Suggested Weapon Changes and Items For Future Updates

Suggested Weapon Changes:



Baby Face's Blaster change name to Boost Blaster

(Equipping the Baby Face's Blaster will slow the Scout down from 133% of normal speed to 120% of normal speed. A boost meter is placed on the HUD when the Baby Face's Blaster is equipped.)

Ground movement (walking/running) builds up the boost meter, increasing the Scout's speed to 173% of normal speed.

-34% clip size.

10% slower movement speed on wearer

Boost reduced when not in ground movement (standing still, jumping, knockedback, stunned, etc.)



Back Scatter (2 suggestions)



a.

Minicrits targets when fired at their back

-34% clip size.

Has random critical hits

b.

Crits targets when fired at their back

3 pellets per clip

No random critical hits



Crit-a-Cola

(When used, all damage dealt is Mini-Crits and all damage taken is increased by 10%.)

Dealing damage will fill up the Crit-a-Cola meter to extend it's effect or to fill it up to full meter to use it again

By default:( The effect lasts 8 seconds and then has to recharge for about 24 seconds in order to be used again.

User takes mini-crits for 2 seconds when effect expires.)



Sandman

(Alt Fire: Launches a baseball that stuns the enemy between 1–8 seconds, depending on distance. The baseball will recharge over 15 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.)

Marked for death when deployed



Candy Cane

A large (well, the largest) health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.

Raises damage vulnerability by 25%.



Atomizer

Grants the ability to add another jump more than the default.

Each additional jump deals 10 self-damage to the player.

(Has 30% slower firing speed.

Deals 20% less damage against players.)



Panic Attack

Now also a Scout primary weapon



Black Box

You are healed based on damage dealt

-25/10% damage penalty (I'd rather nerf the damage than reduce the clip)



Liberty Launcher

Has 80% faster rocket speed.

-25% blast damage from rocket jumps.

-25% damage penalty.

Has 70% larger splash damage radius.



Buff Banner

Passive: Increases splash radius of rockets by 30%

At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed Mini-Crits.

Charges its rage meter with damage dealt — takes 600 damage to fully charge rage meter.



Gunboats and Mantreads are merged as one item (and I don't know what would be a good item name for that item/weapon)



Equalizer

When weapon is active:

Damage increase as user's remaining health decreases.

Damage decrease as user's remaining health decreases.

-90% less healing from Medic sources.

You are marked for death.

+50 resistance to all damage sources



Pain Train

Increases user's capture rate by 1 for points and carts

-30% damage

-30% swing speed/attack speed

Can now be equipped by Heavy, Pyro, Engineer and Spy

Spy can still do backstab with this weapon but the downside still applies



Disciplinary Action

100% longer melee range.

On hit with another player: boosts player's speed for 4 seconds seconds.

On hit with ally: bootsts ally's speed for 2 seconds.

Deals 50% less damage.

+15 swing speed



Market Gardener

Deals Backstab damage while the wielder is rocket jumping.

-50% less damage compared to stock shovel



Escape Plan

When weapon is active:

Movement speed increase as user's remaining health decreases.

Movement speed decreases as user's remaining health increases.



Widowmaker

Now available for classes Heavy and Pyro

It will use Mini-gun ammo for the Heavy

It will use Flamethrower and Compression Blast ammo for the Pyro



Backburner

Guarantees Minicrits when attacking from behind.

Airblasts cost 40 instead of 20



Degreaser

removed compression blast ammo cost penalty

Deals 66% less afterburn damage

Deals 66% less weapon damage



Increase base damage for Flare Gun and Detonator from 30 to 50



Axtinguisher has now Sun-On-The-Stick stats



Sharpened Volcano Fragment

On Hit: target is engulfed in flames and gets 30 flamethrower and compression blast ammo

Deals 20% less damage.



Homewrecker and Neon Annihilator are merged to one weapon



Iron Bomber has now more after bounce damage than the stock Grenade Launcher

Iron Bomber now deals less damage on direct hit than the stock Grenade Launcher

removed -15% explosion radius penalty



Loch n Load

Deals 20% more damage vs buildings.

Minicrits airborne targets same mechanic as with the Direct Hit

Has 25% faster grenade travel speed.

-25% less clip size.

-25% less explosion radius.

Launched bombs shatter on surfaces.



Scottish Resistance

Can destroy enemy stickies.

+6 more stickybombs at once.(max is 14)

+50% more ammo carried.(max is 36)

+25% faster firing speed.

Stickybombs have 0.8 sec. longer priming time

Max charge time decreased by 70%.

Up to +35% damage based on charge



(The really) Quickiebomb Launcher

+75 firing speed

+75 reload speed

(Primary fire launches the bombs, secondary fire makes them all explode at once. Holding primary fire launches the bomb farther.

Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.)

Can lay up to 8 stickiebombs at a time.

Able to destroy enemy stickybombs.

twice faster bomb arm time (than the stock Stickybomb Launcher).



Eyelander

Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (15) to a maximum of ->20<- times each life.



Natascha

+20% resistance to all sources of damage on the wearer

On hit: slows down enemy players.

20% damage resistance more when spun up and health is less than 50% of max.

Deals 25% less damage.

removed longer spin-up time penalty



Brass Beast

Alt Fire to fire same amount of rockets a sentry does per shot for for 40 ammo

20% damage resistance when spun up and health is less than 50% of max.

50% slower spin up time.

60% slower move speed when deployed.

-5% splash radius less than a level 3 sentry gun

You can now be healed by ally Rescue Ranger bolts and wrench swings

Ally engineer wrench swings refill your ammo



Tomislav

20% faster spin up time.

20% more accurate.

Silent Kill: No spin-up sound. Kills will not show up in the kill feed of enemies

Deals 25% less damage.

Increase movement speed by 10%

Lowers max health from 300 to 200



Dalokohs Bar

With primary fire or taunt key, restores 75 health over about 4 seconds

If the player use when full health, the player grants 200 point of overheal ( or more to survive Machina full charge head shot damage)



KGB

replaced 20% slower swing rate with 20% less damage



Gloves of Running Urgently

When active, grants 100% faster speed movement.

User takes mini-crits when weapon is active, and for 3 seconds after switching away.

Deals 70% less damage.

has 20% slower swing rate



Holiday Punch

Alt Fire to throw projectile range punch

projectile range punch can get crits and make the target laugh

Critical hits still do not do damage



Frontier Justice

Alt Fire to fire revenge crits



Wrangler is now a primary weapon



Rescue Ranger is now a secondary weapon

Rescue Ranger now works like a pistol rather than a shotgun

same stat other than the changed above still spplies



Gunslinger changed name to 50-neer

All buildings costs 50 metal, build significantly faster, and can not be upgraded

Same stats of minisentry apply

Miniteleporter has 10 second recharge time but can teleport multiple players at once

Minidispenser works opposite to default Dispenser:

Engineers do not remove metal for other engineers

Minidispensers work like large health and ammo packs that respawns after a few seconds

wearer has 50 more movement speed

No random crits



Southern Hospitality

On hit: causes opponent to bleed for 5 seconds.

25 less max health on the wearer



Eureka Effect

removed construction hit speed boost penalty



Overdose

Übercharge percentage increases movement speed by up to 100%.

–15% damage penalty.



Vaccinator

Added melee resistance

removed Overheal build rate penalty

Heal rate decrease by 30



Amputator

replace 20% less damage with 20% slower firing speed.



Ubersaw

replace 20% slower firing speed with 20 & less damage.



Machina

Bodyshots deal +25% damage.

Critical Hits on head shots

-10% damage on head shots

Fully charged shots penetrate players and damage enemies behind them.

+15% charge rate

Shots leave a bright, easily traceable team-colored line behind them both.

(Gain Focus on kills and assists.

Press 'Reload' to activate focus.

When Focus is active:

+25% faster charge rate.

Doesn't unscope between shots.)

No random critical hits.

Charges while zooming



Bazaar Bargain

Each scoped headshot kill increases the weapon's charge rate and damage by 25% up to 200%.

No random critical hits.

-20% base charge rate and damage penalty.

Charges while zoomed.



Hitman's Heatmaker

Silent Kill: shot is silent and headshot kills won't show in kill cam nor enemy kill feed



Classic

Can charge without zooming.

Scoping applies movement speed reduction while charging does not

-10% damage penalty on body shot.

+10% damage resistance on all sources

No random critical hits.

Doesn't unscope between shots.

Does not automatically start charging when zoomed.

Charged shots will gib victims.



SMG are now replace with Pistol as a Sniper secondary



Darwin's Danger Shield, Cozy Camper, Razor back are now in melee slot

Kukris of all types/kinds/sorts have 70/30 longer range (I want it to become mid range)



Ambassador

>This stat has been removed:

Accuracy decreases after initial shot. Has a short cooldown during which it never crits.<

removed 20% slower firing speed

Crits deal 95 damage instead of 102

Base damage reduced by 30%

No random critical hits.



L'Etranger can now be fired when cloaked



Enforcer

+20 damage bonus

20% damage more to buildings

removed 20% firing speed

is louder than the Dead Ringer when fired



Diamondback

Earns 1 crit shot for each kill by any means and each building destroyed with a Sapper attached (can hold up to 35).



Big Earner

Upon a kill, the Spy gains 30% of his cloak meter.

Gain a 3 second speed boost and invulnerability on kill

Marked for death for 3 after 3 second speed boost&invulnerability



Suggested New Weapons:

Scout primary where u can heal based on damage dealt like the Black Box for the Soldier, Blutsauger for the Medic

Scout passive healing like the Soldier's Concheror, Sniper's Cozy Camper, Medic's natural ability

Scout primary gets guarantied crit upon killing an enemy

Scout that can stay airborne indefinitely but as a trade off to be slower than the heavy when it stays on the ground

Soldier rocket that has a large splash radius

Soldier melee version of the Pyro's third degree

Soldier rocket that doesn't have to reload

A decent damage dealing long range weapon for the Pyro

More weapons for the Pyro that can use when on water besides the neon annihilator

Minigun that can heal based on damage dealt like the Black Box for the Soldier, Blutsauger for the Medic

Minigun that can deal decent damage at long range

Engineer weapon that can remove sappers from long distance

Engineer primary where you can plant a building from afar and then hit it repeatedly to construct, build and upgrade faster

Teleporter that can teleport multiple players at once

Teleporter that you can use two ways, not just you can access in MvM

Stickybomb launcher that can heal the wearer

Ubercharge where you can become invisible

Spy weapon/item that can negate jarate, mad milk, fan of war like for example you can track them when cloaked but not when they're disguised & not cloaked