Wishlist: Future Weapons

Mayb a wire for the spy(already been said in the steam fourms), a demoman explosive that explodes when it hit anything, somewhat like rocket launcher, but arced.

The snipers autorifle should come back too, but take away the snipers melee if using the autorifle.
 
[quote1209944043=Notorious]
Just one request, a sniper rifle that actually kills people with one shot weather charged or not if its a head shot.. its soo frustrating right now, hit ha heavy with 2 head shots but just because they aren't charged shots, he doesn't die!
[/quote1209944043]

lol, this is exactly what Valve was trying to avoid, and the only reason that 2fort is even semi-playable.

I just want the pyro to have some more mobility options. He needs a buff of some kind, but I don't think a damage buff is necessary.

That or maybe some kind of "fire bomb" for when you're flaming and fleeing, to make it easier to get away. Like a tripbomb or something.
 
Engineer:

Spy alarm..

mainly a trip wire, you put each part on each side of a hallway/doorway and if a spy walks past it cloaked it warns the engie
 
the medic needs a stronger, and more accurate weapon. i suggest a cannon with like a poison of some kind that effects the victim overtime like the pyro has with his flamethrower.
 
For the spy, I would like a backstabbing knife that actually worked correctly
 
I think the spy wire thing would be sweet, especially if it took a bit of time to kill but didn't "un-disguise" you, i also would like the spy having some kinda poison that works like a sapper on people so that they must be healed or suffer slow death. or something really sneaky would be to have a weapon that "saps" the medigun so that it hurts whoever the medic heals while still appearing to the medic that he is healing (fixable by engineers and ammo crates).

it would be sweet if engineers could build turrets a little stronger than heavy guns that were user controlled.

maybe the sniper could have "dummies" to set out so that they can steal seconds of valuable time without being too powerful.

dummies might work for sentrys too.
 
[quote1210002626=Drew The Pirate]
[quote1209944043=Notorious]
Just one request, a sniper rifle that actually kills people with one shot weather charged or not if its a head shot.. its soo frustrating right now, hit ha heavy with 2 head shots but just because they aren't charged shots, he doesn't die!
[/quote1209944043]

lol, this is exactly what Valve was trying to avoid, and the only reason that 2fort is even semi-playable.

I just want the pyro to have some more mobility options. He needs a buff of some kind, but I don't think a damage buff is necessary.

That or maybe some kind of "fire bomb" for when you're flaming and fleeing, to make it easier to get away. Like a tripbomb or something.
[/quote1210002626]


It's not supremely easy to get head shots so I don't think it would unbalance anything. And its easy to suppress sniper fire by having soldiers fire rockets at them while your teams snipers take shots.
 
[quote1210004980=Notorious]
[quote1210002626=Drew The Pirate]
[quote1209944043=Notorious]
Just one request, a sniper rifle that actually kills people with one shot weather charged or not if its a head shot.. its soo frustrating right now, hit ha heavy with 2 head shots but just because they aren't charged shots, he doesn't die!
[/quote1209944043]

lol, this is exactly what Valve was trying to avoid, and the only reason that 2fort is even semi-playable.

I just want the pyro to have some more mobility options. He needs a buff of some kind, but I don't think a damage buff is necessary.

That or maybe some kind of "fire bomb" for when you're flaming and fleeing, to make it easier to get away. Like a tripbomb or something.
[/quote1210002626]


It's not supremely easy to get head shots so I don't think it would unbalance anything. And its easy to suppress sniper fire by having soldiers fire rockets at them while your teams snipers take shots.

[/quote1210004980]

it's annoying enough when there are two or three good snipers on each team. If they didn't have to charge up, it'd be unbearable.

I know everyone wants they're favorite class to be an unstoppable killing machine, but... I think the sniper is about as good as he should get.
 
I would like for a sniper rifle that charges twice as qiuckly, as to balance it a bit more than insta-kill headshots. Something else could be that you can see cloaked spies when your zoomed in with the sniper. Soldier could be a rocket that always shoots crits but only holds one rocket at a time. Thats all I can think of right now.
 
[quote1210012089=me]
I would like for a sniper rifle that charges twice as qiuckly, as to balance it a bit more than insta-kill headshots. Something else could be that you can see cloaked spies when your zoomed in with the sniper. Soldier could be a rocket that always shoots crits but only holds one rocket at a time. Thats all I can think of right now.
[/quote1210012089]

what are the counters to said weapons? A sniper rifle that charges twice as quickly would dominate scouts, snipers, spies, and medics. With body shots.

And just plain no to seeing cloaked spies, they have a tough enough time already.
 
Some Ideas from Mega TF and Custom TF.

Sniper:
Additional Weapon AIR FIST
(Fires a blast of air which does very little damage but can deflect projectiles. (also can be used for rocket jumping type of movement)

Camo:
Like the spy cloak but not fully invisible/ or shadow hide

Extra Scope Zoom
Second Zoom Level Sniper rifle


Demoman
Proximity Mine Gun

Smoke Bomb

Concussion Bomb

(replace Melee)
DetPack


Soldier
Guided Rockets(Slower than normal rockets and soldier can direct with sniper type dot)
DUAL SMGs
Meat Hook (Leeches Health)


Heavy
Vulcan: Twice the ammo as mini gun. slower spin up more crits and heavy CANNOT move while firing

Double Barrel Shotgun
More powerful than regular shotgun. More scatter.
Alternate fire both barrels same time. Must reload after two shots OR special double shot

Sledge Hammer: More range than fists, two handed much slower.

Spy
Device Hack (Replace Sapper): Take over One device for team
Disarm( Replace Knife): Take away other players equipped weapon and fire off 2 shots with it.
Dart Gun(Replace Revolver): Slows down movement of target, NO Crits, Silenced

Pyro:
Flame Rocket (replace flame thrower) Slow rocket causes enemies to burn when hit. slow rate of fire and reload
Maltov Cocktails: (Replace Shotgun) Low ammo short range.
Fire Extinguisher: (Replace Axe) Smoke cloud and puts out fire indiscriminately)



Scout:
Net Gun (Replace Shotgun): Slows Enemy greatly. Slow reload .
Tazer: Drains Uber Charge
Stun Baton: Slows Enemy: Slow swing speed
Low damage


Engineer
Force Field generators: Replace Teleporter points
Ceiling Turret: Sentry floats up to ceiling and stays there. If they cant reach to reload it then TOO BAD.
Rivet Gun: Replace Handgun: Can be used to repair stuff from short distances. More damage than handgun, and 1 healing per rivet done to mechanical items.
 
I really like your shield wall idea for engy, or maybe instead of a sentry have it replaced completely by shield systems.
So their could be offensive and defensive engineers.

Also for soldier, I'm thinking this:

12/36 - Some kind of air-powered launcher (resembles rocket launcher)

Replaces secondary shotgun slot, but lets you "rocket" jump without taking damage. (Plus you'll need it if you wanna rocket jump with the last unlockable gun)

24/36 - Stem Kit

Self heal, Replaces Shovel


36/36 - Four-barreled rocket launcher

Much more oomph, but has to reload all four rockets to be fired again.
 
[quote1210017639=Drew The Pirate]
[quote1210012089=me]
I would like for a sniper rifle that charges twice as qiuckly, as to balance it a bit more than insta-kill headshots. Something else could be that you can see cloaked spies when your zoomed in with the sniper. Soldier could be a rocket that always shoots crits but only holds one rocket at a time. Thats all I can think of right now.
[/quote1210012089]

what are the counters to said weapons? A sniper rifle that charges twice as quickly would dominate scouts, snipers, spies, and medics. With body shots.

And just plain no to seeing cloaked spies, they have a tough enough time already.
[/quote1210017639]

Snipers die incredibly quickly if anyone gets close to them, they are also invariable the prime targets for spies. Furthermore, unlike other classes except maybe the enginee, where every area of the map is a functional area for them snipers have like 1-2 decent sniping spots 3 if lucky and rest of the map is usually a death trap. I don't think the charge should be faster, all I want is that a head shot kill the person period.
 
[quote1210018682=Notorious]
[quote1210017639=Drew The Pirate]
[quote1210012089=me]
I would like for a sniper rifle that charges twice as qiuckly, as to balance it a bit more than insta-kill headshots. Something else could be that you can see cloaked spies when your zoomed in with the sniper. Soldier could be a rocket that always shoots crits but only holds one rocket at a time. Thats all I can think of right now.
[/quote1210012089]

what are the counters to said weapons? A sniper rifle that charges twice as quickly would dominate scouts, snipers, spies, and medics. With body shots.

And just plain no to seeing cloaked spies, they have a tough enough time already.
[/quote1210017639]

Snipers die incredibly quickly if anyone gets close to them, they are also invariable the prime targets for spies. Furthermore, unlike other classes except maybe the enginee, where every area of the map is a functional area for them snipers have like 1-2 decent sniping spots 3 if lucky and rest of the map is usually a death trap. I don't think the charge should be faster, all I want is that a head shot kill the person period.
[/quote1210018682]

and all I want is for TF2 to not be Counter-Strike.

Let's agree to disagree and hang it up here.
 
I got to thinking about this the day after Goldrush came out. ;-)

SCOUT:
Louisville Slugger - 10% chance of a 1-hit kill.

SPY:
Advanced Sapper - Attempts to turn a red sentry/dispenser into a blue one or vice versa.
Dual Revolvers - Enough said :-p
Lvl 2 disguise kit - You're disguise pretends to reload or change weapons

HEAVY:
Brass Knuckles - Someone mentioned this already...
Double Barreled Shotgun - ...
Minigun Mounted Rocket - One shot per magazine, long reload time

SNIPER:
Boomerang - Knocks back target with minimal damage

ENGINEER:
Programmable Sentry: Gives you the ability to set target priorities
Portable Teleporters: Allows you to move teleporters without blowing them up
 
I just hope that the pyro gest some kind of finisher, it really buggs me when i pull off an awesome run, and mange to flame about 10 enemies but i have to go back in to finish them off, would be nice to have somethign i can do without having to pull of another burn as most of the time they just run for a medipack. SHotgun is only single target and rubbish if the enemy gets an average distance
 
[quote1210023310=Drew The Pirate]
[quote1210018682=Notorious]
[quote1210017639=Drew The Pirate]
[quote1210012089=me]
I would like for a sniper rifle that charges twice as qiuckly, as to balance it a bit more than insta-kill headshots. Something else could be that you can see cloaked spies when your zoomed in with the sniper. Soldier could be a rocket that always shoots crits but only holds one rocket at a time. Thats all I can think of right now.
[/quote1210012089]

what are the counters to said weapons? A sniper rifle that charges twice as quickly would dominate scouts, snipers, spies, and medics. With body shots.

And just plain no to seeing cloaked spies, they have a tough enough time already.
[/quote1210017639]

Snipers die incredibly quickly if anyone gets close to them, they are also invariable the prime targets for spies. Furthermore, unlike other classes except maybe the enginee, where every area of the map is a functional area for them snipers have like 1-2 decent sniping spots 3 if lucky and rest of the map is usually a death trap. I don't think the charge should be faster, all I want is that a head shot kill the person period.
[/quote1210018682]

and all I want is for TF2 to not be Counter-Strike.

Let's agree to disagree and hang it up here.

[/quote1210023310]

Agreed. :)

Ps. I love the spy being able to make an engy turret switch sides. It would make engies think twice about where they place their sentries.
 
Pyro:

Greek fire flame thrower-Very powerful, and water can't extinguish it, very limited ammo reserve.
flare gun- Long range, can ignite enemies from a distance, long reload time, one flare at a time.
Halligan bar or Denver tool - more versatile than the standard axe

other options could be:

molitov cocktails
incendiary grenades
37mm flare launcher (much like the demo mans weapon) w/ thermite rounds
a flaming torch
a fire poker

or even thermal vision for detecting cloaked spys - but thats a stretch


spys- black jack for knocking people out

sniper- Gillie Suit or some type of camouflage that makes him blend in to whatever he is standing next to
 
I didn't read everyone's responses, so if mine are repeats I apologize.

--Pyro's --
- I always thought since they have a gas mask of some kind, and have those cylinders on their chest, they could deploy some kind of smoke screen or tear gas.

--Soilders --
- Another form of missile. Heat seeking, manually guided missile, a missile that could scramble the sentries detection of enemies. Perhaps even having them scrambled for 3 seconds turning on their own team? Haha

--Spies --
- Someone else mentioned to turn into other objects, thats a cool idea.
- Throwing knives?
- Another form of get-a-way?

--Snipers --
- Another charge up shot that is able to shoot through multiple people.

That's about all I have for now. They were just a couple things that crossed my mind.
 

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