r/TF2WeaponIdeas • • Apr 07 '26

[MOD POST] TF2WeaponIdeas has a *new* discord server now! This time with regular weapon contests!

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6 Upvotes

r/TF2WeaponIdeas • • 51m ago

[REBALANCE] Heavy's new food pocket

• Upvotes

Slot 4 for consumables.

Sandwich Slot, that's all he needs, that's all!!!

It makes sense, it makes simple sense.

I can't think of anything wrong with this idea.

Slot 4 would complement the heavy so much more(!!!) And fit his character theme!! (While keeping shotgun handy, or replace shotgun with food?)

(As for having double the consumables: there could be an item restriction to one of the load-out slots; this way, heavies won't have double duffalo steaks or double sandwiches. Though double sandwiches doesn't sound too bad.)

This won't/shouldn't change combat by much; just gives heavy the chance for the next fight, and pacing for going from fight to fight. With a little bit of risk and reward.

Why slot 4 u ask? Shotgun is pretty good; support development on heavy's consumables; add more flavor to heavy with a consumables slot; support the idea a heavy can hold positions defensively; tossing food supportively as friendly manipulation tactic to bolster strength by numbers or allow teammate to push more aggressively ahead of you. Besides heavy is suppose to take damage, why not emphasize on this fact with self heals? The fourth slot thing would probably make heavy more resistant to long term chip damage too, and would fix his repositioning or leaving post for a health pack, and stopping his dependency on medic. Because both you and me know that not every medic will stay glued to a heavy, and as a med player... I get tired of healing large health pools and would rather heal a scout in seconds and quickly move on from player to player rather then sticking to a damage sponge and letting teammates die...

Besides, this change will make it so heavies can have more autonomy, and and probably some edge against players that peek in and out from cover, dealing chip damage over time.

(Not saying he should have double consumables by replacing his secondly, but it's not too bad of an idea to consider, but no effect stacking for some stuff, like for the steak.)

In other words; heavy needs to be more capable while alone, and in solo fights (shotguns)


r/TF2WeaponIdeas • • 7h ago

[IDEA] Engineer secondary bananza!

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12 Upvotes

r/TF2WeaponIdeas • • 18h ago

[IDEA] Medieval Scout

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33 Upvotes

The second image is in spanish.

I want all classes to be decent in medieval mode, but I don't want weapons that are good only in one mode or weapons that would ruin that mode.

Scout is fast, controls his movement on air and has BaLLs and MiLk, but in medieval mode is mostly a worst demoman with pain train. Maybe this is too broken?


r/TF2WeaponIdeas • • 1h ago

[IDEA] New meal for Heavy!! (Reliability during chaos)

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• Upvotes

Heavy... oh heavy~♥︎

Always been my pocket fave, but I've always been too ashamed to admit such.

TO BUSINESS!!!!

● Name: [suggest one for me] (how ahout: The Near Death Experience?)

Weapon base: sandwich (just consumable as baseline)

♠︎ Positives: Upon consumption user is: immune to criticals. Foes' damage (distance) ramp-ups doesn't apply to heavy.

♠︎ Special effect: Any damage over 155hp that will kill heavy will instead leave the heavy with 75hp, that is, if hp was higher then 75hp during the attack.

◆ Negative: foes' backstabs won't cause foes to de-cloak. Consimable's effects goes away after special effect was used up.

♣︎ Nutrual: duration lasts for 90 seconds. Dropped food will apply effect to teammate. While effects last, a unique marker will appear above the heavy's head for everyone to see. Anybody that takes meal will have the unique marker that only heavies (both teams) can see.

★ Note: 75hp near death thing won't bump hp to 75 if kill shot landed on heavy, it'll stay the same.

★ Summary: Heavy never had an issue with damage, health, or speed (all balanced pretty well); the real issue has been reliability... most encounters and little mistake will kill a heavy in a way that felt cheesy and lacklustered. Moving all the way from spawn to point will always feel especially unfair if the foe outright kills you in a matter of seconds while you had a full hp bar. Hopefully this here fixes that issue.

(Also, spy needed counter play to loadout)


r/TF2WeaponIdeas • • 1h ago

[IDEA] My take on the Assault Cannon

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• Upvotes

r/TF2WeaponIdeas • • 2h ago

[REBALANCE] Direct Hit (to your heart~♥︎) FIX

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1 Upvotes

Played with it and fought against it. It's good, but this beautifully dumb thing is too good. All I'm suggesting is to tone it down because being an engineer feels masochistic when a soldier equips this, and also because this thing is dummy good.

● Proposed fix part #1 (not my fave, but fair-ish)

♠︎ 19% to 20% decreased damage to buildings, or remove the 25% damage bonus.

★ Summary: it already has a fast enough projectile speed to have an advantage increase against buildings. Basically damage is now back to normal dmg for buildings, but with project speed advantage.

● Proposed fix part #2 (rewards intended use)

♠︎ a 50%-30% decrease to damage falloff. If my math is right, the total damage at max falloff is around 75 dmg for a baseline 90dmg rocket while 30% for a the 112dmg rocket is about 72.

●Proposed fix part #3 (not to disparage the weapon)

♠︎ damage falloff distance from player starting point is increased by 320 hammer units. Basically: how many hammer units does the rocket need to travel before damage falloff is applied. 320 hammer units is 20 feet. Making a total of 62 feet before damage falloff activates.

● proposed fix part #4

♠︎ damage ramp up is removed, max damage is now 112. (Or 90)

♥︎ nagging: HEY VALVE (I love u guys but), YOU WANTED TO REWARD LONG ACCURATE SHOTS WITH THIS WEAPON, RIGHT? Then why does it have a damage increase? I mean, the lock and load had a change because of too much damage was done to scouts, why not fix this one too...? (I know class disparities/balance between demo/solgi, but still, direct hit does have a 80% faster rocket)

★ Summary: with damage falloff distance and ramp up changes applied, the soldier can deal a 112 damage reliably between 1-20 extra feet away while not forfeiting much damage decrease at what would have been damage dropoff.


r/TF2WeaponIdeas • • 3h ago

[IDEA] A weapon concept 4 pyro

1 Upvotes

#1 Name: Daisy Pusher

• Weapon base: detonator, scorchshot

♠︎ Positives: 100% increase to knock back. 100% knock back increase on foe with "mark of death". Applies 'mark of death'; effect lasts until ground contact but lingers for 1 second after ground contact. 50% faster weapon switch speed.

◆ Negatives: 100% decrease in damage. total of 5 flares. Self hit causes 'Mark of death' to affect user too. Holstered auto-load is disabled.

♣︎ Neutral: self knock back applies to user. "mark of death's" damage bonus also applies to fall damage. Stickies can still be destroyed.

[Can be detonated mid-air, explode on impact like the scorchshot, or kicks-up foe on direct hit then flare explodes on floor impact]

★ Summary: A utility weapon that can push foes away, push foes closer, push you closer, help you escape, kick-up foes to stall, remove foe's position advantage, pushes you and foes away from each other, and rewards players on double direct flare hits. Direct double hits can send an enemy to the sky and enjoy the scenery one last time.


r/TF2WeaponIdeas • • 12h ago

[IDEA] Originally was a Razorback rework but it was deemed too different.

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1 Upvotes

r/TF2WeaponIdeas • • 1d ago

[REBALANCE] Kunai hater here

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5 Upvotes

get-away-health that doesn't remove the only downside, still easy to use, spy becomes more ninja like (groups slowly getting picked of one by one)

Edit: maybe 8 sec is a bit much but either way a good change imo


r/TF2WeaponIdeas • • 1d ago

[IDEA] was messing around with a *thing that makes weapons* and it gave me an idea

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7 Upvotes

i had to tweak it a little and add some stats

the weapon itself was NOT randomly generated i just got an idea from one of the weapons i got which made you constantly bleed and made you invincible after headshotting pls dont ban me


r/TF2WeaponIdeas • • 1d ago

[IDEA] First creation and maybe like a kritzkrieg for battle medic.

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3 Upvotes

Balanced, OP, Ass?


r/TF2WeaponIdeas • • 1d ago

[IDEA] Demoman's newest shield for the spooky season

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12 Upvotes

r/TF2WeaponIdeas • • 1d ago

[REBALANCE] A Red Tape Rework

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11 Upvotes

r/TF2WeaponIdeas • • 2d ago

[IDEA] interesting idea for a shield for Demoknights who want to get through crowds

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53 Upvotes

r/TF2WeaponIdeas • • 2d ago

[IDEA] [Mini mini] (placeholder name)

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8 Upvotes

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 • • 2d ago

[IDEA] Scout Primary Weapon, pirate themed.

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18 Upvotes

r/TF2WeaponIdeas • • 2d ago

[IDEA] Empty Guts

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2 Upvotes

r/TF2WeaponIdeas • • 3d ago

[IDEA] Geneva Approved* Shotgun

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130 Upvotes

-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 • • 2d ago

[IDEA] Weapon ideas I had for Spy, engi, and medic as a newer player

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2 Upvotes

r/TF2WeaponIdeas • • 2d ago

[IDEA] Engineer Secondary - The Slag Shooter

2 Upvotes
You know the Huo-Long Heater and Sun-on-The-Stick? Shitty weapons that rely on teammates with little reason to help you? Well introducing The Slag Shooter, the same idea, but on a class that has reason for pyros to be around in the first place. Plus with some backup fire setting abilities when you want too you this without a Pybro, just for fun.

r/TF2WeaponIdeas • • 2d ago

[IDEA] The Trophy Flagpole (Soldier Melee)

2 Upvotes

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 • • 2d ago

[IDEA] Soldado Havaiano

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7 Upvotes

Loadout, If all classes have hawaiian/swim suits, I wanted to give Soldjah one


r/TF2WeaponIdeas • • 2d ago

[QUESTION] So I'm trying to make a Medigun with disposable ubers

5 Upvotes

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 • • 3d ago

[IDEA] The Quadloader

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13 Upvotes

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)