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Custom TF2 Weapons cTF2w
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 This topic has been pinned, so it's probably important
Ideas for Changes/Balancing (Official Weapons)
★ Official Weapon Changelog (ALWAYS UP TO DATE)
https://docs.google.com/spreadsheets/d/1PwA-g2XS1QqJyiU8lOHu30-aBG6gYNLGuZyjbvMqD_8/


★ Custom Weapons Testing | USA
► 192.223.26.28:27019

★ Custom Weapons Testing | EU
► 185.107.96.197:27019
Last edited by [cTF2w] Crafting; 2 Aug, 2018 @ 9:35am
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Showing 1-15 of 23 comments
DemoPhone 23 Jun, 2018 @ 11:19am 
Scout

Class – I do not think it is a very good idea to buff Scout as a class. Scout already has arguably the most abilities of any of the classes and giving him another that makes him even better at combat will make skilled Scouts infuriating to fight. I would not add the +50% overall weapon switching speed, but if you all really do want to add it, I would personally tone it down a bit because 50% is very fast.

Shortstop – While I think that the changes listed are great, I would reduce the cooldown between shoves from 1.5 to 1 second as well as reduce the reload time from 1.52 to 1.25 seconds (faster than it currently is but not as fast as it once was) in addition since the Shortstop reload time is so unforgiving on top of how accurately the user must shoot with it compared to the alternative options. The shove, while allowing it to interrupt reload is good, has an unreasonably high cooldown for not much reason.

Baby Face’s Blaster – While I agree with some of the changes, I think that the weapon is overall left in a state where the downsides outweigh the upsides. I would remove the -1 capture rate on wearer penalty as well as the boost reduce when damaged or the boost decaying over time penalty (one or the other) because it would be a bit too easy and fast for a Scout to lose almost all of their boost within a short period of time.

Bonk! Atomic Punch – I don’t think that adding an extra upside with no extra/changes to the downsides to the bonk is a very good idea. If the move speed while under the effects is added, then I think that a 150% slower consumption time penalty should be added (3 seconds to drink from 1.2) to discourage the use of the weapon as a get out of jail free card and would make the user guaranteed to be slowed down by 25% for 8 seconds if no damage is taken to make it so that it cannot be used to get one Scout to a fight faster than another for no serious downside.

Flying Guillotine – One of the problems with the weapon is that it is a free long range spam weapon for Scout, a close range class. Adding another upside to the weapon without tweaking the weapon otherwise is not a very good idea in my opinion. If the mini-crits vs players below 50% health is added, then I would remove the long distance hits reduce recharge time penalty and increase the cooldown between cleavers from 6 to 8 seconds.

Candy Cane – I think the changes are fine, but I don’t think that the added slower firing speed penalty is necessary since the weapon gives a passive upside, so it should just have another passive downside to compensate (which it does).

Soldier

Class – Just like Scout, I do not think that it is a good idea to buff Soldier as a class. Soldier is already one of the most mobile classes in the game and allowing him to be more mobile is pushing it. I would either scrap or at least tone down the increase in air control while blast jumping.

Black Box – While both changes seem fine, I don’t really understand why the Black Box is basically two different weapons depending on the items equipped (the design with a banner equipped sounds like a decent rebalance to the current Liberty Launcher to me).

B.A.S.E. Jumper – I think that adding a perk to hurting yourself intentionally as an upside is a bit counterintuitive and could be abused a lot.

Escape Plan – I think that the user not taking damage from the taunt kill only when the Rocket Jumper is equipped is a bit pointless and I think that the marked for death penalty while the weapon is active and for a brief time after should remain. The other changes sound fine though.

Pain Train – If the proposed changes are implemented, then I think that a holster speed penalty should be added as well to make it so that a user cannot immediately swap away from it after utilizing its upsides to avoid the penalties.

Disciplinary Action – I think that the weapon should have a utility/passive downside added to it especially if its utility aspect is being buffed, as it is already a very powerful weapon in roll outs.

Pyro

Gas Passer – While I agree with basically every change made to the weapon, the afterburn being mostly unable to be extinguished could be very annoying to fight. I would maybe make it deal +50% more afterburn damage per tick (6 from 4 for example) to buff the same aspect but make it less frustrating to fight when on the receiving end of it.

Powerjack – While I agree that the Powerjack needs changes that make the downsides more impactful overall, I think that having a fixed slower move speed on wearer penalty when the faster move speed upside is only accessed while the weapon is active is a bit much. I would maybe make it so that the weapon holsters slower instead (and cannot be bypassed) and tone down the faster move speed a bit (back down to +15% most likely) to compensate.

Backscratcher – I think that the intensity of the downsides are a bit much for the upsides and that they should each be toned down a bit.

Sharpened Volcano Fragment – I think that the weapon would be too similar to the Gas Passer in the effects of its afterburn and that it should maybe be changed so that the afterburn will continuously linger (to infinity) until it is extinguished to make it a bit different from it.

Demoman

Class – I don’t think that spawning a dynamite pack on death is very fair to enemies and would just lead to cheap deaths.

Loch N Load – I think that the downsides outweigh the usefulness of the upsides. I would either tone down the clip size penalty or remove the other penalties completely.

B.A.S.E. Jumper – Same feedback as for the weapon for Soldier. I like the added upsides for Demoman though, they sound very interesting.

Chargin’ Targe – I don’t think that the charge meter needs to be full in order to attain the bullet resistance on wearer upside.

Tide Turner – I don’t think that the speed boost upon taking damage upsides is a good idea because it could be very annoying to fight on the receiving end of it and could be a bit inconsistent. The +10% move speed on wearer I also think should not have to require boots in order to be applied.

Quickiebomb Launcher – While I am fine with the changes, I think that the clip size penalty should be reduced a bit (maybe to -25%).

Pain Train - Same feedback as for the weapon for Soldier.

Scotsman’s Skullcutter – I don’t think that two downsides are necessary. I think that one or the other would be enough to compensate for the upsides.

Ullapool Caber – I think that the base damage penalty should be slightly lessened to ensure that the weapon will be able to consistently 1-shot 125 health classes when the user is not blast jumping (the weapon deals 135 damage but the explosion damage is subject to falloff effects which could be a bit inconsistent when hitting enemies if it is not high enough to ensure that at the maximum range that the explosion deals enough damage to 1-shot 125 health classes). Otherwise, the changes sound great.

Persian Persuader – While the changes sound interesting, the weapon suffers from the same problems that I see with the Backscratcher in that the downsides outweigh the upsides, so I would tone them down a bit.

Heavy

Class – I don’t think that increasing Heavy’s max health and making it so that he cannot be overhealed is a good idea. Heavy’s tank-ness and defensive capabilities are already very good, and I don’t think that that needs changes. The rest of the changes sound good though.

Natascha – I don’t think that the weapon slowing down nearby enemy players on kill for 3 seconds is a very good idea. The weapon is already very strong and can be a bit frustrating to fight against.

Tomislav – I don’t think that the weapon really needs any changes from how it currently is in-game (the added 15% non-critical damage resistance might be a nice addition though).

Huo-Long Heater – This is possibly the only weapon on the list of proposed changes that I just don’t really understand the intended use of. I think that the stats should just be redone completely.

Sandvich – I don’t think that removing the ability to pick the Sandvich back up after it is thrown is a very good idea. This could lead to accidents while throwing it that could be serious. The other changes sound fine though.

Buffalo Steak Sandvich – I think that the user should get some kind of a damage buff while under the effects of the weapon on top of the other effects, as it is still very difficult for a Heavy (even with a speed boost) to get melee kills on enemies.

Killing Gloves of Boxing – I don’t think that the user should be marked for death on kill with the weapon as it is just counterintuitive and the weapon is going to be challenging to get melee kills with without random critical hits.

Gloves of Running Urgently – I think that the GRU is fine how it currently is and does not really need any changing (the increased melee range would be nice though).

Warrior’s Spirit – While I lie the overall changes, I think that the downside may be a bit too harsh. Maybe tone it down slightly (maybe to 30 hp).

Eviction Notice – I don’t think that allowing the user to hit teammates to gain a speed boost is a good idea, as it can be abused heavily in roll outs. The less primary and secondary ammo downsides are also pretty harsh if my previous recommendation is taken into account.

Holiday Punch – Other than the user being able to pick up their own edible being kind of pointless is my previous recommendations are taken into account, the rest of the changes seem fine.

Engineer

Pomson 6000 – I think that the weapon reducing Medigun healing given and received on hit is a bit pointless and should be replaced with something else (maybe projectile penetration or an overall damage buff).

Southern Hospitality – While I like that the weapon’s anti-spy aspect has been improved, the downside seems a bit lackluster compared to the upsides, so I think it should be changed to something else. I also think that the bleed on hit should be toned down to maybe 7.5 seconds from 10.

Medic

Class – While I am fine with the changes to the primaries, I don’t think that the other changes are a very good idea. Allowing a Medic to see enemy health lowers the skill ceiling of damage counting in combat and will also allow the Medic to see enemy ubercharge (as far as I am aware) which also heavily lowers the skill ceiling of uber counting. The buff to health regeneration just sounds a bit odd to me as it just gives Medic a free class buff overall that I don’t particularly think he deserves (Medic is arguably the most important class overall in the whole game especially in more serious settings and the class does not really need to be made much better overall besides maybe the primaries).

Blutsauger – While the idea sounds interesting, I would maybe tone down the duration of the Mad Milk effect, maybe by just 1 second.

Overdose – I like the changes, but the overheal build rate penalty is very harsh for the only other buff to the weapon specifically being that the user and heal patient can move 10% faster dependent on ubercharge, so I would maybe tone it down to around 20%-25%.

Quick-Fix – I think that the proposed changes would make the Quick-Fix stupidly strong in defensive situations and maybe a bit too good all around. The increase in ubercharge duration I find to be an unnecessary buff and the increase in the heal rate bonus would make the weapon even stronger in defensive situations (the weapon is banned in 6s because it makes defending stupidly easy due to the bonus heal rate and pushes very difficult due to the lackluster ubercharge, so implementing some of these changes would only further stress the problem). The faster ubercharge rate could also lead to one Medic obtaining ubercharge a lot faster than the opposing Medic, which leads to imbalance. Overall, I just suggest reconsidering almost all of the proposed changes to the weapon.

Vaccinator – I don’t think that giving the resistance bubble 25% more resistance to damage from all other sources is a good idea. By activating the ubercharge, you can basically negate damage taken from that source completely, so making it stronger against the other would not be good. If anything, I would suggest to replace or tone down the overheal penalty with a damage vulnerability to the damage sources not selected while healing and while under the ubercharge effects.

Vita-Saw – I think that increasing the health penalty to -25 is a bit much. I would maybe say increasing it to -15 or -20 would be better (keep in mind that the health penalty means that you receive less health from health packs the less max health that you have). The rest of the changes sound fine though.

Solemn Vow – I would also make it so that enemies can see your health for 3 seconds after you are hurt on top of your ubercharge percentage. The rest of the changes sound good.

Sniper

Class/Sniper Rifle – While I think it is good that Sniper’s ability to body shot was nerfed in exchange for the other class buffs, but I do not think it is enough to make up for all them. The “Melee wall climb” ability completely changes how Sniper can be played and is an extremely powerful ability. I would recommend adding a form of reverse damage fall-off to all of Sniper’s primary weapons while scoped (e.g. headshots made with 512 units deal only 75 damage at the closest range as an example). The ability to quick scope headshot really messes with Sniper’s overall class balance, so I think that this would be an effective way to help fix that problem. I understand that this would be a pretty massive nerf, so I would maybe buff Sniper’s close range combat capabilities by further buffing the SMGs to deal mini-crit damage on headshots within 1200 units or by making unscoped headshots deal mini-crit damage within the same range or both.

Machina – I would add a slower charge time penalty since the two downsides can basically be completely negated if the user is good enough at Sniper.

Hitman’s Heatmaker – I think that the damage penalty should be a bit less than 33%, maybe around 20%. The rest of the changes sound good though.

Cozy Camper – I personally don’t think that the weapon needs any real changes and I don’t really understand what the new design would be going for in its niche.

Shahanshah – I think that the changes are fine, but that it should remain the way that it currently is in that the lower the health you are the better the weapon is.

Spy

Ambassador – I don’t think that the increase in the fire rate penalty is necessary, but the rest of the changes sound good.

Enforcer – While I like the changes, I think that the weapon may be a bit too good in most situations. I would maybe increase the vulnerability while disguised to 20% or 25% especially since the disguise kit now grants an extra 20% resistance to damage while disguised.

Red-Tape Recorder – While I can’t say that I disagree with the changes, the weapon would be very frustrating for Engineers to fight, so I would maybe add some kind of a downside to let Engineers combat it a bit better.

Your Eternal Reward – While I think that the change to Spy’s class that makes any killed players or destroyed buildings not show up in the killfeed for the other team is a good change, it kind of killed the Your Eternal Reward’s Purpose. While it still has two useful upsides, I think that the downsides just kill the weapon off in comparison. I would either remove or at least tone down the +33% cloak drain rate to compensate.

All in all, I like quite a bit of the changes, but I think that some need some tweaking or revising. Some of the changes I would need to test and see in-game to gain an opinion on them, but most of them sound pretty good. I would greatly appreciate it if you could take this feedback into account when looking to tweak the list of proposed weapon changes.

Thank you.
[cTF2w] Crafting 23 Jun, 2018 @ 5:06pm 
Originally posted by DemoPhone:

First of all, thank you for input.

Scout

Class
The reason we planned to add this is because it fits the theme of Scout "being the fastest class". Also, currently weapon swap time is .5 seconds for all classes and this "buff" would reduce it to .25 seconds for Scout. If it's too much, we can reduce it to +33% (so it would be .33 seconds).

Shortstop
The shove change (being able to shove while reloading) might not working, because the dev for this project is find it difficult to change. So changing the shove timer might not be possible. We could decrease the hidden reload penalty to -25% from -50%.

Baby Face’s Blaster
I know there's alot of penalties, but the ability to keep the high speed alot longer there has to be penalites (don't forget you can double jump now).

Bonk! Atomic Punch
Actually I need to talk with a certain staff member about an additional penatly we will probably be adding (-400% slower deploy speed penalty) (With the .25 swap speed, this would increase the deploy speed to 1 second.)

Flying Guillotine
We didn't think this need more changes, because we thought the new stat was a valid addition. We could remove the recharge on long distance hits. The thing you have to compare this to the default Pistol or Mad Milk.

Candy Cane
The fire rate penatly is there so you can't easily directly kill with this weapon. Plus the penatly makes it so the "60% slower firing speed" makes it attack at the same speed when compared to other class' melee weapons.

Soldier

Class
All classes are getting some type of additional class changes, just to change things up. I actually thought we might reduce to +50% from +100%.

Black Box
First, this change was to nerf the combo with this weapon and the Concheror. The moved stats from the Liberty Launcher makes it "easier" to stay alive (-30% blast damage from rocket jumps) to be able to use to a banner and to land your shots (+40% projectile speed) while using your a banner.

B.A.S.E. Jumper
First, this won't be as abuse-able since the user has to take falling damage to trigger the boost. Also, we thought that Valve nerfed the Jumper during Jungle Inferno too much.

Escape Plan
Personally, I use this weapon most of the time and I really hate the mark for death. If you are at low health, it's kinda pointless to use this because a random bullet or damage from a explosion would kill the user.

Pain Train
We might add an additional penalty after testing.

Disciplinary Action
We think the changes is enough. I thought even with the most recent official nerf wasn't enough.

Pyro

Gas Passer
Actually, we might be removing the "can't be removed" bonuses due to coding limitations. Even if we remove this bonus, the changes so far is more then enough is the current official version is poop :P

Powerjack
Due to adding the "-10% on wearer speed penalty", the +33% is more like +20% when comparing to the current official version so it's not as crazy high as you think.

Backscratcher
Technially, most of the negetives are less then the current official version. The current official "-75% health from healers on wearer" counts towards dispensers and payload carts (inwhich we reduced to -50%). The Medigun healing penatly remains the same at -75%. The one nerf would be towards Crusader's Crossbow healing bolts, because the current official version doesn't reduce but now it's being reduced to -50%.

Sharpened Volcano Fragment
Due to the note for the Gas Passer from above, I guess this isn't a problem(?)

Pyro

Class
These will be 2 or 3 low damaging slow timer packs, because I already knew of that "problem".

Loch N Load
It's actually better then you think, you should try it out first.

B.A.S.E. Jumper
Same notes from above. Plus the added bonuses for Demoman felt required due to what Demoman gives up to use the Jumper.

Chargin’ Targe
Requiring a full meter was to do something different. We could increase it so +30% since it would require a full meter.

Tide Turner
The main goal is to make this the mobility shield. Additional the move speed requiring a shield was so the user can't stack speed without boots.

Quickiebomb Launcher
Have you use the "Big Mann" on our severs? The stats for the Big Mann and the current official version of this launcher have been mixed around for the good. The "Instant arm time" is a REALLY good positive.

Scotsman’s Skullcutter
Actually, mixing the damage bonus and fire rate penatly results in the same DPS when compared to a normal melee weapon. The change was to make this more of a impact melee damage.

Ullapool Caber
Yep

Persian Persuader
It's actually better then you think, you should try it out first.

Heavy

Class
This change was questionable from a couple of staff members, but we can go back on the changes if I have to.

Natascha
The "On hit: Slows down enemy players" now scales between -50% at close range and -10% at long range. Plus based off of the target's current max move speed instead of setting EVERYONE to the same reduced move speed. So it's a buff and nerf depending on the distance and the class you attack.

Huo-Long Heater
We added "While on fire: -25% health penalty from all healing sources" (NOTE: As in, ANY weapon that ignites enemies gains this debuff.)

Sandvich
The main reason for the overall changes was remove the "no longer instantly recharges if you pick up a health pack while being at full health". You could pick up a small health pack and it would completely refill the meter. Since we added 2 new bonuses, we think the changes will be fine.

Buffalo Steak & Killing Gloves of Boxing
With the planned increased HP increase, along with all of Heavy's melee weapons getting a +33% melee range bonus.. I don't think it will be a problem.

Gloves of Running Urgently
The move speed bonus remains the same since we are increasing Heavy's base move speed (User still runs at 300 Hu). Additional we extended the time to get to 100 hp with 25 seconds (when comparing to the 20 seconds), we thought the change to the current official version was required but abit too much.

Warrior’s Spirit
The penalty is fine. A player could technically remove the penalty by not missing :P

Eviction Notice
The main idea behind this rework is to turn Heavy into a roaming player with reduced ammo as the penatly.

Holiday Punch
Technially we are bring back a feature that eatables use to have (AKA Heavy use to be able to put up their eatable for hp) but now it requires this weapon to be active.

Engineer

Pomson 6000
If you see a Medic and Heavy pair, shoot both targets. Now the Medic's healing rate is reduced which the Heavy gets less healing, plus the Heavy gains less healing from all sources including from the reduced healing from the Medic which would stack from the Medic's reduced heal rate.

Southern Hospitality
Maybe

Medic

Class
Actually, we aren't changing health regeneration. Everything mention is already in-game. Plus I am unsure if the Medic would see enemy UberCharge.

Blutsauger
The Mad Milk duration is based on MvM's upgrade. Duration increases per hit to a max of 4 seconds.

Overdose
The penatly could be reduced while testing.

Quick-Fix
First, we aren't trying to balance for comp 6s. The bonus heal rate and UberCharge rate is only there if hurting Patient, once the user is overhealing the bonues are "turned off".

Vaccinator
Hmmmm.... test it?

Vita-Saw
We could decrease the hp penatly to -20 (I would prefer not to go lower).

Solemn Vow
That might be too much penatly.
Last edited by [cTF2w] Crafting; 23 Jun, 2018 @ 6:10pm
Tangerine Paint 5 Aug, 2018 @ 6:28pm 
Frontier Justice:
[+] Removed -50% clip size

[-] Weapon becomes more innacurate and less damaging the more you miss your revenge crits, capping to 30% less accurate and 15% less damage

[o] Innacuracy and Damage loss is reset when you kill a player or run out of revenge crits

(Idk what I was thinking)
Last edited by Tangerine Paint; 5 Aug, 2018 @ 6:29pm
Brass beast:
only stats that need balanceing for this weapon
-When spun up: -66% move speed
-45% slower spin up and down time

Panic Attack
:Positives
This weapon deploys 60% faster and holsters 30% faster (can be sped up and by-passed)
Fire rate increases by 5% as health decreases up to 25%
Reload speed increase by 10% as health decreases up to 50%
Negatives
Successive shots become less accurate
Damage decreases by 5% as health decreases up to -25%

Hidden: +10% more accurate

Both fire rate and reload speed increases by 1/5th of your health while damage decreases 1/5th
Last edited by Colonel $ly Banjo; 12 Jan, 2019 @ 9:24pm
Heavy all secondary shotguns should have +5% faster reload speed as hidden. Why? not just because, but he is a big russian mann that he wields a minigun! and works out!
[cTF2w] Crafting 10 Jan, 2019 @ 3:07pm 
Originally posted by Colonel Banjo:
Heavy all secondary shotguns should have +5% faster reload speed as hidden. Why? not just because, but he is a big russian mann that he wields a minigun! and works out!

Actually we plan to add to all of Heavy's Shotguns..... (Default, Family Business, and Panic Attack)


-Added "35% of damage dealt is returned as health" (NOTE: This is can stack with the Concheror or Mad Milk effects)

-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 35% of the damage you took"

-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 17.5% of the damage you took"


Think of it as a reverse Concheror effect, plus Heavy can heal himself so he doesn't have to rely on the Sandwich.
Last edited by [cTF2w] Crafting; 10 Jan, 2019 @ 3:08pm
Colonel $ly Banjo 10 Jan, 2019 @ 5:36pm 
Originally posted by cTF2w Crafting:
Originally posted by Colonel Banjo:
Heavy all secondary shotguns should have +5% faster reload speed as hidden. Why? not just because, but he is a big russian mann that he wields a minigun! and works out!

Actually we plan to add to all of Heavy's Shotguns..... (Default, Family Business, and Panic Attack)


-Added "35% of damage dealt is returned as health" (NOTE: This is can stack with the Concheror or Mad Milk effects)

-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 35% of the damage you took"

-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 17.5% of the damage you took"


Think of it as a reverse Concheror effect, plus Heavy can heal himself so he doesn't have to rely on the Sandwich.
GASP, cool i am looking forward towards that crafting! feels like the heavy needs more attention since he is the least played class? He can only shoot with his minigun and thats all!
Last edited by Colonel $ly Banjo; 10 Jan, 2019 @ 5:37pm
[cTF2w] Crafting 11 Jan, 2019 @ 7:14pm 
Originally posted by Colonel Banjo:
Originally posted by cTF2w Crafting:

Actually we plan to add to all of Heavy's Shotguns..... (Default, Family Business, and Panic Attack)


-Added "35% of damage dealt is returned as health" (NOTE: This is can stack with the Concheror or Mad Milk effects)

-Added "On kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 35% of the damage you took"

-Added "On assist-kill: For the next 4 seconds, any nearby teammates (450 Hu) will heal 17.5% of the damage you took"


Think of it as a reverse Concheror effect, plus Heavy can heal himself so he doesn't have to rely on the Sandwich.
GASP, cool i am looking forward towards that crafting! feels like the heavy needs more attention since he is the least played class? He can only shoot with his minigun and thats all!

If you join our Discord, I link things that we are working on, plus to get more feedback.
https://discord.gg/E9TvMnV


Additional, there's a PasteBin link that shows what the upcoming additions/changes we have planned (NOTE: What is there might has slightly changed since posting it).
https://pastebin.com/rcpkUPYh
Colonel $ly Banjo 12 Jan, 2019 @ 1:38am 
Originally posted by cTF2w Crafting:
Originally posted by Colonel Banjo:
GASP, cool i am looking forward towards that crafting! feels like the heavy needs more attention since he is the least played class? He can only shoot with his minigun and thats all!

If you join our Discord, I link things that we are working on, plus to get more feedback.
https://discord.gg/E9TvMnV


Additional, there's a PasteBin link that shows what the upcoming additions/changes we have planned (NOTE: What is there might has slightly changed since posting it).
https://pastebin.com/rcpkUPYh
thank you! also do u think about the panic attack rework/buff? i think it needs some sort of change?

Another question the spy or medic does any of those 2 classes get buffs/balanceing?
Colonel $ly Banjo 22 Mar, 2019 @ 6:15pm 
All of these changes are really fantastic you and your team keep it up! I will soon follow but now I am not ready until I get this in my mind much faster.
Magolor1000 6 Jun, 2019 @ 9:43am 
I like the concept of the Force a Nature, (a sawed off double barrel that can propel you while in the air) but it's so unreliable in terms of damaging, that it should be reworked. I would suggest removing the 10% damage penalty, but also making it 15% more accurate. Why? Because upon firing the 1st FaN shot, you "shove" the enemy away from you. This makes your 2nd shot deal less damage because, the target is farther away, and more bullets are bound to miss because of bullet spread. I would love to see the FaN become a more reliable fighting gun, than be just another option for instead of the Atomizer.
sgt Bytheway 28 Aug, 2019 @ 8:43am 
Stock demo melee blast jump resistance should be moved to the bootlegger/wee booties.
(Imagine if soldier got the gunboats effect on stock melee)
Last edited by sgt Bytheway; 29 Aug, 2019 @ 6:03am
[cTF2w] Crafting 3 Sep, 2019 @ 10:54am 
Originally posted by Stealthbull:
Stock demo melee blast jump resistance should be moved to the bootlegger/wee booties.
(Imagine if soldier got the gunboats effect on stock melee)

Maybe, but the bonus for bootlegger/wee booties when not using a shield should benefit a stickybomb launcher more directly (that is why you get +20% faster firing speed and 10% faster reload time for your Secondary)
Colonel $ly Banjo 15 Dec, 2020 @ 11:52pm 
Heavy would be more Helpful to Friendly Fellow Engineers if he could remove sappers with only one Nelee weapon specifically.

The Eviction Notice with Remove Sapper Stat? anyway that could be Tested out..?
Clockwork Brain 27 Jan, 2021 @ 6:44pm 
Scout
  • Bonk should make you immune to push force and airblast while under its effects (he "dodged" them). That would make it more useful for getting past sentries, which are currently Scout's biggest counter.
  • either bring back the sandman's moonshot or replace the -15 HP penalty with something less severe. It's stupid that Valve nerfed the weapon's reward without also nerfing the risk.

Pyro
  • The backburner is hard to distinguish from stock, especially when it's firing. Can you change it to be a complete weapon model instead of an attachment?

Demoman
  • I appreciate you adding some kind of additional bonus for equipping boots when you don't have a shield, but they're still overly dependent on you also having a shield equipped. Perhaps you could change them to also benefit sticky jumping? Also, I feel like the speed boost should be replaced with push force resistance, similar to the mantreads. Something like:
    Ali Baba's Wee Booties
    + 25% max health
    + 200% increased control while charging/blast jumping
    + Push force immunity while charging/blast jumping
    + Airblast immunity while charging/blast jumping
    + Melee kills refill 25% of your secondary clip/meter (that's 2 stickies for all launchers except the quickiebomb launcher, which would only gain 1 sticky. And of course shields have the charge meter filled by 25%)

    Bootlegger
    + 25% max health
    + 25% increase in charge impact damage
    + Deals 3x falling damage to the player you land on
    + 75% reduction in push force taken from damage
    + 75% reduction in airblast vulnerability
    + Melee kills refill 25% of your secondary clip/meter

Heavy
  • Why does Heavy have 2 abilities when everyone else only has one?
  • I understand giving heavy more damage for his fists, but why longer range and slower deploy time? And shouldn't he have slower swing speed to balance the increased melee damage?
  • The Natasha has the same issue as the backburner; it needs a full model so it's more easily distinguishable. TF2 is too fast-paced a game to play "spot the difference"
  • What did you do the the brass beast? Sure, this isn't as punishing as the vanilla Beast, but it's also less rewarding. And the Beast isn't even that bad a weapon! Bring back the old stats, but have it so that instead of the damage resistance being triggered by your health falling below a certain threshold, you gradually gain damage resistance the longer you stay spun up (like how a sniper rifle's damage increases by staying scoped in). It would start at zero, then over the course of several seconds builds all the way up to 66%. The ability to tank a fully charged headshot without overheal is balanced by your slow move speed while spun up.

Engineer
  • His class ability needs a name; call it "Metal Detector"
  • Get rid of minigun damage resistance on sentries.
  • Why did you remove "no random crit" on the frontier justice? random crits aren't even enabled on your servers, so it doesn't affect anything, and if your servers did have random crits, a weapon that gives guaranteed situational crits shouldn't also be capable of doing random crits. You can't have your crit and eat it to.
  • Thanks for nerfing the shield, but what if you made it so that instead of just lowering the protection of the shield, you had it so the shield doesn't immediately apply, but instead builds up from 0% damage resistance to the full 66% over the course of several seconds. Basically you're rewarded for remaining wrangled with damage resistance to make up for the lack of auto-aim, but you can't just whip out your wrangler to tank attacks.

Medic
  • The biggest thing that makes the crossbow top tier is it's burst healing, so what if you changed it so that instead of the healing being applied instantly, it's applied over the course of one second.
  • Thanks for the new backpack model for the kritskrieg so that it's more visually distinct. Can we get a model for the main weapon as well?

Sniper
  • Why. Why would you give the hardest class to engage with an ability that gives not one, but TWO buffs to his long-range capabilities? How is any other class supposed to deal with a sniper staring down a chokepoint if they can't even push him around or make him flinch? He needs a nerf so that other classes actually have a way of dealing with him, such as making him lose rifle charge from flinching, and if it goes down to zero he unscopes.
  • You buffed the way his rifle works as well?! He doesn't need to move faster while scoped; if he needs to avoid counter-snipers, he can mash his A,D, Ctrl, and spacebar keys. He especially doesn't need a faster charge time, reload time, and more ammo. He can quickscope fast enough in vanilla, and having to wait even longer for him to retreat to the closest ammo pack is unappreciated. Why would you buff the most efficient pick class when your servers are at half capacity most the time?

Spy
  • Interesting mechanic for backstabs, but shouldn't that ability better fit his spy-cam?
  • What if firing revolvers while disguised fakes firing the weapon of the class you're disguised as? It only reveals your disguise if you hit an enemy player with it, unless you're disguised as a teammate.
  • Again, why would you remove the "no random crits" downside on a weapon that gives guaranteed situational crits? While on the subject of the ambassador, would it be possible to change it so switching to the ambassador while disguised as sniper makes the sniper take aim? This would also slow you down, but when combined with the ability to fake shots while disguised as a class, could lead to some hilarous shenanigans where an ambassador spy goes to an enemy sniper nest and fakes being another sniper. Oh and it might make your disguise more convincing, I guess.
  • I like the changes to the Red-Tape Recorder, but why remove it's iconic reverse construction attribute? That had situational utility when dealing with engineers using the rescue ranger and/or gunslinger.
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