Weapon updates

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Hello everyone, and welcome to my new journal.  Since I can't edit the stuff in my gallery due to stash not working for me, I'm going to update my weapons in this Journal.  I will explain the changes if people want to hear about them.  Link to each one will be above the changes:
TF2... ideas: PDA unlocksHello everyone, and welcome to TF2 ideas.  This series is where I talk about something related to Team Fortress 2, and come up with some ideas for it.  Today's topic: PDA unlocks.  For whatever reason, the Engineer has a slot for his PDA, but has no unlocks.  You can only get a strange one to replace it.  My question is why?  It shouldn't be hard to come up with a balance PDA unlock.  I mean, I've come up with one, and it's inspired by Uncle Dane on you-tube.  Check him out!  Anyway, here is the first PDA idea I have:
Modified Brawn over Brains
+25 max health
-20 max metal
Now, Uncle Dane designed one that was called Brawn over Brains, and it's stats are +25 max health, lowers the max level of your sentry by 1 and mini sentries can't be built.  I feel that it would be too unbalanced, and basically make the Gunslinger useless unless paired with it.  By making the downside - 20 max metal, it let's you use sentries, but it really make
 
Brawn over Brains PDA: Changed max metal from -20 to -50
TF2 Ideas Pyro Primary ideaHello everyone, and welcome to a new TF2 idea, which I might as well call new TF2 weapons.  That's all I've been doing with it.  Anyway, I'm going to try to make this more into a series where I will be coming up with ideas for new weapons for gear slots in TF2 where there are few unlocks for the spot.  Any slots that have less than 5 non-reskins weapons in it are going to be first up in this series.  So you TF2 fans might be wondering "Wait, the Pyro has 5 primary weapons, not counting reskins."  Well... That's not really true.  The Rainblower is basically a reskin that changes what you see.  So, I feel that the class could use one more Primary weapon.  Here is my idea.
Lava Spewer
+33% afterburn damage
+50% afterburn duration
-50% max ammo
No random crits
When it would crit, it only mini-crits.
Now, you might be wondering, "Why this weapon?"  Well, it's basically for the Pyro that likes to move from target to target.  This weapon is ba

Lava Spewer: Remove afterburn duration, changed max ammo reduction to -25% from -50%
TF2 Ideas Medic PrimaryHello everyone, and welcome to my new TF2 idea.  No body from this site voted, other than those who are my friends on steam, so I'm going to do the one my friends want.  The only one that got multiple votes was the Medic Primary, so here it is!
Medic Primary- Uber Syringe
Gain 1% Uber each time this weapon damages an opponent
Can activate Uber while this weapon is out with alt-fire
Decrease Uber duration by 50% when activated by this weapon (Example: Stock Medi Gun lasts 4 seconds instead of 8.)
Prevent Weapon Switch when Under Uber
-50% clip size (from 40 down to 20)
-30% max ammo (from 150 down to 105)
No Random Crits
Now, most of you are most likely thinking that this is basically the Ubersaw in Syringe Gun form... and it is.  But, to be honest, it's the only idea I could come up with, and I added in the ability to apply the Uber of your chosen
Medi Gun, while making it shorter to compensate.  Being able to get 20% Uber from one clip is great, but it does encoura

Uber Syringe: Remove max ammo reduction, change clip size penalty to -25% from -50%
TF2 Idea Spy Cloaking Device #1Hello everyone, and welcome to my new TF2 idea.  Well, once again, only my steam friends votes, and it's was a 4 way tie, so I'm going with the one where I personally liked to do between the 4 of them.  I decided to do the Spy cloaking device since I haven't done anything involved with the spy.  Anyway, here we go!
Disguise Cloak
+50% cloak recharge rate when you have a disguise
+30% cloak duration when you have a disguise
-50% cloak recharge rate when you don't have a disguise
Can't cloak without a disguise unless at full cloak
Ok, this is the sort of cloaking device that encourage good practices for spies.  As a Spy, I very rarely disguise, so this cloaking device would be a straight downgrade.  Spy's who don't disguise are about as useless as a Soldier trying to damage anyone with the rocket jumper, so using this cloaking device will encourage me to place on a disguise.  The bonus Cloak recharge rate and cloak duration when you have a disguise makes you

Disguise Cloak: Removed inability to cloak without disguise, changed recharge rate when disguised from +50% to +20%, changed cloak duration with disguise from +30% to +15%, changed cloak recharge rate without a disguise from -50% to -30%
TF2 Ideas: Sniper MeleeHello everyone, and welcome to my new TF2 idea.  The results are in, and Sniper Melee won... With 2 votes.  Honestly guys, do you not like TF2?  I know most of you came here for Pokemon, but to be honest, Pokemon is going to be mostly MIA until Pokemon Sun and Moon come out.  Unless I get a birthday request to do a Pokemon Battle Strategy or Pokemon Team Rating, you won't see it till then.  I'm just so worn out on Pokemon at the moment that I'm just waiting till new games come out to do new ones.  Already reserved my copy of Pokemon Sun though, so I still love Pokemon, but just understand Pokemon is going away till I beat the new games, ok?  Now that the mini rant is over, let's talk about the Sniper.  Having so many ranged weapons, the Sniper really sucks at close range, but he's a Sniper.  A Sniper op at close range is a no go.  And he's from the Outback, and no, not the steak house, the REAL Outback, so why doesn't he have have a Boo
Outback Boomerang: Stun effect based on distance, Charge up the throw.
TF2 Ideas: Engineer Secondary #1Hello everyone, and welcome to my new TF2 idea.  Again, no body here voted this time, and Engineer Secondary won.  Now, I will eventually be posting these to you-tube, so please vote, and have a say, because the order I'm doing these in, I will also be doing in the same order on you-tube.  Please vote.  Anyway, ever since I played TF2, I've loved the Engineer, for quite a few reasons.  The one thing I do have an issue with is that there aren't that many options for him to pick from.  So, I've had this secondary idea in my pocket for the longest time, and now, you all get to see it.  Here it is!
Engineer Secondary: Mini-Pickup
Provides ammo to friendly sentries when fired at, at the rate of 1 bullet=1/2 of a wrench swing
-34% damage (From 15 base down to 10.)
-50% clip size (From 12 down to 6.)
-70% max ammo (From 200 down to 60.)
Alt-Fire:  Remove a Sapper from a friendly Building at the cost of 20 metal.  Has a 1 second cooldown.
Ok, this i

Mini-Pickup: Sapper removal costs 50 metal, and has a 3 second cooldown, and ammo provided is now equal to 1 bullet=1/4 wrench swing 
TF2 idea Spy Cloaking Device #2Hello everyone, and welcome to my new TF2 weapon idea.  Spy PDA won, so it will be removed from the previous strawpoll.  This is a fun one, so here we go!
Spy Invis Watch #2: Chargeable  Watch
When you get a backstab or sap a building, or picking up a full ammo pack, you get a charge on this watch.
Activating the watch uses one charge.
Can hold 3 charges.
Using a charge makes you invis for 5 seconds, and removes all debuffs from you, like Jarate, Milk, Bleed, and Soak.
Starts with 1 charge.
You can't uncloak until the 5 seconds are up, at which point you uncloak on the spot.
Ok, this is an interesting watch.  Muselk likes the Diamondback revolver, and this watch is like that.  Every time you get a backstab, a full ammo pack, or a sap, you get a charge.  When you activate the watch, you use a charge, and you can hold 3 charges, but activating that charge is when it gets interesting.  You invis for 5 seconds, and the instant you activate it, you remove

Chargeable Watch: No changes
TF2 idea: Medic SecondaryHello everyone, and welcome to my new TF2 idea.  Medic Secondary won, and I was debating over 2 designs.  One like a dispenser, providing ammo to the heal target, the other having multiple stages.  The dispenser one seemed like the better idea, since that is what most people I know are thinking of for a new medigun, so here we go!
Medic Secondary: Ammo Beam
Provides ammo (Not metal) to the active weapon of the heal target at the same rate as a level 1 dispenser each second.
+33% Ubercharge rate when heal target doesn't have full ammo on active weapon
-33% Ubercharge rate when heal target has full ammo on active weapon (Unless the active weapon doesn't use ammo.)
-50% Overheal
Activating Uber gives heal target infinite ammo and both the medic and the heal target get healed for 50% the damage dealt (Can provide overheal through this, up to 125% max health.)
-25% Uber duration (From 8 seconds to 6 seconds.)
Ok, this is a Medigun that most everyone who has played both Medic

Ammo beam: Changed the +33% ubercharge to only when heal target active weapon is below 50% max ammo.

That's All of them, let me know what you think!
© 2016 - 2024 AuraDrak
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