These are my ideas for new weapons that I would to be in Team Fortress 2.
Scout
The Brooklyn Smasher(melee)
(+) 100% extra damage to buildings
(-) -20% damage to players
So basicly a Homewrecker that does not remove sappers.
Deep Sea Shooter(secondary)
(+) able to breathe underwater
(+) +15% damage against wet targets
(-) 50% smaller clip
(-) no random crits
Soldier
Freedom's Blowout(primary)
(+) 50% knockback
(+) wearer does not take fall damage
(-) -50% damage
This is just a slightly buffed Rocket Jumper.
The Big Bang(primary)
(+) 25% extra splash area
(-) -10% damage
Trading off a little damage for a greater area of effect.
The Patriotic Rambler(primary)
(+) 25% faster weapon switch
(+) 2% faster ubercharge rate
(-) 15% less damage
(-)25% smaller clip
Pyro
The Rapid Flamer(primary)
(+) does not require ammo
(+) during overheat, airblast costs no ammo
(-)-40% fire damage
(-)Overheat: by using 200 ammo at a constant rate, the flamethrower will overheat and will not deal fire damage. Only airblasting will cool it down
Airblast still costs ammo
The Afterburner(primary)
(+)afterburn lasts an extra 2 seconds
(-)-25% fire damage
Demoman
The War Machine(primary)
(+) 10 bombs unstead of 4
(+) holding down the fire button will charge the launcher, firing all 10 bombs at once
(-) 25% slower firing speed
(-) -15% accuracy
The Scottish Delicacy(melee)
(+) The bottle can be thrown. When it hits a target, the target is coated in beer, making them take 5% extra fire damage for 10 seconds and Demoman can track the target for 10 seconds.
(-)bottle breaks on contact with any surface
(-)20% chance of splashback
Heavy
The Commie Solution
(+)no spinning up time
(+)+15% extra damage
(-)25% slower movement speed
Hot Wings(secondary)
(+) gives you or a teammate 15 seconds of fire resistance, taking 15% less damage
(-)take 10% extra bullet damage while active
Engineer
Redneck Welcome(melee)
(+) Level 2 sentry builds instead of Level 1
(+) +15% extra damage
(-) 100% more metal to upgrade
(-)sentry saps 10% faster while at level 2
Medic
Jumpstart(primary)
(+)When Uber is popped, everytime a needle hits, you gain 2% Uber
(+)30% faster reload speed
(-)12% less damage
(-)-50% clip
Sniper
Outback Survialist(primary)
(+)when backstabbed while scoped, you are left with one health
(-) cannot scope if your health is at or below 75
Spy
Dragoon Pistol(primary)
(+) 10% knockback
(+) 5% faster movement speed
(-)-20% firing speed
Behind Hunter
(+)+15% damage from behind
(+)shooting the back of the head from long range is an instant kill
(-)one shot per clip
(-)10% slower reload
(-)10% less accuracy
The BIG Suprise(sapper)
(+)sapper blows up, dealing splash damage
(-) time bomb; will not damage the sentry until the timer goes off(15 seconds)
(-) loud ticking sound
Rat's Fangs(melee)
(+)poisons the target, leaving them to take 1 damage every second
(+) infinite cloak time while standing still
(-) no disguising
Only a healbeam for six seconds will remive the poison; 2 with the Vaccinator.
You can disguise with this, but you need to taunt kill with it. The taunt is called "Meet the Spy". If someone tries to hit you from the front with a melee weapon, Spy will counter, put them in an arm lock, disguise as them, then karate chop their neck which stuns them.
The Escape Method(sapper alternative)
(+)right click to set a rally point to retreat too
(+) taunting with this weapon will teleport you to the rally point
(-)no sapping
(-)rally point disappears after teleporting
