Weapon Ideas for TF2 Classes

Squishy

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I was jus thinking about future new weapons for the classes that have not been done yet. Personally all i can think of is the Demoman.

Granade Launcher: Upgrade - be able to set a time for when they explode.

Sticky Bomb Launcher: The stickys should beable to stick to other players.

Bottle:....i can't think of anything!
 
Heh thats cool but i think the soldier should have a uber rocket once a medic ubers a soldier the soldier gets crits while uber.
 
the turrets should have different uses depending on there build level

fire rate and damage rate of a level 1 should remain the same, but the range should increase, as you build to level 2 or 3 the range continues to decrease but its strength goes up.

the level 1 should have more hit points than now, but the level2 and 3 should remain the same.

level 3 should only come after the turrent has been up for so long, and if you achieve the "terminator" statis (like after the sentury has 10 kills) you should be able to add or do something else. like a level 4 but you would have to put out motion dectors or something for the "extra upgrade" to work.

dispensers should be able to be upgraded, for health dispensing and how much amo they can hold.

how about a new item for the eng's to build? a portable battlement, something you could setup that allows you teamates to hid behind to get out of the line of fire. Could be both offensive and defensive. (again having a limited amount of hit points, that the eng'y would have to repair just like any of his other toys)

if the scout gets an insta kill with its scatter gun at point blank, sipers get headshots, spies get backstabs. pyro's get axtingwish... everyone needs a insta-kill
a mele hit by a heavy should do it. an upgraded bone saw should do it, etc

I wish you had more choices of which secondary wepon you could carry. I get tired of the eng's shotgun and long for the spi's .45 instead of giving me a 30-06 sniper rifle, give me a .22 with a retical scope. It would still be more fun camping from behind my turret with a little plinker!
 
I think that for engineers, there should be different paths to upgrade the turret with. for example :

level 1 is always the same. However, you have a choice of 2 different level 2s. one that has the double barrel MG, as now, or one that has a single turret... that shoots flame :).

level 3 could be the same on the MG one, but on the flame one, it should be a longer flame stream, and maybe in a few different directions.

Also, the soldier, I think that he should get heat seeking rockets, with no crit chance. that balances it out, right?
 
For the spy, he should have an air-pistol that can hold eight rounds in one magazine but has to be cocked after each shot, thus having an even slower fire rate than the sniper's rifle. The rounds don't do any damage, but they can make the target dizzy and hallucinate, taking away much of the player's control over his/her character's movement and the use of his weapons. Also the targeted player won't be able to see his/her surroundings and where he/she is going due to the effects of the rounds, thus buying the spy enough time to dispatch his opponent and/or get away from the situation.

Another weapon the spy should have is a ballistic knife, which is a knife that can fire off its blade. It won't do as much damage as the butterfly knife (also known as the balisong), but it can do ranged damage and can be used while cloaked. However, the blade cannot be retrieved when it hits its target, and the spy has to go to a resupply-cabinet to get another one (he can get it back if he misses). Also, the blade has limited range, and its trajectory is parabolic, like that of the syringes from the medic's syringe gun.

For the engineer, he should be able to build a heavy machine-gun nest that other players of other classes can use. However, it can only be built on certain locations (for example, the bunkers at 2Fort), and they can be used by opponents as well.
 
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scout- nailgun lined with poison, shoots faster but only has one round of 30 nails, SMG to replace the pistol, Barb wire bat that crits when it hits a person being healed
 
The One thing I was thinking of was for the spy, Instead of the Knife he would have Piano Wire and when the strangles his victims he could use them as a shield then kill them but if he holds on for too long they can get away. He can hold on to different classes longer Example: He can hold on to the scout of a while but he can hold on to the heavy for very long. only bad thing would be you can only attack from the back.
 
I was jus thinking about future new weapons for the classes that have not been done yet. Personally all i can think of is the Demoman.

Granade Launcher: Upgrade - be able to set a time for when they explode.

Sticky Bomb Launcher: The stickys should beable to stick to other players.

Bottle:....i can't think of anything!



HELL YEAH! :-) That's what I've been thinking too. Being able to sticky another player! Whether it would be a teammate or opponent. That would be great to sticky the back of an engie as he's returning to his sentry gun, dispenser and watch everything including him go BOOM upon detenation! Muahahaha. . .
 
I was thinking cluster bombs to replace the grenade launcher. Fires like normal, first explosion is less damaging than a normal grenade but fires off 3-4 additional small grenades that explode a second or so later. Less useful for one on one fights, but good for area denial on capture maps.
 
Also, for the demoman, the bundle of dynamites from the very first trailer for Team Fortress 2 and the "Meet the Class" trailer. I hope Valve brings it back as an unlockable weapon.

Once the bundle explodes, the dynamites will spread out and explode individually. Great for clearing out relatively tight spaces like the room on top of the spiral in 2Fort.
 
Spy:
Knife:A Garrote,you can go up behind people and strangle them with it.

Revolver:Silenced Gun,Crits from behind.

Sapper:Can't think of anything for it....
 
Spy:
Knife:A Garrote,you can go up behind people and strangle them with it.quote]

I don't know how a garrote would be much different from the knife functionally. And from what I read from Gordon Freeman's post, I get the feeling that that might stray a bit from the 'feel' of Team Fortress 2. I don't know, but I just don't think the spy needs a garrote in my opinion.
 
The One thing I was thinking of was for the spy, Instead of the Knife he would have Piano Wire and when the strangles his victims he could use them as a shield then kill them but if he holds on for too long they can get away. He can hold on to different classes longer Example: He can hold on to the scout of a while but he can hold on to the heavy for very long. only bad thing would be you can only attack from the back.

That seems like a really cool idea. How would it work in game though? Would you just lose control of your character if the spy gets you with it?
 
... Unless it's a farm!

I want an Imploder for the Soldier. Instead of shooting them away with your rockets they get sucked in by some kind of vacuum. Maybe you could be able to shoot them close to you then to finish them off with the shotty or shovel? But the Imploder would also loose rocketjumps... Well, how could the Soldier possibly jump when he gots sucked in? He coud get more health like the pyro or he could deal more damage with the rockets or the crits. I think that's a funny idea.

For the shotty I was thinking of something devestating. Something that seems like a neat little rocketlauncher... Who doesn't want to BLOW stuff up as a Soldier? I was thinking of some kind of wierd flak cannon that has less range and less ammo than the shotgun but more damage upclose and the crits explode! The crits could damage the Soldier too though.

The Shovel needs something cool. I was thinking of Sun Tzu's shiny Shovel. The less health the Solder has the stronger is the damage, making rocketjumping and then shoveling the enemy atctually a great idea. The downside would be that it has a maximum of, let's say, 150 damage has and that it can't crit. But what's with the Imploder then? I'd say the weapon's maximum damage should be higher then, about 175-200 damage.

Just some stupid ideas I came up with five seconds before I typed this...

-Calle
 
i want lyk sniper to have a high tech sniper maybe a tad weaker but faster figher rate. no anoyin bolt action uses a clip = less power , faster fire
smg maybe a sawn of shot gun just 2 shots per clip but can sort out scouts,

then for scout pistol maybe uzi
bat just put a nail in it lol
and not sure bout scatter gun
 
Scout

1. Nailgun for Scattergun - Have the nailgun be highly accurate in comparison to the scattergun and hold say 30 nails per clip but each nail doing less damage that a pistol shot maybe by half? Would allow for greater damage over time on a stationary/distant target but harder to kill closer/mobile targets.

2. [something] for Pistol - Dunno yet O_o

3. Bat with nails for Bat - Increased damage, slower attack speed? Or maybe have it so if you're in mid-air you deal increased damage vs standing on the ground you do less? Trying to figure out some tradeoff
 
i was thinking of the bat being lined with barbed wire, and every other hit would be a crit
 
i was thinking of the bat being lined with barbed wire, and every other hit would be a crit

I decided nail in a bat because 1.) There is barbed wire around the Axtinguisher and it would seem repetitive 2.) Wooden Bat + nails through it is a weapon that's been used before

I was trying to incorporate the fact that jumping in a Scouts big thing into the bat and what should be it's 'setup' or whatever you'd like to call it. I'd still prefer more damage maybe with increased crit as well? xD The bat just is weak!
 
Soldier- Have real grenades, use helmet as melee weapon, Can bite?(Maybe)
 
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