ГРУППА STEAM
Custom TF2 Weapons cTF2w
ГРУППА STEAM
Custom TF2 Weapons cTF2w
1,485
В ИГРЕ
7,478
В СЕТИ
Создана
19 июня 2015 г.
Язык
английский
Страна
United States 
51–60 из 86
3,550
Suggestions for New Weapons (or New Attributes)
10
Weekly Custom Weapon Discussion: New Engie Buildings
Автор сообщения: M...Merasmissions...
Yeah, it's pretty great! As a building it's useful and versatile.

The Repair Node, on the other hand, is kinda...eh. While it does have a wonderful model, it feels very useless. The Dispenser is very important as a building because it provides useful team support. The Amplifier also works in that regard by dispensing minicrits. Again, helping the team. The Repair Node, however, feels kind of greedy. You're sacrificing a perfectly good building for a mediocre one that brings your useful buildings down from 4 to 3. The Sentries take out enemies, the teleporters get you to the frontlines fast, the Dispenser hands out health and ammo. All helpful. Any and every one of them are very viable. The Amplifier works as a good building because it does what the other ones do. The Node does not. Unless you stack your Sentries with your teleporters, the Node only helps one building at a mediocre rate. If the Node actually UPGRADED your sentries or teleporters while you were gone that'd be amazingly useful. It would promote some amazing gameplay for a roaming Engie, as it would allow you to hop around and support your team while the Sentry did its job without constant babysitting, or allowing you to upgrade the teleporter in the background (Since no one seems to switch to Engie to upgrade the one at spawn...) and you could definitely still be useful. For now, though, it just lets you wander around aimlessly without providing decent support since you've already built all your buildings.

Wow, nice rant, me.

It's unsurprising that you feel that way about The Repair Node. After all, it IS scrapped by the TF team themselfs because it breaks the flow of the engi routine by removing support from the dispenser or the teleporter due to the Node replacing either one, and players don't take that lightly if they expect their engineers to help them instead of going solo (like with battle medics not healing people).
Combined with extra toughness provided when making sentry nests and capable of easily locking out the opposing team from advancing when placed precisly, it'll incourage all engi's that turtling is the best strategy, which is the opposite of what the main idea of this weapon is about: Free Roaming

I just hope we have the ideas, tools, and skills needed to fix this building into what it's suppose to be without throwing it into the scrapyard again. -_-
3,550
Suggestions for New Weapons (or New Attributes)
The 4 Menn of the End
A theme set of weapons based on the 4 horsemen of the apocalypse with each one being focused on a rider, so it'll be fun on what you people think of it, plus it's halloween so why not?
Hope you enjoy it :)

1th Rider- Conquest/Pestilence
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=111768147&searchtext=
The White Might/The Peace Profit- Sniper Primary

Pros:
+ On Hit: cause bleed for 6-10 secs
+ On Headshot: Marked for death for 10-15 secs
+ Plague: (They added the Plague power on Mannpower when it's out of beta so it'll be worth a shot trying it out as attributes for a weapon)
+ Does not require ammo
+ 33-50% faster charge time

Cons:
- 80-100% Damage penalty

2nd Rider- War
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=156393814&searchtext=
The Red War-cry/The Blood-hungry Blade- Demo/Soldier Melee

Pros:
+ On kill: Builds Bloodshead
+ Bloodshead: Increases damage based on enemy health from 0% to 25-40%
+ 20% faster fire speed

Cons:
- Honorbound: Once drawn cannot be sheathed until it kills
- 25-35% damage penalty
- No random crits

3rd Rider- Famine
(couldn't find a model for this one.....yet -_-)
The Black Feast/The Victor's Scale -Heavy Melee

Pros:
+ On hit: Gain 25 HP and reduce 25% of enemy's ammo supply
+ On kill: Gain 100 HP and refills your ammo suppy
+ 50 Health on wearer

Cons:
- Secondary disabled on wearer
- 5-15 health drain per second when active
- 20-50% health from packs and healers

4th Rider- Death
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=536408133
OR
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=91364519
The Pale Harvester/The Grim Harbringer/The Plaguing Death- Pyro Melee

Pros:
+ On Kill: gain souls for the Apocalypse
+ Apocalypse: Taunt to activate; Buffs you and all teammates with 100% Crits and 25% Damage resistance OR Spawns 4 skeletons around you for 10 seconds
+ 20% Damage resist while active
+ On hit: bleed for 3-5 secs

Cons:
- Primary and Secondary disabled on wearer
- 15% slower fire speed
20
CTF2W Illustrations!
51–60 из 86