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 31-40 of 106 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by sqwid:
Originally posted by Loreknight:
Stop.
That's one of the points of this weapon. It reduces the effectiveness of large damage attacks but trades that for a less powerful uber, less healing, and makes the medic feel like he's playing a minigame called "how much longer before everyone is topped off :~:"
The thing is fine. In fact, the uber is only good if it is used before you push, since it takes time to build overheal, even during uber. I think you simply misjudged the item's purpose
I understand the purpose, but the problem is that although the Uber isn't as good as Stock Uber, it makes up for it with a bigger overheal that can only be countered by another Booster Shot that can match the Overheal or a Spy who can backstab the Medic's patient.

This is why all the other Mediguns in game are pretty balanced. There is very little deviation in healing and overheal between them, and the major differences are in their Ubercharges, which only lasts a few seconds and takes time to build. There is no passive overhealing that gives an advantage over any of them unlike the Booster Shot, making it pretty much the superior Medigun 90% of the time except for the Uber.

If there was a 1v1 between two Soldiers and two Medics, all at the same skill level, one with the Booster Shot and the other with the Stock Medigun. The one with the Booster Shot will always win against Soldiers because they have an extra overheal compared to the Soldier with the Stock Medigun.

I don't think that the Booster Shot needs a massive overhaul. Just an overheal nerf and an Uber build rate buff to compensate.
Couldn't a med use the kritzkreig? I mean, if a direct hit soldiers aim is true and the kritz are there, maybe three shots if the heavy has reached 900 health and depending on how close you are, a sniper or spy could be trying to get that med while they're busy, I think with some team work you could handle it pretty well....hopefully if your team is really having a hard time with it and really wanna win, they'll help
Originally posted by AwesomeGuyDj:
Originally posted by CHAWLZ!:
Now this here is a very interesting point of discussion to me, and also a design decision I have put a lot of thought into, and stand very strongly behind.

Before I start I'd like to take a step back and discuss the Spy as a class. As I stated in my previous post, the Spy is a "high-effort, low-yield" class. What I mean by this isn't that he's useless, or underpowered, or can't effectively carry a team to victory. In fact, the reality is quite the opposite. The Spy has the ability to turn around games entirely with a single minor victory. This could be anything from destroying a pesky Sentry, taking out an extremely key target such as a charged Medic, or even sneeky-breeky capping the final point moments after the previous point is taken. However, he has very poor base damage output, no "real" mobility options, is insanely fragile, and becomes significantly less powerful against enemies that keep a certain level of awareness. To even get a single kill, a Spy more or less has to potentially outplay the entire enemy team using his surprisingly limited toolset. After all, he's one of the two classes in the game with a guaranteed, 100% one-hit kill attack, so it's only fair that he put a lot of effort in to get that kill.

This brings me to my main point: When a Spy gets a backstab, he's earned that kill. You can meme about facestabs, lagstabs, or goofy angles all you want, but that's the long and short of it. It's part of the reason Valve really hasn't strayed away from this effect for their unlockable knives, and instead focused more on changing up his playstyle with his cloak. Now's where it starts getting intersting: Le Dettonaire takes away the Spy's instantaneous gratification for his efforts. Pressing mouse 1 on an enemy's back, instead of immediately giving your team an advantage, delays the effects and puts the Spy in another potentially dangerous situation. There are two situations we're going to be talking about here: The previous variant (Enemy is alerted they have been stabbed) and the current (The bomb is mostly silent). Previously, after the Spy has already gone through the effort to outplay his opponent and get the stab, the enemy is suddenly put into a situation where they can redeem themselves, and are actively encouraged to. If the Spy gets the kill then hey, congratulations, he's spent four extra precious seconds (Which, in Team Fortress 2's combat, is a very, very long time) gaining the kill at effectively no benefit to himself. As I said previously, the Spy is a very fragile class though, and 4/9 classes can very, very easily turn around and destroy the (now cloakless) Spy, and continue on their merry way. Here's the real kicker though: If the Spy DOES manage to turn a corner and escape, his victim is now entirely on borrowed time, feeling entirely defenseless, and can do nothing but twiddle their thumbs waiting to die, which can be frustrating. As you can see here this dynamic creates scenarios that are potentially unfun for both parties, isn't at all beneficial to anyone, least of all the Spy equipping the weapon, which makes it undesirable as an optimal tool.

With the current changes (no sound, disguise is dropped on backstab) this dynamic changes entirely. The Spy gets his stab, and could potentially get away with it, and no longer needs to immediately attempt to escape, and can even press his luck and attempt to tag multiple targets if the situation calls for it. However, if the Spy doesn't consider his surroundings his target's teammates could very well call him out on his bullshit and stop him right there. This is subtley different from the previous incarnation in that instead of forcing an uninteresting encounter that neither party wants to be part of, it creates more dynamic skrimishes between a Spy and the enemy team and encourages more teamplay ("A spy just planted a bomb in you, Engineer! Turn around!"). This much more closely resembles my original design goals for the weapon (Allow the Spy to trade his immediate reward for the potential to chain multiple kills and even deal collateral damage, spreading chaos throughout), and opens up not just a new way for the Spy to perform his role, but effects the flow of the game in a way that's engaging, rewards specific and useful skills (awareness, communication with teammates, identifying threats). Of course the weapon will still have its issues (knife still makes light stabbing sound which can end in encounters like previous discussed in quiet environments, players can feel "cheated" out of their chance to live), but I feel despite that the benefits, novelty, and new ways to play the weapon introduce far outweigh the negatives.
1. No ones going to communicate. 2. If you wanted to chain stabs just use yer. 3. I dont really even see a point to this weapon. 4. What you stated is litterally why i dont see a point to this weapon, its unfun. The current version is unfun to fight against, and the old one was unfun to fight against.
this weapon isn't meant for chain stabs, you can plant a heavy with 3 bombs ( you can still do that right?) and when his team gathers around him or a medic comes to give him a good howdy doo, BAM! the big mean meat machine exploded out of nowhere, though alot of people dont do this, I think it is because the old version made it very hard to escape if you didn't blow them up right there and then or they just like making people go boom as soon as possible because it feels good, just like any other backstab, it feels good to get that one hit kill. I honestly don't see why people have a problem with this weapon, they just seem salty, if the spy wasn't using that knife you would be one hit killed anyway, also being blown up or one hit killed, neither of these sound fun.
155
Strategys/Weapon Combos/Loadouts for Custom Weapons
2,121
Ideas for Changes/Balancing (Custom Weapons)
613
April Fools Weapon Suggestions (Non-official)
Showing 31-40 of 106 entries