View Full Version : Item Suggestions List
JacobU
12-06-2010, 12:19 PM
Item Suggestion List
We would like to hear from you about the current items in TF2 and any new item ideas that you think we should implement. Please keep all feedback within the TF2 Beta forums. When posting in this thread, please do not use excessive font sizes or effects.
In order to keep this as organized as possible, we would like you to do the following:
Create a new thread in the correct beta forum about the item suggestion. If the item affects the Public aspect of TF2 then create a new thread in the Public Play (http://forums.steampowered.com/forums/forumdisplay.php?f=1045) forum. If the item affects the Competitive aspect of TF2 then create a new thread in the Competitive Play (http://forums.steampowered.com/forums/forumdisplay.php?f=1046) forum.
Create a thread title that sums up your item suggestion or idea. Please be as descriptive as possible within your thread.
Once you have created your thread, copy the link to your thread from your browser. It will look like this: http://forums.steampowered.com/forums/showthread.php?t=xxxxxx
Come back to this thread and paste the link into a reply in addition to a short summary of your description that is discussed in your thread. Please also include a clear, easy to read list of item attributes that are associated with your suggestion within your reply too.
Once posted, check that the link works and sends you to your thread. You can edit your reply if you need to fix it.
Failing to follow the above guidelines will result in your post being deleted from this thread. Every reply should include a link and description, please do not discuss individual suggestions here.
We are reviewing this thread and look forward to hearing your suggestions and ideas!
JacobU
12-07-2010, 02:47 PM
Example Reply
My suggestion would be to add a limit to the distance that Natascha's slow down effect applys to.
On hit slows down enemy players within a reasonable distance
Deals 25% less damage.
http://forums.steampowered.com/forums/showthread.php?p=19287785
SADASS
12-07-2010, 04:28 PM
My Suggestion:
A Medigun that trades the Ubercharge for a second Medibeam.
Right Click: Use Second Medibeam
No Ubercharge
http://forums.steampowered.com/forums/showthread.php?t=1638122
Westwick
12-07-2010, 05:41 PM
My idea:
A weapon for heavy that mimics a flak cannon and requires a defensive role similar to artillery.
http://forums.steampowered.com/forums/showthread.php?p=19291128#post19291128
Westwick
12-07-2010, 06:14 PM
My idea:
Variant of the spy's sapper which closely imitates visual appearance of sapped sentry for a duration but has no effect on said sentry's function.
Attempts to remove the Poor Sap(per) results in activation of a booby trap and subsequent sapping of afore-mentioned sentry.
http://forums.steampowered.com/forums/showthread.php?p=19291818#post19291818
Ace42
12-07-2010, 06:33 PM
My suggestion would be for a medigun replacement that allows medics to passively heal a nominated patient; occasionally using ubercharge to heal both him and his patient (nearly) instantaneously.
The Transfusor:
* All healing effects the medic receives are passed on to the patient instead.
* Damage dealt builds up Ubercharge in the same way buffer-banner rage is build up.
* Ubercharge instantly heals both patient and medic.
http://forums.steampowered.com/forums/showthread.php?p=19292290
Ace42
12-07-2010, 06:37 PM
Remove the slow-down effect on Natasha, and replace it with mini-crits on airborne targets.
Natasha (v.42)
* - 25% damage done
* Mini-crits on airborne targets.
http://forums.steampowered.com/forums/showthread.php?t=1630114
Looneygoon22
12-07-2010, 06:37 PM
My idea for a new Rocket Launcher =)
http://forums.steampowered.com/forums/showthread.php?p=19292257&posted=1#post19292257
Ace42
12-07-2010, 06:45 PM
Several suggestions to improve Crit-a-cola. My personal favourite being: Give it full crits on primary usage instead of mini-crits; make its secondary function a throw-down like the Sandvich that grants mini-crits with no penalty.
Crit-a-cola (v.2)
* Primary Grants Crits for 6 seconds, plus vulnerability to mini-crits. Interruptible 1.2 second drink time.
* Secondary throws a can down, granting the person who picks it up 4 second of mini-crits, no penalty.
http://forums.steampowered.com/forums/showthread.php?p=19292492
Peachrocks
12-07-2010, 06:53 PM
New Medic weapon:
The Bypass
Link: http://forums.steampowered.com/forums/showthread.php?p=19292775#post19292775
Replaces Syringe gun.
+ Gains four short range plasma blasts from the secondary function for every 1200 health healed or overhealed (or it can be uber charge based), does not stack. Damage and fall off works somewhere between the Shortstop and the Scattergun.
- 1 health per second (i.e Medic will only regain 2 health a second at first)
- 20 normal ammo in the clip
- Ubercharge builds up 5% slower
Design idea: One of the worst things about playing pub Medic is having your heal target more concerned about themselves/deathmatching than your protection or the objective.
This gun gives the Medic better capabilities at protecting themselves but makes them overall slightly worse at doing some aspects of their job.
Because it requires the Medic to heal to recieve the benefit, it will not allow battle medics to become rampant or if they do, they will still have to heal to get their precious benefit and they are worse in combat until they have it due to the smaller clip.
Comp Medics or medics who like the class as is will find the normal syringe gun to be still the better choice (since it doesn't make them any worse overall at their job) and battle medics will still use the Blutsauger
To be honest, balancing the weapons damage and capabilities might be tricky, but its the design concept I'm more concerned with to make Medic and healing a bit more appealing to pub play.
ejabno
12-07-2010, 06:53 PM
My engie weapon idea.
http://forums.steampowered.com/forums/showthread.php?t=1638399
Krabbster
12-07-2010, 06:54 PM
My suggestion would be a medigun that automatically heals all nearby friendly players when the medic is not attacking.
Automatically heals all nearby teammates
Overheal decay rate scales with charge percentage
Full charge allows use of a damaging discharge attack
http://forums.steampowered.com/forums/showthread.php?t=1638394
Snipe Me
12-07-2010, 06:55 PM
My Spy ideas.
1) A new, demo-knight-esque playstyle for spies that focuses more on offensive guerrilla tactics by replacing backstabs with a shotgun (replaces sapper)
2) A stronger melee weapon for Spies that also gives a free crit on each backstab but removes the disguise kit
3) A gun that disables buildings at range but also makes destroying buildings as Spy 100% impossible.
http://forums.steampowered.com/forums/showthread.php?p=19292652#post19292652
Ace42
12-07-2010, 07:00 PM
Make the Backburner part of the Gas-Jockey set to improve item-synergy and make it and alternative load-outs more functional.
* Backburner replaces Degreaser as the Primary weapon for the Gas-Jockey set.
* Backburner adopts the name and appearance of the Degreaser so it doesn't break the Aesthetic of the Gas-Jockey set.
* Degreaser adopts the appearance of the Backburner, is renamed to "Slow Burner"
http://forums.steampowered.com/forums/showthread.php?p=19292741
Snipe Me
12-07-2010, 07:18 PM
I suggest giving Gunslinger users 100 metal teleporter entrances and exits. Doing so makes teleporter building less stressful for offensive engineers, and the ability to still build a mini after the teleporter gives more incentive to actually build teles.
http://forums.steampowered.com/forums/showthread.php?t=1638417
Dr Robotnik
12-07-2010, 07:23 PM
my minigun suggestion:
http://forums.steampowered.com/forums/showthread.php?p=19293183#post19293183
Ace42
12-07-2010, 07:26 PM
Make it so that explosions don't dislodge and scatter Scottish Resistance stickies.
* Rocket, Grenade, and regular Sticky explosions do not dislodge SR stickies from the surfaces they are attached to.
* Compression Blast still dislodges and moves SR stickies.
* The usual hitscan weapon selection, as well as other SR explosions, will still destroy SR stickies as normal.
http://forums.steampowered.com/forums/showthread.php?p=19293237
DongGoMung
12-07-2010, 07:28 PM
My new medic medigun idea
In summary
Effect:
Lets medic passively heal multiple nearby targets, but is limited by a gauge
Pros:
+25 hp
+1 regen rate
Cons:
Reduced to demoman walking speed
No Ubercharge
-50% overheal (so only adds additional 25% of total hp)
Medic cannot be overhealed
http://forums.steampowered.com/forums/showthread.php?p=19293259#post19293259
chzchan
12-07-2010, 07:36 PM
Item Suggestion
My suggestion would be a shotgun alternative for all classes able to use the shotgun which only shoots one bullet per shell and has a few mechanic changes. Maintains default shotgun skin, so it could be used as a possible variant in the beta.
+900% base damage per bullet
+10% tighter cone of bullet spread after first shot
+20% faster recoil recovery
+100% fall out damage
-90% bullets per shot
-33% clip size
-20% slower firing speed
Powerful recoil slightly shifts cross-hair from original position
(base damage refers to a single shotgun pellet which does 6 damage)
(fallout damage refers to the average overall damage fallout which I factored into one bullet)
http://forums.steampowered.com/forums/showpost.php?p=19269710&postcount=21
(Not a thread, it is a reply to a thread for shotgun ideas that I spent too much time thinking about)
Ace42
12-07-2010, 07:50 PM
Give the Eyelander mini-crits to make its damage output comparable to other melee weapons.
* Give the Eyelander random mini-crits.
http://forums.steampowered.com/forums/showthread.php?p=19293720
Krabbster
12-07-2010, 08:10 PM
I have a simple suggestion for the pyro.
Incendiary Shotgun
Mini-crits burning players
-50% clip size
http://forums.steampowered.com/forums/showthread.php?p=19294057#post19294057
EonSeig
12-07-2010, 08:34 PM
http://forums.steampowered.com/forums/showthread.php?p=19294222#post19294222
My suggestion is a full item set for the Spy designed to convert him into more of a direct combat class with higher mobility and longer effective range, focusing on gunplay and better disguises rather than cloaks.
Fureur. An automatic revolver with higher ammo capacity, accuracy, and base damage, but has slower reload, no random criticals, and no close range damage rampup.
Le Fantasme. A knife which instantly cloaks the spy for up to 6 seconds upon making a successful backstab. Enforces a delay before decloaking, drains all cloak charge once it makes a backstab kill, and has a maximum backstab damage of 225. Cloak does not flicker.
Diablotin. A Sapper replacement which produces a field of electricity, damaging both players and buildings for ten seconds. Does not disable buildings. Can be thrown on walls and objects like a sticky bomb, but is vulnerable to bullet weapons.
The Baroque Bifocals. A pair of gold-plated and gold-tinted sunglasses with swirly eyes. Replaces the Invisibility Watch. Instead of cloaking, allows the Spy to see enemy players and buildings through walls for a short distance for a limited duration.
Set bonus. Increases mid-range revolver damage. Provides 25 max HP. Disguises and cloaks now completely hide all visual and audible effects (fire, jarate, milk) that would normally expose them to the enemy team. Spy will take additional self-damage from the Diablotin if he is not disguised and also have a slightly longer delay when changing disguises.
andrewdoull
12-07-2010, 10:06 PM
My suggestion:
Pyro starts with 200 hp, but the Degreaser gets a -25 hp penalty
Backburner gets 3 seconds of guaranteed crits on kill but +100% ammunition consumption
Flaregun crits a burning opponent at any range
Homewrecker gets +40% sentry damage resistance (even if homewrecker not active)
http://forums.steampowered.com/forums/showthread.php?t=1638650
DarkNecrid
12-08-2010, 03:04 AM
Two spy unlocks that replace the Sapper.
One is a pen that creates a sound at the location it is thrown of the Spies choosing, the other is sticky gum that slows enemy reload speed and does some light damage as well.
http://forums.steampowered.com/forums/showpost.php?p=19298457&postcount=38
Mangr0v3
12-08-2010, 03:32 AM
Actual Reply
My suggestion would be to implement the sapper seen in Meet The Spy.
Can be slid along the floor short distances - Shorter distances uphill, longer distances downhill. Any Engineer building and the environment stops it moving.
Sapper sends a disabler charge for three seconds.
During those three seconds, any building within a very tight radius of it will get sapped.
The spy can only carry one of this sapper
This sapper must recharge/regenerate between uses
Use drops disguise
http://forums.steampowered.com/forums/showthread.php?t=1638897
zarawesome
12-08-2010, 03:50 AM
Suggestion for a replacement to the teleporter: Jump Pad.
http://forums.steampowered.com/forums/showthread.php?t=1638906
me Jojo
12-08-2010, 04:45 AM
The Stick-it-On
Base attributes:
Stickybombs can stick to players to make maximum use of their damage.
Increased speed and charge rate to help you aim.
Loss of 6 stickies in the clip and in the field and no random crits.
Fully detailed description here:
http://forums.steampowered.com/forums/showthread.php?p=19299299
This isn't an item at all, however implementing it in the beta would make testing multiple variations of items more feasible.
Make variations of the same weapon identifiable in the beta without having to touch the models by using the paint system.
http://forums.steampowered.com/forums/showthread.php?t=1628952
blackice64
12-08-2010, 07:14 AM
Alternative Stickybomb Launcher
Bombs are able to stick to players, pretty much an alternative version of me Jojo's weapon.
My version:
http://forums.steampowered.com/forums/showthread.php?p=19301066#post19301066
sinez
12-08-2010, 07:41 AM
The Leathal Injection Knife.
The idea is originaly made by Surealistic, its been up for a long time and has over a thousand posts in its original thread.
the general stats:
The Leathal Injection
+on stab, implants a poison capsule that can be detonated at any time to kill the injected target.
+does not loose disguise on succsesful backstab
-cannot cloak for 5 seconds after stab
-cannot detonate any capsules for 5 seconds. after a successful stab.
The Public play thread:
http://forums.steampowered.com/forums/showthread.php?t=1632504
zarawesome
12-08-2010, 08:49 AM
The Swapper is a Sapper replacement intended to mix spy's building tactics up a bit.
The Swapper changes the team allegiance of a building as long as it's attached to that building (RED sentries sapped by a BLU spy will fire at RED team members and vice-versa). Additionally, dispensers drain the energy of their former teammates, and teleporters work in the opposite direction (exit works as entrance and entrance works as exit).
Instead of starting at full HP, the Swapper "charges" its health during a boot-up period of four seconds, after which it is functional. It has twice the health of a regular sapper, but can be removed by any attack by any class.
http://forums.steampowered.com/forums/showthread.php?t=1639191
Mico027
12-08-2010, 08:59 AM
Hello,
I'd like to point out a mod that has been made to test out new weapons, maybe some of them in there may be of interest:
http://wiki.teamfortress.com/wiki/Advanced_Weaponiser
edit: also main thread here: http://www.facepunch.com/threads/1024368-Advanced-Weaponiser-New-Weapons-in-TF2!
ledwiston
12-08-2010, 09:58 AM
I don't know if this is practical or not but maybe something similar to the eyelander for the sniper, with this skin (http://www.gamesetwatch.com/2009/07/skull_buster_tf2_sniper_skele-rifle_mod.php) and whoever you headshotted last would be the skull that would show up on the rifle when you respawned. Here is my idea using that skin
-when you respawn, the last person you headshotted would show up as the skull
-for the first shot after you respawn, you do half as much damage as the HP of the last person you headshotted
like this, you headshot a heavy, then die. you respawn, heavies skull is on your gun. then the next person you shoot, regardless of headshot or not, would do 150 damage (1/2 of heavies HP, 300)
comments or anything? :)
ImperialWarrior
12-08-2010, 12:21 PM
Link: http://forums.steampowered.com/forums/showthread.php?p=19307473#post19307473
New Stats:
Pros
- Bleed damage - 2 to 4 sec.
- +20% switching speed
Cons
- 20% more explosion damage
- No random crits.
Picture of weapon: http://i.ebayimg.com/21/!BrC9nDQ!mk~$%28KGrHqIOKjQEu,PM6rSyBL%29+L,6i3Q~~_ 35.JPG
I know that the Heavy isn't suppose to be able to switch weapons fast, but I think it would definitely be a cool idea because it would be useful if a Scout keeps pestering you. I also have seen too many weapons that have more fire damage as a con and none with more explosive damage. The name I first gave definitely needs to be changed, but I have no idea what it could be. Before anyone makes fun of my idea, seriously think how it would work in the game and if it is overpowered and don't just say my idea sucks without looking over it.
Dr Robotnik
12-08-2010, 02:14 PM
suggested nerfs for a few pyro weapons:
http://forums.steampowered.com/forums/showthread.php?t=1639724
Incarnati0n
12-08-2010, 02:14 PM
Cool thread
I suggested this addition to the pyro some time ago, and got a lot of positive feedback:
The Boostjump
A buff to the Pyro that is always in effect, you don't need to use a weapon slot for it.
Holding the Jump Key makes the Pyro perform a longer, more floaty jump (similar to jumping when gravity is set lower)
Height of the Jump is about the height of one box on Granary Mid
tapping jump will perform an unboosted (regular) jump
http://forums.steampowered.com/forums/showthread.php?p=19309543#post19309543
Psychopath12
12-08-2010, 03:10 PM
TF2Beta Suggestion Thread (http://forums.steampowered.com/forums/showthread.php?p=19310855)
Original Suggestion Thread (http://forums.steampowered.com/forums/showthread.php?t=1568782)
The Scavenger
Level 2 Shotgun
On hit: +5 metal (per pellet)
Mini-crits you are hit by are amplified to full Critical Hits
-33% Clip size
ERazER
12-08-2010, 03:21 PM
List of issues/suggestions for the current weapons.
http://forums.steampowered.com/forums/showthread.php?t=1631260
It also contains feedback about stuff that's not directly weapon related, since it was made before this thread.
Devmon52
12-08-2010, 04:02 PM
Sorry, but I've got two items in one, which are both for the Pyro:
-The first is a chargable incendiary cannon, which functions like a mix between the rocket launcher, stickybomb launcher, and grenade launcher. It is called "The Super Nova".
-The second is an axe that builds up damage based on the damage dealt in the current life (basicly like heads, revenge crits, rage, etc), and uses part of that built up damage on swing. It is called "The Armageddon".
http://forums.steampowered.com/forums/showthread.php?t=1639906
MacD15
12-08-2010, 04:07 PM
Random Mini-Crits.
http://forums.steampowered.com/forums/showthread.php?p=19312017#post19312017
Works in a 200 Percentage Scale, 100% being the chance its nothing, 50% its a Mini-Crit, And 50% its a Crit.
I hope you like my idea Valve, i had this idea for us to try, But i noticed this is Item Suggestion Thread, but it does Relatively Make sense in this thread due to the majority of items being weapons (although i know soon More hats will rain down to us from our Valve Software Gods), but i would like it if you guys would at least Read what i have to say.
Best Regards.
~MacD15,
Prinny
12-08-2010, 04:45 PM
<<Mr. Foster's Mask be made equipable by the spy too>>
http://forums.steampowered.com/forums/showthread.php?p=19312887#post19312887
Seeing as Mr. Foster is a pinstripe suit wearing mann, should not tf2's pinstripe suit wearing mann also be able to equip a version of the mask? Yes, yes he should.
The spyro must exist, it is inevitable.
This may require a new model to fit spy's head though, but it would be well worth the effort.
At least the white portion of the mask should also be made paintable, eventually.
KF update link:
http://www.killingfloorthegame.com/2010/12/08/kf-twisted-christmas-event-with-special-guest-team-fortress-2s-pyro/
Sgt.Sausage
12-08-2010, 06:41 PM
Medic Medi Gun Replacement
The point of this weapon would be keeping your team buffed with more health, or buffed with longer with the sacrifice of an unbercharge or less healing per second which would prevent healing through a lot of damage on say heavy for example.
Positives
+ Overheals to 200% (could also be 150% if imbalanced)
+ Doesn't deplete (could instead have much slower depletion rate)
Possible Negatives
- No Ubercharge
- Slower healing rate per second
http://forums.steampowered.com/forums/showthread.php?p=19315148#post19315148
Sgt.Sausage
12-08-2010, 06:46 PM
Medic Medi Gun Replacement
The goal of this weapon would be to make medic heal more per second for quick combat, to allow the medic to heal through more damage on say heavy for example.
Positives
+ Increased healing rate per second
+ Increased heal range
Possible Negatives
- Slower ubercharge rate
- ETC.
http://forums.steampowered.com/forums/showthread.php?p=19315282#post19315282
WallaceMFWells
12-08-2010, 06:56 PM
The Rocket Men
Level 10 Footwear for Men
Equipped by Soldier and Demoman
Secondary Slot, passive item
Alt fire with melee active acts as though the user performed a rocket jump/sticky jump
Eats 4 rockets/stickies out of your reserve ammo
Eats 10% of your current health with each jump
Sgt.Sausage
12-08-2010, 06:58 PM
Demo Stickybomb Launcher Replacement
Just an idea i had, where the stickies would stick to enemies and they would have to be careful not to stay to close to their teammates or the demo would detonate. Also figured, pyros should be able to air blast them off teammates.
Positives
+ Sticky bombs can stick on enemy players. (I thought about ally's as well, but that paired with ubercharge would be imbalenced)
Possible Negatives
-Less max sticky's out at once
-Smaller clip size
-Can not stick to floor, only teammates
-Reduced Damage
http://forums.steampowered.com/forums/showthread.php?p=19315522#post19315522
Similar idea by "blackice64" that i like. his thread http://forums.steampowered.com/forums/showthread.php?p=19301066#post19301066
Sgt.Sausage
12-08-2010, 07:23 PM
Pyro Flamethrower/Degreaser
Small buff/addition to the pyro's Flamethrower and Degreaser.
My feedback/suggestible on the flamethrower and degreaser (not back burner as it has no compression blast) is to give the pyro a small boost jump from air blasting the ground.
Nothing super significant, but it would make sense and maybe help the pyro out a bit. I think it should be less than the force of nature jump, and maybe around the size of a crouch jump or something would be good.
http://forums.steampowered.com/forums/showthread.php?p=19315980#post19315980
CompanionMedkit
12-08-2010, 07:49 PM
Flamethrower mechanic tweak.
"The idea is pretty simple. It doesn't do extra crit damage. It doesn't let Pyro's jump. It doesn't charge up like the Targe. It doesn't do anything different.
Just let Pyro's hold M2 and on release the airblast goes off."
http://forums.steampowered.com/forums/showthread.php?t=1640260
Aradraugfea
12-08-2010, 08:24 PM
An unlockable/craftable/drop for Pyros:
Greek Fire
Not my thread, but general consensus seems to be a generally more afterburn focused weapon. I link it because it has some pretty cool ideas.
http://forums.steampowered.com/forums/showthread.php?t=1636080
parker.kelly
12-08-2010, 08:25 PM
New Spy knife(s)
Scissors
http://forums.steampowered.com/forums/showthread.php?p=19317064#post19317064
GetCatTonight
12-08-2010, 08:43 PM
New Medigun
Uber is both invuln and mini-crits, and the user may spend 20% uber to give his patient temporary mini-crits, but it charges 20% slower.
http://forums.steampowered.com/forums/showthread.php?p=19317398
Deagle
12-08-2010, 09:22 PM
My sniper unlocks thread =].
http://forums.steampowered.com/forums/showthread.php?t=1606624
worms
12-08-2010, 09:52 PM
my suggestion is to replace the 'detonate sticky bombs at feet' mechanic of the scottish resistance with a 'detonate last sticky bomb placed' button, possibly the same key as the last disguise button, and perhaps lower the arm-time increase from 0.8 seconds to something like 0.6, so
- scottish resistance sticky bombs at your feet no longer detonate without looking at them
- pressing b detonates the last armed sticky bomb
- (maybe) slightly lower arm time increase over the regular sticky launcher
http://forums.steampowered.com/forums/showthread.php?t=1639857
Devmon52
12-08-2010, 11:04 PM
I don't have a name for it yet, but the basic concept is a Shotgun that can be used by all classes that regularly use the Shotgun (Soldier, Pyro, Heavy, Engineer) that heals health per pellet hit. I've set it at 5HP per pellet. This means complete shots restore a full 50HP, and I've got the downside as -33% clip size, but that is able to be changed.
http://forums.steampowered.com/forums/showthread.php?p=19319344#post19319344
Zerogamer
12-09-2010, 12:03 AM
Firebird's and Backburner's
My suggestion is for a new item that rewards pyro for living long and dealing lots of damage, or upgrading the Backburner to allow for a speed boost.
Chargeable candy meter with a fire aura ability
Increase Backburner run speed 10%
Prevent pyro from attacking while running or lower health 25.
http://forums.steampowered.com/forums/showthread.php?t=1640527
Ducksink
12-09-2010, 01:25 AM
Pyro chargeable airblast flamethrower
Makes pyro deal 30% less damage and have more bullet vulnerability when it you get over 10% of your airblast charge.
http://forums.steampowered.com/forums/showthread.php?t=1640580
kamyl
12-09-2010, 03:09 AM
Devoted Healer
No Uberchange
20% faster healing
You can heal yourself 2 hp by every 1% of charge by clicking RMB
http://forums.steampowered.com/forums/showthread.php?t=1583196
blokeski
12-09-2010, 04:29 AM
Turret Reloader
Small "blimp" that floats about your turret.
- replaces dispenser in loadout
- automatically replenishes ammo for turret
- doesn't heal damage to turret
- can be shot down, but the turret will automatically target whoever is attacking the blimp if it can.
- basically frees up engineers to get more involved rather than constantly reloading the turret.
GordonFrohman74
12-09-2010, 04:36 AM
My Suggestions are:
*FaN
Has second fire button, which makes FaN shoot from the second barrel. Pressing both mouse buttons at a time will release both shots. But here are some issues. Shooting from both barrels at a time will move you back, even if you are standing on the earth, and if enemy is really close, you will hurt yourself on 40 hp.
(Why? This will make Scout balancing between dealing huge amount of damage, and taking it by himself.)
*Bonk! Atomic Punch
Works really like "missing". Bullets will not push you (no more "Bonk + sentry = outer space"), but explosions will.
(Why? I have Logic turned on + many new strategies, like sentry fake targer etc.)
*Sandman
May be put on fire, like Huntsman. 1st attack or launched ball will set enemy on fire. -5% attack speed.
(Why? Teamplay with pyro. They had not so many things to do together before.)
*Holy Mackerel
No Random crits. Every 4th hit is critical.
(Why? hit, hit, hit, FISHKILL! This will make enemy die by Humiliating.)
*Gunboats
Instead of "-60% damage dealt by rocket jumping" has "-30% damage of rocket jumping" and "-75% falling damage".
(Why? Rocket Jumper is too same with Gunboats. Falling damage sometimes can deal big damage, so they can be usefull even without rocket jumping.)
*Buff Banner
Pressing the right mouse button, you can release your banner on the place, where you're standing. After your death Placed Banner's Effect will stand till the end. After dropping the banner, your secondary weapon will be unavailable. Visiting respawn cabin (or just respawning) will break the banner.
(Why? Making more team play, like put banner on the point and go fight somewhere else.)
*Batallion Backup
Same as Buff Banner.
(Why? Read prev. line)
*Pain Train
Now this weapon can be used by: Scout, Soldier, Pyro and Sniper. (Not Demoman).
(Why? Demoman with sticky jumper and paintrain can be really annoying capturing points, jumping all around. I am not angry, this is my strategy too. Sniper and Pyro will become more usefull in caping points. Scout will become Ultimate capping machine, but more damage from bullets for a guy with ~100 hp - really risky)
*Backburner
Added airblast, but it is so weak, that it can only extinguish your team mates (No Deflections).
(Why? Making Battle Pyros more usefull for team.)
*Natascha
TF2 Beta default variant. (-spinning time)
(Why? I don't like other variants.)
*Frontier Justice
Only 1 ammo in a clip (this is pretty funny, I think), +15% accuracy.
(Why? Making a stupid crit-spamming weapon with large bullet spread some kind of weapon, which kills faster, having a nice accuracy.)
*Gunslinger
Little changes for Mini-Sentry: They are repairable now, but Gunslinger cannot repair anything (it still can upgrade, add ammo, but not repairing); +30 hp (155 now)
(Why? Making Mini-Sentries more team-playable. Engieneer with GS will have to cover and to be covered by Engineer without GS)
*Whole Engineer Change*
To move anything, it has to transform back to the box (reversing animation). Mobilisation will take 3 (teleports, mini sentries) - 5 (lvl 3 sentry) seconds of holding right mouse button. Releasing it will make object build back. Speed while carrying the box - +10% (for balance).
(Why? Making Engineers moving faster with buildbox, but having less chance to run away, seeing Uber-%CLASSNAME%)
*Vita-saw (!Alert! Very experimental suggestion!)
Original stats, but more over - hitting teammate with it will heal him instantly for 25%. Hitting disguised spies will heal them too.
(Why? Trying to make more interesting gameplay, making Medic healing faster, but making him less defended from Spies)
*Sydney Sleeper
Instead of covering Jarate, this weapon can make headshots, but the damage will be the same. But only damage! Shooting in the body will make enemy Bleed for 5 seconds. Shooting the head will STUN the enemy.
(Why? Turning lame gun for lazy people, who don't even have to aim to the head into gun, which still needs aiming, but more team-playing, helping with assistance. Plus, this is more logical. Sniper shoots darts with Jarate, or some sleeping draft?)
*Bushwacka
100% critical hit on bleeding, stunned, scared enemies. No random crits. (no fire damage vulnerability)
(Why? Changes are made according to changes of Sydney Sleeper.)
*Huntsman
Holding Left mouse button for too long (after the shaking) will release the arrow. Killing sniper with maximum strained bow will also release his arrow.
(Why? Physics, plus ability to kill anyone after your death.)
http://forums.steampowered.com/forums/showthread.php?t=1640649
PS. Robin Walker, I am still working on FUN Update. I have not forgot!
ned_ballad
12-09-2010, 05:25 AM
I'd be interesting to test the Backburner making the Pyro Medic speed. This would allow him to chase hide, and follow someone and take them from behind.
Maybe either that, or some sort of charge attack, different from the Targe in practice, but similar in effect. No crits or minicrits from charging, but rather just a fast catch up dash that uses 50 ammo.
Like a quick burst of speed for a few seconds that replaces Airblast.
Backburner 1
+15% damage done
+5% speed
100% critical hits from behind
No compression blast
Backburner 2
+15% damage done
100% critical hits from behind
Alternate fire quick dash*
No compression blast
*Uses 50 ammo
I feel these would encourage the Pyro to hide and stalk, since it would be easier to lunge out from corners and attack his victims
http://forums.steampowered.com/forums/showthread.php?p=19289998#post19289998
EonSeig
12-09-2010, 11:18 AM
My suggestion is a revival of the classic Demoman Pipe Bomb Launcher from QuakeTF and TFC.
Pipes are resistant to bullets.
Pipes roll and bounce like grenades.
0.1 second faster arming time.
+20% launching power.
20% faster reload.
-2 max pipes out.
-25% ammo loaded.
-25% max ammo.
+50% knockback from explosives and airblast.
Cannot be charged.
http://forums.steampowered.com/forums/showthread.php?p=19328461#post19328461
My other suggestion is to increase the skill requirement of the Sydney Sleeper while maintaining its overall function.
Remove charging from the rifle.
Make it apply jarate on any scoped headshot.
Remove jarate effect from bodyshots.
Make it crit when it would normally minicrit.
+50% critical damage while scoped. (deals 225 damage on scoped criticals)
http://forums.steampowered.com/forums/showthread.php?p=19329134#post19329134
zarawesome
12-09-2010, 11:56 AM
The Booster
-20% flame length
+20% fire rate
Propel effect when firing
Poofer throws user back
http://forums.steampowered.com/forums/showthread.php?t=1641211
Darkomni
12-09-2010, 12:56 PM
My suggestion would be to have a new minigun that gives heavy an opportunity to be a sneaky offensive class instead of a big wall of meat.
+ 40% Faster Spin-up/spin-down time
+ +40% Faster movement speed while spun down
- 3 Projectiles per bullet instead of 4
- -25% Ammo
http://forums.steampowered.com/forums/showthread.php?t=1641328
Dr Robotnik
12-09-2010, 01:02 PM
suggested backburner buff:
http://forums.steampowered.com/forums/showthread.php?t=1640192&page=2
TMlord95
12-09-2010, 01:07 PM
Gunslinger Suggestion-
My suggestion is to make the "Builds faster + full health" attribute to all engineer building when using the gunslinger, but they cannot be repaired or upgraded by any engineer.
Nessies' Rage-
My Suggestion would be a GL replacement for Demoknights- Giving them a explode on hit weapon that allows for rocket jumping (due to their inability to sticky jump), and would be better for OneVOne battles, but be utterly useless against groups of enemies and cut down on spam in general due to being a single shot weapon.
+Explode on hit
+150% blast radius
+50% reload time
-25% Clip Size
-No Random Crits
Trivax
12-09-2010, 01:12 PM
My suggestion is an engineer primary unlock,
2 magnums that shoot in bursts, and retain metal on hit.
It comes with a mini-dispenser.
After succes in the engineer section I decided to make a thread in the beta forum, check it out!
http://forums.steampowered.com/forums/showthread.php?p=19330796
War Monkey782
12-09-2010, 01:25 PM
A couple set ideas.
Cryro: Removes fire from pyro, replaces with ice, and a few interesting abilities.
Experimental weapons: Makes the pyro more offensively capable without relying on ambushes completely, and a little more team oriented.
Expert's hunting Ordnance: Brings the sniper closer to battle, while maintaining some support abilities.
Symbiosis: Allows for Combat medic (not battle medic). Healing while hurting, and some more survivability.
Full list:
http://forums.steampowered.com/forums/showthread.php?p=19331031#post19331031
Agreton
12-09-2010, 02:46 PM
Medic Polycount Pack Idea
"Mad Scientist" Pack
Evil Doctor's Hairpiece
25% damage resist from infected
The Evil Doctor's hairpiece are the hairstyle and goggles from the mad scientist from Robot Chicken.
Project 42 **
%25 slower uber charge rate
Project 42 is a secretive contagion concept. This medigun charges ubers slowly, however
when an ubercharge is deployed works like the kritzkrieg with the exception that shots
fired become biological agents infecting people hit with a contagion for 6 seconds.
The Project 42 contagion can spread to those nearby infected players, unless a medic
with the Project 42 medigun heals them of their infection.
A Little Poke - Syringe
~cannot crit
~heals medic for half infection damage
~on hit infection
This overly large syringe with its mysterious green fluid bodes ill for those hit
by this melee weapon.
**Medigun heals with a green plasma and infected glow green like people on fire.
Zeptro
12-09-2010, 03:19 PM
Reflects projectiles
Constant damage
Faster attack interveral
-80% damage
Spin up time
-20% Ubercharge rate
Encourages active medic play by going infront of your teammates instead of staying the back.
Full Idea:
http://forums.steampowered.com/forums/showthread.php?t=1641555
CrazyBaconLegs
12-09-2010, 03:23 PM
Charges at Kritzkrieg rate
User is given one 'chunk' for every 25% charge
When you right-click, a chunk is expended. Your target is healed for 100 health instantly (continuing into overheal)
For each chunk expended, you lose 25% charge
Chunks can be used in quick succession
No Ubercharge
Note that these are all tentative values, even the amount of chunks, and can be adjusted.
Public side: http://forums.steampowered.com/forums/showthread.php?p=19333501
Competitive side: http://forums.steampowered.com/forums/showthread.php?p=19333527
KazooieBanjo
12-09-2010, 04:46 PM
My suggestion would be to give the Heavy a tricycle melee unlock that gives him the speed boost he needs without compromising his melee capabilities.
Alternate fire mounts the T.A.N.K.
+35% speed while riding.
Strafing, attacking, and switching weapons disabled while riding.
Jump height reduced while riding.
+20% damage taken while riding.
+5% damage taken while not riding.
http://forums.steampowered.com/forums/showthread.php?t=1641714
Dr Robotnik
12-09-2010, 07:01 PM
suggested ubersaw nerf:
http://forums.steampowered.com/forums/showthread.php?p=19337581#post19337581
Haplo81
12-09-2010, 11:00 PM
http://forums.steampowered.com/forums/showthread.php?p=19341098#post19341098
Haplo81
12-09-2010, 11:33 PM
http://forums.steampowered.com/forums/showthread.php?p=19341446#post19341446
Roflcat
12-10-2010, 12:21 AM
I suggest the Force-a-Nature be given a right-click function, which fires both barrels to do the knockback, and leaves left-click shot knockbackless (so you can knockback when you want).
Remove knockback from normal shots
Add a right-click shot that fires both barrels, all targets hit by the blast will be knocked back
Make the knockback a bit stronger and give it the ability to knockback ubered enemies
Possibly slow down rate-of-fire a bit but speed up reload
The right-click shot is the new way of using the FaN's knockback as a utility instead of it being forced (no pun intended) into every shot you do, and letting you triple jump only when you want to (it's annoying in the middle of combat)
http://forums.steampowered.com/forums/showthread.php?t=1642066
blackice64
12-10-2010, 06:40 AM
Alternative Dalokoh's Bar
(Over)heals 100 HP, halved HP falloff if HP < 400.
Drop: (Over)heals 25% of Max HP, halved HP falloff if HP < 125%
Hardly anyone is using the item right now, because the Sandvich is so much more useful, to yourself AND to your team.
http://forums.steampowered.com/forums/showthread.php?t=1642548
Jiggybyte
12-10-2010, 02:55 PM
My suggestion is to make the Rocket Jumper a viable tool than its current form:
Add an orange cap or paint the tip of the RJer to make it distinguishable from the Rocket Launcher
Make the user 10% to 20% more vulnerable to bullet and explosive damage while carrying intelligence or while capturing a point
Remove the -100hp
http://forums.steampowered.com/forums/showthread.php?p=19354542#post19354542
Lilucario
12-10-2010, 03:19 PM
http://forums.steampowered.com/forums/showthread.php?p=19355037#post19355037
Heavy : a minigun that is more effective at long range.
Medic : focussing on healing rather than ubering.
Demoman : reward aim rather than spamm.
Dr Robotnik
12-10-2010, 03:29 PM
suggested sydney sleeper buff:
http://forums.steampowered.com/forums/showthread.php?p=19355246#post19355246
land mines for the demoman:
http://forums.steampowered.com/forums/showthread.php?t=1643286
suggested dalokohs bar buff:
http://forums.steampowered.com/forums/showthread.php?p=19355461#post19355461
MindfulProtons
12-10-2010, 06:30 PM
Tod Meiter (death tenant)-Syringe Gun
On hit: the enemy that was hit will recieve 25% more damage from the person who you are currently healing (stacks with crits)
+65% switch rate
-2 hp regeneration per second (like the blutsauger)
10 needles per reload
AND
The Group Healer-Medigun
Ubercharge heals all the teammates around you except yourself(no kritz or damage reduction; just healing multple people on uber; works similar to the buff banner)
Can use other slots during uber without losing the effect
+25% ubercharge fill rate
Both in here
http://forums.steampowered.com/forums/showthread.php?t=1643623
Dr Robotnik
12-10-2010, 07:16 PM
fireproof disquise kit:
http://forums.steampowered.com/forums/showthread.php?p=19360043#post19360043
EonSeig
12-11-2010, 11:14 AM
A Demoman melee designed to have higher starting mobility than the Eyelander, but lack the high potential mobility that the Eyelander obtains over time. Also meant to promote skillful combo attacks to deal immense damage in a short time.
+25% faster run speed while active.
+15% faster rate of fire.
Every second consecutive hit is a minicrit. (this also applies to consecutive hits after a charge)
-35 HP on wearer.
No random criticals.
http://forums.steampowered.com/forums/showthread.php?t=1644878
chzchan
12-11-2010, 11:15 AM
More Item Suggestions
So far, I have elaborated on 3 shotgun alternative ideas since my first one, the Sole Dispatcher. In order:
Torpid Bolt:
A Defense-oriented shotgun that deals double the base damage per bullet, has a tighter cone of bullet spread, but can only hold one bullet per clip. Also, it takes three times as long to reload.
+100% base damage per pellet
+20% tighter cone of bullet spread
-85% clip size
-200% slower reload speed
http://forums.steampowered.com/forums/showpost.php?p=19336277&postcount=48
The Vanguard:
Another Defense-oriented shotgun that shoots faster, reloads faster, and switches faster, but only holds four bullets per clip and four bullets in reserve. Also, it's reserve ammo cannot be replenished through pickup, but ammo is regenerated over time.
+25% Faster Reload Speed
+25% Faster Switch Weapon Speed
+25% Faster Firing Speed
Regenerates 2 bullets every 8 seconds
-33% Magazine Size
-85% Reserve Ammo
Cannot replenish shotgun ammo through pickup
http://forums.steampowered.com/forums/showpost.php?p=19319205&postcount=46
Riot Surge:
The newest, and probably most complicated shotgun. It is Offense-oriented. Each clip only holds five bullets, and your reserve ammo is reduced to 20, but for every clip that is used, you gain an increase in attack, reload, and movement speed. You cannot reload this shotgun until all the rounds in a clip have been used and you cannot stop reloading until your clip is full. Also, each shot progressively grows from less powerful to more powerful as you move from the 1st to 5th shot in each clip.
Attack speed, reload speed and movement increase as reserve ammo is used up
+66% base damage per pellet on 5th shot
+33% base damage per pellet on 4th shot
-33% base damage per pellet on 2nd shot
-66% base damage per pellet on 1st shot
-16% clip size
-38% reserve ammo
Unable to reload until clip is fully expended
Inability to stop reloading until clip is full
Cannot replenish shotgun ammo until respawn
http://forums.steampowered.com/forums/showpost.php?p=19371507&postcount=52
All shotguns can be seen on the 4th page of this thread:
http://forums.steampowered.com/forums/showthread.php?p=19371507#post19371507
bigEphatz
12-11-2010, 01:42 PM
my idea for a new item isn't really new, i think the short stop should be changed a bit because right now barely anyone uses the damn thing. Valve should either do one of two things, increase the damage done on the short stop or make its slow more noticeable like the Natasha.
Raising Bob
12-11-2010, 01:54 PM
A primary rocket launcher that gets faster and stronger, the longer the rockets are in the air. The rocket's flame would start out green and gradually turn yellow and then red.
http://forums.steampowered.com/forums/showthread.php?t=1581538
Sammyboy0120
12-11-2010, 03:36 PM
http://forums.steampowered.com/forums/showthread.php?t=1645295
Reduced ammunition flamethrower consisting of an aerosol can and a lighter, that would have one or more of the following attributes:
a) increased movement speed
b) increased flame range
c) increased damage
d) longer afterburn duration
Sammyboy0120
12-11-2010, 03:43 PM
http://forums.steampowered.com/forums/showthread.php?t=1645285
Unstoppable Flying Ordinance
Flying RC engie weapon, like an RC plane, helicopter, or 50's pulp fiction UFO.
Sammyboy0120
12-11-2010, 03:46 PM
http://forums.steampowered.com/forums/showthread.php?t=1645289
Napalm flamethrower that has flames which do one or more of the following:
a) impede movement (napalm is sticky)
b) stick to surfaces for a duration and infleicts afterburnm like a trap of sorts
c) has a longer afterburn duration (napalm is not easy to remove)
Arandomu
12-11-2010, 08:45 PM
THE DEMOMAN'S GUNBOATS
(FROM THREAD)
The soldier rocket jumps and has his gunboats to protect him, but what about a Demoman's Gunboats that protect him from sticky Jumping? (65% less damage)
This will actually be useful (Not like the soldier's gunboats) because then Demomen can do 2 bomb stickyjumps without going to Red health.
http://forums.steampowered.com/forums/showthread.php?p=19386126#post19386126
GGODD2
12-11-2010, 09:12 PM
Engi Idea
Make a portable dispenser back pack, allow the Engi to craft one and wear it on his back and have it replenish weapons and health while he is near other players. It would need to be a limited use unless another Engi were to hit it with there wrench to replenish the pack. The Engi would still need to be able to make a full size dispenser when he gets where hes going and that would automatically destroy the back pack.
Hope to see this idea Thanks GGODD2
Dr Robotnik
12-11-2010, 09:30 PM
grenade launcher replacement idea:
http://forums.steampowered.com/forums/showthread.php?t=1645067
the big bang (shotgun replacement):
http://forums.steampowered.com/forums/showthread.php?t=1645048
catmaigne
12-11-2010, 09:56 PM
Although this is nothing new, I'd suggest the addition of a flame-proof suit for the Spy that takes in damage caused by a flamethrower but doesn't stay lit. Instead of replacing the revolver, disguise kit, or sapper, this should be treated as a misc item and contain a 15 to 25 health penalty on wearer.
A Spy is nearly defenseless against any Pyro at close range and stands absolutely no chance once on fire. Getting close enough to a Pyro for a back-stab as a Spy is too risky.
Psyphil
12-12-2010, 04:56 AM
My idea for an alternativ weapon for the Electro Sapper:
When an Electro Snare is placed on a building it's not activated immediately like the Electro Sapper is. It's only activated if the Engineer hits the building while the Electro Snare is on it. When activated it disables the building and starts damaging it (with half the damage of the Electro Sapper). It doesn't alert the Engineer until it's activated either, but you can spot the Electro Snare if you look at the buildingmodel.
http://forums.steampowered.com/forums/showthread.php?p=19392030
Guy_Person
12-12-2010, 11:32 AM
The Bonk Brand Medigun:
http://forums.steampowered.com/forums/showthread.php?p=19399408&posted=1#post19399408
Increased healing speed.
Bonk-charge increases speed and point-capturing abilities, disables random crits (temporarily), adds 150 overheal, and speeds up reloading.
bro1017
12-12-2010, 12:32 PM
Not really an item, but still a suggestion:
Theater Mode
http://forums.steampowered.com/forums/showthread.php?t=1427286
Automatically records demos
A button on main menu that does not require console commands
Basically, my idea takes the current demo and recording process, but makes it easier to use. The game already has ways of recording and playback, I just want for it to record automatically, and not to require console commands.
blackice64
12-12-2010, 03:06 PM
The Nachwirkung
Medigun
After an Assist or Kill, Heal rate increased from 24 to 36 HP/s (+50%) for ~5 seconds
After an Assist or Kill, self heal rate increased by 4 HP/s for ~5 seconds.
After an Assist or Kill, Increased Ubercharge charge speed, +20% for ~5 seconds
General healing decreased to 18 HP/s (-25%)
Ubercharge generation rate decreased by 10%
http://forums.steampowered.com/forums/showthread.php?p=19405098#post19405098
Infusion
12-12-2010, 03:14 PM
Alternate Wrench for Engineer
Will increase reaction/rotation speed of sentry by x amount while reducing damage or rate of fire by y amount
Guy_Person
12-12-2010, 03:57 PM
Arc Welder:
http://forums.steampowered.com/forums/showthread.php?t=1647305
Replaces Engineer's standard wrench
Shocks enemies, carries 300 ammo, builds slower but upgrades/repairs faster, dampens buildings' functionality while being upgraded/fixed
Selgin1
12-12-2010, 05:15 PM
The Lawbringer
A full item set w/ set hat for Engineer
2nd Amendment
Revolver that minicrits on enemies capping objectives
Quick Slick
Grease that temporarily enhances buildings or makes enemies slip and slide
The Sheriff
Wrench with improved repair ability at the cost of combat power
http://forums.steampowered.com/forums/showthread.php?p=19407934#post19407934
Vekter
12-12-2010, 07:06 PM
I have 2 weapon ideas:
Give the Soldier a lever-action shotgun, giving him better long-range secondary capability while reducing his short-range capabilities.
A Soldier melee weapon involving a grenade that has a percentile chance to explode.
http://forums.steampowered.com/forums/showthread.php?t=1640174
squeaky
12-12-2010, 10:19 PM
Satirical Nerf for the Holy Mackerel.
Adds a small, non gameplay affecting nerf.
http://forums.steampowered.com/forums/showthread.php?t=1647837
Zvenalot
12-13-2010, 02:25 AM
The companion
Engie teleporter replacement:
Sneaky, fun, exploding !
Tread: http://forums.steampowered.com/forums/showthread.php?t=1648029
Rec0nKn1ght
12-13-2010, 03:06 AM
My suggestion would be to balance the degreaser by removing airblast and increasing its other stats.
Remove airblast
Give same damage stats as the backburner
Slightly improve quickswitch
Quickswitch and airblast on the same weapon is too useful, and means it is better than the other flamethrowers.
Improve the backburner slightly by
Slightly increasing the crit radius
Didn't go down well in the thread though but more info here
http://forums.steampowered.com/forums/showthread.php?t=1642597
blackice64
12-13-2010, 05:09 AM
My version of the Direct Hit tweak.
Less damage close range, more damage long range.
http://forums.steampowered.com/forums/showthread.php?t=1648088
blackice64
12-13-2010, 05:10 AM
Your Eternal Reward
Idea for the YER to be able to redisguise as the last player backstabbed.
http://forums.steampowered.com/forums/showthread.php?t=1639072
zarawesome
12-13-2010, 06:13 AM
The Opportunist (spy pistol)
No random crits
-20% slower firing speed
Crits on targets suffering negative status effects (burning, jarate, milk, bleeding, stun)
A pistol for when you can't quite get around the crowd for backstabs, but still would like to take advantage of your team's distractions to set deadly traps.
http://forums.steampowered.com/forums/showthread.php?t=1648142
uma plata
12-13-2010, 04:31 PM
My idea, I think a perfect system to experiment with in the Beta:
http://forums.steampowered.com/forums/showthread.php?p=19429625#post19429625
Weapon modifications for Pistols & Shotguns
Jimmy Kaine
12-13-2010, 05:20 PM
New Rocket Launcher
+25% explosion radius
+50% knockback (highly tweakable as I don't know how much knockback that would actually be.)
-25% fire rate
http://forums.steampowered.com/forums/showthread.php?t=1649243
EKMSteenroller
12-13-2010, 06:15 PM
Tactical Man Cannon
A sniper rifle that replaces the primary weapon of the Sniper.
Has multiple effects. The Tactical Man Cannon or TMC is a less powerful alone, strongly team/support oriented rifle.
* Creates different negative effects on enemies depending on where u hit them (Head, legs or arms)
* Haves to zooms a medium zoom(about half of the normal zoom) and a long zoom (just a little bit longer than the normal zoom)
* Does different damage depending on which zoom you use.
* Criticals are awarded for consecutive hits on same body parts(head, arms or legs), not counting Body shots
* Does less damage than the primary sniper
* Does not critical on head-shots
* While zoomed the Sniper moves even slower than usual
EXTRA SPECS
1. Clip size 20 bullets
2. Reload the same as the Sniper
In depth explanation HERE:http://forums.steampowered.com/forums/showthread.php?p=19431673#post19431673
Bongo Bill
12-13-2010, 06:20 PM
I make no guarantees as to the quality of the items suggested here, but I've been sitting on these for so long that I couldn't help myself.
Force Field (http://forums.steampowered.com/forums/showthread.php?t=1649166) sentry replacement blocks enemy movement and fire without shooting.
Speed Booster (http://forums.steampowered.com/forums/showthread.php?t=1649145) medigun replacement makes you run faster and gives you phasing on ubercharge.
Poison Knife (http://forums.steampowered.com/forums/showthread.php?t=1649181) is terrible and stupid and unoriginal and I regret it already.
Parachute (http://forums.steampowered.com/forums/showthread.php?t=1649199) passive shotgun replacement for Soldiers grants additional air mobility.
Fire Extinguisher (http://forums.steampowered.com/forums/showthread.php?t=1649209) for Pyro is rather vague.
Everybody hates the Armory (http://forums.steampowered.com/forums/showthread.php?t=1649228) dispenser replacement, which lets allies use an overpowered gun.
Cossack Throwing Axes (http://forums.steampowered.com/forums/showthread.php?t=1649214) shotgun replacement for Heavy is an arcing projectile.
Prank Kit (http://forums.steampowered.com/forums/showthread.php?t=1649247) sapper replacement has different comedic effects on enemy buildings, which can be particularly harmful to inattentive enemies.
Bonkscalibur (http://forums.steampowered.com/forums/showthread.php?t=1649258) bat replacement was only suggested because of the silly name.
Heavy Laser (http://forums.steampowered.com/forums/showthread.php?t=1649188) minigun replacement zaps a narrow target for a brief but increasingly intense period.
Chain Bombs (http://forums.steampowered.com/forums/showthread.php?t=1649286) replacement for sticky bombs detonate with increasing force in response to nearby explosions.
Hurly Gloves (http://forums.steampowered.com/forums/showthread.php?t=1649299) fist replacement lets you pick up and throw tiny cowards.
Buddy Cloak (http://forums.steampowered.com/forums/showthread.php?t=1649313) permits a Spy to make his friends invisible instead of himself.
Mortificus
12-13-2010, 06:46 PM
http://forums.steampowered.com/forums/showthread.php?t=1647425
The Marksmans Milady is basically a SMG that gives Snipers a stored Critical Hit (much like Sentry Kills for the Frontier Justice) for every headshot they make, rewarding skilled Headshots and giving them a way to defend themselves in case of emergencies.
Gamer_Untouch
12-13-2010, 08:31 PM
Murderer's Megaphone
Buff banner item for spy, instead effects enemies, and for a duration lowers speed and power of the enemy.
http://forums.steampowered.com/forums/showthread.php?p=19435201#post19435201
Mortificus
12-14-2010, 05:49 AM
The SenTank
http://forums.steampowered.com/forums/showthread.php?t=1649366
What it is is a moving Sentry Gun on tank treads. Still trying to figure out how to balance it, but thought you guys might want to know about it.
Pharmacy
12-14-2010, 07:26 AM
The Weight
http://forums.steampowered.com/forums/showthread.php?p=19443987
An item with passive abilities preventing knockback and other forms of movement impairment and making projectles nonreflectable
EKMSteenroller
12-14-2010, 01:01 PM
Electro Pyro
This set of weapons and items it made so that the Pyro haves a semi alternate way of fighting. I like Classes like the Demoman or Sniper that basically change there fighting style when you change there weapons.
Primary W: Polarize magnet cannon
This weapon replaces the flame thrower for a giant Electric magnet that looks like a big 2 blade fork.
* Quite longer range than the Flame thrower
* Can hold into an enemy for continuous damage
* It arcs around doorways, curves, holes or ceiling to electrocute enemies
* Ignites enemies after electrocuting for some seconds
* Does mini-crits if enemies are touching any kind of liquid and critical if hit by Jarate.
* Secondary attack is an Electromagnetic wave, that last some seconds.
* Does a lot less damage than the Flame thrower
* Chews ammo faster
* Burning effect does less damage but it does it in less time too (it extinguishes faster)
For full detail:http://forums.steampowered.com/forums/showthread.php?p=19452335#post19452335
Dr Robotnik
12-14-2010, 06:24 PM
fire trap (engineer building replacement):
http://forums.steampowered.com/forums/showthread.php?t=1651443
FreeWillySweep
12-14-2010, 08:11 PM
My ideas:
Howitzer for The Heavy.
A large cannon that holds one shot at a time and has a slow reload rate. Cannon shell fires with an arc somewhat like a Huntsman arrow and has splash damage. Right click causes The Heavy to swing the Howitzer as a melee weapon. This changes the heavies role into heavy artillery. I picture the howitzer being something akin to this (minus the wheels obviously):
http://www.imfdb.org/images/thumb/8/8c/Howitzer.jpg/350px-Howitzer.jpg
Air Wrench for the Engineer.
The air wrench can only be used with a dispenser and the game actually renders an air hose from the wrench to the dispenser when the player has it out (much like the healing effect of a dispenser but with longer range). The air wrench builds and repairs much faster than the regular wrench. You can pistol-whip with it too for a melee attack and to remove sappers.
This weapon would be for defensive engies who want to sacrifice mobility for better upkeep. With enough metal, you can repair a level 3 sentry faster than any single class can destroy it.
zarawesome
12-15-2010, 12:47 PM
The Trencherman
-10% move speed
Alt-fire creates a barricade
The Trencherman behaves much as a regular shovel, except striking the floor with it produces a temporary barricade.
The barricade is dispenser-sized, and like the dispenser, can only block enemies and the soldier himself. It has 400 health, twice as much as a sentry.
Only one barricade per Soldier can exist. The barricade-making ability recharges 8 seconds after it's destroyed.
http://forums.steampowered.com/forums/showthread.php?t=1652757
Raven.34
12-15-2010, 02:21 PM
I have 5 suggestions. 2 modifications and 3 new items.
A change to the Gunboats and the sydney sleeper.
A new item for the Scout : The flying boots (like hermes boots), a new item for the Engineer : the camera book and a new item for the Demoman : the Head Slapperr.
Here is the link (http://forums.steampowered.com/forums/showthread.php?p=19454774#post19454774)
shalviy
12-15-2010, 02:36 PM
My suggestion:
A Zoom enabled Sniper Rifle
good:
-will have the ability to zoom and work like a normal sniper rifle
bad:
(im stilling working out some downsides...)
EITHER or COMBINATIONs OF SOME
-reduced speed of around 15%
-reduced ammo
-reduced health by 20-30
-loss of (X) health per second while zoomed in further than normal
http://forums.steampowered.com/forums/showthread.php?p=19479642&posted=1#post19479642
SkyeSlipstream
12-15-2010, 04:11 PM
The Heartpump
Dispenser Unlockable
http://forums.steampowered.com/forums/showthread.php?t=1653080
The Heartpump replaces the Dispenser. It overheals your teammates, but supplies metal at half the usual rate.
(Alternate versions are included in the thread.)
The item encourages more offence from teammates, assists teams without Medics, can be used both offensively and defensively, and prevents turtling and other stalemate-related issues.
Raven.34
12-15-2010, 07:10 PM
The Mediziner Set
The link (http://forums.steampowered.com/forums/showthread.php?t=1653319)
Devmon52
12-15-2010, 10:26 PM
This is a bottle sidegrade which focuses on trading health for firepower. A melee weapon that is more of an option for the regular Demoman. I've got a place holder name, and the "25% faster reload with all weapons, -25HP" can be edited for balancing sake. (If it does get tested, then a visual cue of some sorts would be good for allies and enemies).
Link: http://forums.steampowered.com/forums/showthread.php?p=19489080#post19489080
Image132
12-16-2010, 02:58 AM
http://forums.steampowered.com/forums/showthread.php?p=19491703#post19491703
A transparent shield that the engineer can place quickly to help defend his team, buildings or when used in conjuntion with a second engineer can be used to defend a sentry being placed in a high conflict zone.
RognarB
12-16-2010, 05:20 AM
My Idea:
A shotgun replacement for the pyro in the form of a grenade who act like an area denial and concussion throwable.
http://forums.steampowered.com/forums/showthread.php?t=1654016
Wazanator
12-16-2010, 06:50 AM
My suggestion: BlackBeards Bouncers
The purpose of this grenade launcher is for bouncing the nades strategically around areas to get at engines and groups of players holding an area at the cost of less damage per nade and slower reload time.
BlackBeards bouncers (http://forums.steampowered.com/forums/showthread.php?p=19494633#post19494633)
Dr Robotnik
12-16-2010, 03:42 PM
the headhunter (sniper rifle):
http://forums.steampowered.com/forums/showthread.php?t=1654730
PSI Guy
12-16-2010, 05:47 PM
http://forums.steampowered.com/forums/showthread.php?p=19508850#post19508850
The Quickloader. Melee for solly, demo and scoot.
It automatically reloads your weapons per hit, and it's faster then just reloading, but you might look like a fool without the Milkman set bonus, Equalizor or eyelander.
Dead phil
12-16-2010, 06:11 PM
here are numerous small ideas:
- Wrench that gives engi +100 metal
- Sentry with +40% reaction time and costs 200 metal to make and can only upgrade to L2
- Minigun with +25% bullet resistance
- Needlegun with less arc and fall off and -25% clip
- Defibulator for medic with a heart system (like eyelander head system) the more hearts the more damage per hit and damage resistance or more likely crits and a bleed like after affect that is shock that is only 1 hurt after. or heal rate increase.
- Syth for pyro with head system with more faster hit and IDK couldn't think of somethin
- Kilt for demo that is really the soldier's jumping boots.
- Bagpipes for demo, mellee
- melle for soldier that is trumpet/cornet
Kuiper
12-16-2010, 09:44 PM
Flak Jacket
Occupies medic's primary slot
-30% explosive damage on wearer
-3 health drained per second on wearer
Variations:
Flak Jacket 2
Occupies primary slot
-35% explosive damage on wearer
Removes passive health regeneration on wearer
Flak Jacket 3
Occupies primary slot
-20% explosive damage on wearer
-2 health drained per second on wearer
http://forums.steampowered.com/forums/showpost.php?p=19513122&postcount=25
The thread linked above discusses other ideas for giving the medic explosive damage resistance.
misterpickles69
12-17-2010, 05:02 AM
Pros:
- Would be wearable by Heavy, Medic, and Engineer
- +50 health
- Works like the medigun but dispenses primary weapon ammo (not metal) instead of health
Cons:
- Replaces primary weapon
- Only dispenses 2X normal primary ammo half as fast as a dispenser before needing a recharge at a dispenser or picking up metal for +50 ammo *
- Reduces speed by 15%
None of this is set in stone for me but I think it would be Healpful to have a teammate feeding ammo on the fly to another teammate during a push. I can't recall the number of times I've had an uber ready just to have my target run out of ammo.
* Just to clarify this part, it will feed ammo at half the rate of a dispenser. The maximum ammo it gives will be 2X the primary ammo of the target. It can be switched from target to target like the medigun. It will have a "charge bar" like the medigun only it will show how much ammo is left in it.
Some Jerk
12-17-2010, 01:52 PM
The Buff Gun (http://forums.steampowered.com/forums/showthread.php?p=19527451#post19527451)
Essentially a syringe gun for the medic. It's damage is dependent on how many allies are currently buffed.
oKayLab
12-17-2010, 03:46 PM
Medigun replacement
Healing beam is now a solid cable.
The cable has an ability that is on a cooldown, like jarate or bonk.
-While activated, the cable allows the medic to be pulled by their patients (rocket/sticky jumping, possible scouts?)
-Higher ubercharge rate
-Slightly shorter healing range
-Takes a bit longer to switch patients (since the cable has to rewind)
The medic jump would be limited, so they'd only be able to follow a certain max height/distance.
Ubercharge: Deploys a bubble (bascially an aura with a visual aid) that heals anyone in it at a high healing rate - higher for the medic (or maybe even invulnerability). Not sure if medic should be able to use his medigun while ubered.
http://forums.steampowered.com/forums/showthread.php?t=1650099
CANADIANPIG
12-17-2010, 04:21 PM
"Locking" Items
An option in the backpack to allow a player to "lock" items in their inventory.
This will prevent players from accidentally crafting or trading items in their backpack.
http://forums.steampowered.com/forums/showthread.php?t=1657093
coolcooltheman
12-17-2010, 04:39 PM
My suggestion: Multiple Load out Profiles
Multiple pre-configured and/or user defined load-out profile.
Obvious reason due to the amount of updates we have received and it would be nice to have this feature since most items are situational.
http://forums.steampowered.com/forums/showthread.php?t=1628331
Lilucario
12-18-2010, 10:00 AM
Updated with medieval weapons idea to go with the new gamemode. (http://forums.steampowered.com/forums/showthread.php?p=19355037#post19355037)
blob_92
12-18-2010, 12:03 PM
See thread for full details:
http://forums.steampowered.com/forums/showthread.php?p=19560222#post19560222 (http://forums.steampowered.com/forums/showthread.php?p=19560222#post19560222)
blob_92
12-18-2010, 12:17 PM
See Thread for full details:
http://forums.steampowered.com/forums/showthread.php?p=19560792#post19560792
Sammyboy0120
12-18-2010, 03:07 PM
As of the time of this post, the sniper is more of a pyro than the pyro itself, as it is the only class that can currently cause afterburn in Medieval Mode. I propose that to remedy this, the pyro should be provided with a melee weapon that inflicts afterburn, or is capable of being ignited, such as a torch.
http://forums.steampowered.com/forums/showthread.php?p=19566300#post19566300
<LCM>Mclovin
12-18-2010, 03:31 PM
A new Demoman item similar to the 'Gunboats'
*With the affect of reduced sticky jumping damage
*These 'Socks 'n' Undies' would be made from metal
*I do not have a thread about this yet its just somthing me and my friend thought up:D
Peachrocks
12-19-2010, 01:15 AM
Huge Medieval update idea. Weapon ideas for all classes.
http://forums.steampowered.com/forums/showthread.php?t=1661864
Not sure if I should put all the weapons in this post or not... I think for the sake of consistancy and not hogging up the page, I won't.
Lilucario
12-19-2010, 10:45 AM
Ideas on an improved Medieval Mode (http://forums.steampowered.com/forums/showthread.php?p=19592057#post19592057)
Dr Robotnik
12-19-2010, 04:35 PM
sniper set pack idea:
http://forums.steampowered.com/forums/showthread.php?t=1662564
rabbitlarva
12-20-2010, 12:21 AM
It's a flame thrower unlock for the pyro. focuses on ambushing and afterburn damage. I'm still working out the kinks and playing around with the pros and cons but here it is.
http://forums.steampowered.com/forums/showthread.php?t=1652837
Blue Warrior
12-20-2010, 03:19 PM
Flamethrower: Damage Ramp-up and Fall-off
I would like to suggest increased damage ramp-up and fall-off for the pyro's flamethrower and backburner. Additionally, I opt for the removal of the "+15 damage" trait of the backburner. This is so as to increase the weapons' skill ceilings while keeping the weapons from feeling unfair to 125 HP classes just barely inside flamethrower reach.
Maximum damage per particle is 8 flame damage
Minimum damage particle is 3 flame damage
Backburner's "+15% damage" trait removed
http://forums.steampowered.com/forums/showthread.php?p=19636158#post19636158
TripleJx3
12-20-2010, 03:22 PM
Additional Sound effect for the Crusaders Crossbow
http://forums.steampowered.com/forums/showthread.php?p=19636549#post19636549
Mico027
12-20-2010, 04:27 PM
Vanilla set bonus:
+5% chance of random critical
Mortificus
12-20-2010, 04:52 PM
http://forums.steampowered.com/forums/showthread.php?t=1666581
Greek Fyre is a Pyro weapon that allows him to have hit and run tactics, and it also allows him to start fires in Medival Mode.
Yes, it is a grenade type weapon, but the Pyro really needs more ranged options, and a Grenade is rangier than most.
TripleJx3
12-20-2010, 11:32 PM
Frontline Battle Dispenser + Rivet Gun idea
http://forums.steampowered.com/forums/showthread.php?p=19649770#post19649770
Hikarigami
12-21-2010, 08:51 AM
I suggest a Medic Medigun replacement that provides constant healing to teammates around him, at the cost of no Ubercharge.
http://forums.steampowered.com/forums/showthread.php?p=19658812
Devmon52
12-21-2010, 07:31 PM
Thor, the electric minigun. It trades the raw power and spinning mechanics for the ability to fire weak damaging spikes and electricity, as well as a speed boost. Overall, a radically different minigun, if it could be called a minigun.
http://forums.steampowered.com/forums/showthread.php?p=19673801#post19673801
Krasher
12-22-2010, 12:09 AM
My L&L Replacement.
http://forums.steampowered.com/forums/showpost.php?p=19678864&postcount=1
Pharmacy
12-22-2010, 02:22 PM
Flamethrower and shotgun replacements for pyro:
Carnister full of Waste / Torch Lighter (http://forums.steampowered.com/forums/showthread.php?p=19696791)
TehBB
12-22-2010, 04:35 PM
reduce fire rate
increase reload speed
remove knockback on M1
M2 fires both shells, does same amount of damage as M1, has knockback
http://forums.steampowered.com/forums/showthread.php?t=1671918 Public
http://forums.steampowered.com/forums/showthread.php?t=1671923 Comp
IcyEyes
12-22-2010, 05:57 PM
Mercenary Merits
A reward system that would promote good player behavior.
Players earn Merit points by preforming certain helpful actions during a game.
Merit points earned can then be used to unlock special Perk rewards.
Perks are temporary upgrades to particular class or weapon attributes.
http://forums.steampowered.com/forums/showthread.php?t=1669248
Nadroz
12-22-2010, 08:49 PM
A primary weapon for pyro that is more for air-blasting.
Stats:
Air-blast's range is increased
-50% Ammo used when air-blasting
Flame-thrower's range is decreased
+50% Ammo used when using fire
Air-blasting is fun but ammo runs out a bit fast.
blackice64
12-23-2010, 02:43 AM
A Spy sapper in the form of a laser pointer with a different way of sapping buildings. It has the ability to turn buildings offline, but deals no damage.
http://forums.steampowered.com/forums/showthread.php?t=1672987
nicolasgrinberg
12-23-2010, 02:32 PM
I prupose for the arrival of portal 2 that we make a new weapon for the engie ,this weapon will be robotic hands I shall call theme "GLaDOS's hands".
these hands have same stats as the cunslinger ,but,its able to build the portal egg sentrys
the portal egg sentry will have emotions juste like the real portal sentry here are the stats:
+10% stronger than regular lv.2 sentry gun.
+50% sentry gun radius of sight
+deploys almost instantly
-can't shot backwards
-not upgradable
-builds 50% slower
-when you build the sentry ,you have to be next to it in order to build
-when enemey in sentry range of sight ,it takes 0.5 sec. before the sentry starts shooting.
great for airvents exept enemys will find ways to by pass the front of the sentry and go behind to destroy it
please coment ,tell me what you think ,bcause i already draw the blueprints and I will send them to valve...
RSM_fender117_
12-23-2010, 06:30 PM
my idea for a spy knife would be called the dine n' dash, this knife would allow you to take any "lunchbox" item and essentially steal it, adding it temporarily to your inventory for 1 use. also you can have only 1 lunchbox stolen at a time and the items you could steal would be Sanvich, crit-a-cola, bonk!, mad milk, jarate (so it isn't underpowered), and buffalo steak sanvich. if this became a weapon and valve should release more food items. i think this could change the way spy can be played. this weapon should look like a kitchen-esque knife
http://forums.steampowered.com/forums/showthread.php?p=19739074&posted=1#post19739074
adislavchev
12-24-2010, 02:50 AM
Some of my ideas:
http://forums.steampowered.com/forums/showthread.php?p=19750976#post19750976
Secret_Walrus
12-25-2010, 05:39 AM
http://forums.steampowered.com/forums/showthread.php?p=19781940&posted=1#post19781940
This is a new kind of paint that allows you to randomly change your Unusual's effect. It only works on hats that are already Unusual.
zarawesome
12-26-2010, 06:03 AM
A weapon based on some scythe models I saw bouncing around.
The Grim Ripper (pyro or medic melee)
-25% damage
-10% fire rate
Target loses overheal
Target can't be healed or use health packs for 6 seconds
When you need to break efficient medic chains or set people on fire near health packs.
http://forums.steampowered.com/forums/showthread.php?t=1680723
zarawesome
12-26-2010, 06:26 AM
I know it's in Counter-Strike, but it's not like those kids use it.
Riot Shield (soldier secondary)
Protects from hits in a 90 degree angle
-25% move speed when deployed
http://forums.steampowered.com/forums/showthread.php?t=1680744
MindfulProtons
12-26-2010, 09:22 AM
This is my Loch-n-Load change idea.
Loch-n-Load
On hit: automatically reloads 2 stickies OR 1/6 of a charge
+25% projectile speed
+25% damage to self
15% longer firing time
Launched bombs shatter on surfaces
http://forums.steampowered.com/forums/showthread.php?t=1680966
DieOver
12-27-2010, 02:35 AM
The cloaking device need to be softer on the tone because its so annoying hearing "Buzzzzzzzz" every time you put on a disguised as a spy.
Its good for other player to hear you with volume up but its really bad for those wearing headset and hear this "Buzzzzz" sound
:)
SnakeSkull
12-27-2010, 03:12 AM
I feel that grenades should shatter on impact with surfaces, but EXPLODE on impact. With more added self-damage, it could be quite balanced.
IsraDevil
12-27-2010, 05:26 AM
My Ideas, quite a lot of them.
My suggestion would be to add new polycount weapons since the heavy and the medic's packs are medieval mode supported (IMO, a pack with 2 weapons supporting each other and\or allowed in medieval is a medieval pack) i have decided to make stats for some other polycounts packs
3 Exampels:
Siege Machine
Level 30 Crossbow (Replacing the Soldier's Rocket launcher)
(+)Shoots Exploding Arrows when hit the ground (Rocket Launcer damage here)
(+) When an arrow penetrates an opponent: 70 damage and 4 seconds of bleed
(+) On Headshot: Bleed for 10 seconds
(-) -50% Primary Ammo (10 arrows)
(-) -75% Clip Size
(-) -10% Speed when active
The Tricanon
Level 10 Medigun
( )Alt Fire: ÜberShield. A shield that protects you, your healing target and up to 3 more teammates (The closest randomly players) with 50% Damage Resistance and supplies 10% Extra Damage. ÜberShield Stays twice longer then Übercharge (16 seconds)
The Ockham's Razor
Level 1 Razor (Replacing the Spy's Knife)
(+)On front hit: Squint for 3 seconds, bleed for 4 seconds
(+)On backstab: Target's HP is halved and cannot move for 2 seconds. Squint for 6 seconds, Bleed for 15 seconds
(-) This weapon does no damage (besides bleed)
(-) -20% Firing Rate
http://forums.steampowered.com/forums/showthread.php?t=1681049
Also, i have some ideas for all the gadget tokesn (but one):
Example for Sprintium
Sprintium (Can only be used by The Soldier, The Demoman and the Heavy)
Grey Sprintium 100% = when active: +10% Speed. -2 health drained per second on wearer and Three negative arritube:-20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random)
Sprintium 50% = when active: +10% Speed. -2 health drained per second on wearer and Two negative arritube: -20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random)
Sprintium 30% = when active: +15% Speed. -2 health drained per second on wearer and Two negative arritube: -20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +10% damage taken from fire / +10% Damage taken from explosives/ +10% Damage taken from bullets (Effects are random)
Sprintium 10% = passive +10% Speed. Two negative arritube: -20 max HP / -20% Firing rate/ -20% reload speed / -50% Primary/Secondary ammo/ +20% damage taken from fire / +20% Damage taken from explosives/ +20% Damage taken from bullets (Effects are random)
Thread:
http://forums.steampowered.com/forums/showthread.php?t=1681049
United new thread at the Suggestion prefix:
http://forums.steampowered.com/forums/showthread.php?p=19836254
zodac_
12-27-2010, 11:10 PM
Iron Fists - +50% slower weapon switching
Medic Set Bonus - Changed to Faster Weapon Switching
GRU: -25 Health when activated as the weapon your Using + the existing drain OR -66% bonus overbuff
Brass Beast - Double Rev/de-rev time, No speed penalty when firing
Flare Gun - +25% firing Speed
ejabno
12-28-2010, 05:24 PM
Here's my weapon suggestion for the Engineer: A reverse Frontier Justice.
http://forums.steampowered.com/forums/showthread.php?t=1686271
HooN#
12-29-2010, 02:23 AM
Scottish Resistance needs to be revised. It is not useful. It is not used. I'm sure Valve has the statistics... It just isn't used. Why isn't a revised edition being tested in the beta???? Why aren't revised versions of a lot of weapons being tested???
I've been playing tf2 since the beta. I played qwtf since 1997 through, wow, 2001, I believe? I beta tested tfc at Valve when they were in Kirkland... I have some exp when it comes to the spirit of tf2. I've used the Scottish Resistance four times since I've received it during the demoman update. Each time I was increasingly more certain of my opinion that it sucked. Time has proved that opinion true.
Ideas for improvement: DECREASE the amount of time it takes to detonate a sticky from launch time. You should be able to detonate them almost immediately. Right now the Scottish Resistance is pretty much completely useless against any class that beats your sticky trap. Even if you nail a scout in your trap you cannot get another up in time to stop, say, a pyro from penetrating your area and +forward: +attack'ing you.
It has no particular added advantage for setting traps, yet it is significantly worse at short or close ranged combat than the regular sticky launcher. If it did less damage per sticky but detonated in half the time as a regular sticky I think it might actually be used. But as it is now it is pretty much useless. I have never contrived a scenario where the SR was better than the sticky launcher, even during the setup times of certain maps. You still cannot engage in combat with the SR without a great deal of luck on your side.
It should also be said that the Loch-n-Load is terrible. It either needs to have at least 4 nades in the clip and/or have the nades still bounce for spam damage. I haven't seen anyone even attempt to use the Loch-n-Load for more than 2 rounds of a public game.... and that says a lot to how useless it is. At best you can do 220?-260 damage (at best) before you have to reload. Good luck doing anything significant to a a heal/buffed soldier or heavier class. The weapon is useless. Not to mention is does a huge amount of damage to you if you happen to hit a skilled close range shot on a target. The added damage to you is an added insult to how bad this weapon is. I regret having purchased it. It, like the Scottish Resistance, will never be equipped in my inventory again without significant changes. I hope you can do better, because these two items are complete crap, and I know I am not alone in this stance.
-HooN-
Trebjonn
12-29-2010, 05:01 AM
Make Pyro immune to ramp up
My suggestion is to make pyro immune to ramp up so that he is more solid in close combat against mainly soldier, heavy and scout.
More information in this thread:
http://forums.steampowered.com/forums/showthread.php?p=19891471#post19891471
al!ce
12-29-2010, 10:22 AM
Resurrect Gun (Resgun)
Same as Medigun but gives 1 resurrect instead of ubercharge
TubeSockWarrior
12-29-2010, 03:36 PM
The Overdriver
*Upgrades level 3 buildings to have X% greater output (dispensers give slightly more supplies and heal faster, teleporters refresh faster and sentries fire rockets slightly faster).
*User cannot build sentries.
*User gains 25 health.
The Headhunter's Harpoon
*On hit enemy first person veiw slowly fades to greyscale or tunnel vision for X seconds.
*Healing effectiveness on the user -20%.
The Cold Shoulder
*On hit enemy movement slowed 10% permanently until healed by any form (does not stack with itself or other slowing effects).
*Backstabs do not insta-kill; deal 1/2 victim's current health in damage.
http://forums.steampowered.com/forums/showthread.php?p=19905494#post19905494
doiwku
12-30-2010, 01:36 AM
Loch-n-Load
On two consecutive hits: The second hit is mini crit.
+10% damage done
+25% projectile speed
Launched bombs have perfect sphere physics, bounce appropriately.
+25% damage to self
-60% clip size
Launched bombs shatter if the bomb bounces enough till rolling.
Launched bombs have a 35% damage reduction if the bomb hits a surface.
What does this do?
It allows you get a guarantied mini crit, on a weapon that is terribly underpowered. It allows you to have perfect bouncing off of surfaces, however at the cost of damage. If you land a hit with first shot and the second shot is a bounced hit, then the second hit will do normal damage (-35% damage for bounce, +35% damage cause mini crit).
http://forums.steampowered.com/forums/showthread.php?t=1689506
usbfridge
12-30-2010, 11:38 AM
My idea:
Variant of the spy's sapper which closely imitates visual appearance of sapped sentry for a duration but has no effect on said sentry's function.
Attempts to remove the Poor Sap(per) results in activation of a booby trap and subsequent sapping of afore-mentioned sentry.
http://forums.steampowered.com/forums/showthread.php?p=19291818#post19291818
So basically, it's either a sapper that cannot be removed if it is whacked, or it is not able to do any damage until after it is whacked at wich it will have half health AND will still do regular damage? And no way to tell the dfference betweem the two?
usbfridge
12-30-2010, 11:42 AM
Scottish Resistance needs to be revised. It is not useful. It is not used. I'm sure Valve has the statistics... It just isn't used. Why isn't a revised edition being tested in the beta???? Why aren't revised versions of a lot of weapons being tested???
I've been playing tf2 since the beta. I played qwtf since 1997 through, wow, 2001, I believe? I beta tested tfc at Valve when they were in Kirkland... I have some exp when it comes to the spirit of tf2. I've used the Scottish Resistance four times since I've received it during the demoman update. Each time I was increasingly more certain of my opinion that it sucked. Time has proved that opinion true.
Ideas for improvement: DECREASE the amount of time it takes to detonate a sticky from launch time. You should be able to detonate them almost immediately. Right now the Scottish Resistance is pretty much completely useless against any class that beats your sticky trap. Even if you nail a scout in your trap you cannot get another up in time to stop, say, a pyro from penetrating your area and +forward: +attack'ing you.
It has no particular added advantage for setting traps, yet it is significantly worse at short or close ranged combat than the regular sticky launcher. If it did less damage per sticky but detonated in half the time as a regular sticky I think it might actually be used. But as it is now it is pretty much useless. I have never contrived a scenario where the SR was better than the sticky launcher, even during the setup times of certain maps. You still cannot engage in combat with the SR without a great deal of luck on your side.
It should also be said that the Loch-n-Load is terrible. It either needs to have at least 4 nades in the clip and/or have the nades still bounce for spam damage. I haven't seen anyone even attempt to use the Loch-n-Load for more than 2 rounds of a public game.... and that says a lot to how useless it is. At best you can do 220?-260 damage (at best) before you have to reload. Good luck doing anything significant to a a heal/buffed soldier or heavier class. The weapon is useless. Not to mention is does a huge amount of damage to you if you happen to hit a skilled close range shot on a target. The added damage to you is an added insult to how bad this weapon is. I regret having purchased it. It, like the Scottish Resistance, will never be equipped in my inventory again without significant changes. I hope you can do better, because these two items are complete crap, and I know I am not alone in this stance.
-HooN-
Actually, at 80-90 damage a nade, it's not only weaker than the original (Instead of stronger) but it also only does 160-180 damage, compared to the possible 600 with the regular.
Nercos
12-31-2010, 01:52 AM
This is the Old but a new Change of my previous idea the Tank Driver Set
This Set obtain 3 Items and a Hat but the design is missing
The Tank Barrel (Primary Launcher)
The Iron Reserve (Secondary Food)
The Control Stick (Melee)
More informations here:
http://forums.steampowered.com/forums/showthread.php?t=1691881
tehsilentone
12-31-2010, 02:31 AM
My suggestion is for an alternate Pyro Secondary Weapon
Attributes: Crits on Overhealed Opponents
http://forums.steampowered.com/forums/showthread.php?t=1691914
Erik Viking
01-01-2011, 03:04 PM
Bat that crits on the objective.
Crits if either the user or the victim is capturing a point, carrying the intel or pushing a cart.
No random crits and 50% less damage otherwise.
http://forums.steampowered.com/forums/showthread.php?t=1695156
Mussolini
01-01-2011, 04:26 PM
Ok i have an idea for an Engineer Pack
Engineer Go's HEAVY METAL :mad:
He has an electric guitar that melts people faces when he plays solos-replacement shotgun
He has a turret that shoots pyrotechnique stuff e.g. fireworks :D
Obviously there would be a bunch of awsome hats to make
For a melee weapon he could have the power of the metal gods that strike people down with bolts of lightning or the gods summon down awsome buildables
http://forums.steampowered.com/forums/showthread.php?p=20008456#post20008456
Albatr0ss
01-01-2011, 06:33 PM
The Jarate Chop
On Hit: the next attack that hits the person that was hit with this weapon will crit.
-50% damage done
http://forums.steampowered.com/forums/showthread.php?p=19992927#post19992927
adislavchev
01-02-2011, 12:48 PM
Incinerate shotgun http://forums.steampowered.com/forums/showthread.php?t=1697138
zarawesome
01-03-2011, 05:01 AM
The Horseless Joust (demoman melee)
+25% charge recovery rate
Charge can be directed
+100% charge damage
+0.5s before attack connects
No random critical hits
-20% melee damage resistance
This jousting lance will allow you to participate in the great Scottish sport of horseless jousting.
When the Joust is equipped with the Chargin' Targe, the charges become semi-controllable (you can do wide curves and jump over holes with it), as well as radically increasing the damage of the final hit.
The unfortunate side effect is that this unwieldy weapon is much harder to position for a proper strike that does not involve a head-on charge, and if you miss your strike, well, let us say scottish-rules jousting is not a television sport.
http://forums.steampowered.com/forums/showthread.php?t=1698417
drworm1555
01-03-2011, 06:59 AM
Panzerholen
Level XX Medigun
+20% damage resistance on wearer during use
+15% damage resistance on target
-15 health
-25% Ubercharge rate
-25% Ubercharge duration
A simple alternative for the Medigun, the idea is that the healer and his target get each get minor damage resistance bonuses while the Medic is healing.
http://forums.steampowered.com/forums/showthread.php?p=20030650
Jiggybyte
01-03-2011, 01:48 PM
A crutch for the Pyro that functions as a bizarro Equalizer.
Increases the base movement speed
Decreases movement-speed based on hp
Cannot be healed while primary or secondary weapons are in use
http://forums.steampowered.com/forums/showthread.php?t=1699262
The thread will explain it more easily.
War Monkey782
01-03-2011, 01:57 PM
http://forums.steampowered.com/forums/showthread.php?p=20039163#post20039163
Medieval weapons and sets for the pyro, soldier, and engineer.
Mr. Jigglewits
01-03-2011, 03:43 PM
The Celtic Cleaver
+Reduces bullet damage by 15%
+Allows for random critical hits
+Can gain heads like the Eyelander
-50% Weapon switch speed reduction
zarawesome
01-04-2011, 12:50 PM
Gilded Gloves Of Grabbing (Heavy melee)
-25% rate of fire
Alt-fire grabs player
These gloves allow the Heavy to use his enemies or teammates as a deadly weapon. Alt-fire activates a slow (1s+) grab attack, which ends with any player in front of the Heavy grabbed by his burly hand.
After the player is grabbed, controls change: Regular fire uses the held player as a club, and alt-fire throws him with great force. Both attacks damage the held player (if unfriendly) and whoever's being attacked.
The held player can keep attacking the Heavy: enough damage and he'll be dropped. A held friendly player can release himself by walking or jumping away.
http://forums.steampowered.com/forums/showthread.php?t=1700946
Trapper (spy sapper)
-50% sapping speed
Can plant traps on ammo/health packs
The Trapper is a landmine/sapper combination. It is slower to damage buildings, but compensates this by an extra ability to "trap" ammo and health packs.
A trapped pack glows with the color of the team that trapped it. Allies can still take the item, but when an enemy tries to use the item, the trapper explodes for 100-150 damage.
Pack trappers can resist 300-450 damage. They'll run of health and vanish after 30 seconds or so.
http://forums.steampowered.com/forums/showthread.php?t=1700937
Dr Robotnik
01-04-2011, 02:24 PM
cannon for the soldier:
http://forums.steampowered.com/forums/showthread.php?t=1694293
the butter knife (spy):
http://forums.steampowered.com/forums/showthread.php?p=20065506#post20065506
suggested razorback buff:
http://forums.steampowered.com/forums/showthread.php?t=1701127
Selgin1
01-04-2011, 05:51 PM
Pyromani-ax (Pyro)
Stacking bonuses to speed and damage resist on fire kills.
http://forums.steampowered.com/forums/showthread.php?p=20068222#post20068222
Bongo Bill
01-04-2011, 09:15 PM
Die Schadenfreude (http://forums.steampowered.com/forums/forumdisplay.php?f=1045), which heals slower but permits the target to heal himself by dealing damage.
zarawesome
01-05-2011, 09:37 AM
Based on a submitted pitchfork weapon for the Pyro by a friend of mine.
American Gothic (pyro melee)
No random crits
4 seconds of crits with this weapon after any kill by the player
The weapon is essentially a backwards KGB: After the pyro gets a kill with -any- weapon, this weapon crits for 4 seconds. This allows a dextrous Pyro to catch a second enemy by surprise, and perhaps even set a chain of death and doom. http://forums.steampowered.com/forums/showthread.php?t=1702320
Bongo Bill
01-05-2011, 08:29 PM
The Blunderbuster (http://forums.steampowered.com/forums/showthread.php?t=1703275), secondary slot weapon for Soldier:
+50% damage per pellet
+50% pellets per shot
-83% clip size
+100% reload time
Wider pellet spread
The Lone Star Spanner (http://forums.steampowered.com/forums/showthread.php?t=1703316), melee slot weapon for Engineer:
Deploys mini-sentries instead of sentries
On a melee kill, the user's sentry gains five seconds of critical hits (or comparable damage boost)
peptopro
01-06-2011, 06:29 PM
flying pyros
Bongo Bill
01-06-2011, 09:38 PM
The Oil Can (http://forums.steampowered.com/forums/showthread.php?t=1704938), secondary slot weapon for Pyro:
20 second recharge
10 second "oil" effect on enemies in range, causing fire damage to inflict mini-crits and extending the duration of afterburn.
The Road Runner (http://forums.steampowered.com/forums/showthread.php?t=1704965), an alternate teleporter, gives teammates phasing and super speed as an alternative to instantaneous point-to-point transit.
Mr. Jigglewits
01-07-2011, 03:22 PM
Ol' Smokey (Pyro Shotgun)
Mini Crits burning targets
-33% clip size
-25% damage done to non-burning targets
http://forums.steampowered.com/forums/showthread.php?t=1705906
nicolasgrinberg
01-07-2011, 06:08 PM
A primary weapon for pyro that is more for air-blasting.
Stats:
Air-blast's range is increased
-50% Ammo used when air-blasting
Flame-thrower's range is decreased
+50% Ammo used when using fire
Air-blasting is fun but ammo runs out a bit fast.
nice idea you could call it the decompresor
My Suggestion: The Berlin Wall
A Medigun that creates a transparent shielding wall instead of an ubercharge
Amount of damage absorbed by the wall is determined by the "charge" you have gathered by healing.
Can be activated at any time.
No healing and shielding at the same time
http://forums.steampowered.com/forums/showthread.php?p=20140015#post20140015
Anooboi
01-08-2011, 08:10 AM
Sidney Sleeper Buff:
+ On Headshot: Instantly apply jarate for 6 seconds
- Headshots do about no damage or really little damage.
And an engineer Shotgun idea:
The Metalmelter:
+ On hit: Will give you x metal amount based on y damage. (E.g) 50 Damage = 40 metal
+ Mouse2 will discard certain metal amount, and will drop a ammocrate based on the metal amount you've chosen.
+/- You cant shoot while discarding metal. One mouse 2 click will drop about 25 metal and it stacks with each click. Mouse 1 click will then discard the metal.
-30% Damage done
-Wider spread.
chzchan
01-08-2011, 05:28 PM
Item Suggestion
SHOTGUNS
In all seriousness, I have too many ideas in one thread to post here, so just go straight to the thread.
http://forums.steampowered.com/forums/showthread.php?t=1707678
I AM A BEE
01-09-2011, 02:28 PM
Bleeding bow for Sniper
I suggest a bow for the Sniper that causes the target to bleed.
On hit causes players to bleed for 3 seconds
Alt fire allows loading of up to 3 arrows at once
Arrows move 5% faster
15% slower reload speed
25% reduction in clip size (9 shots instead of 12)
No random crits
10% bullet damage vulnerability increase on wearer
10% fire damage vulnerability increase on wearer.
http://forums.steampowered.com/forums/showthread.php?p=20172219
natezomby
01-09-2011, 08:41 PM
Make an audio cue play to let Pyros know when to airblast.
It could be an advanced option off by default, like Auto-Call at X health percentage for Medics.
As in, when the rocket is within the airblast area it plays a bing.
Now, some of you may say this is less skillful. Maybe, maybe. But Pyro needs a small core mechanic buff. It also doesn't help aim the reflected projectile - you can still easily miss.
I believe with this buff more Pyros will be good at airblast and therefore Pyro will be overall a more dangerous class.
It would be similar to the spin up and spin down buff to Heavy - a basic mechanic added to help make the class more dangerous and better at its core role.
This idea adds NOTHING the the Pyro except an audio cue - one little sound. Don't be afraid, embrace it!
Please sign and rate if you care for the idea.
http://forums.steampowered.com/forums/showthread.php?t=1709447
Xenaero
01-10-2011, 04:24 PM
Promoting more clever Pyro play through an Axtinguisher change
I've never been happy with the Axtinguisher and the one sided approach to using it. You light a person on fire, and they're almost always dead very soon after. It's easy, effecient, and there's no reason to use any other weapon.
What I propose is a change that will limit the damage king style of Backburner Pyros and promote a more clever, skilled type of Pyro playing style, rewarded as implied through the changes I proposed here:
http://forums.steampowered.com/forums/showthread.php?t=1710581
brphoenix
01-11-2011, 06:20 AM
Not quite an item suggestion, but...
Reworking Pyro's Flames - Consistency is key
A thread suggesting how to rework Pyro's flame-based weapons in an attempt to make them more reliable and consistent.
http://forums.steampowered.com/forums/showthread.php?t=1710779
nicolasgrinberg
01-11-2011, 01:48 PM
I want to make this thread about sugestions for new sentrys teleporters and dispencers
Your ideas are welcome
wealthofinsight
01-11-2011, 01:54 PM
1. I suggest a sentry gun (mini or regular) that fires upon those who look at it. It causes enemies to get further out of cover before starting to fire.
2. I suggest cloaked sentries--either invisiwatch or dead ringer variants. Model should have a dismembered spy hand strapped to the top. Wearing the appropriate watch, of course.
Both are discussed here:
http://forums.steampowered.com/forums/showthread.php?p=20212692#post20212692
wealthofinsight
01-11-2011, 01:58 PM
Make an audio cue play to let Pyros know when to airblast.
It could be an advanced option off by default, like Auto-Call at X health percentage for Medics.
As in, when the rocket is within the airblast area it plays a bing.
Now, some of you may say this is less skillful. Maybe, maybe. But Pyro needs a small core mechanic buff. It also doesn't help aim the reflected projectile - you can still easily miss.
I believe with this buff more Pyros will be good at airblast and therefore Pyro will be overall a more dangerous class.
It would be similar to the spin up and spin down buff to Heavy - a basic mechanic added to help make the class more dangerous and better at its core role.
This idea adds NOTHING the the Pyro except an audio cue - one little sound. Don't be afraid, embrace it!
Please sign and rate if you care for the idea.
http://forums.steampowered.com/forums/showthread.php?t=1709447
I tentatively like it. I would like to see more airblasting, but in a way I like that airblast kills are rare and require special skill. The victim knows he has been pwned. Making it easier to do might cheapen the kills. I would prefer to give airblasted rockets more damage (yes, even more!) and a wider blast radius. Reward the skilled reflect with mass damage.
n!G|HeadHunter
01-11-2011, 01:59 PM
Rocket launcher for masses of enemies:
The BigBang
lvl15 rocketlauncher
Pros:
+30% damage
+50% area damage
Hitten targets become on fire for 3 seconds (except spies) with 2 damage pts for second
Downsides:
No rocketjumps
No random crits
Airblasted rocket is full critted
-20% bullet resistance
-10% meelee weapons resistance while active
-10% speed moving
-25% rocket speed
3 seconds time reloading , while this speed moving as brass beast deployed
1 ammo loaded
6 ammo carried
http://forums.steampowered.com/forums/showthread.php?t=1708930
nicolasgrinberg
01-11-2011, 02:04 PM
NEW LEVEL 2 SENTRY GUN, PERFECT FOR BIG SPACES lIKE DUSTBOWL ,UPWARD, THUNDER MOUNTAIN ECT...ECT...
learn more and comment at:
http://forums.steampowered.com/forums/showthread.php?p=20212939&posted=1#post20212939
A sapper that is actually a trap.
When applied in a building for the first time:
+15% duration time (it takes more time to sucessfully sap it)
When taken off by an engie:
-Saps all other buildings in a certain radius (excluding the first sapped building which will be sap resistant for 30 secs)
+20% resistance
It looks exagerated, but the engie could have a new wrench to help him combat this new maleavous sapper :<
NeoSamus
01-12-2011, 11:28 AM
Sandman/Stun Rework
My suggestion: Changing the Sandman's stun mechanic into a mechanic that disables the target's currently equipped weapon.
On hit, disables the currently equipped weapon of the target.
The farther away you are from the target, the longer the weapon is disabled
http://forums.steampowered.com/forums/showthread.php?t=1701409
Tony_1223
01-13-2011, 11:46 AM
I wrote everything into that topic.
This is a new pyro fun primary weapon :D
http://forums.steampowered.com/forums/showthread.php?p=20246411#post20246411
nicolasgrinberg
01-13-2011, 01:08 PM
Team fortress is a dying game...
how can we change this?
my opinion http://forums.steampowered.com/forums/showthread.php?p=20247884#post20247884
roamzero
01-13-2011, 05:32 PM
My suggestion: A spy gun that lets the spy respond to more easily to spychecks and exploit paranoia.
Taking damage while disguised opens a brief window to deal mini-crits.
Taking status (burn, jarate, milk) while cloaked allows you to fire immedietly out of cloak, but this drains cloak 100%
55% increased damage
Only 2 ammo in your clip, Ambassador firing rate
Decreased ramp-up, increased ramp-down
http://forums.steampowered.com/forums/showthread.php?p=20252799
I AM A BEE
01-13-2011, 06:41 PM
New Sapper for Spy
My suggestion: A new sapper for spy that can be used instead of the default one. Rather than destroying buildings, it allows the spy to take control of them, about one second after placing a sapper.
Spy can take control of enemy sentries
Spy can link enemy teleporters to friendly teleporters
Enemy engineer only sees sapper icon for one second
Spy cannot cloak while using this
Only one out at a time
Spy is killed when building is destroyed (Including when Engineers use the PDA to destroy it)
http://forums.steampowered.com/forums/showthread.php?t=1714277
Daakun
01-13-2011, 06:44 PM
The Spyjacker (http://forums.steampowered.com/forums/showthread.php?t=1714827)
Trades the ability to destroy buildings with sappers for the ability to steal their use for your own team.
The eternal reward
Players are not aware enough of this item
The kill notice needs to return
Add a slower disguise timer when a kill is achieved
Or add a charge meter for using the item
http://forums.steampowered.com/forums/showthread.php?p=20255020#post20255020
Mr. Horrible
01-14-2011, 11:24 AM
"Napoleon's Dynamite"
-Stealthy alternative to the spy's Sapper
-Does not disable the building, but does not automatically alert engineer
-Destroys all buildings after 6 seconds, but does not cause damage until then
http://forums.steampowered.com/forums/showthread.php?t=1715632
broadwey
01-14-2011, 11:27 AM
This isn't excactly an item but it is a suggestion.
My suggestion would be to add female charachters to Team Fortress 2.
http://forums.steampowered.com/forums/showthread.php?p=20266191#post20266191
Selgin1
01-14-2011, 01:16 PM
A cutout with a sapper attached that poses as a player or building from either team. Attempts to interact with it by enemies result in weapon lock like the Razorback.
http://forums.steampowered.com/forums/showthread.php?p=20268126#post20268126
slaaneshi611
01-14-2011, 03:35 PM
I was thinking about an explosive sapper.
Possible attributes;
+Upon removal explodes causing a set amount of splash damage (but not too much).
-Cooldown timer/set amount of sappers.
-Takes twice as long to sap a building.
It'll prove better against turtling Engys but with a limited supply the Spy would be more cautious about using it. It also makes the Engy/Homewrecker wielding Pyro decide against losing the building or losing an amount of health.
zarawesome
01-17-2011, 08:39 AM
Spyhook (spy watch)
This watch does not have an invisibility effect. Instead, alt-fire fires a grappling hook the spy can use to swing or releases it.
While attached to a wall, the wire's length automatically retracts just enough to avoid slack. Swim up/down can be used to slowly retract and extend the wire. Pressing the Jump key in midair will retract the wire to minimal length at higher speed, pulling the spy with it.
http://forums.steampowered.com/forums/showthread.php?t=1713019
The Zeitspanner (medic secondary)
This medigun works by affecting the user's temporal organ (which controls the time rate) instead of just irradiating him with unknown radiations. It is similar to the Kritzkrieg, but increases the target's firerate instead of damage.
When its Ubercharge is active, both the medic and the chargee's speed increase by 25%, and the chargee's fire rate and reload rate increase by 100%. Ammo count does not decrease during the Ubercharge, so chargees can fire at their heart's content.
http://forums.steampowered.com/forums/showthread.php?t=1719751
Bongo Bill
01-17-2011, 11:08 AM
The Blacksmith's Ball-Peen (http://forums.steampowered.com/forums/showthread.php?t=1719957), a Wrench replacement that bestows a variety of buildings for use in Medieval mode.
Boiling oil (http://forums.steampowered.com/forums/showthread.php?t=1719985), a secondary slot item for Pyro meant to be poured from the ramparts.
The 1812 Overture (http://forums.steampowered.com/forums/showthread.php?t=1720015), a Minigun replacement that is a cannon.
Dragonsbrethren
01-17-2011, 12:58 PM
A six shooter that replaces the Engineer's pistol and gives his sentry a damage boost for each consecutive hit without reloading.
http://forums.steampowered.com/forums/showthread.php?p=20326472
Bongo Bill
01-18-2011, 10:33 AM
The Microgun (http://forums.steampowered.com/forums/showthread.php?t=1721320), a very small secondary-slot pistol for Heavy. Identical to other classes' pistols, and refills 10 minigun ammunition on each hit.
Xykon
01-18-2011, 10:53 AM
The Gunman's Goggles,
By Doodoobean
http://forums.steamgames.com/forums/showthread.php?t=1109192&page=72
Getliffe
01-18-2011, 01:35 PM
Improvment for Loach in Load,
*10%+ grenaged damage done
*explodes on surface with splash damage (standerd damage)
*faster firing speed -50% distance it can travel
*+20% explosive damge on wearer
*reloads both 2 barrels at once
blades159
01-18-2011, 04:11 PM
Gunslinger Update
To Have it so u can build like 5 of mini sentrys but u can't repair it.
Deadlypudding
01-18-2011, 04:48 PM
Here's my ideal Loch n Load:
+10% damage
+25% Projectile Speed
+20% Faster reloading
Bombs shatter on surface after one bounce
-60% Clip size
+25% damage to self
bro1017
01-18-2011, 05:01 PM
New Engineer Weapon
Designed to reward those at range, but it reduces the efficiency in close combat.
Laser Gun
Level 3.14 Pistol
Mini-Crits on any enemy targeted by your sentry in the last 3 seconds
20% slower fire rate removes random spread
-33% Clip Size
Alternate idea:
Change "removes random spread" to "reduces spread by 50%"
http://forums.steampowered.com/forums/showthread.php?p=20348623#post20348623
Bongo Bill
01-18-2011, 09:00 PM
The Home Plate (http://forums.steampowered.com/forums/showthread.php?t=1722006), secondary-slot passive item for Scout which causes friendly dispensers to provide one of two proposed benefits, one offensive and one defensive.
Devmon52
01-18-2011, 09:10 PM
Here's an idea for a Sydney Sleeper variant that might be good for testing:
http://forums.steampowered.com/forums/showthread.php?t=1714459
Changed:
- Deals 20% less base damage (40 instead of 50)
- Able to headshot
- Jarate length of time is dependant on charge level and if you headshot'd the target.
Bongo Bill
01-19-2011, 11:57 AM
The Dragonbreath (http://forums.steampowered.com/forums/showthread.php?t=1722605), a Flamethrower replacement or Backburner buff, which, instead of a compression blast, can periodically shoot more intense flames.
Living Death (http://forums.steampowered.com/forums/showthread.php?t=1722985), an alternate Medigun. A full ubercharge (which charges in half the time) deploys automatically upon the death of the patient, granting him five more seconds of beautiful, terrifying unlife.
Grapist
01-21-2011, 06:01 PM
The FaN-
Only self knock-back when aiming down
(The FaN always knocking you back when you jump is an entirely unnecessary annoyance)
Sandman-
-~25% Damage done
-~15% Speed on Ball launch
(The scout NEEDS that health. Its meant for Hit-and-Run scouts, which involves not-batting, and the speed debuff makes for a far more interesting gamble)
Flamethrower(s)
+2-3 Seconds to light an enemy
(This fixes surprisingly many things, besides the obvious. It would make the under used Flare Gun much more effective in comparison. Also, it would make the over used Axtinguisher all around more challenging to use, and make the pyro's new interesting options all around more interesting.)
Blackbox
+33%-50% Health based off damage dealt
Over-heals?
(The BB is pretty all around bad, if I'm going to be missing a rocket, I better be able to take the damage while I'm reloading)
Loch-n-Load
Explodes after first/second bounce
+~25% Reload speed
Natascha
-3 Damage
-~20% Speed while revving
(Lastly, remove the slowed rev up time, its meant for JUMPING AROUND CORNERS. Thats EXACTLY what it was made for in the first place! The slower movement speed means it will be harder to use in the open, and the constant -3 Damage means that, because of damage drop off, using it at a long range would be ineffective)
Wrangler
+~25% Damage dealt
+~25% Ammo consumed
(The fire rate increase is ridiculous. Wrangler is horribly OP, I can't remember the last time I saw an engineer with a pistol.)
Amputator
Self heals
Epic guitar solo?
(I was so disappointed to see that the amputator didn't self heal... Why not??)
Bushwacka
-5-10% Sniper damage
(Its meant as a support weapon anyways, yet its really overused)
New disguise kit!
Same effect as Saharan spy bonus
(Really? Item set bonuses?? Cmon valve, that was a truly awful idea...)
N!NJA
01-21-2011, 06:39 PM
Patch as in a visible patch on a hat, not patch as in fix it.
It will be an alternative to the hats that have to be included in the set bonus.
http://forums.steampowered.com/forums/showthread.php?p=20404024#post20404024
bagenoxu
01-22-2011, 08:50 AM
Engineer Idea
Two Way Teleporter
Works both ways, but has a 200% longer cooldown.
Possibly cost more metal to build as well (around 125 each)
rogerxman2
01-23-2011, 04:22 AM
My Suggestion:
Commiserater
the primary weapon of scout
left: shoot
right: nothing
action:drop a bullet
+10% damage per bullet
+33% clip size (8 shots)
+when you use it to attack the enemies 3 times and make 200 damage. the next shot will be a mini-crit shot!
-40% bullets per shot
-when the enemies use the melee weapon to hit you once!
the commiserater will change into a melee weapon(can't do any shot)
picture will be on my thread
http://forums.steampowered.com/forums/showthread.php?p=20427735#post20427735
EonSeig
01-23-2011, 12:22 PM
The Sharpshooter's Set, an item set for the Sniper dedicated to mid range offense. Includes 3 items.
A battle rifle with reversed rampup and falloff.
A pair of handguns with no rampup and a weak falloff.
A set of poisoned throwing needles which double as very weak melee weapons. Crit and cause bleed on headshots, but deal very low damage otherwise. Sniper punches people with his baby hands when he runs out.
Set effect increases run speed, max HP, and critical damage resistance. Increases fire damage vulnerability and reduces healing from health kits.
Primary and secondary weapons balanced with fairly long reload times.
http://forums.steampowered.com/forums/showthread.php?t=1728109
Test the removal of ramp-up from all weapons except shotguns, flamethrowers, and revolvers. Reduce the Scattergun's rampup to be even with the generic shotgun. Remove rampup from the Shortstop to emphasize that it is not a close range weapon.
http://forums.steampowered.com/forums/showthread.php?t=1729081
Bongo Bill
01-23-2011, 07:23 PM
The Moortar (http://forums.steampowered.com/forums/showthread.php?t=1728477), referring of course to peat moors and not to that other thing, replaces the grenade launcher with a tool for highly conspicuous bombardment with weak bombs.
Kidofthecentury
01-26-2011, 01:23 AM
My suggestion is how to rework the recharge mechanic of the Dalokohs Bar.
Allow continuous eating.
Reuse the HUD recharge bar as a timer for the extra health.
http://forums.steampowered.com/forums/showthread.php?p=20482758
V12US
01-27-2011, 01:33 AM
Suggestions mostly to help Backburner Pyros to ambush, and add some utility
Adding a Smokescreen ability to the Backburner (to fill the empty Compression Blast slot), to help the Pyro 'ambush', and let him give his teammates some defense against enemy Snipers.
A throwable 'molotov cocktail' secondary weapon, that sets enemies on fire and removes the effects of Mad Milk and Jarate from his allies.
Thread:
http://forums.steampowered.com/forums/showthread.php?p=20502807#post20502807
Dead phil
01-27-2011, 05:09 PM
THIS IS AN MESSAGE NOT FOR PROPOSING IDEAS BUT TO THOSE PROPOSING NEW STATS FOR WEAPONS ALREADY IN THE GAME:
STOP
Those people asking for new stats to weapons like the Lock and Load for example and saying it needs to have all these new features and it is a bad weapon and a nerfed weapon.........YOU ARE NOOBS......It like many other weapons are completely fine.
DO NOT....I repeat DO NOTask to change the stats to weapons like these to make it easier for you to use them.
Here is a list of weapons that DO NOT need any fixes at all/Are not to have their stats changed:
All sniper items
All spy items
All demo items
All soldier items
All engineer items
All medic items
All heavy items but the brass beast/ The heavy's poly pack item stats and or the polypack advantage
All scout items except the FaN (Force a' Nature)
All pyro items (The Backburner has even stats but it is fine to change them)
The items like the Fan, Backburner, Amputator, Ubersaw are the only weapons that could use a slight change in stats.
FaN: The reload time is not noticible and it only does 10% less damage per shot make it so that it does 20%-40% less damage per shot
Backburner: It's stats are even and perfectly fine, the problem is that it is misused, having more vulneralbility in exchange for a larger back crit space would probably fix it.
Udersaw/Amputator: Same the stats are even but since you are medic and will hardly use mellee the slower firing rate is unnoticible and causes the bonesaw to be useless, making the firing rate be 30% or even 35% would make it be better making the bonesaw be a viable option.
Brass Beast/Sleeping Bear polypack: The stats of the BB completely contradict the steak and claws the bonus isn't noticible at all make it so that the Heavy is either going to be a slow tank or a fast paced mellee fight much like the demo man has become.
New polypack requirements: The bonuses for the new packs don't make sense and the fact that you do not need a hat is dumb since the older packs need hats is weird now since in some packs is weird, make it so that you need the hats and change the bonuses for the demo pack and the heavy pack. Deamo pack: +20% less self damage to make up for the LnL's (Lock n' Load) self damage downside. Heavy pack: Will depend on what the new stats will be.
Also make it so that new reskins do not require 2 REFINED
A reminder to Valve that to first put the weapons in the beta before the game
And now my weapon ideas:
Gentlemans German Slap Glove: Medic mellee bonesaw reskin of an old leather glove that German officers used to interigate/ slap each other with.
Defibulator: Not the most origional idea but still a decent one for a mellee for the medic with a heart system.
Those are my only ideas so far i can think of,
I also would like to say as a parting remark to Valve about how dissapointed i was about the winter packs that were choosen; Why? the idea of having the packs be based on history is dumb there were SO MANY better packs Like cooking papa/ Battle torn weapons for the haevy and shock therapy for the medic, i am fine with the medic pack but still there were better choices, please think about this next time
From a loyal fan and hopefull advisor Good Day
Bongo Bill
01-28-2011, 03:59 AM
The Foe-Finder (http://forums.steampowered.com/forums/showthread.php?t=1735216), a Spy tool which trades the ability to cloak for the ability to see all enemies through walls.
The Fancy Fencer (http://forums.steampowered.com/forums/showthread.php?t=1735244), an equally alliterative alternate knife for Spy that can only deal damage with a backstab, but protects the user's front from melee attacks.
The Extractor (http://forums.steampowered.com/forums/showthread.php?t=1735259) sounds menacing, but it's just a one-way teleport that replaces the a Spy's cloak.
TocaFita
01-28-2011, 09:41 AM
http://forums.steampowered.com/forums/showthread.php?p=20528771#post20528771
Base of creat this weapon:
Sniper rifle + Huntman.
i made this sketch's before the medieval update.
and not know that the medic would have a crossbow: p
crossbow for Sniper:
# -25% ammo
# No random crits
# +50 or 70% more speed (Huntsman comparation)
# -25% arrow drop
# no fire arrow.
# need stay for realod.
Concept art:
CrossBow:
http://img145.imageshack.us/img145/5245/crossbowv2.jpg
http://img145.imageshack.us/img145/5245/crossbowv2.jpg
Reloading:
http://img703.imageshack.us/img703/8395/crossbowv2reloading.jpg
http://img703.imageshack.us/img703/8395/crossbowv2reloading.jpg
btpd21
01-30-2011, 12:01 PM
New Heavy Set: The not-so-heavy weapons guy
Veronika: Faster, lighter Mini-Gun with power being sacrificed for stealth and speed
Stalin's Sidearm: Pistol to replace heavy's shotgun that gives a speed boost when fired at enemy (ideal for escaping)
S.W.I.F.T: Running Shoes to replace heavy's gloves
official thread: http://forums.steampowered.com/forums/showthread.php?t=1738692
Dr.Device
02-01-2011, 07:59 PM
Sandman variant suggestions
Seeking to improve the sandman and Pull it out of the rut the nerfs have put it into.
Sandman V1
-20 health
knocks out a mean stunball
halved stun distance
Sandman V2
-15 health
knocks out a mean stunball
increased stun time
Sandman V3
-15 health
knocks out a mean stun ball
ball pickup only charges half the reload gauge
Scout can charge up the ball
http://forums.steampowered.com/forums/showthread.php?t=1741794
EonSeig
02-03-2011, 01:53 PM
My thread on improving the Sydney Sleeper has been updated with a new variant based on responder feedback (after having the thread massively de-railed for a time)
Rifle charges at 200% rate.
Headshots apply 10 seconds of jarate.
Bodyshots apply jarate scaling up to 8 seconds with the charge amount.
Minicrits on headshots.
Fully crits on jarate.
Charge maxes out at 120 damage.
http://forums.steampowered.com/forums/showthread.php?t=1725577
majan_pl
02-04-2011, 12:22 AM
My suggestion would be to completely change some items and to add some completely new items. Leitmotif is making weapons alternatives rather than pure upgrates and adding missing weapons and gameplay styles. Please teake a look especially at new medic's unlocks.
It's on my blog because when I have it on forums someday someone delete it without reason (It was before beta). I'm not happy thinking about rewriting it again.
Weapon FIXES
Pistol
Bonk! Atomic Punch
Holy Mackerel
Boston Basher
Direct Hit
Buff Banner
Battalion’s Backup
Equalizer
Axtinguisher
Homewrecker
Powerjack
Eyelander
Sandvich
Dalokohs bar
GRU
Fists of Steel
Jag
Übersaw
Amputator
Sydney Sleeper
Razorback
http://majan22.wordpress.com/2010/09/13/weapon-fixes-2/
New UNLOCKS
Buffsucker
Directburner
Afterburner
Dangerous Denaturant
Bouncybomb Launcher
Armbomb Launcher
Miniteleport Launcher
Bodyguard
Mann Cannon
Flüchtling
Besonderepflege
Mehrerebeiträge
Windmühle
Massebehandlung
Ruhigangriff
Crossbow
Cupwondo
Negotiator
Camera
Sound Sapper
Hack and Wrangler
Heart Opener
Cameleon kit
Hit and Run
Dead and Dagger
Turtletron 9001
http://majan22.wordpress.com/2010/09/16/new-unlocks/
C - Competitive
P - Public
Lilucario
02-04-2011, 12:32 PM
Not really an item suggestion, but a suggestion regarding the hatless. (http://forums.steampowered.com/forums/showthread.php?p=20660519#post20660519)
DrIvoRobotnik
02-05-2011, 02:23 PM
Well I think is widely agreed that the Backburner is pretty much the butt of the joke as Pyros go, so heres my two cents on my suggestion on how to "fix" it.
* -30% Damage
* Crits when burning from behind
* No random crits
* (keeps compression blast)
http://forums.steampowered.com/forums/showthread.php?p=20679578#post20679578
nicolasgrinberg
02-06-2011, 04:34 PM
http://forums.steampowered.com/forums/showthread.php?p=20528771#post20528771
Base of creat this weapon:
Sniper rifle + Huntman.
i made this sketch's before the medieval update.
and not know that the medic would have a crossbow: p
crossbow for Sniper:
# -25% ammo
# No random crits
# +50 or 70% more speed (Huntsman comparation)
# -25% arrow drop
# no fire arrow.
# need stay for realod.
Concept art:
CrossBow:
http://img145.imageshack.us/img145/5245/crossbowv2.jpg
http://img145.imageshack.us/img145/5245/crossbowv2.jpg
Reloading:
http://img703.imageshack.us/img703/8395/crossbowv2reloading.jpg
http://img703.imageshack.us/img703/8395/crossbowv2reloading.jpg
Or for a promotion item you could make it look like the standard overwatch crossbow
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