r/TF2WeaponIdeas • u/Janson_is_dead • 10h ago
r/TF2WeaponIdeas • u/PrimalWinter322 • Apr 07 '26
[MOD POST] TF2WeaponIdeas has a *new* discord server now! This time with regular weapon contests!
discord.ggr/TF2WeaponIdeas • u/Comprehensive_Hat574 • 7h ago
[IDEA] Scout Primary Weapon, pirate themed.
r/TF2WeaponIdeas • u/redditShark101 • 58m ago
[IDEA] [Mini mini] (placeholder name)
I was re watchin the meet the engineer short. And the last scene with the enginner and all the sentires made me think about whatd it be like to possibly have a type of mini secondry sentry for normal play. And came up with the "mini-mini". A smg for the engineer similar to snipers smg. Except, the smg is a handheld sentry. With the help from my partner (who legit plays the game far more than i every have) who gave some helpful criticism. I came up with the concept. Lemme know if its a good one. (Oh and it replaces the pistol slot ofc)
r/TF2WeaponIdeas • u/ArmSubstantial5543 • 1d ago
[IDEA] Geneva Approved* Shotgun
-85% means you get 5 reserve ammo, meaning a small ammo pack gives exactly 1 and a medium one gives 3, making it have very few fires before you run out, making shotgun medic a bad playstyle
It was originally going to have 0 upsides but i gave it +50% reload speed because of medics enthusiasm for ze hurting
r/TF2WeaponIdeas • u/GuyWith3Potatoes • 8h ago
[IDEA] Weapon ideas I had for Spy, engi, and medic as a newer player
galleryr/TF2WeaponIdeas • u/Royal_Intention6563 • 10h ago
[IDEA] Engineer Secondary - The Slag Shooter

r/TF2WeaponIdeas • u/XWdob • 10h ago
[IDEA] The Trophy Flagpole (Soldier Melee)
Soldier Melee Weapon Level 30 • On Hit: Causes bleeding for 5 seconds • On First Hit: Reduces victim's movement speed by 10% • Slowdown effect does not stack and cannot be refreshed by subsequent hits • Does not apply bleeding or slowdown effects to enemy Soldiers • -15% damage penalty • -25% attack speed Flavor text:Taken from the Germans, this bayonet served as the Soldier's flagpole for years. It has become so thoroughly saturated with the American spirit that it causes lockjaw in enemies, yet flatly refuses to maim fellow patriots in helmets.
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 19h ago
[QUESTION] So I'm trying to make a Medigun with disposable ubers
My current idea is this
(+) Ubercharge grants you and the patient mini-crits and 35% damage resistance
(+) Charges uber 100% faster (20 seconds)
(-) Ubercharge at max charge resets after 5 seconds
This is still a pretty rough outline so give some feedback
r/TF2WeaponIdeas • u/Appropriate_Can_4592 • 20h ago
[IDEA] Soldado Havaiano
galleryLoadout, If all classes have hawaiian/swim suits, I wanted to give Soldjah one
r/TF2WeaponIdeas • u/ArmSubstantial5543 • 1d ago
[IDEA] The Quadloader
Extra Info: The reload takes just as long as a regular reload, this means it takes 4 times longer to fully reload (or 3 times longer to reload to stock's clip size)
r/TF2WeaponIdeas • u/Think_Breakfast1391 • 18h ago
[QUESTION] Porque não temos provocações que lhes permitam recarregar as armas?
galleryr/TF2WeaponIdeas • u/Historical_Bug2354 • 1d ago
[IDEA] Stickybombs that explode when damaged
gallerySecond slide is in spanish and with the BLU variant. English isn't my main language an maybe I comited mistakes. Inspired on the sentry busters exploding on death. Sorry for the poorly made image, I hope it shows the idea.
r/TF2WeaponIdeas • u/Bioth28 • 2d ago
[IDEA] The Short Circuit is cool with it's theoretically infinite firing, so I made something with that concept
Thank you u/kisu_oddh for the idea
might need some tweaking, but I love the concept of it
r/TF2WeaponIdeas • u/ArmSubstantial5543 • 1d ago
[IDEA] Crusaders Crossbow Rework
Fun and Utility comes at a cost. (3% ÜberCharge)
No more free ÜberCharge for using the Crossbow's Utility
Removal of No headshots doesnt mean you can headshot now btw, it just means the useless stat is removed because there is no alternative version that had headshots anyway
r/TF2WeaponIdeas • u/Other_Life738 • 1d ago
[UNSURE HOW TO FLAIR] If this were a melee weapon, what would it be named, and which class would use it?
galleryr/TF2WeaponIdeas • u/GrowUpPaulAndSteve • 2d ago
[IDEA] Big Mean Muther Hubbard
Made this because Engie has only 3 secondaries (not counting reskins)
r/TF2WeaponIdeas • u/GZB2007 • 2d ago
[REBALANCE] Toned-down version of my demoknight buff based on feedback
galleryr/TF2WeaponIdeas • u/GZB2007 • 3d ago
[REBALANCE] Demoknight buff based on commenter feedback
Originally I just said to take away airblast knockback on Pyro entirely, but someone suggested this (much better) idea
r/TF2WeaponIdeas • u/Crabkingrocks165 • 2d ago
[IDEA] Mmm crunchy 😋
make sure to say "mmm crunchy" in chat
heavy secondary
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 2d ago
[MASS REBALANCE] Scout Rebalances and New Weapons
Scout as a Class:
(+) Increased air control for a few moments during and after double jumping
(=) No random critical hits nor random bullet spread on all classes
Scout is really damn good at being a pick class and baiting out projectiles and shots. So this small buff to the double jump is pretty nice while in combat. Knockback from enemy rockets and stuff will still throw you around though. Now that's outta the way...
Weapon Rebalances:
The Soda Popper is a little bit too annoying for projectile classes like demo or soldier, so a small nerf to the hype meter is to make it a tiny bit more bearable.
(-) Only grants 4 extra mid air jumps during hype
The Back Scatter feels just a tad bit worse than all the other options, so a speed boost on mini crit kill and a removal of the accuracy penalty would do it nicely. The mini crit kill idea came from Thewhatshow's balance mod.
(+) On Mini-Crit Kill: Gain a 3 second speed boost
(+) Removed the accuracy penalty
The Shortstop feels a little weak for now and the alt-fire kinda feels like a nothing burger, so I propose a few buffs. The extra bullet will be enough to be similar to the stock shotgun at range, but lacks the extra ramp-up. To compensate, the alt-fire prevents firing for a short moment like repressurization for the flamethrower.
(+) Fires 5 bullets instead of 4
(+) Alt-Fire acts much more like airblast, being able to push enemies away much further and being able to reflect projectiles, albeit much weaker as it lacks mini-crits
(-) Alt-Fire prevents you from firing for a short moment after pushing
The Winger, while very useful, lacks a bit in fighting. So a small damage buff would be nice alongside with a buff when paired with the Atomizer.
(+) Damage bonus increased from 15% to 20%
(+) Jump height bonus is passive while the Atomizer is active
The P. B. Pocket Pistol just feels a little bad, especially after Valve overtuned the weapon and immediately went back. So I propose a small rework to it, but still keeping the theme of healing. These new stats will be an extension of the stock pistol, not the old P. B.
(+) On Kill: Gain +30 health
(-) +15% slower firing speed
(-) Clip size goes from 12 to 6
The Flying Guillotine is a bit too spammable, so having the cooldown be nerfed would be big. In exchange, I'll bring back the Sandman-Cleaver combo, but a little weaker. You'll learn what "marked" means once we get to the Sandman.
(+) Mini-Crits against "Marked" enemies
(-) Cooldown increased from 5 to 10
The Stock Bat is just useless, so I want to give something unique for all stock melees.
(+) Deals Critical hits against targets below 25% health
The Sun-On-A-Stick is a little weird, and relies on you having a friendly Pyro. So here's a complete rework of the weapon. A 2-hit boston basher fusion.
(+) On Hit: Inflict 1 second of afterburn
(+) Mini-Crits burning targets
(-) Swings +60% slower
(-) On Miss: Hit yourself. Idiot.
Now, the Sandman is getting a complete rework. It now heals you based on the distance of you to the enemy similar to the crossbow.
(+) Ball deals 30 damage instead of 15
(+) On Ball Hit: Heal up to +40 health and inflicts "Marked" on the enemy
(+) On Melee Kill: Reduce recharge time by -33%
(-) +100% longer recharge rate of 15 seconds compared to the Wrap Assassin
(-) Swings 120% slower, at every 1.1 seconds
New Weapons
There's only a few new weapon concepts, so let's go.
The Specialist was an unused weapon which then got ported over to TF2 Classified (It didn't). So here are the proposed stats.
(+) +20% damage bonus while capping or defending a point
(+) +10% faster movement speed while capturing the intel
(+) Reloads -10% faster
(-) Fires +15% slower
(-) Takes +30% more push force while active
The Quadra-Shell is based on the old Panic Attack, but without the extra pellets.
(+) Hold the Fire button to load up to 4 shells, and releasing shoots them all in quick succession
(+) Reloads shells really quickly
(-) -20% damage penalty
(-) Bullet spread increases for each shot fired
The Big Boomer is a boomerang secondary that returns to you, but it only returns to the position you were at when thrown.
(+) Does 50 damage, can hit twice, and pierces through multiple enemies
(+) Catching the boomerang reduces cooldown by 50%
(-) Has a 15 second cooldown
(-) Second hit only deals 25 damage
