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 31-40 of 86 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
I've seen the Hot air balloon demonstration and it's not looking good since the downsides are a bit too much to make good use of it so you may have to rework the current downsides(except the intellegence one, it's fine and balanced) to make it more usable

1. Decrease the ammo comsumsion of the weapon by half(50 from 100)and give it a penalty on collecting ammo from dispencers(either by when active or not is your choice)

I timed on how long both weapons can fire before running out of ammo and here are the results: Hot Air B: 8 seconds, Stock: 16 seconds.
I understand that it's more of a tool than a weapon like the rescue ranger in some sense but it wouldn't hurt to defend yourself with your primary if you've been using most of your ammo for flying than fighting.
You can even have it regenerate ammo the longer you don't use it if your planning on giving the no ammo on dispencers penalty full time
(yes, i found that stat in the official stat pool; not used...yet)

2. Rework the damage vulnerablility to when attacking or when active rather than when jumping/in the air and and greatly decrease the amount taken(25-35 from 100)

If i learned anything from that stat it's that this penalty essencially turned this weapon against it's player for not only using the main fuction of the weapon but for jumping too
This is the biggest problem this weapon has and it really shows in the video, and the irony is that we seen this same problem happened before in the official game.

Case and point: Baby Face's Blaster. When it was first released, it was pretty bad since you can only keep your speed if you never jump AT ALL or else you lose all speed you had worked to get and became slower than usual, and since the scout NEEDS to jump to avoid damage, cross pits, reach places better, and all that.... the results are pretty much poor

So when you have a weapon that can get you easily killed in the air because you decided to jump UP to get over some platforms OR if you used it to get you TO the air there in the first place..... it's not just bad but very, VERY counterintuative to the wearer

Heck, it can't even go that far with the current ammo eating problem it has, let alone getting it to fly as fast as the jumper weapons and that's if you don't have enemies that kill you in one or two hits. Even the flare jumper can do better than that and it got banned for being too good for it's own good(mainly for phloging reasons... but still)
AND even if you did reached the air without getting killed, pyro's attacking options are pretty limited in the air since you only got your shotgun/flare gun/reserved shooter to work with, and the damage you deal out is average to good at best compared to solly's and demo's options in the air and their insane damage outputs from weapons like the grenade and sticky launcher, and any of the rocket launchers ESPECIALLY the air strike

So, While this is a fun weapon to mess around with, it really needs a major buff-up so it can stand on it own legs since it's only used in ambushing single targets at the moment
155
Strategys/Weapon Combos/Loadouts for Custom Weapons
2,121
Ideas for Changes/Balancing (Custom Weapons)
3,550
Suggestions for New Weapons (or New Attributes)
AW- The MegaBuster MKIII- Scout Secondary
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=635055114&searchtext=
At first, it was laughed at for being a joke... Then it made a name for itself against all sentries... Now it's back and better than ever before for all to witness it's mighty power!

=Fires Flare-like projectiles instead of bullets
=Click Alt-mouse to fire a charged rocket shot, a whole clip is required to activate

Pros:
+ 75-100% damage against buildings
+ No ammo required

Cons:
- 15-20% slower holster speed
- 20-25% less damage vs players
- 75% smaller clip size (4 shots per clip)
- 75-90% smaller explosion radius (charged rocket shot)
- 100% less push force from self damage (NO rocket jumping)
- when active: 10-15% melee vulneralbility
- No random crits

If you been playing AW for a while, then you know about the Megabuster.
It was originally a joke weapon that shoots rockets to destory buildings and it was a favorite fro a ton of people. So much so that it came back as an official AW weapon but it only had one stat compared to the first version.
Seeing the two different versions side-by-side gave me an urge to mash them together, resultsing the birth of the brand new Mark III you see before you.

So how does it work? Imagine the charge mechanic of the cow-manglar being shoved into the size of a righteous bison with the ammo being simple flare guns and charged rocket shells.
Actually, the stats reminded me of what Dr. Groudbort would build if he didn't have any lazers.
Advanced Weaponizer Suggestions: Removed Edition

These weapons may had their fun in the old days, but they never saw the light again for many reasons... Thought it would be a fun idea to look back at some of them to see what we missed.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1260
OR
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=276256558&searchtext=outback
Outback Defender- Sniper Secondary

Pros:
+35 health restored on kill
+20% faster firing speed

Cons:
--50% clip size
--15% less accurate

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=483959173&searchtext=
The Airborne Annihilator- Scout Secondary

Pros:
+Mini-crits targets launched airborne by explosions
+50% more accurate

Cons:
--10% explosive damage vulnerability on wearer
--10% damage penalty

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=108291508&searchtext=
The Malpractice Insurance- Medic Primary

Pros:
+900% clip size
+85% faster reload time
+90% faster firing speed

Cons:
--80% damage penalty

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=125624434&searchtext=
The Russian Rebellion- Heavy Primary

Pros:
+Projectiles penetrate enemy players
+20% of damage done is returned as health

Cons:
-15% less accurate
-While Spinning: Marked for Death

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=136450272&searchtext=
The Celtic King- Demo Secondary
(AKA: the most infamous weapon of AW, plus it'll feel incomplete without it)

Stats:
=When the king (the wearer) or anyone near him did damage, the charge increased.
=Gave up to 50% of speed and damage to the user based on charge. (The more it was, the more speed and damage you dealt, kind of like The Eyelander )
=Gave up to 25% of speed and damage to allies nearby based on charge.
=The more charge you had, the faster it would drain.
=The user would press the alt button to Parry.
=25% of the charge was used to block the first source of damage.
155
Strategys/Weapon Combos/Loadouts for Custom Weapons
3,550
Suggestions for New Weapons (or New Attributes)
Showing 31-40 of 86 entries