I'm just throwing out some ideas here for a few weapons for the classes. When I list a range of something, it means that I think the definite number should be around that area. Example: The ubercharge filling rate should be around 15% to 30%. I think I'll make it 20%. Underlines are pros and italics are cons.
Scout- A bat with 20% more damage and minicrits while crouching, but decreases health by 15 and removes double jump.
Pyro- Flamethrower with a longer range and larger radius on the airblast, 15% slower airblast rate, 50% ammo used on airblasting, and 10% less damage done on flamethrower.
Demoman- Grenade launcher that has a clip of six grenades, 20% faster reload, and 15-25% less damage or 20-50% less splash radius.
Heavy- Gloves that increase his swing rate and attack power as his health decreases.
Engineer:
1. Secondary weapon that can repair and upgrade friendly buildings at a close-medium range at a rate of 50 metal per hit. Also increases max metal by 50%. Cannot damage enemies.
2. Dispenser with 50% larger metal capacity and larger ammo refill. Heals at: LVL 1: 5 hp per second, LVL 2: 10 hp oer second, LVL 3, 15 hp per second.
Medic:
1. Medigun with an uber that causes minicrits and 50-65% less damage from fire, explosions, and bullets. Uber fills 15% faster.
2. Medigun with an uber that gives invulnerability and removes knockback, but refills 20% slower.
Spy:
1. Sapper that damages buildings 25-50% faster and takes three hits from the wrench to knock off. Does NOT disable buildings.
2. Sapper that ONLY disables buildings. Takes 4-6 hits to knock it off.
3. Knife that has a longer melee range and causes 8 second bleeding effect on non-backstabs, but swings 20% slower, does 15% less damage on non-backstabs, and takes away 15-30 hp from the Spy.
Replies
"The Lowballer"?