All of my weapon ideas are rooted in the idea of adding some missing playstyles from live TF2, no matter how small, back to TF2C in some way, as well as adding new ones to improve game health.
These are my ideas for the offensive classes.
Let me know if you want to see more 💙
(like my Shield & Sickle concept for Heavy)
• Scout
☆ The Sun-Shiner
[Primary] [Force-A-Nature]
The Force-A-Nature's vertical barreled brother, but he's more of a fan of going UP than going.. well wherever Mr. 2008 wants you to go.
The Sun-Shiner's main purpose is to be the polar opposite of the sustained fire Nailgun, as well as adding movement options craved by scunts everywhere. probably.
- Oh, it just has the same stats as the Lil' Buddy. That's it. You know, the custom Heavy shotgun that has (*only) two shots that are both capable of launching you up and mini-criting you while you're in the air? Yeah that gun. The Sun-Shiner is basically just that.
- Well, except for one thing. The Sun-Shiner also has a glass tank attached to its stock; holding Alt-fire will fill the tank up with air, as well as any projectile that gets sucked up with it. Once you fire, you'll release everything in that tank. "Blast Away!"
☆ The Cocky Man's Tale
[Secondary] [Throwable]
Sit with me and imagine if Scout had area denial. Or more specifically, what would you do if you had the ability as Scout to block off paths for your Pick-off choice?
- Time a throw with a jump or double jump to change the molotov cocktail's trajectory. Useful for when to get that bottle just far enough to engulf the enemy engineer's nest..
- Pressing Alt-fire makes Scout roll the Cocktail, allowing for delayed activation (useful as an enemy-triggered trap or a combo tool)
"Humpty Dumpty Sat on a Wall.
Humpty Dumpty Had a Great Fall,
and Burst into Flames."