STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
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Showing 51-60 of 149 entries
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by sqwid:
Alright so here's a big list of things I'd like changed from the current weapon list. This doesn't apply to donator's only weapons since I haven't had the chance to use any of them but I digress.

Scout
The Condiment Cannon

Off the bat this version of the weapon is both somewhat lackluster and yet on the other hand very powerful with a team. I know a lot of people are on the "this is so UP pls buff" train. But let's not forget that on hit the duration of each effect lasts for 10 seconds. So the first hit is going to guarantee you take mini-crits from all enemies for 10 seconds, making it a very powerful support weapon. It's less annoying now, but it's still pretty annoying that you're going to be taking 35% more damage from a single bullet hitting you for 10 seconds. So the first thing I'd like to suggest is instead of making the combo system the way it is, rearrange it so it does the less impactful thing first and THEN the more powerful debuffs later on. So make the combo system work kind of like this:

* 1st shot - Fire
* 2nd shot - Bleed
* 3rd shot - Milk
* 4th shot - Fire

That way the weapon can deal damage first and then if the next couple of hits are successful you get the milked and fire attribute as well.

Second thing I'd like to suggest is that the duration be changed to fit how far away the target is from the Scout. Since every shot from every distance is going to be 10 seconds, and the fact that first pellet is always going to be 100% accurate, it feels a little unfair to be hit with a debuff from across the map for 10 seconds by a Scout. I'd change it so that the further you are, the less the duration is (or maybe even make the duration only begin at a certain range like the Pomson does for Uber and cloak drain) and then have the duration scale up to around 8 seconds at close range.

Finally, I think to compensate for that change that the direct damage attribute should be removed and replaced with shots that deal at least some damage. I get that it's a support weapon, but so is the Sleeper, and it can still deal up to 150 damage at full charge. So yeah it summation, nerf the support this weapon has while buffing the offensive capabilities it brings to the table.

Melee Booster

Just think it needs a no random critical hits attribute to the melee since it can be boosted to one hit kill a Heavy, which is pretty dumb.

Slammer

Okay so this weapon is pretty good as a utility weapon, and the only downside you have while out is that you deal little damage with it out. Some type of damage vulnerability should balance it out like other utility melee weapons do (Escape Plan, Gloves of Running Urgently, etc)

Slugger's Face Off

Instead of making it luck based, which is what we're trying to really avoid in this mod, it should build up an evasiveness meter that when full makes the Scout invulnerable to damage for a certain amount of time or something similar to that regard. Any chance weapons are a no no.

Soldier
Battering Cannon

Personal choice, but I think the projectile speed penalty should be replaced with a damage penalty. It feels so unfun to play with this thing since the projectiles travel so slow, so I think trading up with damage while knocking back enemies would be fine.

Follower

Nothing about the stats, but I'd like to see the model at least be transparent since I can't see a damn thing with it and have to take viewmodels off to use it :V

Merasmus's Private Stash

Another big no no chance banner. Most effects are useless, but when someone get a really good effect I imagine it being pretty unfair to the other team. I'd like to see an attribute where pressing the reload button switches between different banners, but I'm not sure how possible that would be.

Pyro
Sharpshooter (both melee and secondary)

I've never been able to get use of the 5 seconds of faster firing speed on kill with either of these weapons, so I'd like to suggest either a longer duration of firing speed or perhaps a damage boost with each of these weapons along with the firing speed.

Heavy
Electroshock

The attribute where Heavy still dies from critical hits should probably be replaced to just backstabs and headshots unless the random critical hits are removed from the servers.

Engineer
Frontal Lobe

Since standing near a dispenser guarantees you unlimited ammo, then an attribute that while active you cannot collect ammo for this weapon would be a fair and small balance to how powerful it is.

Sniper
The Didgeridoom

Okay, I'm not gonna lie, this is one of the weapons I voted to be removed from the update. Not because it was unfun or unbalanced or whatever, but because it's a carbon copy of Sydney Sleeper with just more debuffs on hit. I'd say if it were up to me, it'd be removed entirely since we already have a weapon that functions identically in terms of playstyle. I know this isn't really a balance, but it's what I feel that should be done.

Manncannon

The downside is so unnoticeable and the extra damage it provides is so high that it's practically a straight upgrade to me. I'd be okay with a damage nerf to the bullet damage it does to make the damage the same for the stock while keeping the small downside it has to make it sort of like the Iron Bomber of rifles.

Spy
Eternal Youth Maiden

The worst offender of chance based weaponry on this list. As a Heavy if a Spy tries to backstab you but fails and you track him down perfectly with your Minigun, he has a very high chance of getting away anyway because of the 75% chance of dodging any attack that it provides. It's a very stupid mechanic. I propose that instead that the whole weapon be reworked into something more along the lines of cloaking will make you invisible no matter if you bump into someone or get shot and give you a great damage resistance and in return you also have a longer cloak/decloak period. This is just an idea, but what I'm trying to say is that the primary positive attribute just shouldn't work.

Multi-Class
Action Hale

The large melee range attribute (both the positive and negative attribute of it) completely ruins the fun gimmick of this weapon for me since it's so slow to use, so I'd be okay with just doing away with it completely.

The Raiding Aid

There was a version of this weapon several years back when it had four bullets in its clip but killing someone instantly reloaded it or something. I'd like that iteration back instead of the current one we have, because it's really horrendous on every class right now.
1. I think making sure a Scout can't exactly snipe with the Condiment Cannon is the best perogative at the moment. Personally, the previous dealing all effects with only one shot and large reload speed with the damage falloff added would make it balanced in my eyes.

2. No comment. I don't use it anyway. I still silently maintain Scout needs a legit melee that actually encourages him to hit people with it.

3. And an inability to carry intelligence while active.

4. I dunno. I don't mind it.

5. Can the Battering Cannon launch people far enough upward to deal fall damage if it's a flat surface? That would be good to know.

6. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=511889208&searchtext=

7. I don't know. The control actually might make it OP. I don't really have the same issue with luck as you do. If you do want to do that buff choice idea, why not make it something of an Eyelander for Soldier? For every 200 Damage you do or so, you can activate the potion and get a permanent buff to speed, damage, natural HP regen, etc. up to a point.

8. Minicrits on kill?

9. Random crits are not likely to be removed any time soon. Dunno how headshots register, so there might be a coding issue, but that seems like a legit change.

10. That's a thing? Shit.

11. Good point. Honestly, it does ruin a lot of camp-fests on Nucleus because I'll just get repeatedly potshotted with the damn thing.

12. No comment. Don't use the Manncannon.

13. I'm not against the mechanic, but if that's your worry, perhaps we can add a stat that dodging damage reduces your cloak meter by a certain percentage based on the damage that would have registered?

14. Maybe just remove the sword mechanic, or just give the sword stats to Demoman.

15. I heard someone propose an idea that it passively reloads when not active. The notion of an 8 shot shotgun for Engineer actually sounds really desirable.
3,550
Suggestions for New Weapons (or New Attributes)
Some new ideas, some bumps. PLZ respond item people.

Soldier

Primary

The Flak Attack

Rocket spam meets sticky spam. This also comes in a sort of can.

+Fires three rockets, Beggar's Bazooka style, for the cost of one.
+Pressing ALT-FIRE will detonate all your rockets at once
-Direct hits only deal 20 damage and do not explode
-Rockets shatter on surfaces

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=875862228&searchtext=

Scout, Engineer

Pistol

The Supressor Supreme

Scouts and Engineers learn a little thing about Spy.

+Silent Killer: Kills do not show up in the kill feed, and the gun makes no noise.
+Crits on headshot
+50% damage boost on critical hit
+100% accurate
-100% slower fire rate
-No access to primary weapon

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=773560058&searchtext=

Scout

Primary

The Tough Break Trailblazer

Copter Scout is about to be far more annoying.

+Gives you an extra jump.
+Firing this weapon in mid-air will knock you back. This can trigger repeatedly.
-15% damage vulnerability while airborne
-Obligatory 33% clip size penalty

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=78106098&searchtext=

Soldier

Banner

The Radio Relay

Communication is key to effective fighting.

While active, you can switch between two modes by pressing fire and ALT-FIRE. You start in the Primary fire mode
+Primary fire gives you a 10% speed boost, but you have a 10% damage reduction
+ALT-FIRE gives you a 10% damage boost, but a 10% slower fire rate

With a Banner filled, Using your banner will grant the positives to your teammates in radius, multiply them by three, and remove the negatives. You can switch on command.

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=759628039&searchtext=

Suggestions would be highly appreciated.
In the spirit of new weapons, and people actually replying to mine more often, NEW WEAPONS!

Demoman

Melee

The Cybernetic Cutter

Man meets machine, meets ten bottles of Scrumpy.

Has Sword mechanics

+On kill: Gain 3 seconds of minicrits
+On kill: Restore 25% of charge meter
-1 second shorter charge time
-35 HP penalty

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=268160380&searchtext=

Pyro

Melee

The Color Changer

The intelligence of the mercs has always been questionable at best.

+On hit: The person you hit temporarily changes colors for 5 seconds, and cannot harm your team, and can be harmed by their teammates.
-On Miss: You temporarily swap colors, with the same effect.
-50% damage penalty

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2479&searchtext=

Spy

Secondary

The Scheming Saboteur

Why destroy his toys when you can repurpose them for your own use?

+On sap: Building changes colors.
+/-Disables building for 2 seconds
-Sapper deals no damage
-Sapper burns out after 15 seconds.
-Sapper can be removed in one hit.

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689322432&searchtext=

Spy

Secondary

The Panic Provider

Engie's gonna have a real Panic Attack after this one.

+On Sap: A three second timer starts. At the end, every sapper you've placed activates. Sapper is otherwise invisible until activation, although it can be removed beforehand.
-You are marked for death while you have inactive sappers
-If you die before sappers activate, they immediately are removed.

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=679240865&searchtext=

Suggestions? Please? PLEASE? (New Weapons Soldier grin)
Originally posted by cTF2w DannyPlaysSomeGames:
Originally posted by Loreknight:
I've found it to be very helpful on scout
Guys, let's stop digressing and get back on track. We are already near 200 pages again, so it would be wise to stop talking about this discussion that has nothing to do with crafting's servers.

I think, I honestly don't know at this point.
And in the honor of ending that pointless spat. NEW WEAPONS!

Soldier

Primary

The Earth Scorcher

It's the only way to be sure.

+25% damage boost
+This weapon minicrits players knocked around by explosives or airblasts
+Getting a kill with this weapon immediately restores a rocket in the clip from your offhand ammo
-50% slower fire rate
-50% clip size

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=864871012&searchtext=

Demoman

Secondary

The Surgical Sticky

Conceived in the one time Tavish was merely buzzed instead of drunk off his a**.

+Stickies are not affected by gravity, and fly straight forward. If they hit a player, they bounce off the person and behave normally.
+50% faster projectile speed
+(Insert Quickiebomb launcher's shorter arm time)
+Bombs slowly gain damage the longer they are armed, up to a 25% damage boost after 2 seconds.
-70% smaller blast radius
-6 less pipes out

Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=728136477&searchtext=

Engineer

Wrench/PDA (Whichever's better. These might actually be able to be made into two different weapons now that I think about it!)

The Reciprocal Ranch-Hand

Don't repair it back, repair it forward.

+Repairing your buildings will also restore your health. For every two points of healing you do to your buildings, you restore 1 HP. This can overheal.
+All your buildings gain a dispenser effect that doesn't restore ammo. Is as effective as 1/2 a level one dispenser, and it gains another 1/2 effect per extra level, up to 1.5x the effect of a level one dispenser.
-Repairs cost an extra 20% when you hit them with your wrench. You still repair the same amount of health per swing.
-While either your sentry or your teleporters are actually healing, they slowly lose HP, at 1 HP per second while actually restoring health.

Wrench model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=102498538&searchtext=

PDA Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=19233&searchtext=

Suggestions?
2,121
Ideas for Changes/Balancing (Custom Weapons)
Showing 51-60 of 149 entries