whatever designs win, i think most or maybe all of them would benefit from having bleed for 8 seconds
5 months ago | 1,900
A sliding sapper, as seen in Meet the Spy. It removes your disguise when it's used.
5 months ago | 676
Gunboats to demoman, as primary. Let's see what could have happended.
5 months ago | 788
That one old jerma bit where he talks about a rocket launcher with a really slow projectile but a massive AOE
5 months ago | 152
A bat for scout that can reflect projectiles. It has a super fast equip speed but a really slow swing speed, so you can quickly take it out in reaction to a projectile but if you miss the timing it’s over for you. Call it the Pitcher Punisher or something.
5 months ago (edited) | 335
Something like the mantreads for demoknight, so instead of gaining 25 health you gain a 60% knockback resistance (and me personally I would add a 90% knockback resist from airblast)
5 months ago | 1
I got a whole Heavy Update Wishlist doc, so I'll choose one from it. Mortar-like rocket launcher for Soldier that fires at a heavy downward arc and has reversed damage fall-off (50% damage at close range, 120% at max range). Slightly bigger blast radius, small clip and slower projectile speed. Can hold m1 for up to ~1.5s to charge the rocket to increase its speed and decrease its arc, like stickybomb launcher or Worms' bazooka.
5 months ago | 1
A "Super Shotgun" minigun that fires repeated shotgun blasts instead of a steady stream of bullets. Frankenwurfer: A "medigun" which fires like a flamethrower instead of a healing beam, forcing you to keep your aim on your target but letting you heal multiple targets at a time. -25% heal rate, -25% overheal rate, but gives "afterglow" which is reverse afterburn, healing/overhealing over time. "Ubercharge" causes you to make a sentry-buster sized explosion of smoke which heals and gives 10 seconds of afterglow to allies in its radius for 8 seconds. Nailgun: Medic needlegun primary with +100% damage, +100% projectile speed, +100% firing rate... And zero reserve ammo. The Fourth of July: A rocket launcher that deals up to 8 seconds of afterburn on hit (scaling with damage dealt). Pyro primary. -25% damage (compared to stock rocket launcher), but minicrits airborne targets. Mercy-nary: Medigun with the standard medigun stats, the Quick-Fix's mirror jump stat, and the vaccinators 4-mini-uber system. Ubercharge gives the user and the target the ability to use the Pyro's jetpack by jumping for the next 2 seconds. Watch out for flying heavies! The Bilander: Demoman "shield" that makes you hold a copy of your melee weapon in your off hand (making you wield swords the way you'd hold a bottle). +100% melee swing speed, +500% charge recharge, -80% charge duration. Dual wield swords! No resistances, though. Cloud In a Bottle: Scout consumable secondary. Gives you the Soda Popper's hyper-jumps. The Biggest Iron: Engineer secondary. Pistol with a clip size of 1. +500% damage, knocks back self and target similarly to the Force of Nature.
5 months ago | 21
A boomerang for sniper in his primary where if he throws it, it will return to him. It can hit multiple enemies at once and also does like 75 dmg per hit. It can also headshot.
5 months ago (edited) | 2
A PDA for engie: -you can't pick up your sentry -trying to pick up sentry results in you kicking it, pushing it ~3 meters This allows you to peek behind corners with your sentry
5 months ago | 482
IDEA: Give Heavy a bulletproof vest that gives him some bullet and blast resistance, that takes up his primary slot. This could make Fat Scout more viable!
5 months ago | 7
An idea I had for a veeeerry long time is a non-lethal item for Heavy that would replace his primary and complement a fat scout or a melee heavy playstyle. Something a eventually came up with are wearable boots, which would work something like this: -replace the minigun -are a mostly passive item, kinda like backpacks for soldier -they speed up the heavy's movement to a level of either a demo, or something between a demo and a soldier -either slightly increase heavy's health (by something like 30 or 50) or give him some damage resistance (idk, maybe 10% or 15% or 20%) -give knockback resistance (not 100% but some value enough to be noticible) -I don't know to what extend can this realistically be implemented, but I had this idea: -kinda like with soldier's backpacks, once heavy deals enough damage with his other weapons to charge up a meter (the damage threshold would be of similar value to afformentioned backpacks), a special "stomp" attack can be activated -It would deal damage in several meters area around the heavy (don't know what value would be balanced, but I would guess something between like 60 and maybe 90?) (also it would be affected by damage falloff) -enemies hit by the attack would be knocked back slightly and briefly be slowed down (for something like 1.5 - 2 seconds) (if people won't like this idea, or it turns out to be unbalanced, another option could be for the attack to briefly mark for death the impacted enemies) -after activation the heavy would be speed up to a '100%' default speed (aka the speed of the engi, sniper, pyro) for something like 4 - 6 seconds
5 months ago | 1
Spy revolver that can mimic shooting and other animations while disguised (does no damage while disguised but shooting doesnt remove it) and a spy watch that instead of turning invisible, disables your collisions with enemy players.
5 months ago (edited) | 56
A bucket throwable for Soldier's secondary slot that makes you throw a bucket for 20 damage with collision, big knock back and a fast recharge rate idk would be pretty funny tbh
5 months ago | 4
engineer shotgun, has one singular round that does 450 damage if all pellets hit. just like the caber, once the shot is used you have to go to a resupply cabinet to reload, meaning youre stuck with your secondary and wrench until you die or resupply.
5 months ago (edited) | 1
Always wanted a training rifle, deals 0 damage but makes massive knock back if headshot so you can still kill people throwing them to cliffs
5 months ago (edited) | 3
A sapper that converts enemy buildings to friendly ones (could be called “the reverse polarity”?)
5 months ago | 2
An Idea ive always wanted to implement is a sapper that turns enemy buildings against the enemy team after a period of time. These are the stats it will have: The Insider's Job - +100% sapper health -Sappers only visible to engineers after 3 seconds - 100% less damage to buildings - Only 2 sappers can be placed at a time - After 8 seconds of sapping a building, it will negatively affect the enemy team instead of helping them, causing sentries to shoot at the enemy team, dispensers to deplete health, and teleporters to instantly telefrag whoever uses it. 3 seconds after this effect is applied, any enemy player can damage the sapper, which returns the building to its normal state.
5 months ago (edited) | 4
A sapper that transforms enemy buildings into your own (and reverses teleporters). Have it work slower and have a higher resistance, but change on destruction, by rebuilding itself as the other teams. Promotes teamwork with damage dealers and engineers, offering unique advantages in many ways but may be op af.
5 months ago | 1
The eeny minigun: heavy primary that has 50% reserve ammo and -15% damage. But allows for full mobility and jumping while firing.
5 months ago | 1
shounic
i think the poll last night was a clear enough victory: making viewer requested weapons won by 20%
so drop your weapon ideas in the comments here, i'll make what gets the most likes :)
5 months ago | [YT] | 2,855