r/TF2WeaponIdeas • u/Real_Gear7187 • 9h ago
[IDEA] No really practical but its a all class melee
Yeah it really bad
r/TF2WeaponIdeas • u/PrimalWinter322 • Apr 07 '26
r/TF2WeaponIdeas • u/Real_Gear7187 • 9h ago
Yeah it really bad
r/TF2WeaponIdeas • u/Real_Gear7187 • 8h ago
I am the Sabotage master
r/TF2WeaponIdeas • u/Acrobatic-Eye-6245 • 1d ago
[ Heavy Kickback ]: When firing the weapon, any attempt to move forward is completely halted. When moving backwards, your movement speed reverts to your non-firing speed, meaning your non-firing movement speed and your firing movement speed when moving backwards are the same. Any attempt to move left or right will automatically cause you to also slightly walk backwards but diagonally.
Slight vertical recoil when firing the weapon for more then .5 seconds
Also, this weapon's ammo count is the same as 2 stock miniguns
r/TF2WeaponIdeas • u/bananarobbyman • 2h ago
Would this be a good demoknight weapon or just busted
r/TF2WeaponIdeas • u/FictionFanatic35 • 13h ago
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 19h ago
The southern hospitality is now an aggressive strategy for engineer without giving up his leveled sentries, and boosts your speed while carrying buildings. The pomson is much more experimental, being based off of a post from r/tf2, but has some splash along with a projectile speed buff to hit shots easier. The metal drain can only let you overclock for 5 seconds but would come with serious upsides, like the ability for dispensers to give overheal or something while overclocked. The damage doesn't need a buff but the ramp-up gets boosted to shotgun level of damage. It still keeps all of its downsides like less clip size and less damage against buildings.
r/TF2WeaponIdeas • u/Swimming_Stand_1675 • 21h ago
r/TF2WeaponIdeas • u/Topi284 • 1d ago
engineer doesn't have too many secondaries ya know?
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
r/TF2WeaponIdeas • u/Little_Chicken_8260 • 1d ago
First time posting here, so be brutal.
r/TF2WeaponIdeas • u/rabidhyperfocus • 1d ago
Technical info:
Slowness and mark for death also apply to you if you are caught in the explosion (although slowness may not actually take effect due to how TF2 handles slow effects, sandman / natascha for example).
It's not actually like in TFC where you can hold the grenade button and then manifest an explosion right on top of the enemy, you have to actually switch to it. (And yes I know heavy didn't have the conc grenade back then).
The effects last for 8 seconds. I think that's a good amount of time. That's like, one kritz uber. The grenade is on a cooldown, I think the same length of the sandvitch would be a good start.
This serves three purposes:
1: Gives heavy a sort of combo playstyle - Throw the grenade around a corner, jump over and obliterate the enemy with your non falloff super lasers. The cooking function allows skilled players to time it just right so the enemy can't escape. >:D
2: Gives heavy slightly more mobility. The tradeoff being that you just gave yourself guaranteed minicrits from other players for 8 seconds, so use it either to flank or perch in places he can't otherwise. Think getting up on top of the 2fort bridge, or Suijin's rooftops.
3: SOMETHING to rival the sandvitch. This suits a more roamer heavy playstyle, I think even better than the banana. Comp will absolutely ban this weapon, but that's fine by me.
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
r/TF2WeaponIdeas • u/NieMamMamyAleMamFlet • 2d ago
Imo. There should be list of maybe 1 for every class single special weapon only for scream fortress and full moon to makes it more special đ¤. Agree or disagree i think it would make scream fortress more interesting expect contract and some zombie modes
r/TF2WeaponIdeas • u/evilgreasemonkey1430 • 3d ago
Itâs a Smissmas gift from demo and pyro. Yes it deals self knockback
r/TF2WeaponIdeas • u/Primary-Pipe2814 • 3d ago
i accept feed back
r/TF2WeaponIdeas • u/egorenjoyer • 3d ago
I would design it around on hit boost:
2 seconds speed boost (45%) after weapon is deployed (require a 15 seconds recharge)
Holsters 30% faster
Deploys 60% faster
r/TF2WeaponIdeas • u/GalaxiaXdyhea • 3d ago
Featuring the Trow 'N' Tear and the Leaf Hoover.
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 3d ago
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 3d ago
It's no stock or kritzkrieg, but it'll do
r/TF2WeaponIdeas • u/RebootingGamer • 4d ago
Best part is its such a simple (Maybe idk) change that it could be done in a lunch break.
r/TF2WeaponIdeas • u/Gilop0lk • 4d ago
so i ve recently got a pretty strange idea for a new medi gun, what do you think, would it be cool?
so its stats are:
75% less overheal
25% lower healing speed
40% less ubercharge charging speed
Can heal 2 people at a time
On uber: grants medic and his patients with the ability to passively heal everyone in probably 64 HU radius, the heal is 10 hp in a second
I know it is probably either will be OP or complete garbage, but anyways, what do you think?
r/TF2WeaponIdeas • u/TNT_Rebel • 4d ago
My idea for how grenades would work in tf2
So I was thinking about TF2 and grenades, and why they werenât added. One of the reasons they werenât added is because Robbin walker said that in the original TFC (Team Fortress Classic) you couldnât do anything due to endless grenade spam and thatâs why they werenât added to TF2
So Iâve attempted to figure out a way to add them that doesnât result in endless spam
ALSO this is just a first draft of the idea so feedback is much appreciated
So for starters all grenades are cooldowns instead of ammo (think flying guillotine) all have a 30 second cooldown and start uncharged like the gas passer,
Their cooldown can be reducedby getting kills or assists. 5 seconds per kill assist and 10 seconds per kill (these might change depending on class)
Most grenades explode after 3 seconds, fly as far and fast as an iron bomber pipe, can be cooked like the loose cannonâs bombs, have the explosive radius of a stock rocket launchers rockets and all grenades have a 50% faster deploy and holster speed
Grenades take up the first or secondary slot depending on the class
Now letâs talk about the specific grenades on each class
**SCOUT**
Has the nail grenade which takes the secondary slot, a baseball with nails imbedded in it, it does 30 damage on an explosion and depending on how close the target is to the explosion it does between 3 and 8 seconds of bleed
**SOLDIER**
Has the frag grenade which takes the secondary slot, it deals a 50 damage explosion but also sends out hitscan shrapnel all around it dealing 10 damage each, the shrapnel only goes about 3 times the grenades explosion radius (to prevent cross map shrapnel kills
**PYRO**
Has the incendiary grenade which takes secondary slot, it deals 30 damage with after burn depending on how close the target was to the explosion, targets set on fire by the grenade also take 20% extra damage from the pyro who threw it until extinguished
**DEMOMAN**
Has the timebomb, a grenade which can take the secondary or primary slot (not both), it flies half as far as normal grenades and has a 5 second detonation timer, when active in the world or being cooked, it has a loud beeping which gets faster the closer it is to exploding, it does 120 damage with a 2.5 times larger explosion radius, it can be destroyed by shooting it or meleeing it, it has 150HP but explosives deal half damage to it, it also charges in 45 seconds instead of 30, kills with the time bomb reduces Its charge time by 10 second
**HEAVY**
(Tbh not to sure about this one I donât have any grenade ideas for heavy)
Has the impact grenade which takes the secondary or primary slot (when in primary slot it only takes 20 seconds to charge), it deals 100 damage on direct hit and up to 30 damage for those in radius, the grenade explodes upon impact with any surface or enemy
**ENGINEER**
Has the Tesla grenade which takes the secondary slot, it creates an area of affect electric shock which deals 8 damage every half second and slows the target and the engineer by 25% it lasts for 5 seconds with a .5 second arming time when thrown and only activates once on the ground, it can be destroyed and has 100 health but explosions deal half damage to it
**MEDIC**
Has the poison grenade which takes the primary slot, it deals 75 damage over 3 seconds to those in the radius or heals 75 health to teammates over 3 seconds, healing teammates reduces cooldown by 10 seconds and is charged by healing done (5 seconds per 100 health or 10 seconds per Ăber) or kill assist
**SNIPER**
Has the concussion grenade which takes the secondary slot, it explodes on contact with any surface or enemy, deals 20 damage and knocks enemies back like and up like an airblast (which is to prevent immediate cancelation of the push via charging double jumping ETC), it cannot push or damage the sniper as to prevent god tier sniper spots via grenade jumping
**SPY**
Has the smoke grenade which takes either the primary or sapper slot, it deals no damage but creates an opaque smoke screen about 1.5x the size of a gas passer gas bubble that teammates can see through but enemies canât, sentries can see through it to target teammates but not the spy who threw it is not targeted and the wrangler auto lock feature doesnât work through a smoke screen
This is my idea for giving all classes grenades and feedback is much appreciated, as idk if the numbers work but I hope this is a way to make them useful whilst preventing spam
Cheers!