STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
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Showing 1,081-1,090 of 1,221 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by A very spooky Viking:
Well here comes a lot from someone whose played spy way too much
Not even sure if you can change the AW weapons but here we go

Knifemare
Problems - Too slow for a spy to make it practical, the stun seems to be more or less broken as consecutive stabs do not count in the stun, the lowered decloak sound doesn't compensate for effectively losing the ability to backstab.

Possible solutions
Overhaul it. Remove the whole stunning and multi hit mechanic, it doesn't work for a fragile class like spy. I'd suggest keeping the lowered decloak sound for a longer cloak and decloak, and give it an attack speed buff but a slow debuff when cloaked.
This will make it more a thing about waiting to attack, rather than jumping in and hoping the stun mechanic actually works, would be best fit for chainstabs where you can kill everyone and safely run away.


Infection
Problem - Again, way too slow for a backstab. The hit noise and damage being done will tip any player that they've been attacked and will set them into a spy checking spree before tapping the cart of a dispenser for health. The massively delayed and easily prevented stab isn't a match for the ability to stay disguised.

Possible Solution
If it is mechanically possible ditch the ability for medics, dispensers, carts, etc from curing the infection. As is a medic would see a stunned player and just pop him to entirely negate the stab. This way the person can prevent the stab from happening if the spy picks a bad spot near a health pack, and makes it compare to other vanilla knives on payload maps. Increasing the timer would help with this new tweak in place, but once you've hit 15 seconds odds are the stab-y can easily reach a health pack, a speed penalty before the stun would need to kick in so they still have a chance, just not much (As opposed to 0 if it was a normal stab)


Tactical Revolver
Problem - The highlighting mechanic seems broken to me, as in I literally cannot see any form of indicator for it. So it's basically a straight downgrade to literally any other revolver.

Solution
Fix the gimmick. I would also advise a debuff application aswell, marked for death seems appropriate for half the duration of the highlight.


Sorry if it seems like massive complaints for such little play time, but I know spy fairly well. It's a glass cannon with a primary instant kill attack. Taking away the spy's ability to get a quick kill and cloak away is like taking away the medic's uber. Yeah it isn't the whole class, but there goes it's big draw. And having to either sit there for four consecutive stabs (Or more if they're being healed) and hoping that all count for a quiet dead ringer is not a worthwhile trade. Ditto for the waiting 12 seconds for a stab, especially when the slightest tap on a dispenser, medic, cart, or small health kit can negate it, just for technically staying disguised (Although as I said above its more than likely the target will notice, kill you, and tap the cart). Even as side grades neither really work, Knifemare needs someone to be alone, away from any sources of noise (To benefit from it's ability), and relies on the stun+hit detection working. And the Infection requires the target be no where near spawn, have a medic in the area, have health kits around, no dispensers available, and be on a non payload map all at once, for little practical benefit (What stab an engie? Stab and sap exists, and his dispenser negates your stab entirely).

Balance arn't here but I agree on some point

Infection is like a normal knife, but on time, it's only troll or useless

Knifemare multi-hit isn't a bad gameplay, it force you to kill without be discovered
but now the attack speed is so low, too much time is needed to kill
would put 33% instead of 25%

Turnabout losed is potential too due to less attack speed for the same result

Duke, it's only after-kill effect and isn't so usefull, boosting a bit the weapon could be gud

Tactical revolver is a bit broken im agree, it deal normal damage... that not what a support gun is supposed to do

Stab'n'away is a good gameplay idea, but the decloak is SOOOO long
I would prefere to sun the knife (like razor back) after kill and reduce to +0.5 the cloak/decloak time
3,550
Suggestions for New Weapons (or New Attributes)
555
Bug Reporting
3,550
Suggestions for New Weapons (or New Attributes)
555
Bug Reporting
Showing 1,081-1,090 of 1,221 entries