STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
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Showing 21-30 of 117 entries
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Crafting | cTF2w:
Originally posted by Godfadre Jregori:
- Fan Support: Change "25% faster overall weapon switch speed" to "40% faster deploy speed" and "20% faster holster speed".

- Handymann: Reduce the sentry damage resistance to 50% from 75%.

- L.A.W.: Reduce the slower projectile speed to 30% from 50%.

- Push Over: Reduce the health restored on extinguishing teammate to 50 health from full health and slower airblast speed to 50% from 100%.

- Wreck-ignition: Reduce the damage penalty to 20% from 50% and add "25% slower holster speed".

- Chains of Commands: Add "Remove two stacks on kill". .

- H.A.M.: Add "15% faster move speed while spun up", add "50% longer spin up time", and remove "blocks healing while active".

- Jaws of Steel: Add "25% faster deploy speed" and "50% slower holster speed".

- Ka-boom Stick: A bit reworking
(+) 100% larger explosion radius
(+) 15% damage bonus
(+) 25% faster projectile speed
(-) 75% smaller clip size
(-) 25% slower reload speed

- Jumpin Jayhoesafat: Increase the slower move speed to 15% from 10%, and add "20% slower swing speed".

- Defender: Make the ammo drain only on close range and add "15% faster firing speed" to balance it out.

- H.A.W.: Add "25% higher building health".

- Support: Reduce the faster build rate to 20% from 300%.

- B.O.B. PDA: Change the "Can't destroy buildings" to " Can't haul buildings".

- Worst Case Szenario: Change the "-25 health on kill" to "15% damage vulnerability while active".

- Rasputin's Gift: Reduce the faster heal rate to 50% from 100%, the overheal penalty to 66% from 100%, and remove the slower uber rate.

- Walkabout: Reduce the damage penalty on first hit to 20%, second hit to none, and add 15% faster firing speed.

- Tactical Revolver: A bit reworking
(+) Highlight up to 2 target on hit for 12 seconds
(+) Mark up to 2 (or 1) target for death on hit for 12 seconds
(-) Fires tracer rounds
(-) 66% smaller clip size
(-) No random crits

Hope this helps.

Handymann: Someone suggestion adding increased vulnerability to all other sources while active. Also, I just tested and the sentry damage resistance is to ONLY bullets, not the rockets.

L.A.W - I thought about adding blast radius decreased for all 3 rockets.

Push Over: I will be reducing the heatlh restored, when I get this custom attribute made... "Reflected Projectiles become full Crits instead of Mini-Crits". Also, I won't be changing the airblast speed. It needs to be reduced in speed.

Wreck-ignition: The "slower holster speed" can be bypased if you know how to do it.

Ka-boom Stick: That mostly describes the last verison of the Loch-n-Load.

Jumpin Jayhoesafat: yeah, this will be slightly changes.

Defender: sure, I will add the radius nerf (if it's possible),

H.A.W: I will be removing this, please check out my post earlier in LegoFan9o5 post.

Worst Case Szenario: You know it's -10 health, not -25 health.

Rasputin's Gift: My main goal is to have the ability to revive teammates (along with the uber sheild). I will remove the heal rate bonus, once the revive attribute is made.

Walkabout: Since you can get scope in, I will leave as it... this hasn't been added yet.

Tactical Revolver: I will add that.
Handymann: Add 20% explosive resistanve as well maybe?

L.A.W.: If you're adding decreased blast radius at least reduce the projectile speed, it's ridiculous.

Push Over: no full crits pls

Wreck-ignition: I read a comment on Karma's demo vid that you can get the speed boost and Powerjack at the same time, that's what I'm trying to avoid.

Defender: If you do that add something to balance it out, like reducing the damage penalty to 15% from 25%.

H.A.W.: That' cool. But one question, how the hell would "25% smaller sentry radius" work on a wrangler?

Walkaboot: At least reduce the damage penalty.
- Fan Support: Change "25% faster overall weapon switch speed" to "40% faster deploy speed" and "20% faster holster speed".

- Handymann: Reduce the sentry damage resistance to 50% from 75%.

- L.A.W.: Reduce the slower projectile speed to 30% from 50%.

- Push Over: Reduce the health restored on extinguishing teammate to 50 health from full health and slower airblast speed to 50% from 100%.

- Wreck-ignition: Reduce the damage penalty to 20% from 50% and add "25% slower holster speed".

- Chains of Commands: Add "Remove two stacks on kill". .

- H.A.M.: Add "15% faster move speed while spun up", add "50% longer spin up time", and remove "blocks healing while active".

- Jaws of Steel: Add "25% faster deploy speed" and "50% slower holster speed".

- Ka-boom Stick: A bit reworking
(+) 100% larger explosion radius
(+) 15% damage bonus
(+) 25% faster projectile speed
(-) 75% smaller clip size
(-) 25% slower reload speed

- Jumpin Jayhoesafat: Increase the slower move speed to 15% from 10%, and add "20% slower swing speed".

- Defender: Make the ammo drain only on close range and add "15% faster firing speed" to balance it out.

- H.A.W.: Add "25% higher building health".

- Support: Reduce the faster build rate to 20% from 300%.

- B.O.B. PDA: Change the "Can't destroy buildings" to " Can't haul buildings".

- Worst Case Szenario: Change the "-25 health on kill" to "15% damage vulnerability while active".

- Rasputin's Gift: Reduce the faster heal rate to 50% from 100%, the overheal penalty to 66% from 100%, and remove the slower uber rate.

- Walkabout: Reduce the damage penalty on first hit to 20%, second hit to none, and add 15% faster firing speed.

- Tactical Revolver: A bit reworking
(+) Highlight up to 2 target on hit for 12 seconds
(+) Mark up to 2 (or 1) target for death on hit for 12 seconds
(-) Fires tracer rounds
(-) 66% smaller clip size
(-) No random crits

Hope this helps.
Originally posted by LegoFan9o5:
Ah, I love this server, this group and the open nature to critique for weapons. So here's some of my suggestions. If you disagree, tell me what to improve.

:jarate: means suggestion of removal.

Nerfs

Buff Buffer: Remove self-damage, add 25% damage penalty.
Conch synergy too OP, this has less damage for enemies, but still more buffs and buff range.

Improvised Emblazer: add holster penalty.
This weapon is virtually a direct upgrade over 50% target health, finishing easily with a secondary for final 50%.

Doom Bringer: Skellys are alive for 10 seconds (from 5), small skellys are on for 15 (from 30). Remove King Skelly/Mono spawns.
Big skellys are weak due to short life spans and will be ignored for their shot lives to prevent the real problem. Small are annoying and live too long, so this is an overall nerf. King is funny but game-breaking in the long-run.

Mannsnack: Heals half health
Sandvich replenished by health kit. Mannsnack has many snacks to make up and allow it to be pushed over-the-top in terms of usefulness.

:jarate: Sentry Booster: REMOVE.
The Booster is a dumb weapon, allowing for extremely powerful sentries combined with the repair node and such. No fun to fight against.

Support Wrench: Dispencers heal 34% less.
Being healed throughout the entire battlefield? That should come at a cost, much moreso than no sentry, as teamamtes will make up for the sentry with increased longevity and ammo.

:jarate: PDA/Detonator Boosts REMOVE.
A combat Engie suffers none of the reprocussions of these boosts, and a good nest will fully benefit in the longrun with little to no downside. ESPECIALLY with the Scrap Collector to directly negate the PDA's downsides!

Medispenser: 25% fire speed only applied to melee.
Demos and Soldiers will wipe the floor with these fire rate boosts, but Engie ubers to quickly set up I can see as balanced.

Transmission: 50% bonus sapper health changed to 50% health penalty.
Why have such a boost when the base effect is so good? Serously, that seems to be too good to be true.

:jarate: Culling Blade: REMOVE.
The Culling Blade is pointless beyond all meaning, due to the fact that 75 health is nothing compared to the Back Scratcher's increased damage or the 65 damage of all other normal melees plus 10 extra damage from afterburn. It's the prime definition of a "stillborn idea".

Maxine: Cannot pickup ammo while reved up OR 50% less ammo from ammo packs.
Maxine will kill one person at the cost of less than 100 ammo, replenish it and continue murdering the rest of the enemy team. These suggestions want to prevent continuous kill-n-resuply nature of this gun.

Scrap Collector: Building Speed decreased.
You can create a nest too easily, and this seems to be the best way without messing with the core stats of the weapon. Plus it suggests to not use it absent-mindedly with a Comban Engie loadout.
Buff Buffer: No need for a damage penalty, there's already a clip size penalty and less damage equals less buff. If you wanna change the self damage I suggest to make it to a passive damage vulnerability (25% or 30%).
Mannsack ( ͡° ͜ʖ ͡°): If it heals half health then it should have faster cooldown (maybe 20 sec).
Medispenser: That means the uber only affects melee? That's a gigantic no-no.
Crap Collector: I suggest reduce the extra metal to 25% and add a 15% bullet damage vulnerability instead of slower build speed.
3,550
Suggestions for New Weapons (or New Attributes)
5
[Request] Bring The Warlord's Winchester to Custom TF2 Weapons
Showing 21-30 of 117 entries