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 1-10 of 38 entries
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Ideas for Changes/Balancing (Custom Weapons)
Originally posted by cTF2w Crafting:
Six point shuriken
-Since Scout (or no other class) doesn't have a throwable in their Primary slot, it would be impossible to change this to a Primary weapon.
-I do agreee that now it's abit too spammy, so I reduced the on kill/assist-kill by 1 each.

That's a shame, I think it would work a lot better as a primary.
Maybe it should still discourage using a primary in some way ?

Originally posted by cTF2w Crafting:
Compact Combustor
-We could increase the damage pently to -15% if others says this weapon needs the nerf
-NOTE: The "33% ammo consumption" basically makes the 200 ammo feel like 150 if you never airblast.

I feel like these downsides really aren't sufficient for a flamethrower that has:
Much longer range than a normal flamethrower
Full crits on reflected projectiles

150 ammo is still more than enough (I never felt the ammo penalty when using the weapon)
And a 15% damage penalty just wouldn't be enough for the massive increase in range.

Originally posted by cTF2w Crafting:
Steadfast Blast
-We did add a "100% slower firing speed" penatly. I don't know if you have mess around with this added or not.

I have played with that downside added, and I feel like its not enough. It's still able to do 65 damage from across the map, and it has a fast projectile speed combined with consistent fire speed. (Unlike other long range projectile weapons, such as the huntsman and crusader's crossbow both of which reload after every shot) Demo shouldn't have a long range spam weapon like that in my opinion.

Originally posted by cTF2w Crafting:
Heavy
-The HP increase was part of our version of the Heavy update. Besides the HP change, Miniguns are overall better, plus with the HP increase Heavy has more time to use Melee weapons due to the extra HP (especially since we added extra melee range to all of his melee weapons).

I think that buffing heavy should focus entirely on mobility, since better mobility = avoiding damage = higher effective health to those who are able to take advantage of it.
And just increasing the base health doesn't have that sort of a scaling effect for different skill levels. Not to mention that the higher health slows the game down.

Originally posted by cTF2w Crafting:
Booster shot
-There are 3 changes that I am thinking.....
1) Put a 5 up to 8 seconds cooldown, so the UberCharge can't be spammed
2) Reduce the debuff shield to 1/2 second (So it's mostly used to instantly remove debuffs)
3) Currently the Medic gets full normal overheal of 225 and decay at the normal rate.... this might be changed to the amount that this Medigun gives to other Medics (so 188 HP), but it will get the "no overheal decay" effect for the user

The cooldown is a really good idea, I think it should be at least 8 seconds though.
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Ideas for Changes/Balancing (Official Weapons)
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Ideas for Changes/Balancing (Custom Weapons)
Showing 1-10 of 38 entries