| Weapon Ideas? | |
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+4Paranoia NaFrey Averytn MC-117 8 posters |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Weapon Ideas? Thu Sep 16, 2010 12:18 am | |
| The last class update has already come and I was wondering whether we could get to see new weapons for each of the 9 classes again. So I thought of some weapon ideas that I would like to share with you guys. Feel free to come up with your own.
Scout: The Express Delivery Its very similiar to the scatter-gun, has the same clips and damage however it has a double shoot ( think combat shotgun for HL2 )feature that allows the Scout to deal with enemies quickly. The only problem with the gun is that when you use the double shoot feature, you use up 3 ammo instead of two. Other cons is that the ammo carried is reduced, that means you have to keep looking for ammo if you are not careful.
The Phase Chase Its a variant of the Bonk drink, however it makes you run incredible fast ( 1.5x fast ) and take 30% less damage. However, the effect only last for 7 seconds and you cannot shoot for 3 seconds. This makes it good for retreating and running past sentries ( the turn speed of the sentry will not keep up with the Scout )
The Knuckle Hustler Its basically a knuckle duster in one hand. It fires 30% faster but deal 50% less damage. It has a bleed effect but it makes you receive 5% more fire damage.
Soldier: The Valkyrie Its shoots rockets that is 10% slower than the regular rocket launcher but it deals 20% more damage, 30% more area splash and increases your rocket jump height. The Valkyrie has only 3 rockets per clip and reloads 20% slower. Good for dealing with crowds, Bad for one on one combat
The Burly Basher Its utility belt which increases your resistance of explosive/fire damage the more damage you receive. It can block out a maximum of 50% of damage. It rewards players for staying alive longer,
The Malicious Mace Its a mace, it deals 20% more damage when you hit them while they/you are airborne. Has a 10% slower firing speed.
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Averytn
Posts : 85 Points : 10378 Reputation : 0 Join date : 2010-04-19 Age : 29 Location : Singapore~!! JJ SONG PLAYS*
| Subject: Re: Weapon Ideas? Thu Sep 16, 2010 12:43 am | |
| Avery's Rifle:I wan a better sniper rifle that lets me headshot with scoping . Oh and i can instant kill with a hs instead of charging... Teh Bomb: Bombs strapped around my chest explode when u idiots come near me . RED PAINT: Increase speed by 70% by painting yourself red. Cause everyone knows RED GOES FASTEH!!!! Proper Idea ASS(Australian Sniper Stout) : Technically lets u shoot faster by allowing u to shoot 5 bullets before having to reload. However it requires double the amount of dmg to kill the person(E.G. sniper takes two headshots HAHAH) Good practice for me . KARATE: SNIPER MUST LEARN TO KICK WITH HIS LEGS LIKE A NINJA | |
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NaFrey
Posts : 514 Points : 10890 Reputation : 7 Join date : 2010-04-02 Age : 28 Location : Philippines (I'm not Filipino)
| Subject: Re: Weapon Ideas? Thu Sep 16, 2010 5:50 pm | |
| @ MC. I'd think the Mace would be more at home with the Demoman than the Soldier, but I still hold my doubts.
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Paranoia
Posts : 196 Points : 10271 Reputation : 6 Join date : 2010-08-25 Age : 31 Location : DAT UAV
| Subject: Re: Weapon Ideas? Thu Sep 16, 2010 8:17 pm | |
| Instant Object Blocker: Portable wall. Upon use , a wall will expand to waist level from the dispenser. Does not block splash. One direction only. Dispenser Upgrade level decreases by one to deploy wall.
Motor Menace: R/C remote sentry. think wrangler but in reverse. Sentries lvl2 and above are too heavy and cannot be controlled.
Armour plating: +50% build time and sentry hp. Can be improvised for 25% build time and 10% sentry hp increase. Minis cannot recieve proper armor plating. | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Thu Sep 16, 2010 10:09 pm | |
| More ideas... The Gas guzzler - Pyro A Flamethrower which slows people upon contact. Flame damage is decreased by 20% ( think Natasha ). Flame after burner is increased by 5 seconds. Air-blasting is free but requires a charge to use it. Air-blasting radius is proportional to the charge. No random crits The Incendiary Wheezer A Shotgun that shoots out short-ranged fire balls. Can't be used underwater, Ignites enemies, No clip size 100 carried. Mini crits on already burning enemies The Jack Whacker Pretty cool name, I'm thinking about it The Litany - Demo-man Sticky Bomb Launcher that shoot magnetic sticky bombs that goes nearer to enemies ( not so far though ). Sticky bombs glow brighter when enemies are near them. Has a clip of 6 and carried 36. Can control up to 6 sticky bombs. No charge up, Glow can be seen through walls ( only you ). Manual detonation. Good for spy checking, building destruction. Bad for close range combat. The Bravehurt A Chargeable shotgun, can be charged up for a crit or else (50% and above ) mini-crit. Only has 4 per clip. 20% slower firing speed than regular shotguns. Looks like cannons on a metal fist. The William's Cleaver. Its a short-sword that has a higher melee range than the Bottle, but fires 10% faster but deals 10% less damage when health is above 60% The Booby Lobber. A melee weapon that explodes on hit with an enemy, if enemy does not die he will be pushed back greatly. 1 time use, reduces your current health by 20%. Can be used to neutralise ubercharges. | |
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Paranoia
Posts : 196 Points : 10271 Reputation : 6 Join date : 2010-08-25 Age : 31 Location : DAT UAV
| Subject: Re: Weapon Ideas? Fri Sep 17, 2010 12:27 am | |
| The last stand: Rocket lawnchair that does more damage on targets that are closer when injured. Effect increases exponentially. No random crits. -1 one rocket in tube and 4 in supply. E.G: 1hp point-blank rocket will/should deal about 500 damage. 75hp cross-cp shot does crit damage. 100hp top-of a-rj-airshot does minicrits.
Modification to the HoovyShootGun:
Bear Force: -10% reload speed as hoovy cannot reload shells quickly. +20% overall damage. scatter radius increase. 4 rounds in tube, 28 rounds reserve.
Communi Perswader Semi-automatic shotgun. Does 1/3 damage per shot average. 15 rounds in belt/mag, 60 rounds reserve. | |
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kigbariom Admin
Posts : 727 Points : 11996 Reputation : -101 Join date : 2009-05-14 Age : 30 Location : India (I'm not Indian)
| Subject: Re: Weapon Ideas? Fri Sep 17, 2010 5:30 pm | |
| - MC-117 wrote:
- More ideas...
The Gas guzzler - Pyro A Flamethrower which slows people upon contact. Flame damage is decreased by 20% ( think Natasha ). Flame after burner is increased by 5 seconds. Air-blasting is free but requires a charge to use it. Air-blasting radius is proportional to the charge. No random crits That sounds like the most insane, OP, rage inducing, ridiculous, not thought out, imbalanced, poor, unfair, other synonyms, just plain annoying weapon ever put in a video game. So Valve will probably add it. | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Fri Sep 17, 2010 6:09 pm | |
| - kigbariom wrote:
- MC-117 wrote:
- More ideas...
The Gas guzzler - Pyro A Flamethrower which slows people upon contact. Flame damage is decreased by 20% ( think Natasha ). Flame after burner is increased by 5 seconds. Air-blasting is free but requires a charge to use it. Air-blasting radius is proportional to the charge. No random crits That sounds like the most insane, OP, rage inducing, ridiculous, not thought out, imbalanced, poor, unfair, other synonyms, just plain annoying weapon ever put in a video game.
So Valve will probably add it. The Gas guzzler A Flamethrower which base damage is increased by 10%. Airblasting is free and is chargeable. Burning duration is reduced to 3 seconds, Contact damage is increased by 10% Only has 150 clip | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Fri Sep 17, 2010 7:32 pm | |
| The Telsanator - Engineer. A telsa gun that shoots arcs of lightning to nearby enemies. Does not target disguised spies. Can be used to power up your buildings with right click. Sentry gun turn speed and rate of fire increased to 150%. Dispenser will heal faster and generate more metal. Teleporter recharges more often. Generally weak weapon. Has no clip size, carried 200; short range
The Couch Pouch Sacrifices your pistol for a 100% increase in metal carried. That makes 400 metal to use
The Shield Spanner A Spanner that allows you to add a shield to your buildings. Require constant hitting to keep the shield up. No random crits, repairs takes more metal to make.
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Yatagarasu The Second
Posts : 66 Points : 10444 Reputation : 8 Join date : 2010-03-20 Location : Hell of Blazing Fires
| Subject: Re: Weapon Ideas? Fri Sep 17, 2010 8:33 pm | |
| Strongman's Boomstick 6 barrels, 1 ammo per clip +100% damage +100% more pellets shot 50% slower reloading time -80% ammo count -50% accuracy
"six barrels for you bastards." | |
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Paranoia
Posts : 196 Points : 10271 Reputation : 6 Join date : 2010-08-25 Age : 31 Location : DAT UAV
| Subject: Re: Weapon Ideas? Fri Sep 17, 2010 9:12 pm | |
| Nutcracker/Smackdown:
3 barreled shotgun. M1 controls the top 2 and M2 the third. 12 Reserve. Minicrits from below and top of targets. | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Sat Sep 18, 2010 12:20 am | |
| The Marksman - Sniper Crossbow that has only 1 clip, 24 carried. Shoot bolts that does not deviate due to gravity. Can scope. Can headshot without scoping ( its bolts ). slow-down when reloading.
Billy's Ghilly Replaces SMG, stops a single headshot before needing to be replaced. 10% speed reduction
Kangarang. Boomerang can be used as a blunt weapon using MOUSE1, Boomerang flies back to you only 1) if you throw higher or at the same level as you 2) Nothing is obstructing the return path when thrown with MOUSE2. Boomerang homes to the nearest target to the crosshair, in order to land a successful hit, you must keep your crosshair trained on the target. The boomerang will steer towards your target if you do so. Stuns enemies.
Mediray - Medic NOT MY IDEA. offhand weapon that heals all allies nearby. No ubercharge. healing rate is dependent on how many allies are nearby. The more allies, the slower the healing. Allows the medic to use his other weapons
Schadenfreude Syringe gun, fires 20% faster, deals 10% damage. For every kill, base damage is increased incrementally and max health too, however healing rate and regeneration is decreased as well. It can come to the point that the Medic becomes quite powerful but cannot heal at all
The Surgeon A Bone-saw that gives you health for every hit, no random crits.
The Lucky Clover A revolver that crits 25% of the time. Base damage is reduced by 30%. Clip is 4, carried 18.
The Saboteur Sapper that can be thrown towards enemy buildings and attached to the medi-packs of Medics to prevent them from healing for a certain period of them ( cannot be place during an ubercharge ). The Saboteur will disable buildings for 10 seconds but will not damage them. The Saboteur can be destroyed just like a sticky-bomb with a shot-gun. In order to stick the Saboteur into the medi-packs of medics, you have to get behind them. The Saboteur has a clip of 4 and carried 8.
The Monocle of Espionage Replaces the Sapper, the Monocle of Espionage allows you to see enemies' outlines through walls ( but only a short distance ). The Monocle of Espionage requires you to wield the monocle before you can see through it. It has no clip but has a battery which requires charging by not using it.
The Nullifier. The Nullifier will loosen all your joints and muscles and stops activity in the brain, making you drop dead into the floor like a dead turkey in Thanksgiving. How does it help you get past enemy lines? The Nullifier, once active will make a backup of your neuron state and impulse sequence and keep your heart beating as well, allowing you to play dead. You can stay dead as long as you like, but your body is still susceptible to all kinds of damage; there is a 70% damage reduction though. Resurrection will take 5 seconds though so make it so that nobody is around. You can play dead with your disguise on.
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Sun Sep 19, 2010 11:52 pm | |
| Jack Whacker - Pyro Ignite's enemy on hit, 50% damage reduction, Look like a Guitar
The Napalm Slick. Flamethrower that slurp out burning Napalm on enemies, flame is deviated by gravity, damage increased by 10%, causes an burning oil slick that last for 2 seconds. 20% more ammo to fire. Range decreased my 30%. Can oilblast which cannot deflect projectiles but causes a gratifying splash of hot burning oil that uses 50 ammo.
Moe's Olive Trinket - Spy Passive watch that makes you non-combustible ( you still receive contact damage by is reduced by 50% ). Cloak time is reduced by 50%
Gramp's hearing aid - Sniper Allows you to listen into the footsteps of enemies, replaces SMG
The Spook Nooker 20% more damage on Spies, 70% less damage on everything else. Melee weapon.
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Tue Sep 21, 2010 11:51 pm | |
| Wow, why do i alway keep thinking about flamethrowers.
Pilot-light - Pyro Miniature jet engine infused with a flamethrower causing flames to go further and more concentrated. Flames go 50% further but have 60% less spread. This would also result in flames doing more contact damage on a single target. Will use up 20% more ammo, Will propel you backwards when used in mid-air or underwater. Second attack will be a high powered compression blast, will use up 20% more ammo with 60% smaller blast radius; making it horrible for reflecting back rockets and other projectiles. However, when aimed downwards, you could actually gas jump 75% of the maximum rocket jump, you could use the primary attack to steer. This is to promote pyros to become even more aggressive and not staying back to spy check and stuff.
The Jimmy Gibs - Demo-man Sticky bomb launcher that is really sticky, allows you to stick sticky bombs on enemy players that glows brightly. It allows you to stick bombs on unsuspecting players and easily dispatch of them. The bombs will glow very brightly; warning players. It is useful for taking out Heavies etc. Cannot stick on ubercharged players. Horrible for group combat. damage radius is decreased by 50%, direct sticks will deal 30% more damage. Same clip and ammo carried. Will not deviate as much as the stickies due to gravity, travel 30% faster. Basically a Direct hit version of the sticky bomb launcher | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Wed Oct 06, 2010 11:05 pm | |
| The Westerner's Peace Pack - Engineer
The Jack-Cranker Allows quick repairs and construction, upgrades are faster but can only be done in 1 shot (meaning, if you stop upgrading, upgrading progress resets at 0) No random crits, 20% less damage
The Gold Rush Secondary weapon slot that when activated, will attract fallen weapons to you. Can be used to drain cloak off spies and slow down enemies.
The Sidekick Secondary weapon slot that will automatically repair a building for you when placed upon. It will be effective only when the Sidekick is supplied with ammo; to replenish the Sidekick's stash just hit the building like a regular building. However you cannot directly repair the building. However, sappers will damage the building but it will not be disabled.
The Sheriff's Auto Shotgun that fires 20% faster, reloads 10% faster but only holds 4 ammo. deals 30 less damage.
Last edited by MC-117 on Thu Oct 06, 2011 2:50 pm; edited 1 time in total | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Wed Dec 08, 2010 10:20 am | |
| Dual Doctrine - Medic 2 Medi-beams allows for superior healing 20% faster healing No Ubercharge Right-click to use second beam Healing is slower by 10% when using second beam
Blitzkrieg - Medic 33% faster ubercharge rate 40% less healing rate -20 max hp to medic 20% faster move speed on both medic and patient
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Tue Jan 04, 2011 2:58 am | |
| After the christmas update, I can't helping wanting to post some ideas of my own The Frag-pipes - Demo-man 25% less ammo 10% less damage 50% faster firing rate Reloads in a clip
The Dominitany - Sticky-launcher -15 max HP 10% more bullet damage received 20% more ammo on clip 20% less ammo carried 10% faster firing speed Damage increased with more dominations, max 20% increase
Steel Avenger - Heavy 25% less ammo 25% less weapon spread 10% faster firing rate 10% faster move speed while spun up
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Fri Jan 07, 2011 3:58 am | |
| Trying to breathe some life back to the forums, here is some weapon ideas that I thought off when I could not sleep at night
The Khopesh Climber - Sniper Melee Can climb walls 80% slower firing rate 50% less damage Walk into a wall and give it a whack.
Big-game -Sniper Secondary Rhino -hide that protects you from bullet damage +30% less bullet damage received +20% fire vulnerability -10% move speed
The Tribal-rifle Crossbow that upon hit, would cause the enemy to bleed for 5 seconds Can headshot -20% damage done +10% charge time
Nail-gun - Scout secondary +20% damage done +10% firing speed -20* ammo clip
The Merc - Scout primary Disorientates on hit (kinda like the EMP-smg in TTT) -40% clip size -20% firing speed
Atomic-batter - Scout melee +30% firing speed Each hit increases 7% "evasiveness" The more evasiveness you gain, the less damage you receive +100% melee damage taken -60% damage done
The Valkyrie - Soldier primary Rockets are semi-controllable ( slightly deviates towards your cross-hair, like RPG in HL2 ) +30% explosive radius -10% damage done -2-% firing speed
War-band - Soldier secondary +50% less critical damage received +10% less fire damage received
The Mace of Malice - Soldier melee +30% damage dealed -20% slower firing rate
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Bullz
Posts : 369 Points : 10809 Reputation : 11 Join date : 2010-03-08 Age : 33 Location : Jakarta - Indonesia
| Subject: Re: Weapon Ideas? Fri Jan 07, 2011 6:53 am | |
| why dont you try "designing" those weapon ideas MC?
who knows you get picked in some updates | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Tue Jan 18, 2011 12:14 am | |
| Weapons that I wish existed
The Scot-cussion - Demo-man On-direct hit Slow target move and turning speed for 1 second -30% splash radius +1 ammo
The Klutz-Chucks - Sniper Nun-chucks 20% bigger melee range -10% less damage done
Bravehurt - Demo-man Shield that activates upon dealing 300 damage in under 5 seconds giving you 60% less damage vulnerability, 20% more damage done, 20% faster move speed, 50% faster reloading speed for 6 seconds. 30% less health gained from healers replaces sticky-bomb launcher
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Thu Apr 07, 2011 3:49 am | |
| More ideas The Supercharger - Medic 50% faster uber gain rate Ubercharge gives medic 300% faster healing rate (both patient and doctor) Ubercharge drains when not healing (5%/10s)This medi-gun allows the medic to uber more frequently. The disadvantages of this medi-gun is that it does not exactly make you and your patient invulnerable, it only tries to heal faster than the damage received This means that a spy backstab or a well placed sticky trap will destroy both of you Follow-up - Medic syringe gun On hit - Slows enemy20% more health regeneration20% slower firing rate10% less damage doneThis allows the medic to stay in the frontlines longer and is able to make escapes from pursuers easier. The Blow-scorch - Pyro flamethrower 50% faster firing rate 20% more damage done50% smaller fire spread 50% shorter after burnSecondary fire increases fire-spread on the cost of ammo Increased damage but with the cost of having to go even nearer to enemies to deal damage. With flanking, this weapon is devastating The Molotov - Pyro secondary On hit, enemies take gain 30% more fire vulnerability Kinda like a pyro version of Jarate The Spicerator - Pyro Melee On hit, target takes 20% more fire damage for 10 seconds20% slower swing speed | |
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Thu Apr 14, 2011 4:23 am | |
| The Mirage-Machine - Spy watch On receiving damage while cloaked, you feign death 20% shorter cloak duration 20% faster cloak regeneration
Feign death while being cloaked - Kinda like a hybrid visibility watch with dead ringer
The Scrambler - Device Replaces sapper Sentry-gun does not target you
Rid that sentry nest of that annoying engineer with ease. Removes sapping ability
The Phantom - Knife On successful backstab, gives 5 seconds of decreased cloaking time 10% bullet damage vulnerability
After a backstab, cloak in an instant with this knife
The Tazifier - Pistol On hit, slows for 2 seconds 1/3 smaller clip size
Great for escaping pursuers.
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The Overseer - Engineer's Melee Changes buildables
Dispenser replaced with an damage amplifier, enemies in range will receive mini-crits (health and range increase through levels) Teleporters can be used both ways (50% slower teleporter recharge upon using exit, 20% slower teleporter recharge; teleporter recharge rate increased through levels)
Changes the engineer to become more of a support character rather than a defensive one
Heavy-metal - Engineer secondary Replaces pistol Automatically generates 40 metal/min 20% slower movement speed
Who doesn't like free metal?
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Thu May 19, 2011 1:13 am | |
| Plan B - Medic melee On kill - Gives 5 seconds of ubercharge 30% slower firing speed
Hypocritical Dope - Medic melee On hit - +50 hp 30% slower firing speed
The Preserving fervour - Medi-gun 50% longer overheal duration 20% more overheal buff 20% slower healing rate
The Lasting impression - Medi-gun Target gains 3 second health regeneration. 10% slower healing rate.
The Pins and Needles- Syringe gun Primary fire shoots regular needles Secondary fire shoots big needles which heals team-mates (has same mechanics as the grenade launcher and heals 20% of hp) (Uses 10 needles per shot) 25% smaller clip size
The Prickly Pickle- Syringe gun Shoots 50% faster 20% smaller clip size 20% less damage
Soup'UP - Engi Wrench On hit on Fully loaded LVL3 Sentry and Mini sentry. Increases firing speed and ammo capacity as long as there is metal
On hit on Fully upgraded LVL3 Dispenser Increases healing rate and metal regeneration by 50% for 3 seconds
On hit on Fully upgraded LVL3 Teleporter Gives team-mates +20 max hp for 3 minutes as long as the engineer continues swinging at it
90% less damage done
Overdrive - Engi Secondary Increases your sentry's firing rate by 50% and turning speed by 30%. After 7 seconds of continous overdrive; sentry overheats and gets disabled for 10 seconds
The Bunny-hopper - Scout's Secondary Increases first jump height -10 max hp
Artemis slippers - Scout's Secondary No slow effects, duration of negative effects such as Jarate/Milk/Burn reduced by 30% -20 max hp
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MC-117
Posts : 546 Points : 11052 Reputation : 18 Join date : 2010-03-04 Location : Afghanistan
| Subject: Re: Weapon Ideas? Mon Jul 11, 2011 11:22 am | |
| The Irish Instigator - Demo-man Secondary Riot-shield
On right-click, Brings up shield that blocks 90% of all in-coming frontal damage for 12 seconds. When shield is active, you knock back enemies that is infront of you.
-30% bullet vulnerability -20% explosive vulnerablity
Allows demo-men to pick up a more defensive role such as defending sentry nests. Can also be used offensively like aiding a push.
Tavish Catapult - Demo-man Primary Grenade Launcher
-50% clip size -30% blast radius +50% more blast force
Neutralize ubers easily with this weapon. The greater blast force will sent targets flying off the map! You have to be a good shot with the launcher though with a the reduced clip-size
The Bashing Baton On-hit, Knocks enemies back. -20% slower firing rate -20% less damage done
Does not work on uber'ed targets.
The Pyro-mancer - Pyro primary Glove of Magicka
Replaces flame-thrower Replaces ammo with "mana" 20% less flame range 20% more damage Holding down right-click will charge up fireball attack.
Replaces ammo with mana, making the pyro less dependent on ammo. Can fire continuously for 8 seconds before "overheating" Overheating will damage you for -10hp/second. Holding down right-click will charge up fireball attack which travels similar to the flare.
Arsonist Amulet - Pyro Secondary Passive - Increases burn duration by 100%
Puff and run - residual flames last 100% longer. Potentially doing 120-100 DoT
The Staff of Fire - Pyro Melee On hit, deals mini-crits to burning enemies 20% firing rate. 30% less damage done
Essentially another axetiguisher like weapon.
Last edited by MC-117 on Wed Sep 28, 2011 2:51 pm; edited 1 time in total | |
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kigbariom Admin
Posts : 727 Points : 11996 Reputation : -101 Join date : 2009-05-14 Age : 30 Location : India (I'm not Indian)
| Subject: Re: Weapon Ideas? Tue Jul 12, 2011 1:46 am | |
| How do you keep thinking these up constantly. | |
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