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Custom Weapons Suggestions/Thread

Shadow Mario | blw.tf

Australium
Staff Member
Admin
Joined
Aug 14, 2017
Messages
974
With the Custom Weapons servers finally being up, this thread will be useful for the servers futurely.
Reminder that posting ideas here don't mean it will be automatically approved.
If you're a Sourcepawn developer, you can write your own attribute plugins and send me via Discord (Shadow Mario#9396), you will be credited if your contribution is used.
If your suggestion gets approved, you will be credited and your weapon will be in "Self-made" quality.
Reskins and joke weapons are banned.

Choose a template based on your suggestion:
NEW WEAPON
Class:
Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper or/and Spy. Weapons can be multi-class too.
Weapon slot: Primary, Secondary, Melee, Building PDA or Invisibility Watch
Weapon type: Shotgun, Rocket-launcher, Minigun, etc.
Weapon model: Must be a gamebanana/workshop link, always check if the model has a public download link first.
Stats: Mention the stats like the following:
[+] Positive stat
[+/-] Neutral stat
[-] Negative stat

(Picture of the weapon model is optional)

-------------------------------
REMOVE WEAPON
Weapon name:
The weapon you would like to be removed.
Reason for removal: Reasons like "Being too op", "Too weak" etc. aren't legitimate reasons for a removal, if that's the case it would be better to use the "Rebalance" template.

-------------------------------
REBALANCE WEAPON
Weapon name:
The weapon you would like to have a rebalance
Is it OP or UP: Is it overpowered or underpowered?
Why should it be rebalanced: Insert the reason here
New stats: Insert new stats here

Try not to have an idea too similar to a weapon already in the servers, those are the weapons currently added to the servers:
Scout
The Squall (Shortstop)

[+] Increases Fire rate in +5% on Kill (or 2.5% on Assist) with any weapon up to +20%
[-] +15% bullet spread penalty
[-] No random crits
[-] If a pistol is equipped: Primary ammo is shared with secondary
- Model by Spike Nitros
Added on the first major update

Silencer (Scattergun)
[+] On Hit: Next shot deals +10% damage
[+/-] On Kill with this weapon: Reloads 2 shots using your reserve ammo, up to 7 bullets on clip
[-] -35% reload speed penalty
[-] No random crits
- Model by Svdl
Added on the fourth major update

Courier's Caffeine (Drink)
"You won't even feel your heart stop."
[+] On Consume: +50% weapon switch speed, +25% fire rate and reload speed bonus to all weapons for 8 seconds
[-] On Effect end: -25% Reload speed and fire rate penalty to all weapons for 5 seconds
- Model by ZombiePlasticClock and NassimO
Added on the first major update

Supply Chain (Bat)
[+/-] Hold Fire to charge a hit
[+] On Hit with 1/3 charge: Deals minicrit damage
[+] On Hit with full charge: Damage is crit boosted
[-] -50% slower fire rate
[-] On Miss with Full Charge: Hurt yourself
[-] No random crits
- Model by Sky, donhonk and Psyke
- Stats idea by Abs Eternal
Added on the third major update

Soldier
The W.A.S.P. Launcher (Rocket launcher)

[+] Hits while airborne are 50% less affected by fall-off
[+] +15% blast radius bonus
[+/-] Projectiles are affected by gravity
[-] -20% fire rate penalty
- Models by ZombiePlasticClock, Gadget and Vipes
Added on the first major update

The BFG-9000 (Rocket launcher)
[+] Direct hits make the victim immobile for a half second
[+] +25% damage bonus
[+] Infinite reserve ammo
[-] -30% fire rate penalty
[-] -50% clip size penalty
[-] No random crits
[-] -80% damage penalty against buildings
[-] Weapon deploy/holster time increased in 50%
- Model by ZombiePlasticClock
- Stats idea by Abaddon
Added on the second major update

Lunar Landers (Wearable)
[+] Wearer can do 2 aerial impulses
[+] -30% fall damage taken
[-] Each aerial impulse increases blast damage vulnerability in +20% until you land
- Model by Populus and Badgerpig
- Stats idea by Philip
Added on the first major update

The Roarin Ramsay (Shovel)
[+] On Hit: Victim is thrown upward, have their air control reduced and double jumps disabled until touching a surface
[+] +40% melee range
[-] No random crits
[-] -15% fire rate penalty
- Model by Gadget
Added on the third major update

Pyro
Afterburner (Flamethrower)

[+] Every Melee hit increases the afterburn damage on your target by +50%, up to +100%
[+] Every Shotgun hit increases the afterburn damage on your target by +25%, up to +50%
[-] Burning your target with another weapon will reset the afterburn damage bonus
[-] Airblast fire rate reduced by -100%
[-] Airblast is unable to push enemies
- Model by NeoDement
Added on the first major update

Calefactor (Shotgun)
[+] Earn two Specials for extinguishing a teammate or one for deflecting a projectile
[+] HIDDEN: Earn two specials for breaking a sapper with your Homewrecker
[+] Special: Hits are minicrit-boosted and ignites target, afterburn duration is based on damage dealt (maximum of 7 seconds)
[-] -34% clip size penalty
[-] -10% damage penalty
[-] No random crits
- Model by Svdl
- Stats idea by Philip
Added on the first major update

The Brittle Pistol (Flare Gun)
[+] Projectiles are +40% faster and can bounce from walls twice projectile damage is increased in +30% per bounce
[+] Minicrits on burning targets
[+] On Hit: +25% reload speed to next shot
[-] -75% afterburn damage
- Model by CoBalt
- Part of the code is originated from asherkin's RocketBounce plugin
Added on the fourth major update

The Land Miner (Fire Axe)
[+] Victims launched by airblasts take minicrit damage
[+/-] Melee hits explode targets, dealing 110 damage and hurting nearby enemies, but also damaging yourself by around 40 damage
[+/-] All damage caused is affected by explosion vulnerability/resistences
[-] -30% fire rate penalty
[-] No random crits
- Model by CoBalt
Added on the third major update

Demoman
Hand-Held Howitzer (Grenade Launcher)

[+] +60% projectile speed
[+] +50% damage bonus against players
[+] Grenades detonate on touching a surface
[+/-] Direct impacts cause a higher knockback instead of damage
[+/-] Grenades fuse quickly after launching
[-] -60% Blast radius penalty
[-] No random crits
- Model by Svdl and Greg
Added on the first major update

The Wee Willy (Stickybomb Launcher)
[+] +10% Blast radius per extra stickybomb active
[+] On Hit: Gain up to +20 HP
[-] -30% Fire rate penalty
[-] -2 max pipebombs out
[-] -25% Clip size penalty
- Model by BANG!
Added on the first major update

The Air Loch (Shield)
[+] While charging: Hold alt-fire for flying
[+] +15% blast damage resistence
[+] +20% fire damage resistence
[-] HIDDEN STAT: Hits while charging deal mini-crits instead of full crits (Similar to the Tide Turner)
[-] -25% move speed while charging
- Model by RIKUSYO
Added on the second major update

The Dullahan (Sword)
[+/-] Haunt: Restricted to melee, +30% move speed and +25% defense boost for 8 seconds (Reload to activate), it has a 20s cooldown (or 10s if you kill a target during the effects)
[+/-] This weapon has a large melee range and deploys and holsters slower
[+] HIDDEN STAT: While Haunt is on: You take -50% knockback/airblast from enemies
[-] No random crits
[-] -20% fire rate penalty
[-] If no target is killed during Haunt, user loses half of the health
- Model by Mnemo and Svdl
Added on the third major update

Heavy
Menshevik Microgun (Minigun)

[+] Instant weapon switch while spinning weapon
[+] Minigun spin-up 20% faster
[+] +30% move speed while spinning
[-] -20% damage penalty
[-] -50% primary ammo
- Model by N-Cognito and RLVG_
Added on the first major update

Australium Menshevik Microgun (Minigun, Donor Only)
Reskin of "Menshevik Microgun"
- Model by N-Cognito and RLVG_
Added on the fifth major update

The Tokamak (Minigun)
[+/-] Shoots energy orbs intead of bullets
[+] Orbs can't be deflected
[+] Orbs penetrate targets
[+] Orbs are less affected by damage fall-off and cause a higher damage than bullets
[+] Infinite ammo
[-] -80% damage penalty against buildings
[-] -40% fire rate penalty
[-] No random crits
[-] Orbs disappear a second after being shot
- Model by Barno
Added on the second major update

Lil' Buddy (Shotgun)
[+] Knockback on the target at close distance
[+] Minicrits on targets in mid-air at close distance
[+] +30% fire rate bonus
[-] No random crits
[-] -67% clip size penalty
- Model by SMasters, CoBalt, SediSocks and Colteh
- Stats idea by Philip
Added on the second major update

Canned Conserva (Sandvich)
[+] After Eating: +30 HP regenerated per second for 10 seconds
[-] Being interrupted while eating will waste the edible
- Model by Greg, donhonk, Psyke
Added on the second major update

The Ring Leader (Fists)
[+] On Hit: Target will be marked for 6 seconds
[+] Target marked is outlined (unless cloaked or disguised as a teammate) for you, all damage you deal on the marked target will be minicrit boosted
[-] -30% fire rate penalty
[-] Can only mark a single target per time
[-] No random crits
- Model by Pie_Savvy, Strno8 and Tabby
Added on the second major update

Engineer
ShellShock (Shotgun)
[+] Bullets are capable of damaging sappers\n(+) On Kill: 50% of clip is restored
[+] This weapon doesn't need to reload
[-] No reserve ammo, you can only get ammo from a dispenser or by touching resupply
[-] No random crits
- Model by Gadget, Stev and Sir Kibbleknight
Added on the fourth major update

Great Peace Preserver (Energy Shotgun/Pomson)
[+/-] Shots energy orbs instead of bullets
[+] Orbs penetrate targets
[+] Orbs can't be deflected
[+] +200% bullets per shot bonus
[+] Infinite reserve ammo
[-] -80% damage penalty against buildings
[-] -25% clip size penalty
- Model by boomsta

Added on the second major update

The Conventional (Pistol)
[+] Minicrits on headshot
[+] +30% accuracy bonus
[+] On Kill: +25% fire rate and reload speed for 4 seconds
[+] +30% damage bonus
[-] -50% clip size penalty
[-] -50% fire rate penalty
[-] -70% max secondary ammo
[-] No random crits
- Model by Svdl
- Stats idea by Philip
Added on the first major update

The Ethereal Extremity (Robot Arm/Gunslinger)
[+/-] Holo-Sentries: User is able to build two translucent sentries, they deal -30% damage and have -40% max health but require 125 metal to be upgraded
[+] +15% move speed on wearer
[-] Sentries drop no gibs
[-] No random crits
- Model by Mr. Sol and DOLCE & BANANA
- Stats idea by General Zimmer
Added on the third major update

Industry Standard (Construction PDA)
[+/-] Builds Mini-Dispenser and Mini-Teleporters
[+/-] Mini-Dispenser works similarly to level 1 dispensers and have +100% radius
[+/-] Mini-Teleporters works similarly to level 2 teleporters, teleported players get a 3s speed boost
- Weapon Model by Swanky Swaggernaut
- Dispenser Models by neodos
Added on the first major update

Medic
Maniac's Maschinenpistole (Syringe Gun)
[+] On Hit: Increases Medi Gun Ubercharge rate in +3%, up to +45%, if no target is hit with this weapon in 9 seconds, the percentage is resetted
[+] This weapon doesn't need to reload
[+] On Hit: +1% Ubercharge added
[-] This weapon uses Ubercharge as ammo, every shot consumes 1%
- Model by Donut the Vikingchap
Added on the fourth major update

Lancer (Crossbow)
[+] On Teammate hit: Increase healing from all sources by 50% for 5 seconds
[+] On Enemy hit: Decrease healing from all sources by 35% for 5 seconds
[+] On Taunt while Active: +50% healing from all sources for 7 seconds to yourself
[+] +25% damage bonus
[-] Can only buff/debuff a single target
[-] -75% max primary ammo
- Model by Astute
Added on the first major update

Critical Transmission (Medigun)
[+/-] Medigun has 3 modes, Ubercharge consumes 33% of uber, press RELOAD to change modes
[+/-] Ubercharge (DAMAGE): Apply minicrits for 3 seconds
[+/-] Ubercharge (MOBILITY): Apply a speed and jump boosts for 3 seconds
[+/-] Ubercharge (REGEN): Clear debuffs, refill ammo and clip
[+] +50% Ubercharge build rate
[-] Patient overheal speed reduced in 50%
- Model by Lucky38 and Gadget
Added on the first major update

The Ripper (Bonesaw)
[+] On Hit: Victim bleeds for 6 seconds
[+] Bleed damage is returned to you as health
[-] -20% damage penalty, penalty is increased as your health gets lower, up to -50%
- Model by S3pirion
Added on the third major update

Sniper
The Huntsman's Requiem (Bow)

[+] On Kill with this weapon: Victim releases a shockwave that deals
90 damage to close enemies and stun sentries for 4 seconds
[+] +35% faster charge speed
[-] -25% damage penalty
[-] Arrow is instantly shot on full charge
- Model by FiveEyes, Gadget and Metabolic
- Stats idea by A Gary
Added on the fourth major update

Ol' Betty (Sniper Rifle)
[+] Stay zoomed after a shot
[+] +150% moving speed while aiming
[+] +70% fire rate bonus
[+] +44% primary ammo
[-] Headshots deal minicrit damage instead of crits
[-] -30% damage penalty
[-] No zoom charge
- Model by DatGmann
- Stats idea by Blank
- Part of the code is originated/ported from nosoop's weapon pack
Added on the first major update

The Brief Negotiator (SMG)
[+] +15% fire rate bonus
[+/-] Crikey: Speed boost and +30% attack speed to your melee weapon
[+/-] Crikey is completely filled by dealing 300 damage with any weapon and lasts for a maxium of 8 seconds (Press Alt-fire when your Crikey is over 50%)
[-] +30% bullet spread penalty
- Model by Corvalho
- Stats idea by Pudim de Batata
Added on the first major update

Slayer's Sacrament (Jar)
"Holy Non-Water substance"
[+/-] This throwable soaks allies instead of enemies
[+] On Soak: All negative effects are removed
[+] Allies soaked get a +20% damage resistance boost for 8 segundos
- Model by Wowza
- Part of the code is originated/ported from nosoop's weapon pack
Added on the fourth major update

The Rattlesnake (Kukri/Whip)
[+] Press Alt-Fire for pulling yourself in the direction of the wall you're looking at
[+] +50% melee range
[-] -40% damage penalty
[-] -25% fire rate penalty
[-] After a climb: Can't switch from weapons for two seconds
- Model by Gadget
- Stats idea by General Zimmer
Added on the third major update

Spy
The Victor-Ion (Revolver)

[+/-] Shots energy lasers instead of bullets
[+] Infinite reserve ammo
[+] Reloads even while holstered\n(+) Killing with this weapon will disguise yourself as your victim
[+] Silent killer: Kill isn't displayed on kill feed
[-] -80% damage penalty against buildings
[-] -33% clip size penalty
[-] No random crits
- Model by Circle Pipe
Added on the second major update

The Shredder (Sapper)
[+] Sapper damage increased in +75% if the Building's owner is dead
[-] Sapper can be destroyed in one hit
- Model by nano393
Added on the first major update

The Not-So Longsword (Knife)
[+/-] Each backstab kill gives you a Organe
[+] Cloak/Decloak time decreased by -12.5% per Organe, max of -50%
[-] -30% fire rate penalty
[-] This weapon deploys/holsters slower
[-] Backstabs deal damage equal to the target's max health
- Model by Mooses Suuri
- Stats idea by Philip
Added on the first major update

The Secret Service (Knife)
[+] Damage resistance increases as cloak is depleted, up to +35%
[-] On being hit while cloaked: Cloak meter is subtracted by 30% of the damage taken
- Model by BenH and Primrose
Added on the fourth major update

Provocateur's Pocketwatch (Watch)
[+/-] Cloak Type: Damage Shield, press Reload to cycle through Defense Boosts, Cloak to activate a boost against 75% of the damage taken from the selected type and 50% of melee damage to 5 seconds
[+] +50% cloak regen rate
[-] Cloaking consumes 100% of the meter
[-] No cloak from ammo packs or dispensers
- Stats idea by Cammy
Added on the fourth major update

Multi-class
Pump Shot (Shotgun for Soldier, Pyro, Heavy and Engineer)

[+/-] While active: +25% damage bonus and +15% damage vulnerability while capturing/protecting a control point, capturing the intelligence or pushing/defending a payload cart
[-] -10% reload speed penalty
- Model by TheLazerSofa, YeetGod, Papyesh and Jimmis Poo
- Stats idea by A Gary
Added on the fourth major update

The Handymann (Melee for Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic and Sniper)
[+] +30% damage bonus on targets from the same class type
[+] -20% damage taken by enemies from the same class type while active
[-] -25% damage penalty on targets from different class types
[-] +20% damage taken by enemies from different class types while active
- Model by Rozzy
Added on the first major update

Key-ller Device (Donor only)
Reskin of Stock Melee weapons
[+/-] Corpses are turned into golden statues on kill
- Model by H.Gaspar and Nonhuman
Added on the first major update

_________
If you're here just for downloading the server files, click here.
Download the files as a .zip and extract it inside tf folder
 
Last edited:

hali

Notably Dangerous
Joined
Nov 19, 2018
Messages
116
REBALANCE WEAPON
Weapon name: Lunar Landers
Is it OP or UP:
not exactly op but kinda broken
Why should it be rebalanced: attempting a bhop while you still have all three of your jumps sends you about another rocket jumps worth of height in the air. should be changed to have time intervals of about 500-800 ms in between jumps
New stats: i dont remember the stats, but just have the cooldown there or possibly undocumented
 

Cyruim

Sufficiently Lethal

Cyruim

Offline
Joined
Feb 15, 2020
Messages
149
NEW WEAPON
Class:
Demoman
Weapon Type: Melee
Weapon Model: Dunno if you can just use the sollys market gardener skin
Stats:
20% slower firing speed
No random crits
Deals crits while the wielder is blast jumping

*A Crit does 200 damage
 

Philip

Australium
Joined
Jun 18, 2017
Messages
701
New Weapon

Class: Scout
Weapon Type: Melee
Stats:
> 20% slower firing speed
> 15% less damage (30 damage rounded up)
> A successful hit will knock back the target in the direction the user is facing, comparable to the loose cannon
> Deals crits on airborne/jumping targets (If I recall correctly, crits may increase the effects of knockback. My idea here is that hitting an airborne target would launch them very far.)

Potential models:
 
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Philip

Australium
Joined
Jun 18, 2017
Messages
701
New Weapon

Class: Spy
Weapon Type: Primary or Sapper, as it is more of a passive item. Would be a blank slot in-game.

+ Gives addcond #49 to the spy (TF_COND_DISGUISED_AS_DISPENSER) which allows the spy to take the appearance of a dispenser when crouched.

From the wiki:
"Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped."

To fix some of the broken parts of this, the spy should not be able to move at all in this form. Additionally, the increased movement speed should be countered with a movement speed penalty.

That's about it.

Edit: Did some testing with sentries. It seems like sentries cannot see you even if you are not disguised as a dispenser, with the condition applied. Therefore, the condition should only be in effect once the user begins to crouch, and removed when uncrouched.
 
Last edited:

Bigunit

Blackwonder's Own
Staff Member
Admin
Joined
Sep 29, 2019
Messages
1,655
NEW WEAPON
Class
Heavy
Weapon slot: Primary
Weapon type: Minigun
Weapon model: https://steamcommunity.com/sharedfiles/filedetails/?id=487174860
Stats: While deployed, generates bolts of electric current that materialize into shield in front of the user! Shield destroys bullets and projectiles and damage enemies who dare to step too close.

[+] Positive stat
Charge meter fills through dealing damage using any weapon and/or time. (1000 damage / 80 seconds)
✅ Does not require ammo.
✅ +25% faster movement speed on wearer.

[-] Negative stat
❌Spawning and resupply do not affect the Shield meter.
❌Shield meter starts empty.
❌Does not fire bullets
.
1601470126360.png

1601470259968.png
 

Mall

New Member
Joined
Jan 10, 2021
Messages
1
REBALANCE WEAPON
Weapon name:
Ethereal Extremity
Is it OP or UP: Underpowered
Why should it be rebalanced: With my experience with the weapon, the cost of the sentries is way too high to justify the mediocre building you get in exchange, since you have to have both in order to get any real use out of the weapon, I think that either the sentries cost should be reduced or that they are replaced with mini sentries instead of full leveled or that the level sentries cost are brought down, but not the upgrade cost in order to stay balanced
New stats: +10% movement speed
Can build 2 transparent (mini) sentries for the cost of 100 metal
No random crits
Sentries don't drop gibs
Sentries do -25% less damage and have 50% less health
 

Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Spy.
Weapon slot: Invisibility Watch
Weapon type: phase
Weapon model: https://gamebanana.com/skins/172928
Stats:

[+] 10% speed increase when cloaked
[+] backstabs refill 25% of cloak
[+/-] can walk through enemy's while cloaked but drastically increases cloak drain. ( more of a burst when you walk through a enemy/ they walk through you)
[-] louder uncloak
[-] longer cloak/uncloak time maybe 0.5 seconds longer?


its meant for spys that have trouble with getting behind the enemy or for maps that have very few back routes
 
Last edited:

Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Spy.
Weapon slot: Invisibility Watch
Weapon type: double
Weapon model: https://gamebanana.com/skins/169106
Stats:

[+] + 15% increase in speed when cloak is triggered and will end when 2 seconds have elapsed or cloak is ended early
[+/-] when active and when you take damage deploy a double that will proceed to walk in the direction with the weapon that you had active when triggered in the direction you were facing, while simultaneously cloaking you for 2 seconds. double would flicker when shot at signaling that it is indeed a double, sentry guns would target it as well, unless there is a enemy currently damaging it.
[-] takes at most 20 seconds to fully recharge your cloak meter and full ammo/metal packs will refill half of cloak meter
[-] all of cloak is drained when activated


its meant to be like a dead ringer but it wouldn't fake your death but make a double that looks real intel shot at making it known theres still a spy
 
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Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Spy.
Weapon slot: Primary,
Weapon type: revolver
Weapon model: https://gamebanana.com/skins/139981
Stats:

[+] Positive stat
on enemy hit: slow for 2 seconds and highlighted through terrain for you.
100% accuracy
[-] Negative stat
one shot in the clip
100% damage reduction
projectile based weapon


its meant to be more of a support tool than a weapon, use it to help friendly snipers to hit there target or to slow down a med for a pick or to slow a uber push. it also makes those pesky scouts more vulnerable due t not having as much mobility as normal
 
Last edited:

Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Spy.
Weapon slot: Melee
Weapon type: knife

Stats:
Mention the stats like the following:
[+/-] Neutral stat
on each successful backstab gain a adrenaline stack, each stack gives a 2% increase in speed and a 4% increase in knife swing speed, you will lose a stack on taking damage, other then after burn and bleed, a failed backstab ( a missed swing or a butterknife hit ) or no backstabs in the last 20 seconds.
[+] Positive stat
cloak 0.5 seconds longer
[-] Negative stat
50% slower switch to speed
40% slower holster speed
-20 hp



its meant to be a chain stabbing weapon with the increased speed and swing speed but your not supposed to be noticed
Edit sorry for all the spy things
 
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Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Soldier
Weapon slot: melee
Weapon type: shovel
Weapon model: https://gamebanana.com/skins/105185 i know its not the best but im looking for something rustic like that
Stats:
[+] Positive stat
when hitting the ground ( materials such as sand dirt rock ) 50% chance of spawning a small ammo pack, when activated 25%chance of being a medium ammo pack, and a 2% chance of a full ammo pack
[-] Negative stat
75% less primary ammo
75% less secondary ammo
35% slower swing speed

due to the less ammo it would require you to use its unique ability, its also made to try and promote helping engineers by staying near them giving them metal.
 
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Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Scout, Spy.
Weapon slot: Secondary
Weapon type: sapper replacement
Weapon model: https://gamebanana.com/skins/145365
Stats:
[+] Positive stat
backstabs give 10% of the cooldown
[+/-] Neutral stat
stand still and interact with the computer as if hacking a satellite system for 5 seconds, when started will activate cooldown, once animation is finished it will highlight all enemy's and enemy building, for 10 seconds for your whole team. as long as the enemys are outside and there is no roof or object above them, if they go under a ceiling they will not be marked and if the leave the safety of a roof or ceiling then they are marked till the end of the effect or they go under something again.
[-] Negative stat
cant sap building's
starts on cooldown
if shot during animation it will interrupt the animation and put it on cooldown
ammo packs do not speed up the cooldown
immobile during animation
cant activate in spawn


i know there is a lot of negatives but i think it would be a interesting idea
 

Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
Class: Scout, Spy.
Weapon slot: Secondary
Weapon type: sapper replacement
Weapon model: nothing yet
Stats:
[+] Positive stat
balanced landing: take greatly reduced fall damage and no fall damage sound
[-] Negative stat
no sapper, its a pair of shoes what do you expect
15% bullet vulnerability or blast vulnerability
 

(◉_◉)

New Member
Joined
Feb 16, 2021
Messages
1
NEW WEAPON
Class:
Demoman
Weapon Type: Melee
Weapon Model: Dunno if you can just use the sollys market gardener skin
Stats:
20% slower firing speed
No random crits
Deals crits while the wielder is blast jumping

*A Crit does 200 damage
maybe also add +3% damage bonus so Crit’s will deal 201 and noninstead of just “oh yeah crits Deal 200 for no reason
 

Spottedleaf07

Strange
Joined
Jan 14, 2021
Messages
13
NEW WEAPON
Class:
Demoman
Weapon Type: Melee
Weapon Model: Dunno if you can just use the sollys market gardener skin
Stats:
20% slower firing speed
No random crits
Deals crits while the wielder is blast jumping

*A Crit does 200 damage

why 200? the regular 195 is fine.
 

demoking

New Member
Joined
Oct 13, 2020
Messages
2
NEW WEAPON
Class: Soldier
Weapon Type: Secondary(shotgun)
Weapon Model: (Attached)
Stats:

+25% faster firing speed
+50% clip size
+60% bullets per shot
-on miss: decreases firerate by 5% with 10 stacks
-60% slower reload
-10 max health on wearer
 

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  • chains of command.zip
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