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Hey I just wanted see what you guys think of my weapon ideas.
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I'm putting it here because I know you guys are much nicer than the guys on the Steam Forums, and I wanted know what you guys think before I put it there. The idea behind my weapons is a set of secondaries rewards a player skillfully playing as his class with the ability to completely sweep out the other team. While being very powerful, they're completely un-refillable, and the secondaries will not reload ammo until the user dies.

I'll be short since there's one for each class. I'll draw up my ideas despite my horrible art skills, if you guys are interested.

SOLDIER - THE CANNON

It presents a large, high tech double barreled cannon, black, misshapen, with a team colored stripe

  • It charges RAGE on movement, 1 for every step, and double for every foot in rocketjump.

  • Once the rage is full, the soldier is given two cannon shots.

  • The cannon shot does no damage, but provides the largest knockback in the whole game. Knocking opponents completely out of the fight, in unwalled maps, it's certain death. And the fall damage would be serious.

  • The soldier can use the cannon to rocketjump, to higher and farther distances than any other class possible, with no fall damage.

SCOUT - BANG! Lemon Fizz.

A bashed black can of soda, frothing at the lid, with a team colored logo

  • The scout is given only one can at the start of his life

  • When thrown at an opponent, it explodes and stuns the opponent for a much shorter time than the sandman, while increasing the scout's speed, by 10% for the next three seconds

  • The special part of this weapon, is if another opponent is standing next to the original target when fired, the other opponent and all other opponents, will also be stunned, for every opponent stunned. The stun time increases exponentially, and gains another extra 10% speed.

PYRO - CHEMICAL MOLOTOV

A test tube filled with a dangerously black liquid, with a team colored hanker-chief attached to it

  • The Pyro is given three at the beginning of his life

  • When thrown at the opponent for a direct hit, the opponent is ignited for less damage than a flare gun, but inflicted with both bleed and burn. The unique factor is that any of the opposing team who tries to help the burning victim, or simply stands near him is also ignited.

  • When thrown at the ground it creates a burn area, any opponent who passes is ignited, ANY PLAYER in the area is marked for death (and can be minicrited), this includes the user himself. It can also be easily cleared by a single airblast.

DEMOMAN - DRUNKEN BARRAGE

It appears as a sticky launcher made of random piping and supplies, spraypainted black and given a stripe. The stickies seem to be a sealed shotglass covered in glue. Demoman dual wields it with his primary increasing his weapon switch speed.

  • 75% Damage penalty, 4 shot clip, only 6 can be active, random spray, 30 ammo, 65% faster weapon switch, un-refillable, has the firing speed of the scottish resistance, but the activation time of the stock launcher.

  • The user is 25% Weaker to fire, and 15% Weaker to explosives

  • Instead of inflicting damage, it inflicts a Weakening drunk state, making the target 25% weaker to fire, and 15% weaker to explosives for every hit by a sticky.

  • The sticky activates not only by right click but when an opponent walks over them, or if the opponent fires at them.

  • If the player is able to reach a certain amount of split damage from the stickies and team support, the player will enter SOBER mode, removing the random aiming from the weapon, and allow the player to fire both his primary and secondary at the same time increasing the damage on the primary and its splash.

SNIPER - ROO'S ROUNDHOUSE

A black spike covered with spines, a bright team colored button on top

  • It is thrown with much the same trajectory as a sticky, only with more x-trajectory, it sticks on to an opponent or the ground and shortly activates. Only one is given per life, at the start of his life.

  • If the player is able hit the spike with his primary, the spike will fire six extra shots based upon the primary, in a 360 degree motion.

  • The spike fires with the same damage the sniper fired into it. If the primary, is the machina, the spike will gain penetrative effects, with the sydney sleeper it will apply jarate, with the huntsman the shots will fire at an upward angle and so forth.

  • The spike if hit in mid air, or when its stuck to an opponent will do headshot damage if applicable.

  • its easily breakable by shooting at it, or if attached to a player by changing weapons.


I have more I'm just closing up for the day until you guys tell me what you think of my ideas so far.

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12 years ago