STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
English
Location
United States 
Important Vote 1
EDIT: 11/30/15
BOTH VOTES ARE CLOSED



Class Restriction Vote

It's very simple. Either 2-3 max number for players for each class. For example, with certain weapons (like the Infection), there has been 3-4 spies on a team of 10-12 players.

http://strawpoll.me/5714983

Blocking Weapon Vote

I was thinking about blocking most non-stock weapons, except for wearable items (like banners and shields, until the mod supports wearables). I will not block "unique" weapons, as in.....
*Bonk! Atomic Punch
*Flare Gun
*Dalokohs Bar
*Short Circuit
*Gunslinger
*Dead Ringer
*(with a few more)

Main reason: these are CUSTOM weapons severs and there's at least over 75+ awesome weapons (once you cut out the crap weapons).

This is a very important subject. I have started to move attributes from official weapons (like the Cozy Camper, Natascha, and Air Strike) to some of the custom weapons. As in, bonuses when aiming, slow down on it, and clip size/fire rate increase.

http://strawpoll.me/5714993


Please Discuss Your Opinion on these Subjects Below

Edit from Ray: If we do have weapon replacements, we WILL NOT be blocking all non-stock weapons, only ones that are similar to custom weapons. Sappers, knives, flare guns, shields, boots, and the base jumper are examples of weapons that will not be touched. An example of a replacement would be sandvich replaced with mann snack.
Last edited by [cTF2w] Crafting; 5 Jan, 2016 @ 10:57pm
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Showing 1-15 of 29 comments
AlphaStϵam 12 Oct, 2015 @ 6:20pm 
no ,please no , the rifles for the sniper suck in my opinion , and he has only 5 new weapons , you would be too limited to a single loadout
[cTF2w] Crafting 12 Oct, 2015 @ 8:45pm 
Originally posted by Sexton Hale | trade.tf:
no ,please no , the rifles for the sniper suck in my opinion , and he has only 5 new weapons , you would be too limited to a single loadout

No, it's for number of players for each class, not weapons
AlphaStϵam 13 Oct, 2015 @ 1:06pm 
Originally posted by Crafting | cTF2w:
Originally posted by Sexton Hale | trade.tf:
no ,please no , the rifles for the sniper suck in my opinion , and he has only 5 new weapons , you would be too limited to a single loadout

No, it's for number of players for each class, not weapons
I mean the weapon block vote , or im understanding it wrong? XD sorry if so
I Think The Class Resstriction Vote would be Nice, because i dont want My Whole Team to be Air Balloon Pyros, or Real Overdose Medics
Monoko 14 Oct, 2015 @ 9:33pm 
PLEASE DON'T LIMIT THE OFFICIAL VALVE WEAPONS. Most of the time I like to mix valve and custom weapons. Personally I wish more customs went well with official weapons though.
Monoko 14 Oct, 2015 @ 9:35pm 
Originally posted by Crafting | cTF2w:
Originally posted by Sexton Hale | trade.tf:
no ,please no , the rifles for the sniper suck in my opinion , and he has only 5 new weapons , you would be too limited to a single loadout

No, it's for number of players for each class, not weapons

Aren't there votes for both?
[txc]SparkStorm 15 Oct, 2015 @ 7:34am 
Don't limit spy watches, spy sappers, and anything with sniper because most of them suck atm. I haven't played enough of the other classes to say otherwise though. I think scout would probably be fine removing stock weapons. Maybe heavy too.
If I was you, Limite the Normal Tf weapons that no one uses alot, like the scotish resisctance, >?hitmans heatmaker?, and the babys faces blaster. I think they're is great combo with cetarin custom wepons and TF weapons
Razar the Raven 15 Oct, 2015 @ 12:38pm 
i would say no to both, as i like to use both custom and normal weapons and not have to be forced out of a class until the number of that class is low enough.
Jetmeme Sam 16 Oct, 2015 @ 1:30pm 
No Huo Long Heater or Brass Beast heavies? Count me in. (does use brass beast outside of custom weapons)
Monoko 16 Oct, 2015 @ 3:03pm 
Originally posted by Big Boss:
No Huo Long Heater or Brass Beast heavies? Count me in. (does use brass beast outside of custom weapons)

What's wrong with those?
harper 16 Oct, 2015 @ 3:06pm 
Please don't do this, honestly. There aren't even custom weapons for every slot, e.g. pyro shotgun/flaregun. It's also nice when there's weapons you don't want to use a weapon for and can use regular loadouts.

However, I favor class restriction (because I hate like, 5 of some classes and 0 of some)
Last edited by harper; 16 Oct, 2015 @ 3:07pm
Maxwell_Edison 16 Oct, 2015 @ 3:08pm 
I say no to both. The custom weapons are often derpy, meaning stock weapons are useful to balance things out, and can compliment the custom weapons. I also think a server like this doesn't need a class limit, as a team full of spies will only make the silly custom weapons gimmick even funner. Only more serious servers should try to cap class count, and I feel it'd be the wrong direction for this gamemode.
I Think the Weapon Blocking might be a little to much, because i would guess people just want 1 custom weapon, and use there loadout but those weapons are blocked, they rage, talk *bad Word* about the group, and smash there computer screen, and those cost money...a lot of money......also glass screen shards hurt...bad..like really bad.
The_Evil_Pickle 16 Oct, 2015 @ 3:55pm 
Just going to note my opinion here.

I think that class limits are a good idea. Having too many of a single class, especially the support ones, can completely ruin a team. It's been hard to play on custom weapon servers recently, because each team seems to have 3-4 spies at almost all times. I'm a spy main, but even though I love playing the class, I know all too well that it becomes impossible for spies to accomplish anything if there are too many of them. I think that class limits on non-support classes are probably a good idea, just for the sake of variety, but I doubt they will make nearly as much a difference.

Now on to weapon restrictions: This, I've got mixed feelings about. I understand the logic here, I really do. It's hard to balance these new weapons when you have to account for all the existing weapons that could be used alongside or against them, so it makes sense to want to limit them. The charge n' targe with the #13, for example, arguably makes the #13 overpowered. Same for the rocket-launcher-I-forgot-the-name-of-that-does-more-damage-when-you-are-in-the-air combined with the B.A.S.E. jumper, although I may just be overracting to being killed by it too much. But when playing on this server, my favorite thing to do is try out a single weapon with various loadouts I'm already familiar with. I think a notable part of the appeal of this mod comes from the ability to customise your loadout to match how you want to play at any given time, and that can be done to a much greater degree of percision if the existing weapons are mixed in with the new ones. Of course, this is not much of a problem if you keep "unique" weapons and, as you plan to do, move some of the functionality of existing weapons to new ones.

But that is not the only concern; a player who is new to the mod would definetley want to use the weapons they are comfortable with while getting used to the ones they've only just learned of. If a weapon someone is used to using is locked, it can mess up thier playstyle. Even if a simmilar one exists, that would allow them to do what they are used to in some way, a new player wouldn't find it. Of course, I'm making a lot of assumptions here as well. I'm not new to the mod, so I'm just sort of guessing. However, there is one type of player I'm familiar with that would stop playing the mod if this restriction was imposed.

My brother comes onto these servers occationally, mainly because I play on them so often. He almost never uses custom weapons. Which may seem like a total waste, because that is the entire point of the mod. However, I must admit there is some fun to be had from using what you know of the game already to combat a completely new environment. I've seen plenty of players using entirely or almost entirely weapons from the unmodded game. It's a very interesting way for an experianced player who doesn't have too much interest in the mod itself to practice in an entirely new landscape. I've seen a lot of underused weapons or loadouts making an appearance to combat this mod's custom weaponry. It's not what this mod is intended to be used for, but it's something to be considered.

Overall, I think the weapon limitiation could be done well. Keeping the more "unique" weapons and the stock weapons is obviously essential, but as for the others, there are positives and negatives to thier removal. If there are new weapons that can fill the roles of the old ones, then there probably isn't much to worry about. Balancing will be easier with more controll over the environment, but any balance flaws will also have more impact. I really don't know what the right path is here. I wrote waaaaay more than I inteneded to, so I'm just going to stop here.


TL;DR:
-Class limits are good
-Weapon limitations could be bad or good, it's pretty uncertain
-Weapon limits may chase off some players
-I write too much and then don't spellcheck very well
-My whole team is spies pls help ;_;
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