STEAM-GRUPP
Custom TF2 Weapons cTF2w
STEAM-GRUPP
Custom TF2 Weapons cTF2w
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SPELAR
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ONLINE
Grundades
19 juni 2015
Språk
Engelska
Plats
United States 
Visar 141–150 av 167 poster
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Suggestions for New Weapons (or New Attributes)
The Blacksmith's Backup Bag (Medieval set for Engineer)

The Blacksmith's Bonebreaker
Blacksmith Hammer for Engineer
http://medieval.tf2mods.net/5_2.html (model isnt on the workshop, if i find it i'll edit this and replace it)

( + ) On teammate hit: Grants mini-crits on the teammate for 30 seconds. 10 hits grant full crits for 30 seconds. Each hit resets the mini-crit timer
( + ) On teammate hit: Grants 15 metal to the engineer unless at the max.
( + ) +20% faster repair rate (126 damage repaired per hit rather than the usual 105)
( - ) 50% slower firing speed (1.2 fire rate rather than 0.8 fire rate)
( - ) No random critical hits
( - ) 100% damage penalty

The Machanist's Manuscript
Instruction Scroll for Engineer
http://medieval.tf2mods.net/5_3.html (same as above)

( +/- ) Level 1 sentries shoot fireballs (fireball spell), level 2 sentries shoot fireballs faster, and level 3 shoots fireballs even faster and shoots a ball o' bats.
( +/- ) Level 1 dispensers give teammates -50% less ammo than normal but grants minicrits whilst in range. Level 2 dispensers give teammates -25% less ammo than normal but grants minicrits in a 50% longer dispenser range. Level 3 dispensers give teammates regular amount of ammo and grants minicrits whilst in a 100% longer dispenser range. Gives no metal to the Engineer unless destroyed.
( +/- ) Level 1 teleporters grant minicrits for 15 seconds when exiting, but slows the user by 15%. Level 2 teleporters grant minicrits for 30 seconds when exiting, but slows the user by 10%. Level 3 teleporters grant minicrits for 45 seconds when exiting, but slows the user by 5%.
( HIDDEN ) -50% sentry firing speed (so the spells don't lag the server)

(probably pretty overpowered, but if you can think of a good engineer build pda that has to do with medieval stuff, then please do tell me. same for the hammer, although im pretty sure i made it balanced enough. not sure if i did im not good at all this balancing higgity hoot)
Okay so, heres some items from the Mecha Engineer update. I didn't include the blimp as I knew that was 100% impossible to do without scripting an entirely new thing.

The Hellraiser
Nailgun for Engineer
(I can't find a suitable model, but yeah)

( + ) On hit: Causes a green, radioactive glow around the opponent, revealing them for 5 seconds. Does not stack.
( ? ) Nail gun, so its like the syringe gun. 10 nails per second, at the speed of 990 hammer units per second. Follows an arched tragectory. 20 ammo loaded rather than the medics usual 40. and carries 150 ammo.
( - ) -15% damage

The Teleportal
Plunger Teleporter for Enginerr
(no model smh)
( + ) Can stick to any surface, when used, grants no fall damage for 2 seconds. (Prevents death by fall damage)
( - ) +25% slower recharge time.

The Electromagic Pow
EMP grenade for Engineer
(one again no models, probs none for half of these due to them being community update ones)
( +/- ) Causes an electromagnetic pulse in the same radius as a grenade launcher grenade, destroying stickies, sappers and disabling buildings for 4 seconds. Recharges after 20 seconds. Replaces the Pistol.

The Machanist's Chest
Upgrade Station for Engineer
(no model once again)
( +/- ) Places a one-use upgrade chest that allows teammates to spend 400 credits on upgrades for their weapon. After 2 minutes, this building is automatically destroyed and cannot be built again for 120 seconds. Money drops upon enemies killed. Enemies can also pick up the credits, although cannot use them unless the enemy also has the Machanist's Chest. Replaces the Dispenser. Acts like an Upgrade Station from MvM. Lose upgrades upon death.

Probably a lot of unbalanced stuff, as im not really good at balancing.
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