STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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IN-GAME
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 1-10 of 86 entries
155
Strategys/Weapon Combos/Loadouts for Custom Weapons
2,121
Ideas for Changes/Balancing (Custom Weapons)
OK

The Bio-Breaker is fun to use to plow throught enemies and can retreat or catch-up to the front/backlines without using the GRU or Evition Notice, and that's fine.
It's weak against Natasha(slow down), large enough sentry nests(can't get close without getting badly hurt or killed), Breif Negotiator snipers(they can outrun you while shooting at the heavy if they keep aimming) and other methods that I don't know yet, and that's also fine

HOWEVER there's a problem with that must be adressed reagarding the Bio-Breaker combined with the Full Throttle: Ludicrous Speed

While normally heavy gets a standard 37% movement speed when spinning his stock minigun, the Bio-Breaker uses the Agility power from Mannpower when spinning that increases movement speed by 50%
But the stat in question says: "While spun up: Gain a small move speed bonus and no natural move speed penalty", so the movement speed is now his normal walk at 77% with a minor agility speed-up(I dunno how exact it is, 17% is my best guess)
If using the Full Throttle, each kill increases heavy's movement speed by 12% with a max of 60% at 5 kills and if used in tandom with the Bio-breaker, how fast can heavy go?

(You can answer the question above for yourself if you want or if you want to show-off, and don't be afraid to show your work if you're that confiedent)

My answer: Too fast for a heavy.

This makes the drill too good for it's own good and as it's co-creator, it must be dealt with ASAP to keep it in line.
So here are my proposed stats
OLD:
(+) While spun up: Gain a small move speed bonus and no natural move speed penalty
(+) While spun up: Deals 25 damage per tick at close range in-front of user
(-) While spun up: 8 ammo consumed per second
(-) Weapon can only be mini-crit boosted
(-) Cannot primary attack

NEW:
(+) While spun up: Gain a small move speed bonus and no natural move speed penalty
(+) While spun up: Deals 20 damage per tick at close range in-front of user
(-) While spun up: 10 ammo consumed per second
(-) Weapon can only be mini-crit boosted
(-) No ammo from ammo boxes while active or spun(I dunno which)
(-) +10-15% damage vulnerability while spun
(-) Cannot primary attack
7
Possible way to import custom animations?
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by LegoFan9o5:
Originally posted by sqwid:
Viability =/= Unfun to use

That's like removing the Rocket Jumper from the game because it doesn't deal damage.
Man, arguing whether or not the Sentry Jumper should be removed or not is turining into a war on opinions.

If I were to state another perspective: Sentry Jumping is very uncommon compared to Rocket or Sticky Jumping, which makes the two official weapons viable in their own right. Higher mobility for less damage potential is great for a high mobility Demo and a floaty Trolldier, but both serve its niche as a tool for practice and as a playstyle.

The Sentry Jumper does not promote a new playstyle. Having it on Engineer's secondary slot, his least important one compared to his self-defense or his wrench, makes the impact on general Engineer gameplay completely unchanged a majority of times, except that you have a gimped secondary. Even as a tool it's weak and paradoxical, because Sentry Jumping is highly gimmicky and almost never a viable option due to the few positions you can gain and the sheer damage you take from your rockets, which largely defeats its "practice" stake. Even more defeating is its inexplicable increase in blast jump height, which makes it a bad tool for practicing sentry jumps because it can teach you leathal or impossible to accomplish mobility strategies.

Speaking of jumpers, is there any chance that the flare jumper could come back from retirement?

I was genuinely curious and a bit confused about why it went nowhere since it is a skill that Pyro players do occasionally for sneaky mobility and surprise attacks, tho I can understand the problems with it.

The main issue being it's too good of a weapon to have because it can literally jump you across the map in a single leap, and that doesn't really come across as something a pyro can and should do.
Most of his other flare guns have limited horizontal movement due to their jump heights and that works well enough for pyro to deal with; the bigger the jump, the more side movement you'll have; but make the jump too big and you're bound to be at the first point no sweat in one to two jumps.
Showing 1-10 of 86 entries