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3 new t weapons idea

#6
(08-14-2017, 10:27 PM)TJ1524 Wrote:  Three (not exactly three but I'll say three) of these already exist.

Turtlenade

Headcrab launcher

As for the zombie one, that already exists as the infector, but doesn't turn anyone else into zombies.

I've seen all of these in action. As for my experience with these, they are most likely going to get ignored except for headcrab launcher on canyon, which will almost only be used to blow up the pipes.



If anything, I want T/D weapons that synergize with each other. I love how cloak and disguiser are so well made for each other.

i know 2 of them exist, i just feel it would be fun to have them, like imagine on 67th way, in the tester room is like 6 ppl, instead of jihading and basicly losing your traitor round, u can instead throw a turtle nade in, and as they all freak out trying to kill turtles, they would most likely dmg eachother in the crossfire, giving you a chance to run in and kill them all. And for the headcrab thing, does it really do so much dmg that it breaks the pipes? but also i can see ppl using it on open maps that arent technically filled with towers like rooftops, construct i could see it being used, same with sunday street. and the injector zombie thing i felt would be a cool way to cause chaos, aswell as distracting the innos from the traitors, also the zombies and head crabs and turtles should attack the traitors, so that it has less chance of backfiring
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Messages In This Thread
3 new t weapons idea - Angry_Reaper - 08-14-2017, 09:50 PM
RE: 3 new t weapons idea - halaman - 08-14-2017, 09:53 PM
RE: 3 new t weapons idea - Tarrasque - 08-15-2017, 01:07 AM
RE: 3 new t weapons idea - TJ1524 - 08-14-2017, 10:27 PM
RE: 3 new t weapons idea - Kuro - 08-14-2017, 10:39 PM
RE: 3 new t weapons idea - CoachGrump - 08-14-2017, 11:18 PM
RE: 3 new t weapons idea - Angry_Reaper - 08-14-2017, 11:37 PM
RE: 3 new t weapons idea - halaman - 08-15-2017, 12:45 AM
RE: 3 new t weapons idea - Angry_Reaper - 08-15-2017, 12:51 AM

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