- Joined
- Jul 26, 2008
- Messages
- 358
I just thought it would be fun to make a thread for weapon/achievment ideas, since there are a lot of very creative people here.
And I'm sure that I'm not the only one that's been thinking of their own weapon design, or a cool achievment.
Balanced, overpowered, purely silly, it doesn't matter
But for those that would like to try their hand at making an idea for a balanced weapon, here are some tips to help you through it:
Trade offs: No balanced weapon should have something just added onto the original design. Sure it would cool if the soldier's rockets were faster and had an increased ammo capacity, but it would be massivly overpowered if it didn't have something taken away, like damage or a reduced splash effect.
Class Role: Balanced weapons should keep the class within their respective roles, and this can be very hard to do. (The BackBurner's former health bonus was an example of such a mistake) Think about what the class' role is as a part of the team, and how your weapon can influince or change it, while avoiding taking over the role of another.
Well let's see what we can make
Here's a couple that I made
Scout Weapons
Home Run: Replaces the scattergun. It has better accuracy and less damage, much like other TF2 shotguns. When using the right-mouse key, the scout begins to dash, making him faster then before . however, this comes at a loss of control, and he can only go in the direction hes facing. He is also slower for 3 seconds after using the dash.
Curveball: Replaces the Pistol. Has reduced damage and a longer realoding time than the Pistol, but has more ammo and increases the distance of the second part of a double-jump.
Slugger: Replaces the bat. It has a much slower swing-time than the bat does, however when capturing/defending a control point, pushing/blocking the cart in payload, or carrying the enemy intelligence, it gets 100% criticals.
Scout Achievments
David and Goliath: Kill 3 enemy heavies with your bat in a single life.
Steampunk: Destroy 50 engineer buildings with your pistol.
Bases Loaded: Capture the enemy intellingence 3 times in 6 minutes.
Seventh Inning Stretch: Capture a point and extend the time of a round during Overtime.
Umpire: Capture 100 Control Points
Foull Ball: Kill 5 Nemisis with your bat.
What do you think? And be sure to post one of your own, even if it's silly and pointless
And I'm sure that I'm not the only one that's been thinking of their own weapon design, or a cool achievment.Balanced, overpowered, purely silly, it doesn't matter
But for those that would like to try their hand at making an idea for a balanced weapon, here are some tips to help you through it:
Trade offs: No balanced weapon should have something just added onto the original design. Sure it would cool if the soldier's rockets were faster and had an increased ammo capacity, but it would be massivly overpowered if it didn't have something taken away, like damage or a reduced splash effect.
Class Role: Balanced weapons should keep the class within their respective roles, and this can be very hard to do. (The BackBurner's former health bonus was an example of such a mistake) Think about what the class' role is as a part of the team, and how your weapon can influince or change it, while avoiding taking over the role of another.
Well let's see what we can make
Here's a couple that I madeScout Weapons
Home Run: Replaces the scattergun. It has better accuracy and less damage, much like other TF2 shotguns. When using the right-mouse key, the scout begins to dash, making him faster then before . however, this comes at a loss of control, and he can only go in the direction hes facing. He is also slower for 3 seconds after using the dash.
Curveball: Replaces the Pistol. Has reduced damage and a longer realoding time than the Pistol, but has more ammo and increases the distance of the second part of a double-jump.
Slugger: Replaces the bat. It has a much slower swing-time than the bat does, however when capturing/defending a control point, pushing/blocking the cart in payload, or carrying the enemy intelligence, it gets 100% criticals.
Scout Achievments
David and Goliath: Kill 3 enemy heavies with your bat in a single life.
Steampunk: Destroy 50 engineer buildings with your pistol.
Bases Loaded: Capture the enemy intellingence 3 times in 6 minutes.
Seventh Inning Stretch: Capture a point and extend the time of a round during Overtime.
Umpire: Capture 100 Control Points
Foull Ball: Kill 5 Nemisis with your bat.
What do you think? And be sure to post one of your own, even if it's silly and pointless

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though it is massively overpowered considering the already heavy defence a sentry provides, so I don't think it would be even thought of in a serious manner.
a sentry gun lol