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 
Showing 801-810 of 1,221 entries
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Quik:
Quik's Balancing Log:

SCOUT
_______

Life Blood:
Remove
Reason: Outside of being a very overpowered weapon in itself that allows for you to live for a long time by just shooting in someone's general direction, there should never ever be a hitscan weapon that does bleed or afterburn damage.

Handcannon:
Remove
Reason: Even in concept this weapon is just a rehash of the Force a' Nature's mechanics just not as well designed.

Shotgun Bride:
+ 10% damage buff
+ 1 more clip
- Remove headshots
- Add damage fall off
Reason: People have been pretty much just running into other players with this weapon and aim in the general vicinity of their head and getting kills that are completely undeserved. Also Scout's using this weapon have been able to snipe at other light classes from long range and practically instakill them. Scout should never have long range flexibility as he is a close range hit and run class.

SOLDIER
_______

Danger Ranger:
Remove
Reason: There has already been a weapon made for Soldier that is supposed to be coupled with the Base Jumper. We don't need another one. This weapon grants an insane amount of damage and has been often utilized for spawn camping. While the Soldier using this weapon is not indestructible he has an intensely unfair advantage as he is both hard to hit and can deal insane amount of damage (even enough to kill a Heavy with 2 shots).

Long Fall Boots:
Remove
Reason: This weapon is pretty much just made for people who suck at rocket jumping. Fall damage in TF2 is a very important mechanic as it prevents people from constantly jumping around without any limit. Also the %500 strafe control allows for Soldier to have perfect control over his jumps, which in itself is broken.

Berserker Mode:
Remove
Reason: There should never be a weapon that grants mini crit damage, boosted speed, and healing at the same time just for getting hurt. People have been abusing this weapon for a long time and have been able to keep themselves at enough health so they can't be one shot by most weapons but low enough to keep the buffs.

Old Abe
- Change aerial crit damage to mini crit damage
Reason: It goes without saying that a hitscan weapon that allows Soldier to deal up to 87- 126 at long to midrange by only rocket jumping is a broken weapon.

PYRO
_______

Hot Air Balloon:
Remove
Reason: Pyro's greatest weakness is that he cannot cover distance between himself and his opponent like Soldier or Demoman. This fundamental prevents Pyro from being broken. This weapon shits on the principle.

Flare Jumper:
Remove
Reason: The same reason as above. Also with the new phlog buff the server has become a nightmare as flying Pyros can hit and run as they feel like and crits into people who are initially far away from them.

Boilerbuss:
+ Manual reload
+ Revert to normal shotgun fire rate
+ Make only 25% less accurate
- 25% clip
Reason: This weapon in it's current state is actual trash. You can only utilize six shots, cannot pick up ammo (can't tell if this is a glitch or not) for it, and all it does is reset afterburn. This weapon should never be truly good, but decent enough so that it can be utilized.

ENGINEER
_______

Amplifier:
+ 20% faster build rate
Reason: While this weapon has it's uses it isn't that good. It takes an immensely long time to build this for something that cannot give health or ammo.

SNIPER
_______

The Penetrator:
Remove
Reason: The Huntsman was made so that players who were not that great with the stock rifle had something to fall back on. This weapon is simply made for people who just suck period. You literally don't to aim at an opponent to hit them. Sometimes you don't even have to aim in their general direction. This weapon allows you to get up to two headshots by not aiming. This weapon doesn't even look good on paper.

SPY
_______

The Duke:
Remove
Reason: It's existence defeats the purpose of playing Spy. It requires little to no stealth to kill with this weapon and in general is not only unfun to play against but to play as.

Fire Retardant Suit:
Remove
Reason: With the Dead Ringer and Spycicle already coming into play do we really need another weapon to buff Spy against Pyro? People have been using this as a means to flat out ignore Pyros and walk past them uncloaked and still get away with it. If a Spy is caught by a Pyro, he deserves what he gets.

Knifemare:
Remove
Reason: It is a spam weapon that once again defeats the purpose of Spy. Players using this have been able to go undetected due to the lack of uncloak sound and rapidly rush people down with no skill involved. Spam like this is contradictory to what Spy was created for.

Knifemare, by exemple, is more hard to play than any stock weapon
sound is only usefull against experimented player, not so op
the problem is also that you need to spam for kill, making u uncloaked/undisguise for a while
Old abe is so hard to use, and damage falloff reduce a lot the damage from the crit
Hand cannon is really not like Force-a-nature, it's not about knockback, but close combat = damage
Originally posted by Quik:
Quik's Balancing Log:

SCOUT
_______

Life Blood:
Remove
Reason: Outside of being a very overpowered weapon in itself that allows for you to live for a long time by just shooting in someone's general direction, there should never ever be a hitscan weapon that does bleed or afterburn damage.

Handcannon:
Remove
Reason: Even in concept this weapon is just a rehash of the Force a' Nature's mechanics just not as well designed.

Shotgun Bride:
+ 10% damage buff
+ 1 more clip
- Remove headshots
- Add damage fall off
Reason: People have been pretty much just running into other players with this weapon and aim in the general vicinity of their head and getting kills that are completely undeserved. Also Scout's using this weapon have been able to snipe at other light classes from long range and practically instakill them. Scout should never have long range flexibility as he is a close range hit and run class.

SOLDIER
_______

Danger Ranger:
Remove
Reason: There has already been a weapon made for Soldier that is supposed to be coupled with the Base Jumper. We don't need another one. This weapon grants an insane amount of damage and has been often utilized for spawn camping. While the Soldier using this weapon is not indestructible he has an intensely unfair advantage as he is both hard to hit and can deal insane amount of damage (even enough to kill a Heavy with 2 shots).

Long Fall Boots:
Remove
Reason: This weapon is pretty much just made for people who suck at rocket jumping. Fall damage in TF2 is a very important mechanic as it prevents people from constantly jumping around without any limit. Also the %500 strafe control allows for Soldier to have perfect control over his jumps, which in itself is broken.

Berserker Mode:
Remove
Reason: There should never be a weapon that grants mini crit damage, boosted speed, and healing at the same time just for getting hurt. People have been abusing this weapon for a long time and have been able to keep themselves at enough health so they can't be one shot by most weapons but low enough to keep the buffs.

Old Abe
- Change aerial crit damage to mini crit damage
Reason: It goes without saying that a hitscan weapon that allows Soldier to deal up to 87- 126 at long to midrange by only rocket jumping is a broken weapon.

PYRO
_______

Hot Air Balloon:
Remove
Reason: Pyro's greatest weakness is that he cannot cover distance between himself and his opponent like Soldier or Demoman. This fundamental prevents Pyro from being broken. This weapon shits on the principle.

Flare Jumper:
Remove
Reason: The same reason as above. Also with the new phlog buff the server has become a nightmare as flying Pyros can hit and run as they feel like and crits into people who are initially far away from them.

Boilerbuss:
+ Manual reload
+ Revert to normal shotgun fire rate
+ Make only 25% less accurate
- 25% clip
Reason: This weapon in it's current state is actual trash. You can only utilize six shots, cannot pick up ammo (can't tell if this is a glitch or not) for it, and all it does is reset afterburn. This weapon should never be truly good, but decent enough so that it can be utilized.

ENGINEER
_______

Amplifier:
+ 20% faster build rate
Reason: While this weapon has it's uses it isn't that good. It takes an immensely long time to build this for something that cannot give health or ammo.

SNIPER
_______

The Penetrator:
Remove
Reason: The Huntsman was made so that players who were not that great with the stock rifle had something to fall back on. This weapon is simply made for people who just suck period. You literally don't to aim at an opponent to hit them. Sometimes you don't even have to aim in their general direction. This weapon allows you to get up to two headshots by not aiming. This weapon doesn't even look good on paper.

SPY
_______

The Duke:
Remove
Reason: It's existence defeats the purpose of playing Spy. It requires little to no stealth to kill with this weapon and in general is not only unfun to play against but to play as.

Fire Retardant Suit:
Remove
Reason: With the Dead Ringer and Spycicle already coming into play do we really need another weapon to buff Spy against Pyro? People have been using this as a means to flat out ignore Pyros and walk past them uncloaked and still get away with it. If a Spy is caught by a Pyro, he deserves what he gets.

Knifemare:
Remove
Reason: It is a spam weapon that once again defeats the purpose of Spy. Players using this have been able to go undetected due to the lack of uncloak sound and rapidly rush people down with no skill involved. Spam like this is contradictory to what Spy was created for.

eh eh eh, calm down, i disagree with most of your idea, and other people might agree with me too
lot of these weapon are fun to play for me, and some of your justification are just not true at all
Basicly, don't forget that this serv is still a beta serveur, not official, who make is possible to try new weapon, most of them are prototype and are balanced frenquently
but, Don't remove weap's like that, I stopped play on the serv for a while when most of weapon was disabled
3,550
Suggestions for New Weapons (or New Attributes)
-Daily Weapon(s) Rating 2-

The Ionic Bond
Class: Medic
Slot: Primary
Basis: None
Weapon Type: Syringe Gun
Model: Team Colored
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3731&searchtext=
(+) On hit, damage is transferred to nearby enemy players around the player hit but dealing 20% less damage every player hit (1st Enemy: 100% Damage, 2nd Enemy: 80% Damage, and Etc.). Can only hit up to 5 enemy players
(+) 20% Faster firing speed
(+) Syringes do not ark. Instead, they fly straight like a bullet
(-) 20% Damage penalty
(-) 50% Smaller clip size

Special Guest Weapon(s):

The Time Machine
Class: Soldier
Slot: Secondary
Basis: Unknown
Weapon Type: Custom Banner
Model: Unknown
(+) 10% bullet damage resistance on wearer
(+) When buff is active: Upon taking damage, there is a 1.5 second delay before you receive the damage. also provides you and teammates with a 15% faster firing speed for all their weapons

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Rate!: ☆☆☆☆☆

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★★★★☆ much better
the fact that syringues isn't attracted by gravity is interresting
zone damage too, but a bit complicated, just put 75% damage to ennemies around victim would be enougth, I wouldn't increase attack rate cause it would deal too much damage against bunch of ennemies (2 ennemies = 160% damage, 3 = 220%... each hit etc...)
Showing 801-810 of 1,221 entries