Those of you playing God Team Fortress 2 should know by now that Valve are one by one revamping all the classes adding new abilities and weapons. The first two to be done were the Medic and the Pyro. Now thy have announced that they are going to revise the Heavy Guy, specifically to make him more viable when he’s not with a medic.
Today I want to speculate about what weapons the Heavy Guy and the other 6 classes could recieve, this is also a chance for the community to brainstorm their ideas too. So let’s begin. I’m afraid I’m not very original with names so bear with me.
The Heavy Guy:
The Sprayer: A lighter version of the normal Minigun. It has high bullet dispersion which means it is extremely powerful at close range but weak at longer ranges. Unlike the Minigun, the heavy will not have a movement penalty when using the weapon.
Boxing Gloves: Removes the ability to to critically hit with melee, but grants the heavy extra protection against frontal attacks when he has his boxing gloves out.
The Spy:
The Life Sapper: Replacing the spy’s normal sapper, this can be placed on other players instead. This slowly zaps the player to death, similar to a pyro’s flame. However, to “extinguish” the sapper, an engineer on the same team will have to whack you.
The throwing knife: Replacing the Magnum comes the throwing knife. This does fairly weak damage and has a short range. However, if the throwing knife hits the player’s back, it will cause a critical hit.
The Sniper:
The Auto-sniper: Replacing the normal sniper comes the Auto-sniper. This does much less damage than the normal sniper but can fire rapidly. It also removes the ability to charge up a critical hit.
The Rifle: A scope-less semi-automatic rifle replacing the Sub-machine gun. Has very limited ammo capacity but can deal a lot of damage even at medium ranges.
The Soldier:
The Master Blaster: This extremely powerful rocket launcher replaces the normal rocket the launcher. The Master Blaster is very unreliable and inaccurate especially at longer ranges as the rockets have a tendancy to spin out of control. However, it is much more powerful than the standard rocket launcher and allows the soldier to reach even greater heights when rocket jumping.
Demoman:
TNT: Replacing the sticky bombs is TNT(it’s dynamite). These are timed charges that do a ton of damage and are especially good at taking down turrets. Holding down the fire button will cause these to be thrown further, similar to sticky bombs.
The Engineer:
The Flame turrets: The flame turret would replace the normal turret. Instead of firing a machine gun and rockets, it shoots out a short ranged burst of flame, nearly identical to a pyro’s flamethrower. The advantage of this is that the engineer can have 2 of these turrets active at one time, but they are significantly weaker as they lack the collision effect and range of the normal turret. The different grades of the turret increase the power. Grade 1 is very short range and quite weak. Grade 2 boasts 2 flamethrowers and therefore is twice as strong. Grade 3 boasts a number of high tech flame throwers and fires a blue flame which is stronger and has a longer range.
The trap: The trap comes instead of the teleporters. The trap will be invisible to the enemy unless they shoot at it. When an enemy goes near the trap it will zap them for a large amount of damage. Note: scouts can jump over traps unaffected. The trap will also be visible while it is being constructed.
The Scout:
The Mighty Bonker: The Mighty Bonker is a baseball bat that gives the scout a huge speed boost after killing an enemy player with it. However, unlike the normal baseball bat, it cannot cause a critical hit.
And that’s it for today folks, I hope you enjoyed reading. Feel free to leave a comment about your own ideas or if you can think of any improvements to my own. Thanks!

Posted by mowowii
Posted by mowowii 
Posted by adzpearson 

