Weapon stat ideas! (because steam workshop ain't enough!)

HQDefault

...what
aa
Aug 6, 2014
1,056
535
C'mon, we all have at least 50 of 'em. Let me share a few of my own:

Scout Melee:
The Uberbuster
+on successful taunt kill, 10 seconds of Uber
-15% damage penalty

Another Scout Melee
The Home Dash
+35% faster movement speed
-25 max hp

Soldier Primary:
The Veteran's Pride
*a musket rifle for the soldier that holds 6 bullets
+does a lot of damage but... isn't a rocket launcher

Demo Secondary:
The Turbo Charge
*hold alt-click for up to 3 seconds to release charge
+no charge recharge
+does knock back on shield bash depending on charge time
+50% faster charge speed
-shield bash does no damage
-charge only grants mini-crits

Another Demo Secondary:
The Scotland Sights
+crits on all weapons while blast jumping
-50% clip size
-4 max stickybombs
-35% blast radius penalty

Sniper Primary:
The Slice & Dice
(huntsman variant)
-20% longer pullback time
+projectile penetration
+15% damage bonus

Engineer Secondary:
Texan Vigilance
+50% clip size
+25% damage bonus
-15% fire rate penalty
-25% slower reload speed

Share your own! Ideas and creativity will get you far in life! :3
 

chemelia

yndersn't
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May 11, 2014
406
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The Home Dash
+35% faster movement speed
-25 max hp

nonononononononononononononononononononono.

Making scout EVEN MORE fast is one of the most annoying things weapons can do. TF2 is, in a broad sense, built around movement, and something as drastic as 35% extra movement speed would be RIDICULOUSLY unfun to play against.

The Veteran's Pride
*a musket rifle for the soldier that holds 6 bullets
+does a lot of damage but... isn't a rocket launcher

This would be... Weird. It kinda messes with the whole idea of soldier. You wouldn't give Medic a flamethrower.

The Scotland Sights
+crits on all weapons while blast jumping
-50% clip size
-4 max stickybombs
-35% blast radius penalty

Blast jumping in TF2 also refers to when an enemy pops you up with their weapon. Being juggles by a soldier? Easy, >300 damage in one pill. Not to mention, you could do a weak stickyjump and destroy an entire crowd of people. Super OP.

Texan Vigilance
+50% clip size
+25% damage bonus
-15% fire rate penalty
-25% slower reload speed

Meh. I've always found items that are just +/- stats like damage, reload, and firing speed really boring. *cough family business eviction notice cough*

The rest are pretty interesting, I'll give you that.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
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Pyro Flamethrower:
The Soot Searer
*Ground surfaces can be set aflame for 10 seconds, which can light enemies on fire
-100% ammo depletion
-Airblasts cost 75% more ammo

Scout Melee:
The Sled of Bled
*M2 while on an inclided suface will allow the player to slide down the surface quickly on a sled. Any players hit by the sled will bleed.
-10% normal move speed
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
Nearly every time I play scout, there's at least one occasion where I'm in the midst of a fight, and and I click to shoot my last shell that I know will finish off my enemy, only to find out that I already fired my last shot. Maybe I've just been programming too much and my brain sees 6 and thinks seven, but I always overestimate the ammo in my scattergun by exactly one. And while I'm staring at the respawn counter after losing that fight, I beg to the heavens above for a scattergun with just one or two more shots. So, that would be my dream weapon.

I don't think I'd be satisfied with any old downside, though. Like the downsides on many other weapons, It would have to be something to get you to work to the weapon's strengths and change your playstyle to accommodate both the upsides and downsides, rather than just embracing the upsides and tolerating the downsides. The direct hit, for example, fires faster projectiles but has a much smaller explosion radius, and both the upside and the downside encourage you to go for direct hits. The scout's only other method of longevity in a fight, other than reloading, is switching to another weapon when the scattergun is out of ammo, so I think the best downside to apply would be a weapon switch time penalty. With that imposed, you're much more encouraged to make use of the extra ammo loaded in the scattergun, and commit to hitting as many meatshots as you can, rather than resorting to pistol or melee to finish someone off. A minor damage penalty might also be suitable, so a scout using a non-weapon secondary/pistol doesn't retain a huge amount of firepower that he otherwise gives up by using those alternate items. It also further encourages you to commit to longer fights with your primary, since it could take another meatshot or two to kill stronger classes.

So, with all that in mind, here's my dream weapon:

The Long Haul (Scout primary)
+33% ammo loaded
30% longer weapon switch time
-15% damage


I was also thinking of imposing a penalty in reload speed, but I'm not sure how significantly that would impact the scout, who can just run away and find a safe place to reload whenever he wants. It would effectively just reduce the time he can spend in combat, which means the scout contributes less to the team and the player ends up spending more time waiting instead of fighting.

Edit: I did a dumb, you can't take 25% of 6. Fixed.
 
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
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The Long Haul (Scout primary)
+25% ammo loaded
-30% weapon switch speed
-15% damage

I definitely like this idea! I experience just about the same problem. I would recommend a larger damage penalty, however, since the strong weapon switch buff could promote increased use of the secondary outside of the closer-quarters battles.
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
I definitely like this idea! I experience just about the same problem. I would recommend a larger damage penalty, however, since the strong weapon switch buff could promote increased use of the secondary outside of the closer-quarters battles.

Buff? Nonono, that's a weapon switch speed penalty, so you're encouraged to stick to your primary and use the extra ammo it has.

I'm gonna go edit that to be more clear. It should probably read "30% longer weapon switch time".
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
OK confession time: I wish they didn't remove the baby face's blaster's slightly increased accuracy compared to the stock scattergun. There. I feel better.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
1,849
Thanks for the clarification, Doktor Richter. That makes a lotta since. Now, to schedule an eye doctor appointment...
 

Toomai

L3: Member
Apr 14, 2011
129
144
Supply Grenade
Engineer secondary (throwable)
Throws a charge that fills half of teammates' health and ammo
Overheals health, overstocks ammo
Costs 150 metal to deploy
Basically, throw this into a fight to heal/refill your teammates. And if they're already healthy or stocked, it'll overheal both their health and their ammo. Gets you assists. Does nothing to enemies. Don't let it get reflected.

Overloader
Sapper
Buildings destroyed while sapped damage enemies
Only one sapper at once
Put this on a building, and when the building explodes, it hurts its owner and anyone/anything else nearby.

Final Diagnosis
Medigun
ÜberCharge grants invulnerability, crits, impairment immunity, and infinite ammo/clip
-100% ÜberCharge rate
Cannot build ÜberCharge on overhealed players
Enemy team notified upon gaining full ÜberCharge
All existing mediguns are on the faster/weaker side of the stock - this goes hard in the other direction.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Tactical Table setter
Scout primary

+ 40% more accurate
+ 30% faster firing speed
- 30% less damage
- 34% smaller clip size
 

radarhead

Basically? Kind of a Huge Mess
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Mar 6, 2013
1,045
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Unnamed Spy Watch
On Cloak: Instantly vanish, providing one second of complete immunity to all types of damage and removing all status effects
+Can attack while cloaked
-Attacking instantly removes and fully drains cloak
-Charge only fills by damage done

Le Denouement Spy knife
On backstab: Halve enemy health
+25% move speed while active
-15% damage taken

Unnamed spy sapper slot item
Functions as a radar that allows the player to see the locations of nearby players and buildings while active.
+1 health per second

The Quick Draw Engineer pistol
On draw: obtain three seconds of full crits
+25% faster firing speed
-25% clip size
-15% reload speed
Honor-Bound: Cannot holster this weapon until a kill is made

Das Spritzenpistole Medic primary
+50% more accurate
+15% projectile speed
-15% reload speed
-2 health per second on wearer
 
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Ælement

Comfortably mediocre
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Dec 21, 2010
1,481
1,616
I'd actually be totally ok with it if they removed every single unlockable scout primary they've added so far. I've found myself thinking "fuck that" in response to every single one of them, the bfb and soda popper being the greatest offenders.

I'd like the scout to have a primary that allows for more defensive play. Possibly a scattergun that encourages synergy with a medic. Something like this:

+40% knockback on explosive jumping enemies
-20% slower firing speed
When healed by a medic, the medic charges 10% faster.
When übered, über drains 40% slower.



The benefits are subtle, but powerful. With the gimped firing speed, the scout isn't strong enough to be used as the designated über receiver. His presence will, however, add a lot of interesting things to the table. First of all, he'll be a great bodyguard, able to deter bombing enemies with the extra knockback. Secondly, he can be utilized to shake up the otherwise semi-static über mechanics by allowing a team to charge slightly faster when directing heals to the scout. When charging, the scout can be used to draw out the über, allowing you to push further into enemy territory with it in scenarios where the medic has been forced. As an example here, imagine a medic popping on a soldier, who dispatches an enemy heavy within 4 seconds. The medic could then switch over to the scout to have the remaining 4 seconds of über stretched out to 5.6 seconds, allowing them to move further in with it.

it's 8 am and i'm rambling, but i'd like to see a gun like that. I'm tired of all this gimmicky shit they're giving the scootybooty
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
So here are some ideas I had a while ago.

The Kneecapitator
Level 37 Shotgun
On hit: slows target for 1 second
+40% more accurate

-33% damage penalty
-25% firing rate

(Pyro exclusive)

The Prognosis
Level 24 Needle Gun
When your most recent heal target dies, you gain revenge crits for every assist
-25% damage penalty
No random critical hits


The Perfect Crime
Level 10 PDA
Buildings do not drop metal upon destruction

The Soviet Stallion
Level 82 Mini Gun
Knockback on target and shooter
+15% speed while deployed
+25% faster spin-up time

-25% firing rate
-25% maximum ammo
 
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Sheltr

L3: Member
Feb 24, 2011
107
73
New spy sapper:
EMP (can't think of a good name) device:
Saps all buildings in the affected area
10 second wait time to put down another
De-cloaks you and enemy's in the area
Sapper has +10% more health
 
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Shaeam

L1: Registered
Aug 19, 2011
42
20
For better or worse here is a collection of my various ideas; I have quite alot of attributes that could be considered outside of the norm or exceptionally strange; such as the Slingsman... But I tried to explain things as best as I possibly could.

Le Saboteur
(Spy) Sapper​
- Sapper converts the building after 6 seconds of 'sapping'; allowing the Spy's team to benefit from it. Does not disable the building's function while it is being sapped.​


The Quick-draw
(Engineer) Revolver (Secondary)​
+15% faster deploy speed
-15% damage penalty
No random critical hits

- Bullets may ricochet on hard surfaces, dealing 30% less damage if they come into contact with an enemy after the bounce.
- This weapon takes it's stats from the Revolver base item, instead of the Pistol.​


The Funeral Pyre
(Pyro) Flamethrower​
+50% increase in afterburn damage when enemy health health <25% of max
+65% afterburn duration

-15% damage penalty
-25 max health on wearer


The Putrid Shiv
(Spy) Knife​
- Backstabs will poison their targets, dealing periodic damage equal to 200% of their maximum health over 20 seconds. Additionally, if victims of this poison stand too close to allies; they'll be afflicted with a weaker variant of the poison that deals 80% of their maximum health over 16 seconds​


The Trick Shot
(Sniper) Sniper Rifle​
+30% bonus damage
Successful headshots will cause the next bodyshot to count as a critical hit

Charging smoothly reduces damage dealt up to 65% (0.65% damage reduced for every 1% sniper charge)


The Slingsman
(Sniper) Slingshot (Secondary)​
- Holding down left click will whirl the slingshot, increasing it's damage while decreasing it's accuracy. The Slingsman has unlimited pellets, however the pellets will travel across a very short distance in a steep arc. Meant to compliment the low-ammo Huntsman.

0% charge damage: 33 - 29
100% charge damage: 99 - 87​


The Junkman
(Engineer) Shotgun​
The amount of scrap held by the Engineer will increase his damage up to 50% (0.25% damage increased for every 1 scrap)
+6% additional ammo from ammo kits

-25% sentry health


The Scottish Pride
(Demo) Sticky Launcher​
+15% bonus damage
-5 max pipebombs out
- Shoots explosive mines that detonate when stepped on. These explosive mines cannot be manually detonated, however.
- Mines are difficult to detect due to the small somewhat transparent model they'd have.​
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I don't have much in the way of original ideas, but I really think the Backscratcher's stats should be changed. Rather than increasing the amount of health gained from pickups and decreasing the heal rate from Medics and dispensers, it should be the other way round. It is, after all, Team Fortress...
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
Tactical Table setter
Scout primary

+ 40% more accurate
+ 30% faster firing speed
- 30% less damage
- 34% smaller clip size

Isn't that basically the shortstop?

50:1 spread vs. 30:1 = 66% more accurate
.36 attack interval vs. .625 = 73% faster firing speed
12*4 base damage vs 10*6 = 25% less damage (scattergun has slightly higher ramp-up ceiling though).
4 shots vs 6 = 33% smaller clip size
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Isn't that basically the shortstop?

50:1 spread vs. 30:1 = 66% more accurate
.36 attack interval vs. .625 = 73% faster firing speed
12*4 base damage vs 10*6 = 25% less damage (scattergun has slightly higher ramp-up ceiling though).
4 shots vs 6 = 33% smaller clip size

Yeah it is now that I think about it, minus the knock back and the healing bonus. I just thought it would be interesting to have another scout primary with more accuracy than the stock.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
I like heavy primaries so here's a heavy primary (this could be lazer related, I don't know. I like lazer guns too)

Minigun
+ No ammo
+ Holding down RMB spins down gun while filling magazine with ammo (aka you start at zero and every second or so you get +x amount of ammo)
+ Releasing RMB unleashes a barage of loaded ammo until empty
+ 20% faster firing rate
+ No movement speed penalty while spun down
- 50% max ammo capacity (aka you can only have a max of 100 shots loaded at once)
- Some sort of distinguishable noise while charging so people know when your charging shots around corners

I forgot I also had some idea for a medigun that was specifically being an offensive medic and pocketting people

Medigun
+ Charge meter is filled by damage dealt by healing target
+ Heal speed increases as meter fills to 100% faster
+ Overheal percentage increases as meter fills to 100% higher
- 20% base heal rate
- 20% base overheal rate
- Activating charge fully heals target and healer, but resets heal rate
 
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chemelia

yndersn't
aa
May 11, 2014
406
619
Had a go at some interesting and gimmicky weapon ideas.




Le Espion du Ceil
Level X Spy Sapper
+Allows the player to do a jump, as if with the rocket jumper, that sends them flying while taking no damage.
15s recharge
-Cannot sap buildings

The Sapper Hacker
Level X Engineer Secondary
You stole a Sapper from a spy and "rewired" it.
+Sapping repairs friendly buildings at a slow rate
+Sapper does not disable friendly buildings

-Cannot sap enemy buildings
-Only one Sapper at a time


TheRussian Rollerskates
Level X Heavy Passive Primary
+Movement speed slowly accumulates to that of an Engineer for walking forward
+Slamming into an enemy at full speed does damage
+50 health

-"Slippery" movement;low friction.
-Hitting an enemy or a wall removes your extra speed


The Aussie Ascender/The Kiwi Climber
Level X Bow & Arrows
+Arrows have grappling hooks attached, keep your bow out to pull yourself towards the hook.
Grappling hooks dissappear when you get close to them(So no sitting on a wall forever), and do not grapple players. Arrows fly in an arc, and move slower than Mannpower grapples. There is a minimum ~128 HU distance for the grapple to work.
-25% Damage
-50% Ammo Capacity


The Healer's Saber
Level X Medigun
+25% Uber build rate
+25% Healing Rate

Medibeam shoots in a concentrated straight beam rather than a connected leash for ~128 HU before dissipating

The Super Soaker
Level X "Flame"thrower
Sprays liquid in flamethrower range. Press reload a la Vaccinator to switch between Mad Milk and Jarate.
+50% Ammo Capacity
-100% Damage
 
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