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 41-50 of 243 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Demon God Dumplin:
Originally posted by StealthBull:
Life blood
(+) 25% life leech, with non-critical hits
(+) 50% life leech, with critical hits
(+) You can overheal yourself to 150% health
(-) 50 less max health on wearer
(-) 50% less damage

25% life leech combined with 50% less damage ?! So you would get around 12 health per shot if your aim would be perfect. Maybe change it to simply give 10 health per hit ? also reduce the health penalty. Also the overheal bonus is useless because 150% of 75 is 112.5 so you would have less health that you would without the weapon. (there are weapons for scout that give health but alone this weapon is still pretty useless)

Super sneakers
(+) Deals 3x falling damage to the player you land on
(+) 250% increased air control
(+) 50% bonus jump height on wearer
(-) 10% less movement speed on wearer
(-) No actual weapon

Is the movement speed penalty entirely necessary ? Its really hard to take the benefit from this weapon anyway so why would there need to be a constant downside with rarely useful upside ?
If you want the jump height why not just use the winger?

I got more suggestions so is it ok to make really long replies ?
(im new to using forums so i dont know)
I completely agree with both of these, it'd make them less terrible, plus can we have the fan support back? it was like the slugger but less random bs, and it actually worked against pyros where the slugger failed completely.
I honestly would've preferred the Slugger to get removed instead of the Fan Support. I'd rather have a 100% chance of some resistance than a some chance of 100% resistance.
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)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1265
(Medic Secondary, Medi-Gun)
(?) Instead of an Übercharge meter, this weapon has a different meter, built up when your target deals damage, and when you're healing targets (albeit at a reduced rate)
As this meter increases, it will level up, giving perks to targets that you have fully overhealed
They will lose these perks once their overheal is removed (goes all the way down to 100%)
Each level requires more damage and time to upgrade
(+) Move at the speed of any faster heal target
(+) Mimic explosive jumps
(-) -50% slower heal rate on overhealed patients
(-) Übercharge disabled
(-) When not healing someone your meter will rapidly drain, and if your heal target loses their overheal you will lose a bit of the meter

Allows you to buff up your teammates by a fair amount, but you have to constantly be healing them and you can't pop uber.

Side Notes:
· The effects this medigun gives will only be activated once you have fully overhealed a target, but it will persist until your target has completely lost their overheal
· Other medics can keep the effects of your overheal alive by healing targets you have recently been healing, making the Booster Shot useful if someone is already using this
· The effects I had intended for the levels are:
  • Level 0: Nothing (you start out here)
  • Level 1: 10% damage resistance
  • Level 2: Same as Level 1 + 10% damage bonus
  • Level 3: 20% damage resistance, 15% damage bonus, Immune to damage falloff
  • Level 4: Same as Level 3 + 10% faster move speed
  • Level 5: Same as Level 4 + Blocks lethal damage (Players will always have at least 1 health remaining as long as they have your overheal)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Showing 41-50 of 243 entries