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TF2 Weapon Ideas (Full)

Apr 12th, 2022 (edited)
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  1. Scout
  2. Primary:
  3. The Sprinter's Spikes
  4. (Level X Cleats)
  5. - Replaces Scattergun with cleats.
  6. + Grants 1 additional air jump.
  7. + +25 max HP.
  8. + +15% faster movement speed.
  9. + Deal 2x falling damage to the player you land on.
  10. + -100% fall damage taken.
  11. + +200% max secondary ammo.
  12. + +20% increase in ball recharge rate.
  13. + Pressing Reload with your melee weapon deployed crit-boosts your next melee attack for 2 seconds, with a cooldown of 10 seconds afterwards. Melee kills fully recharge the crit-boost cooldown.
  14. Secondary:
  15. The Outfielder
  16. (Level X Glove)
  17. - Replaces Pistol with a catcher's glove.
  18. + Catch projectiles out of the air, then throw them back at the enemy to damage them.
  19. = Projectiles that deal splash damage, when caught and thrown, hurts both you and enemies, but not allies.
  20. = You can only hold one projectile at a time.
  21. = You may attempt a catch every 1.5 seconds.
  22. - Projectiles caught deal full ramp-up damage to you and are destroyed if held for 2 seconds.
  23. - Cannot catch what cannot be airblasted.
  24. Melee:
  25. The Flyballer
  26. (Level X Bat)
  27. + Applies knockback to enemies, propelling them away.
  28. + +43% damage bonus.
  29. - -63% slower swing rate.
  30.  
  31. Soldier
  32. Primary:
  33. The Revolution
  34. (Level X Rocket Launcher)
  35. + Rockets will curve towards your crosshair.
  36. + This weapon's fall-off damage penalty is reduced by 25%.
  37. + +15% faster reload speed.
  38. - Cannot reload while a rocket is active.
  39. - 75% clip size.
  40. Secondary:
  41. Doe's Delivery
  42. (Level X Mini Rocket Launcher)
  43. + Fire a Micro-Rocket instead of bullets.
  44. - -20% damage compared to normal rockets.
  45. - -40% smaller splash damage radius.
  46. - -15% push force.
  47. - -83% clip size.
  48. - -65% secondary ammo.
  49. Melee:
  50. The Hail Jane
  51. (Level X Tomahawk)
  52. + Can be thrown to deal damage. Deals mini-crit damage at a distance.
  53. + Can be picked up from the ground after being thrown.
  54. - 30 second recharge time after being thrown.
  55. - -25% slower firing speed.
  56. - This weapon deploys 50% slower.
  57. - Resort to fisticuffs until your weapon is recharged, regaining normal swing speed, but dealing -62% damage.
  58.  
  59. Pyro
  60. Primary:
  61. The Boiling Point
  62. (Level X Steamer)
  63. = Shoots boiling water instead of fire, soddening victims.
  64. - Does not cause afterburn.
  65. - Projectiles are affected by gravity.
  66. = Alt-fire: Release a blast of water that pushes and damages enemies, destroys projectiles, and removes fire and liquid-based debuffs from teammates.
  67. + Extinguishing teammates restores 20 health.
  68. - Alt-fire costs 25% more ammo.
  69. = Press Reload to switch between Pressure Nozzle and Spread Nozzle.
  70. = While Pressure Nozzle is active:
  71. + +75% projectile speed.
  72. - -75% random projectile deviation.
  73. = While Spread Nozzle is active:
  74. + +50% random projectile deviation.
  75. - -20% projectile speed.
  76. Secondary:
  77. The Searing Stagecoach
  78. (Level X Shotgun)
  79. + Bullets ignite enemies.
  80. + 100% mini-crits vs burning players.
  81. = This weapon reloads its entire clip at once.
  82. - Afterburn duration is based on damage dealt.
  83. - +30% bullet spread.
  84. - -66% clip size.
  85. - -50% reload speed.
  86. Melee:
  87. The Rebrander
  88. (Level X Branding Iron)
  89. + Alt-Fire: Strike a nearby surface or enemy to launch yourself in the opposite direction. (Launch distance is greater than Scorch Shot's knockback, but weaker than Detonator's knockback.) Striking an enemy shoves them back as well.
  90. + +50% melee range.
  91. - -25% damage penalty.
  92.  
  93. Demoman
  94. Primary:
  95. The Highland Thumper
  96. (Level X Grenade Launcher)
  97. + Grenades explode on contact with surfaces.
  98. + +20% splash radius.
  99. + -30% self-inflicted blast damage.
  100. + -35% reload speed.
  101. - -75% clip size.
  102. - -20% splash damage reduction.
  103. Secondary:
  104. The Launch Zone
  105. (Level X Stickybomb Launcher)
  106. + +25% more knockback.
  107. + +15% faster firing speed.
  108. + +15% faster reload speed.
  109. - -75% damage penalty.
  110. - -4 max Stickybombs out.
  111. Melee:
  112. The Strong Stuff
  113. (Level X Bottle)
  114. + Alt-Fire: Take a swig from your bottle to gain +35% melee damage and a 20% defensive buff against enemy damage for 7 seconds while your melee is active.
  115. - +30% knockback from enemy damage sources while buffed.
  116. - -15% movement speed while buffed.
  117. - This ability has a 25 second cooldown.
  118.  
  119. Heavy
  120. Primary:
  121. The Handheld Holdout
  122. (Level X Riot Shield)
  123. - Replaces Minigun with a riot shield.
  124. + Damaged received 180 degrees in front of you is reduced by 50%.
  125. + Fire: Attack with your secondary weapon.
  126. + +10% movement speed while unequipped.
  127. + +100% secondary ammo.
  128. = Alt-fire: Shove enemies back with melee damage, leaving you vulnerable to full damage for 1 second.
  129. - -20% movement speed while equipped.
  130. - -30% health from healers on wearer.
  131. - This weapon deploys 50% slower.
  132. Secondary:
  133. The Big Mann's Slugger
  134. (Level X Shotgun)
  135. + +700% damage bonus.
  136. + Fires a fixed shot pattern.
  137. - -83% bullets per shot.
  138. - -20% fire rate.
  139. - -34% clip size.
  140. Melee:
  141. The Mushing Mitts
  142. (Level X Gloves)
  143. - -20% slower weapon swap speed.
  144. = While this weapon is active:
  145. + +1 capture rate.
  146. - -40% damage penalty.
  147. - +40% damage vulnerability.
  148. - -20% health from healers on wearer.
  149.  
  150. Engineer
  151. Primary:
  152. The Local Sheriff
  153. (Level X Shotgun)
  154. + Receive a buff when your buildings are active. Buffs depend on building type, and only one buff can be applied at a time. Buff type can be cycled through with alt-fire.
  155. + Sentry Gun: +15% fire rate, +15% more accuracy.
  156. + Dispenser: +15% damage resistance, +1 health per second of passive healing.
  157. + Teleporter: +15% faster reload speed, +5% movement speed.
  158. - -34% clip size.
  159. - -26% damage penalty.
  160. Secondary:
  161. The Big Partner
  162. (Level X Pistol)
  163. + Fires a small projectile that sticks to surfaces and enemies. Enemies (except for cloaked or disguised Spies) that are near the projectile are highlighted through walls for either as long as they are within range or until the projectile is destroyed.
  164. + Projectile lasts for up to 10 seconds before being automatically destroyed.
  165. + +300% damage bonus.
  166. - Projectiles that aren't attached to enemies have 45 HP and can be destroyed.
  167. - Only one projectile may exist at a time.
  168. - 40 second cooldown between uses.
  169. - Emits a faint static noise when active and in range.
  170. Melee:
  171. The Ground Control
  172. (Level X Wrench)
  173. + Alt-Fire: Spend 70 Metal to boost upwards slightly using jet boots (comparable to Scorch Shot knockback).
  174. - -10% slower firing speed.
  175. PDA:
  176. The County Fair
  177. (Level X PDA)
  178. = Sentries now fire micro-rockets primarily.
  179. + +273% faster projectile speed.
  180. - -70% blast damage dealt.
  181. - -50% primary fire rate.
  182. = Lvl 2 = +100% primary fire rate.
  183. = Lvl 3 = Fires a Grenade Launcher grenade every 3 seconds as well.
  184. = Dispensers increase cooldown rates by 20%, removes debuffs 50% faster, and can grant up to 75% overheal.
  185. - -20% heal rate.
  186. = Teleporters replaced with Speed and Jump Pads
  187. = Teleporter entrance replaced with Speed Pad, which grants a speed boost for up to 15 seconds. Speed boost is removed upon attacking or taking damage.
  188. = Teleporter exit replaced with Jump Pad, which launches you and allies into the air (just above 2Fort ledge height).
  189. + -33% recharge time.
  190. - Pads have -17% max health.
  191.  
  192. Medic
  193. Primary:
  194. The Wunderbuss
  195. (Level X Syringe Gun)
  196. = Fires 10 syringes simultaneously in a wide Shotgun-like pattern (as wide as the Back Scatter).
  197. + Syringes cause enemies to receive a +15% damage vulnerability debuff for 4 seconds.
  198. + This weapon will reload automatically when not active.
  199. - Reloads after one shot.
  200. - -75% max primary ammo on wearer.
  201. Secondary:
  202. The Adrenaline Shock
  203. (Level X Medi Gun)
  204. = Uber effect: Provides you and your patient with a Speed Boost for the duration of the charge. You recieve the same healing you are providing, excluding overheal.
  205. + +50% Ubercharge rate.
  206. - -25% overheal.
  207. Melee:
  208. The Case of Emergency
  209. (Level X First Aid Kit)
  210. + Alt-Fire: Toss a small Health Kit for others to use. Picking it up restores recharge bar.
  211. = Recharge by healing allies for 600 HP.
  212. - -30% damage penalty.
  213. - -15% Ubercharge rate.
  214.  
  215. Sniper
  216. Primary:
  217. The Level Header
  218. (Level X Lever-Action Rifle)
  219. + +350% firing speed.
  220. + +100% max primary ammo on wearer.
  221. + Can headshot while unscoped.
  222. - -50% scope zoom.
  223. - Headshots deal mini-crit damage instead of critical damage.
  224. - Cannot charge damage.
  225. Secondary:
  226. The Bounty Marker
  227. (Level X Dart Gun)
  228. = Fires a projectile that causes victims to be healed 80% slower for 8 seconds. Medics that heal said victim recieve -50% Ubercharge rate while healing them until the effect wears off.
  229. - 40 second cooldown between shots.
  230. - Cooldown starts upon respawn.
  231. - Cannot be refilled by resupply cabinets.
  232. Melee:
  233. The Ranger's Retreat
  234. (Level X Kukri)
  235. = Kills by any means recharge Speed Boost meter by 20%, assists recharge by 10%.
  236. = While this weapon is active:
  237. + Alt-Fire: Gain a Speed Boost for 3 seconds.
  238. - -50% damage penalty.
  239. - +30% damage vulnerability.
  240.  
  241. Spy
  242. Primary:
  243. The Silent Treatment
  244. (Level X Revolver)
  245. + Enemies are Marked for Death for 2 seconds when hit.
  246. + Buildings are disabled for 1 second when hit.
  247. - Mini-crits whenever it would normally crit.
  248. - -13% damage penalty.
  249. - -83% clip size.
  250. - -25% primary ammo capacity.
  251. Melee:
  252. The Magic Trick
  253. (Level X Knife)
  254. + On Backstab: Create a large smokescreen that hinders enemy view for 3 seconds.
  255. - +33% cloak drain rate.
  256. - -50% cloak upon successful Backstab.
  257. PDA 2:
  258. The Decision Maker
  259. (Level X Invis Watch)
  260. Cloak type: Timed
  261. = Instantly cloak upon successful Backstab.
  262. - +50% cloak fade time when manually cloaking.
  263. - +50% decloak fade time.
  264. - -25% cloak duration.
  265. Building:
  266. The Turing Pest
  267. (Level X Decoy)
  268. = Toss a small 100 HP decoy object that highlights affected Engineer buildings and causes them to do the following:
  269. + Sentry Guns target and attack it, using the same targeting priority as normal (i.e. targeting the closest enemy).
  270. + Dispensers heal it when in range and provide -75% less healing to everything.
  271. + Teleporters are forced to recharge when first entering a small line-of-sight radius of the Decoy, and recharge -50% slower.
  272. = Decoy is automatically destroyed after 10 seconds.
  273. = Toss distance is slightly further than a Sandvich toss.
  274. + Decoy has +90% damage resistance against Sentry Guns.
  275. - Does not damage buildings.
  276. - Decoy has a 15 second cooldown.
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