TF2 - 4 New Pyro Metas / Weapon Ideas | Weapon Concepts I Want Added (Commentary)

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Considering that the pyro won the war against the heavy, there will surely be an entire update dedicated to the class pretty soon. And I thought why not showcase some of my unique weapon ideas that all have cool little attributes and mechanics.
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Electricity cannon should be named tesla cannon btw

abagoftoast
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I know, it's been 4 weeks since I've uploaded anything to this channel. The reason to that is mainly because of school. Just imagine having to do around 8 exams, 5 assignments and 4 OP tests all in the span of around 4 weeks /(O_o)\

ashfloren
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The electricity cannon+ homewrecker would be overpowered.

isupposethisismynmw
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How about the vacuum sucks in projectiles, and then converts them into ammo? I feel like this would be a little less overpowered and more strategical than being able to launch projectiles out randomly. Great video!

aidancarlisle
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Skullcracker should work like the holiday punch. "Head shots" do critz. Critz=stun enemy. Critz do no damage

chrcor
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on the vacuum why not make extinguishing give 20 ammo

seraphinasmith
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disable sentry for 3 seconds.. shoots electricity..
cow mangler 2.0

laritzucraftcsatorna
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Teslas Torch (primary):Shoots lighning that chains to nearby enemies, Can shoot a ball of electricity when charged with m2 (25)the longer its charged the more dmg it does, up to 25 percent but uses more ammo.

zacpoog
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Weapon Idea:
Greek Candle
Secondary Slot Weapon
Shots ignite enemies in green fire.
If ignited with the Greek Candle and you touch a teammate it will ignite your teammate passing half of the afterburn to them including other pyros.
Can charge for up to 4 seconds each second adding 8% afterburn damage and -5% accuracy
Left click initiates charge and right click shoots flare early.
20% afterburn time on burning players
-30% ammo
-20% reload speed
no random crits
no crits on burning players

Complicated but I think it's interesting balanced and a neat concept. Feels like a beggars bazooka, cow mangler, flare gun to me. Gets name from Roman Candle firework and the mythological Greek Fire
Suggestions and Feedback welcome.

buzzbobomb
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The vacuum should be like this:

Upsides:

1. Can store up to 3 projectiles

2. Hold down m2 to continusly suck in air

3. Can extinguish burning teamates

4. Can store crits for the ammount of players you extinguish (up to 3 crits)

5. 40% faster swich speed

6. 20%-30% extra health on wearer


Down sides:

1. 20% explosive vulnurability on equipped (or once its out)

2. Missfire (if you have to many explosives it would just explode in your face and bleed for 5 seconds if you have too many arrows) appon over collecting more than 3 projectiles

3. Extinguish enemy on air “blast”

4. gain no crits for extinguishing enemy players

5. Loose projectiles apon uniquiping

6. No mini-crits

venomax
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here is an idea that i thought up of, i know the 'Frost burn' weapons will never happen but they are fun ideas

Primary
"The Frost-burner"
*his weapon inflicts an Ailment called 'Frost burn'
frost burn is pretty much an afterburn that can effect Pyros and cannot be extinguished by Water, Milk, or Jarate, however it can be gotten rid of by any attack that causes afterburn (Regular flamethrowers, flaming arrows, Huo-long heater, Etc), it also is not afterburn, meaning it does not combo with stuff like Flare guns, or the Axtinguisher*
-25% Airblast cost (meaning it cost 15 ammo to airblast instead of 20)
-20% fire damage vulnerability
-No health from extinguishing teammates that are on fire

Secondaries
"The Ice gun"
basically a Reskin of the Regular Flare gun that inflicts frostburn instead of afterburn
+100% Chrits Players inflicted with Frostburn

"The Gas-Sack"
a Throwing Liquid that covers a foe in gasoline, the gasoline ignites the one covered in it if that player is hit by a hit-scan
+Gets rid of Frostburn

Melee
"The Dry-Ice Shard"
a Reskin of the volcano Fragment but with frostburn instead
On Hit: target is inflicted with Frostburn
-20% damage penalty

ultrawinggaming
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We need a pyroland unusual with this update

captainzyrin
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My stat idea for the last one:
Hitting in the head will cause 3 second stun
+20% bonus damage to stunned enemies
no random crits
40%slower deploy speed
40%slower swing speed(normal swing speed if you hit an enemy in the head)
after 3 succesful hits, you have to refresh the item in the spawn

My weapon idea:
*NoNameYet*
It may be a flamethrower or a kinda flare gun
If a flamethrower:
20%less damage
no afterburn damage
the flame is set from the place player is looking at in 50meter radius instead of the flamethrower itself
If a flare gun:
only 1 ammo
shoots incendinary grenades that create a fire circle on the ground
fire deals 20 dmg per second
1 dmg afterburn
ammo refills in 30 seconds

InconspicuousGardenGnome
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he doesn't understand the names should be puns ex. force a nature, or the words are meant to start with the same letters ex. Brass Beast

ByWho-jsbq
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Here is an idea for a melee for pyro and sniper:
The walking cane (of course with a more creative name)
No damage taken from scout melees (scouts represent young people who pick on elders)
+30% faster firing speed (reference to the "all old Chinese men are Kung fu masters" stereotype)
-75% push force taken from damage and airblast (reference to how canes are used to help people walk without tripping)
-100% damage to scouts and people who are also using this weapon (scouts represent young people and people using this represent other elders)
-30% damage penalty

KishinAubrey
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The Furnace
-A secondary weapon made by yours truly which draws similarities to the Eye lander, upon reloading the shotgun a bucket full of burning coal which when reloading deals damage to self, at the bottom right of the screen is a meter with 9 indicators which do their job as indicators of when you'll get an upgrade, if you do something which rewards points the meter will be slightly filled needing your constant attention, it runs out of steam quickly so the more kills or points you capture the more likely you are to kill a life goal, each reward vary slightly for example killing an enemy with the shotgun will fill out to the nearest indicator and a kill with not the shotgun will only give you a tad bit more, saving a teammate from burning will fill half way, etc, turning away from the weapon will drain quickly of the meter, managing the usage of this hypothetical weapon is a must! But what is this shotgun guns purpose? starting a match out you'll be out of luck having 25 less HP putting Pyro down to 150 limiting his capabilities early on along with a 20% damage penalty, but as points roll in the Pyro is quick to notice an upgrade to his arsenal is added.

The levels (each level have different timers)
Level 1: gives 10% speed and 10% damage output
Level 2: another 10% for speed and damage, slightly faster reload
Level 3: Bullets set enemies on fire (2s), again another 10% speed increase and no damage increase
Level 4: Faster reload, better accuracy and longer after burn (4s)
Level 5: 10% Damage increase, 20% resistance to all outputs of damage
Level 6: 20% speed increase, another 20% resistance, slightly longer after burn (5s)
Level 7: Longer after burn (7s) and 20% damage increase
Level 8: Deals mini critical hits but is marked for death
Level 9: The words Overused will appear above your meter and you have to either slow down and wait or trade your meter in for a 75% increase to speed, damage, accuracy and resistances.

Though sounding convoluted this weapon could work! creating a possible new way to play Pyro but I don't know, i'm just some guy on the internet who likes stupid idea's and explaining them poorly...

rusty
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It shouldn't be just called "phoenix potion", doesn't really fit tf2, imo, since a lot of the items aren't named after what they are, e.g Jarate, and it sounds kinda rpg-ish. Should be something like "the Phoenix bottle" or something.

Davenzoid
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Most of your ideas seemed a little mw+1... I don't blame you though, thinking up pyro weapons is pretty hard. Here are three:


]The Tesla Melter (primary):
+airblast replaced with an EMP blast that slows down enemies, heavily slows down enemy buildings, and slows the healing rates of medics, the EMP blast is a large directional blast, like a much larger Bison projectile, but it travels pretty quickly. Note that it slows down buildings instead of stunning them.
slowed sentries fire slower and turn slower.
slowed dispensers heal slower and generate metal slower.
slowed teleporters recharge much slower.
-15% Flamethrower damage
- No more airblast

] Pyro's Questionable Black Fluid (throwable secondary)
+ afterburn lasts until the fluid wears off on affected players
+ affected players cannot get rid of their afterburn until the fluid wears off (even in water)
+ can be used with the neon annihilator
- only lasts 15 seconds (that's 5 seconds longer than normal afterburn)
- cannot quench players
- 20 second cooldown
- replaces the shotgun

The Sydney Sweeper (Melee)
+ looks like a broom
+100% crits on players with 50% health or lower
-20% swing speed (think about the 50% health or lower)

These weapons lead very interesting play styles, just remember:a
-The EMP blast replaces the airblast completely
-The fluid does not let players get rid of their fire, even when using things like jarate
-The fluid is just as mysterious as the pyro itself
-The Sydney sweeper is for cleaning up other people's messes, it's usually too inconvenient to take it out on your own targets
-The fluid itself lasts 15 seconds, not the afterburn, so you really only get about 13-14 seconds of afterburn if you include the 1-2 seconds to pull out the weapon.

Do you like my ideas?

joekill
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A Molotov that pyro can throw which causes a ring of fire.

jerrylomber
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For the hammer there should be a penalty when you miss like it takes a long time to swing it again because you just swung a hammer full speed, and the energy had nowhere to go, so it goes far off to the other side of where you swung it from. This would take the place of -20% slower attacks speed.

gizzardlicka