% chance to fail for all other classes!
- Medics can not use The Pocket Teleporter. That would be cheating.
- If The Pocket Teleporter fails, your character will explode and you will not be able to play the same class for the rest of the round, so use it at your own risk!

To make this item, you need...

2 Reclaimed Metal
1 Head of a Happy Heavy
1 Memory of a Memorable Medic
Jarate

Have fun!
 
I know they'd never add this one, but it'd certainly add a whole new set of interesting strategies. I haven't thought of a name yet.

Ammo gun..?

This medigun has a unique function- it would take the equivalent of a small ammo pack worth of ammo from the medic, and transfer it to the heal target on pressing your reload key. The ubercharge makes whoever you're healing have an unlimited clip that drains directly from their unloaded ammo, and if that happens to run out, the medics ammo. To balance it, it would only heal 75% as fast as it normally does.
 

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