Villun Creativity: New Weapon Ideas

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Re: Villun Creativity: New Weapon Ideas

Post by El_Hefe » Sun Aug 12, 2012 9:29 pm

The high Fiver
sniper rifle
on any kill will automatically show in the death cam a post card style picture of the sniper waving

:clap:

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Re: Villun Creativity: New Weapon Ideas

Post by Supreveio » Fri Aug 17, 2012 12:42 pm

Just for fun: Weapons made up of all the other weapons in that slot for that class.
The Direct Black Liberty Bazooka Mangler
Level 100 Rocket Launcher
+120% projectile speed
+15% damage bonus
Mini-crits targets launched airborne by explosions
On Hit: +15 health
Does not require ammo
Alt-Fire: A charged shot that mini-crits players and disables buildings for 4 seconds
Hold Fire to load up to 3 rockets
Release fire to unleash the barrage

-70% explosion radius
-25% clip size
+3 degrees random projectile deviation
Overloading the chamber will cause a misfire
5% slower reload time
-80% damage vs. buildings
No random critical hits
Cannot be crit boosted
Your Eternal Big Kunai-Cicle
Level 100 Knife
On Backstab: Rapidly disguise as your victim
On Backstab: Absorbs the health from your victim
On Kill: +30 cloak
Silent Killer: No attack noise from backstabs
On Hit By Fire: Become fireproof for 2 seconds

Wearer cannot disguise
-90 max health on wearer
Backstab turns victim to ice
Melts in fire, regenerates after 15 seconds
Natamislov Brass Heater
Level 100 Minigun
On hit: 100% chance to slow target
Silent Killer: No barrel spin sound
Sustains a ring of fire while deployed

-5% damage penalty
70% slower spin-up time
60% slower movement speed while deployed
20% slower firing speed
6 ammo consumed per second while deployed
The Sandycane Basher-on-a-Stick Atomizer Fan Assassin
Level 100 Bat
Alt-Fire: Launches a ball that stuns opponents and shatters, causing bleed
On Kill: A small health pack is dropped
On Hit: Bleed for 5 seconds
On Hit: One target at a time is Marked For Death, causing all damage taken to be mini-crits
100% critical hits vs. burning players
Grants Triple Jump

-15 max health on wearer
25% explosion damage vulnerability on wearer
On Miss: Hit yourself, idiot
-185% damage penalty
The third jump deals 10 damage when used
30% slower firing speed
-20% damage vs. Players
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Re: Villun Creativity: New Weapon Ideas

Post by Uber! » Mon Aug 20, 2012 7:32 pm

How 'bout some sort of assault rifle for the soldier. Maybe modeled after an AK-47 or something.
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Re: Villun Creativity: New Weapon Ideas

Post by Katotsu » Tue Aug 21, 2012 3:26 am

Uber! wrote:How 'bout some sort of assault rifle for the soldier. Maybe modeled after an AK-47 or something.
TF2 was designed around the idea of NOT having assault rifles. Aside from the grenades, this was the biggest thing they didn't want.

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Re: Villun Creativity: New Weapon Ideas

Post by Earthworm James » Tue Aug 21, 2012 11:32 am

Duel-mini crossbows for the sniper!!!
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Re: Villun Creativity: New Weapon Ideas

Post by Supreveio » Tue Aug 28, 2012 7:40 am

More Polycount entry idea:

Legacy Spy by EVIL
Ockham's Razor
Level 1 Knife
Successful backstabs decrease time taken to cloak by 0.5 seconds
Base time to cloak increased by 1 second

Concept: It's like the Bazaar Bargain for Sniper. You start out with a 2 second long period before you become completely invisible, but each backstab reduces this time by half a second. After four stabs, your cloak becomes instant. Decloak time is unaffected. Has no effect on the Dead Ringer.

The Judas Repeater
Level 5 Handcannon
No reload necessary
25% faster firing speed

-25% max primary ammo on wearer
-25% ammo gained from pickups


Concept: I couldn't really think of anything interesting for this. So you get an 18 shot pistol that shoots faster, but you get less ammo from picking up boxes or fallen weapons.


Suburban Scout by Cheeezy
The Tirebite
Level 5 Scattergun
Builds Bite on kills and assists
Wearer's weapons reload and recharge 50% faster at full Bite

25% slower reload time
Jingle all the way


Concept: Scout's all about speed. So a weapon that makes you reload and recharge stuff faster only makes sense. I'm thinking that five kills or fifteen assists (or a mixture of both) would work.

The Brainfreeze
Level 1 Weaponized Foodstuff
Throw at your enemies to freeze them
Frozen enemies are slowed
Frozen enemies take 50% more damage from fire

Melts in fire, regenerates after 20 seconds

Concept: Slowdown you actually have to work for and lets the enemy fight back. Frozen status lasts as long as Jarate/Milk.

The Paperboy
Level 1 Bat
+10% damage bonus
Builds Delivery on kill
Capture points and carts at 4x speed at full Delivery

-2 capture rate on wearer

Concept: Like I said, Scouts are about speed. Every kill you make increases your capture rate by 1 until you hit a max of 4x capture rate. But you start off not being able to capture points at all.
"So what have you been up to, man? Haven't seen you in so long!"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"

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Re: Villun Creativity: New Weapon Ideas

Post by joyce1 » Sun Sep 02, 2012 9:29 am

I am forever fan of knife, a silent killer.
A balisong, otherwise known as a butterfly knife or a Batangas knife or sometimes called Bente Nueve, is a folding (pocket knife) with two handles counter-rotating

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Re: Villun Creativity: New Weapon Ideas

Post by Will T. » Tue Oct 16, 2012 8:20 pm

An idea I had for this:

The Home Remedy
Level XX Medi Gun

Ubercharge type: Rev-Up
All actions by wearer and heal target are sped up by 25%
All incoming damage reduced by 50%
40% larger heal range
Medic mirrors blast jump of their heal target
35% slower heal rate
35% slower Ubercharge build rate

The concept: The handheld component is made from a leaf blower, which uses its immense blowing power to propel the healing beam farther and faster, at the cost of some of the beam's power. Inspired by the possible inclusion of a gas engine in the leaf blower, the Ubercharge gives the wearer and target a speed boost, granting them faster movement and reload speeds and firing rate. It still grants some damage resistance, to give the charge some additional viability in an offensive push or defensive stand. The user can also rocket and sticky-jump along with their target just like with the Quick-Fix; the vacuum cleaner component made me think of this.

I've also thought about some kind of airblast capability while Ubercharge is < 100% - the Medic could right-click to spend 10% of their accumulated Ubercharge to deliver a blast that knocks back enemies and extinguishes players. Not sure if I'd want to use that though.

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Re: Villun Creativity: New Weapon Ideas

Post by Supreveio » Tue Oct 23, 2012 7:31 pm

A simple Soldier secondary that I forget if I posted before or not.

The Expeditious Emblem
Level 5 Battle Banner
Provides a buff that increases the movement speed of nearby teammates and grants immunity to movement-impairing effects.
Rage increases through damage dealt.

I wanted to make an alliteration/rhyme based on the word "Charge", but couldn't think of anything clever. Anyway...

The Concept: A banner that doesn't take much to charge, but increases the speed of teammates drastically while active while also having a Quick-Fix Uber-like effect where buffed allies are also not affected by knockback and slowdown.

Mechanical Stats
Full Charge: 300-400 damage dealt
Buff Duration: 10 seconds
Speed Increase: +25%

Relative Increases by Class:
SCOUT
Normal: 133%, 400 Hammer Units per second
Buffed: 167%, 500 Hammer Units per second (similar to Crit-a-Cola's new effect)

SOLDIER
Normal: 80%, 240 HU/s
Buffed: 100%, 300 HU/s

PYRO/ENGINEER/SNIPER/SPY
Normal: 100%, 300 HU/s
Buffed: 125%, 375 HU/s

HEAVY
Normal: 77%, 230 HU/s
Buffed: 96%, 288 HU/s

MEDIC
Normal: 107%, 320 HU/s
Buffed: 133%, 400 HU/s (Similar to healing a Scout with the Quick-Fix)
"So what have you been up to, man? Haven't seen you in so long!"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"

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Re: Villun Creativity: New Weapon Ideas

Post by Earthworm James » Thu Sep 12, 2013 2:26 pm

Demoman secondary, melee off-hand
Teh Capotain's Hook

Trigger: May only be used after a successful primary melee hit
On Hit: Riposte, bleed 12-15 damage x4
On Hit: Time between melee swings reduced by 50% for 1 swing
I think it would be cool if this item could be equipped as a primary with a shield as well, creating a purely offensive melee build for demoman. The idea is that on a normal melee hit, it triggers the option to right click and use the hook to bleed your target, if that hit is successful it triggers the option for a swift primary melee swing. Essentially, a melee combo. Their is always a speed gap between the primary melee swing and the secondary melee swing, so that it can not be a never ending combo, but rather like this at best: 1, 2 1, 2 1, 2 1,...etc. And, of course, it fits the pirate theme for demoman.
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Re: Villun Creativity: New Weapon Ideas

Post by Will T. » Fri Oct 18, 2013 11:20 am

Bump!

I've been thinking lately about an idea for a new status effect: Inebriation. Inebriation would cause an affected player's crosshair to waver slightly and cause them to suffer reduced movement speed with slight stumbling in random directions, with their view being obscured by a more distorted and darker-colored version of Jarate's screen overlay effect. I'm debating whether it would have an effect on damage dealt/received.

A couple of weapons which could use this (both for Demo, one of which I posted previously with slightly different stats):

The Beer Batterer
Level XX Grenade Launcher

33% increased clip size (six shots)
+100% projectile travel speed
-65% damage penalty
Bombs do not bounce
Bombs inflict Inebriation on hit enemies


The Drunken Master
Level XX Bottle

+15% damage bonus
-20% swing speed
Deal damage to build Rage
At full Rage, right-click to activate Drunken Rampage (does not trigger sticky bombs; only activates when right-clicking with melee active and full Rage)
Drunken Rampage: +50% melee swing speed, +25% movement speed, deal mini-crits with each melee hit (Rampage lasts about 12 seconds)
Drunken Rampage causes Inebriation on activation, which lasts for an additional 8 seconds after Drunken Rampage ends

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Re: Villun Creativity: New Weapon Ideas

Post by Maple Man » Sat Nov 02, 2013 1:58 am

The golden gauntlet:
Takes up the scout's secondary loadout.

+Able to use 2 melee weapons at once (Attack speed is doubled)
+The melee weapon in the secondary slot effect will still apply, both the pros and cons
+Movement speed +17%
-Scattergun damage -50%
-Only the weapon in the Melee loadout can crit, not the melee weapon in the secondary slot.
-Can't use alt-fire. (Sandman or Wrap assassin ball)

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