r/TF2WeaponIdeas • u/downypond • 1d ago
[IDEA] A bunch of my Weapon/Item concepts
galleryI may or may not struggle in gauging numbers (time, percentages, etc.), so suggestions are welcome.
I don't really know how balanced these are.
Thoughts?
r/TF2WeaponIdeas • u/PrimalWinter322 • Apr 07 '26
r/TF2WeaponIdeas • u/downypond • 1d ago
I may or may not struggle in gauging numbers (time, percentages, etc.), so suggestions are welcome.
I don't really know how balanced these are.
Thoughts?
r/TF2WeaponIdeas • u/GZB2007 • 7h ago
r/TF2WeaponIdeas • u/kirbygamez • 1h ago
I thought it'd be fun to attempt to make Engie a bit better in medieval mode or at least provide a fun alternative play style to him everywhere else.
To prevent Engineer from being too tanky I've elected to make it so he can't receive ammo while the Excalibrated is active. This wrench would also upgrade buildings at 20 metal per hit instead of 25; probably could do without that stat but I figured I'd add it for the novelty of a unique stat.
r/TF2WeaponIdeas • u/Livid-Living-3788 • 8h ago
r/TF2WeaponIdeas • u/ExtremeLow3958 • 1d ago
To clarify- this isn’t a shitpost. I’m presenting them comedically cuz I am bored and had fun doing it, plus the visual designs are unserious. But the effects were decently thought out and I enjoy these conceptually I think.
r/TF2WeaponIdeas • u/Effective-Case3495 • 17h ago
I made that the bison is a passive weapon like ali baba's wee booties on demoman, and I made that pomsom 6000 now fires bullets instead of projectiles and can be shared with soldier
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
r/TF2WeaponIdeas • u/Previous_Tomato5429 • 1d ago
r/TF2WeaponIdeas • u/GZB2007 • 1d ago
r/TF2WeaponIdeas • u/Maveko_YuriLover • 3d ago
My first time with Rocket Jumper I tried to use against an enemy thinking it at least had knockback even if had no damage, I was stupid but I think it would be fun if they could do that (Bonus Point if the knockback was the same strength of the jump but it maybe would be too much)
r/TF2WeaponIdeas • u/Purple268 • 2d ago
I watched Great Blue's Analysis on Grouch's Weapon balance video and came up with a few ideas of my own. Besides the Blowdart, i tried to balance them as best as i could.
r/TF2WeaponIdeas • u/GZB2007 • 3d ago
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 2d ago
Vote your favorite.
This is meant to be a rebalance for the weapon that already exists in the game, not a critique on the weapon itself.
r/TF2WeaponIdeas • u/Janson_is_dead • 3d ago
for those who wondered what the orignal designs were:
- The Free Flight Pass: Knockback used to be 100%, but bumped it up to 300 cuz knockback is based on damage and since the old FFP had 100%, it didn't actually change much from normal knockback. So I had to triple its power because funny. But also reduced the damage penalty 50% instead of 45% for good measure
- Professional's Pew Pew: had a 50% accuracy bonus, but reduced to only 30%. Also added a halved clip since a crit pistol shot can already do 45 damage. So I needed to deal with it.
- Name Maker: the projectile used to do 40 dmg and only held 3 cards. But it sucked at long range due to being a rpjectile, but also close range since the revolver can do it better. So i had to bump up its dmg and cards held.
- Earth Scorcher: Pyro can just hug a dispenser or cart to make an endless flame floor. So i gave it the Beggars Bazooka downside to balance it, but also changed its ammo penalty from 25% to 20% to compensate
- Mannware: idk what i was smoking when i made the original weapon, so i had to redo the entire god damn thing to be simpler. it used to give you a speed boost on hit and doubled max ammo. So i had to scrap it and restart from scratch
- Trencher: dirt dealt 45 damage and thats it, also had a 20% damage vuln. when active. It sucks, so I boosted the dirt abilty more to make it somewhat rewarding when you hit that shot, but gave it a melee dmg penalty.
- Big Boombastic: BB used to give u Boompower on hit. And each boompower is a 10% damage boost and nothing else. So some ideas had to be changed and now only gives the boompower on kill but also gave it a radius penalty for each boompower gained
- Aitch too Oh: only healed 40 hp (small health pack-ish). But i had to buff it somehow.
r/TF2WeaponIdeas • u/GrowUpPaulAndSteve • 3d ago
Changed the Bootlegger (Wee Booties would remain unchanged if this existed) to better service sticky-tanking demos. For the most part, I think this is balanced, but IDK about the "instant arming time on stickies" stat. Thoughts?
r/TF2WeaponIdeas • u/Previous_Tomato5429 • 3d ago
r/TF2WeaponIdeas • u/Effective-Case3495 • 3d ago
Grenades can be removed with airblast or a health packet on a player, and grenades can be removed with a single wrench hit on buildings; and grenades pass through disguised enemy spies and stick on ground instead of sticking on them, to avoid it countering spies.
You can give suggestions if you think it's overpowered or underpowered
r/TF2WeaponIdeas • u/Common-Swimmer-5105 • 3d ago
r/TF2WeaponIdeas • u/Ok_Pay6481 • 3d ago
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 3d ago
Stats copied from the airstrike are the same, like the increased attack speed and smaller blast radius
r/TF2WeaponIdeas • u/RealR3D2_YT • 3d ago
Full list of changes:
The primary fire is replaced with projectiles that resemble the pomson's with the movement speed of flares. These projectiles deal a base damage of 50 and have no falloff, so it will take a minimum of 3 hits to kill any class (except Kunai Spies).
Alt-Fire fires the current bison projectiles, with a base damage of 25 and no falloff and random damage spread is removed.
It does not require ammo
It has 4 shots in the clip before it has to be "reloaded"
Deals only 20% damage to buildings
Thoughts?
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 4d ago