STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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IN-GAME
5,750
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 41-50 of 149 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by sqwid:
Originally posted by MEDIC!:
Yeah, we balance around pubs, a good spy can still one shot a 900HP Heavy (With the Uber), and, as a medic main when serious, it's the other team's fault for letting the overheal get that bad to be honest. (That being said, post a weapon in the suggestion thread for Sniper to hard counter overheal in some fashion. If the problem with the Booster Shot is "There does not exist a hard counter to it.", the solution might be to make one.) In comp, you always try to pick the med so he doesn't pop an Uber, same rules should apply here. If I know I can pop a full Uber safely, I'll maybe go Booster Shot, otherwise, Vaccinator, Vaccinator, Vaccinator...
I'm busy and really need to get some work done so I'm just going to leave a short reason on why I feel the Booster Shot is a terrible weapon. This is balancing around comp gameplay rather than pub, but mind you it should still apply because if a weapon isn't balanced with comp in mind then there's a problem.

But anyways, the main problem with the Booster Shot is that overheal is powerful enough with a normal Medigun, but overheal with the Booster Shot is just too much. You're giving up invincibility for several seconds, yes, but the upside of having your teammates' max health boosted up beyond the max limit is ridiculous. 250 health light classes like Lego stated above is insane, and the fact that it trades this for 8 seconds of Uber makes the stock Medigun look inferior. Sure a Spy can backstab the Medic and/or his patient, but remember that Pyros are an extremely hard counter to a Spy, making him inferior if a somewhat decent Pyro spychecks the whole area. Not to mention overhealed Heavies can survive a fully charged headshot from the Sniper, which is just a sick joke (and this is coming from someone who thinks Sniper in its current state needs a nerf).

Basically, a larger overheal isn't going to work as a passive attribute, though as an Uber it could work out. Passively, I think that this should overheal targets faster while also making overheal decay slower so it still retains the power of an overheal patient, with less of the ridiculousness.

/rant
You might be interested in a sniper rifle I posted to the new wep suggestion thread...
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by sqwid:
Originally posted by LegoFan9o5:
The Booster Shot, oh boy this Medigun. It sounds balanced on paper, but the potential it brings is rather scary. 250 Scouts, Snipers and Spies are all very powerful assets to the team, as well as having 600 HP Heavies, 400 HP Soldiers and so on. These values are intense and extremely unfun to play against. In a 1v1 of Sniper and Sniper, having that overheal is monumental to survival. So having pretty much a garunteed survival after a quickscope makes this Medigun pretty much Darwins Danger Shield in a beam! Sure Mediguns can do the same, and is promoted in high tier play, but this weapon makes it so much easier to do, with more HP to fall back on AND for longer. Oh, and having the DDS and this fully heal to 300 would allow an enemy to quickscope you twice and you could LIVE. Maybe the decay is faster than what I think it is, but having something as small as a small health kit can literally make survival thrice as easy, which is kinda disgusting to think about.

Jokes aside, the main issue I have with this weapon is its potential to overheal Heavies, Soldiers and any class to a value over 450. Because it exceedes even the highest burst damage in the game, and quite literally shuts down enemy Snipers. Because having to charge the shot fully, Twice in a row would pretty much make it an impossible feat to take out an ubered 900 HP Heavy, especially if that medic or multiple pocket him. Plus having more overheal seems to be a massive gain in comparison to the faster healing/less overheal of the Medigun, especially when playing on offense with carts being able to substitute healing power to get to the overheal faster.
I've tried to get this thing reworked but no one does anything about it. In competitive play it would very OP but unfortunately they balance these weapon among pubs rather than comp, which is a really bad way of handling things imo
Yeah, we balance around pubs, a good spy can still one shot a 900HP Heavy (With the Uber), and, as a medic main when serious, it's the other team's fault for letting the overheal get that bad to be honest. (That being said, post a weapon in the suggestion thread for Sniper to hard counter overheal in some fashion. If the problem with the Booster Shot is "There does not exist a hard counter to it.", the solution might be to make one.) In comp, you always try to pick the med so he doesn't pop an Uber, same rules should apply here. If I know I can pop a full Uber safely, I'll maybe go Booster Shot, otherwise, Vaccinator, Vaccinator, Vaccinator...
3,550
Suggestions for New Weapons (or New Attributes)
Originally posted by AwesomeGuyDj:
Originally posted by DoctorTnT:

silver can u not blow peoples mind off with your overexplaing of black holes just saying :steamsalty:
thats really not an overexplanation of a blackhole, its the simple basis of one.
DIGRESSION. REDIRECTING TOPIC. NEW WEAPONS. NOW.

Heavy

Primary

The Static Spike Driver

Heavy will not move from this spot until Heavy wants to move!

+While revved or revving up: Immune to all knockback
+Any time you would be knocked back but resist, you gain a 2 second 25% damage resist all.
+Reduced damage nerf to buildings. (Don't know. Need feedback to determine a legitimate number.)
+Silent Killer: No noise while revved up
-25% damage penalty
-Brass Beast move speed penalty while revved up.

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=125624434&searchtext=

Engineer

Primary

The Badass Barricader

Ain't no rest for the wicked in these Badlands.

+25% damage bonus while in the radius of your Sentry.
+15% damage resist all while in the radius of your Sentry.
+3 HP regen while in the radius of your Sentry.
-25% sentry damage penalty
-.3 second longer Sentry down time after being unsapped
-.3 second slower Sentry targeting.

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=133242651&searchtext=

Sniper

Secondary

The Brisbane Brush-gun (I did fact-check my geography.)

+Fires 3 bullets at once for only 2 bullets at a time.
+Damage wth this weapon charges an Anarchy meter. Activating it will give you 5 bullets per shot instead of 3, eliminates the damage penalty for missed shots, but increases your accuracy penalty to 50%
-25% less accurate
-20% smaller clip size (20 bullets instead of 25)
-15% damage penalty for each bullet per shot that misses

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=309443068&searchtext=

Hopefully these aren't as screwed up as I've been doing lately...
Some stuff. Hopefully I don't screw up the English again and stat this correctly (and don't make the Gordbort revolver from hell.)

Sniper

Primary

The Tank Buster

No kill like overkill, right?

+Reverses damage resistances and negates them, so a 25% damage resistance is treated as a 25% damage vulnerability
+Shots fired penetrate, regardless of charge.
+MvM only: Deal 50% more damage to Giants and Tanks
-50% slower reload speed
-25% damage penalty if damage is not boosted by resistance damage boost, (MvM only) or targeting a giant or tank

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=597212899&searchtext=

Engineer

Metal Fist

The Rocket Wrist

Dr. Strangelove's more reasonable and less destructive rendition of riding a rocket with a cowboy hat.

+Pressing ALT-FIRE will launch you forward for 5 seconds. This can go in any direction, and consumes 50 Metal. While this is happening, after 2 seconds, you will deal minicrits. Swinging your melee will cancel the effect, and you cannot switch from your melee while this is active.
+Melee kills will give you a free launch that activates immediately
-10% slower move speed
-Replaces your regular sentry with a minisentry
-10% more metal cost per building.

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=434955031&searchtext=

Heavy

Secondary

The Hero's Ham Slice

A nice bite of processed ham product. Heavy feels funny though...

+Activate to take a quick bite that restores 150 HP immediately. (Heavy only does "Om" part of the eating taunt) Cannot overheal. Cannot give to others (For only Heavy can handle this slice of ham.) All health packs restore a percentage of the recharge time when on cooldown. Recharge rate is the same as the Sandvich.
-You are marked for death for 3 seconds after consuming

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=122586176&searchtext=

Suggestions?
Showing 41-50 of 149 entries