Villun Creativity: New Weapon Ideas

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Re: Villun Creativity: New Weapon Ideas

Post by Peahats » Sun Feb 12, 2012 2:22 pm

After an extremely productive discussion on balance in tf2 in the shoutbox, Chihuahua, Super Stevio, Oldman and I have come up with the greatest tf2 weapon of all time

"Wepon"
level 9001 minigun
When equipped move at 600% movement speed.
Negative spin-up time
+ 1700 max health
No-clip activated when equipped
200% more bullets fired
200% bullet spread
200% more damage
+500 reserve ammo
+50 ammo for each player hit
+200 health for each player hit
Turns sever into 42-man instant respawn 24/7 2fort
Causes all killed by it to be locked in the sever for all time
Causes all killed by it to post on SPUF about how overpowered Spy and Pyro are and how Soldier needs more weapons
Causes all kiled by it to either claim others work as their own and post on the Steam workshop or post low-resolution images of hats on the Steam Workshop.

When fired, player becomes blind and fires wildly
Can friendly fire
Can fire through walls, spawn doors, and across severs.
Triple damage on friendly medics
Gun cannot stop firing until ammo is depleted, when ammo is depleted, game crashes.
No random crits, instead crits 100% of the time
Only F2P users 6 years of age and under with mics can use it.

On hit Zombie Goasts leave this place...

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Re: Villun Creativity: New Weapon Ideas

Post by THE Flying chihuahua » Sun Feb 12, 2012 3:44 pm

Peahats wrote:After an extremely productive discussion on balance in tf2 in the shoutbox, Chihuahua, Super Stevio, Oldman and I have come up with the greatest tf2 weapon of all time
I cannot be associated with this beauty.
Imagepeahats made this because he is awesome.
Any semblance of wit is accidental, imagined, or medication related.
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Re: Villun Creativity: New Weapon Ideas

Post by Larry » Sun Feb 12, 2012 3:47 pm

hmmmmm, still needs a anti backstab thing too, cause spies are overpowered.
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Re: Villun Creativity: New Weapon Ideas

Post by darklin0 » Sun Feb 12, 2012 7:16 pm

And no headshots on wearer. Cause Snipers are OP
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Re: Villun Creativity: New Weapon Ideas

Post by One_Medic_Army » Tue Apr 24, 2012 2:57 pm

I've been thinking of a few interesting medigun variants.

The Tag-along
-75% medigun range
Medic is affected by the same knock back forces as the target. (allows to follow rocket jumping soldiers and jumping demos)
Über charge: I've got no idea here

The preventive medicine: (changed to halt grammar wars)
-50% heal rate
Heal target takes 20% less damage
Über charge: crit block on target, 2x über charge duration, 50% damage reduction on target, normal healing rate.
Last edited by One_Medic_Army on Tue Apr 24, 2012 4:24 pm, edited 3 times in total.
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Re: Villun Creativity: New Weapon Ideas

Post by CoyoteCreed » Tue Apr 24, 2012 3:16 pm

You forgot the full insta-drain Pomson supernova shockwave effect.
One_Medic_Army wrote:preventative
Preventive, dammit. I refuse to stand by and let this become a real word.
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Re: Villun Creativity: New Weapon Ideas

Post by One_Medic_Army » Tue Apr 24, 2012 3:23 pm

CoyoteCreed wrote:You forgot the full insta-drain Pomson supernova shockwave effect.
One_Medic_Army wrote:preventative
Preventive, dammit. I refuse to stand by and let this become a real word.
Blame auto-correct, it thinks they're both words.
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Re: Villun Creativity: New Weapon Ideas

Post by Will T. » Tue Apr 24, 2012 3:54 pm

Preventative is a real word according to Webster's. Just a variation on Preventive. Sorry Coyote, you're about 346 years too late to stop its first known use c. 1666. ;)

I like those Medigun variations. What if the first one's Ubercharge grants mobility-related effects to the heal target + medic? Maybe increases a class's speed by 15% (except Scout, because Scouts are OP) in addition to a healing-related benefit (perhaps just a basic damage reduction).

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Re: Villun Creativity: New Weapon Ideas

Post by CoyoteCreed » Tue Apr 24, 2012 4:17 pm

Webster's page there doesn't say "preventative" is a word. All that page says is that it's a variation of preventive, which is little more than an acknowledgement that some people use it as a word. Common mistakes are still mistakes, though. You'll notice that the entry for preventive actually has a definition. If the standard for introducing a word into the lexicon is only that someone, somewhere, used it at some point, that's basically the same as having no standard at all.
Last edited by CoyoteCreed on Tue Apr 24, 2012 4:22 pm, edited 2 times in total.
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Re: Villun Creativity: New Weapon Ideas

Post by One_Medic_Army » Tue Apr 24, 2012 4:18 pm

I was thinking that immunity to enemy knockback effects should be part of it. Movement speed is a good one I think, perhaps additional jump height (both space-bar and explosion)?
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Re: Villun Creativity: New Weapon Ideas

Post by One_Medic_Army » Tue Apr 24, 2012 4:20 pm

The Counter Uber:
-25% charge time
Uber charge: Critblock on both the medic and the target, Targets shots deplete remaining ubercharge on enemy medics, this effect works against ubered targets.

The idea here is an ubercharge more designed to interfere with the enemy's pushes than to help with your own.
The ubercharge grants no additional kill-power and no additional defenses.
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Re: Villun Creativity: New Weapon Ideas

Post by CoyoteCreed » Tue Apr 24, 2012 4:33 pm

I think the Tag-Along and the Preventive Medicine are promising, but I'm opposed to the principle of the Counter-Uber. A counter-attack makes for a fun game; the preservation of a stalemate does not.
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Re: Villun Creativity: New Weapon Ideas

Post by CoyoteCreed » Tue Apr 24, 2012 5:21 pm

Question about the Tag-Along: What happens if an explosive is detonated between the medic and target? Force acting on medic cancelled by force transferred from target? I think the medic would need to be entirely immune from knockback acting on him, as you suggested.

Another idea: A replacement for the medic's primary weapon that isn't an actual weapon and has no way of inflicting damage. Instead, while it's wielded, it slowly charges uber. Perhaps something like a solar panel that the medic unfolds and holds aloft. My feeling is that the charge rate could be tweaked however necessary to compensate for the medic being completely defenseless beyond melee range. Mainly useful for long, lonely walks after respawn or retreat when no heal targets are around, or when trapped behind enemy lines and hiding until an ubercharge run back to one's teammates?
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Re: Villun Creativity: New Weapon Ideas

Post by One_Medic_Army » Tue Apr 24, 2012 5:27 pm

Since the idea for the tag-along was for the Medic to be able to follow after people being propelled, it would have to be the same force applied in the same direction, so if an explosive was detonated between the medic and a demo (say a sticky) then the medic would move in the same direction as the demo.
I suppose mechanically this might require making the medic immune to push-forces while wielding the weapon, so you don't have contradictory pushes from the same blast.
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Re: Villun Creativity: New Weapon Ideas

Post by CoyoteCreed » Tue Apr 24, 2012 5:45 pm

You know what might be an interesting ubercharge effect for the Tag-Along? Medic and target immunity to fall damage and enemy-inflicted knockback, target immunity to self-damage, target's weapons deplete reserve ammo before clip. Basically a rocket/sticky jumping extravaganza.
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