STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
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Showing 121-130 of 284 entries
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Suggestions for New Weapons (or New Attributes)
Hot face - Flamethrower
Keep firing his m1 deters the m2 functionality. Keep firing and the weapon heats up. If the meter reaches it's maximum, the pyro dies instantly. Airblast cools off the flamethrower thus reducing the heat-up meter. The upside is that it allows the user to insta-airblast mid m1. Depending on the heat-meter the airblast fuel consumption is increased. I was thinking about a weapon allowing the pyro to m1 and airblast at the same time without interrupting the main fire, but It's rather pointless. The weapon's ammo is not filled from ammo sources, instead the ammo is filled by waiting for them to be available. +5 ammo per second or anything varrying on the balance. The heat-meter is lowered even without airblasting but it takes some time. The aim of the weapon is to force the people to use the airblast, also continuously firing the m1 restricts the use of the airblast with the increase in the cost, without sacrificing much of the skill based element. As you can take random ammo boxes from the ground or a dispenser or a cart giving the pyro infinite ammo just makes the spammy airblast situationally available. By making the ammo isolated from the rest of the system and making the whole ammo refilled by time passing. So that the pyro just needs to rest, and taking ammo shouldn't be the objective in that span of the time. The fuel should be always scarce in this weapon. But the point is to restrict both the M1 and Airblast's "Spammy" elements yet to allow people use them both in a conjunction without much of a problem.
Sniper rifle - Finite
The sighted view sways randomly, charging up the gun solves this hindrance. Shoots a shotgun when you are just scoped, this is to avoid applying stats like "inaccuracy" on the sniperrifle yet to nerf in the same way. As long as the aim is centered, more pellets are connected. It's there instead for the charging system. I think it should be infinite sign the center of the aim is following (horizontal 8 in case my grammar is not enough for conveying what I mean't). But it could be compensated so easily with tools, some thirdparty software to change the mouse's behavior, so it's better off being completely random.

Sniper rifle - synchronized volley gun
The bullets are actually pellets, each shot firing 16 pellets. The pellets are very tightly grouped. The pellets never spread but it's fired in the fixed position with the fixed distances between the pellets to start with. By this, you get the same grouping threshold in close range or faraway range. The idea is to make it able to do more damage as your shots are centered, but not compensating for a bad aim. The gun doesn't even need to be having few barrels, or not being a shotgun is never a requirement for the model. Because in the end "aiming better = more damage" instead of the gun charging up for the time passed. This gun does not have a charging functionality at all. Or it might be able to do something with the grouping of the pellets or the amount of the pellets. Then again this gun's aim is to not equalize the frequently firing sniper's DPS to snipers barely firing because "waiting for the opportunity and conserving the hassle". The later case is actually an intended playstyle though I don't encourage it. Just "Aiming better = better results". This gun encourages aiming skill too. Of course the gun crits against the head, hope it could be possible to only register the shots hitting the head as crits. Minor stats include "Damage falloff of the attacks done to the scoped sniper is always ignored". To fix the counterattack-range issues.
Originally posted by I miss you like 90% probability:
Originally posted by I miss you like 90% probability:

What about a reactive shield. Instead of dealing explosion damage by yourself, anyone attacking the demo causes it to explode. I proposed a similar concept though it's not very balanced either. My idea is to make the explosion damage equivalent of the incoming damage capped at 100. It's hella op so I revision it with "The explosion launches the demo himself backward in the imminence power(forces him to retreat)" "The explosion damages the demo too, almost doubling the damage even with the explosion resistance gained by the shield".

Specification should be "The reactive shield is always on, the normal shield explosion doesn't damage the demo nor launch him" "When the demo is charging, the explosion will damage the demo himself and launches him backward depending on the damage." But the "Parry" thing other players can do to the charging demo might be better not being damage based. Hitting pistol and still being able to force him retreat is important. As having the demo near the player is a death sentence to the one with lower HP. Maybe the "self-damaging" reactive explosion should be possible right after stop charging, for 2 or 3 seconds. It essentially gives all the classes "airblast" in that sense. But again, as much as the classes deal damage to the demo, the demo causes an explosion of the same strength.
Also for the second charge thing, what about creating an explosion underneath him. So it allows the demo to explosion jump mid charge.


Whether it should be okay to damage the nearby players when the explosion is caused by someone else, I personally think it's okay to damage anyone in the range instead of allowing the one getting chased by the demo to seek help from other players. But most classes outrun non-eyelander demo, so teammates might cause a player's defeat when it should be possible for the one to escape. I guess it's up to the preferences. When the damage is not coming from the front, the explosion doesn't occur. Or it should be "The explosion is caused from non-frontal attacks, but the explosion only affects the one detonated the shield. Teammates near the demo won't get damaged from the explosion caused by other teammates only when the attacks are initiated from the sideways.
I forgot to list in the first comment but, the teammates shouldn't be able to see the "non-charging explosions" because it's confusing. Not only it visually disorientate players, a medic can't tell if the demo is getting bombed. Or others will hesitate to get closer to the choke, because of the explosions happening around the demo.
About the weapons to cause continuous damage, flamethrowers or smg, even a pistol. Bullet type weapons need to trigger the explosion, but I'm not sure with the flamethrower. Shotgun should cause one huge explosion instead of accounting for the pellets. Each consecutive hit from minigun causes the explosion. The radius of the explosion should be affected by the size of the damage. Afterburn and bleeding shall not trigger the explosions.
Originally posted by I miss you like 90% probability:
Originally posted by progect savior:
demo shield secondary

+150% charge recharge rate
+on impact: deal damage in a explosion
+on second charge trigger mid charge: send yourself skyward
+20% bullet dmg resistance

+25% explosive dmg taken
-50% charge duration

probably not even remotely balanced but hey, i just want an explosive assault shield.

What about a reactive shield. Instead of dealing explosion damage by yourself, anyone attacking the demo causes it to explode. I proposed a similar concept though it's not very balanced either. My idea is to make the explosion damage equivalent of the incoming damage capped at 100. It's hella op so I revision it with "The explosion launches the demo himself backward in the imminence power(forces him to retreat)" "The explosion damages the demo too, almost doubling the damage even with the explosion resistance gained by the shield".

Specification should be "The reactive shield is always on, the normal shield explosion doesn't damage the demo nor launch him" "When the demo is charging, the explosion will damage the demo himself and launches him backward depending on the damage." But the "Parry" thing other players can do to the charging demo might be better not being damage based. Hitting pistol and still being able to force him retreat is important. As having the demo near the player is a death sentence to the one with lower HP. Maybe the "self-damaging" reactive explosion should be possible right after stop charging, for 2 or 3 seconds. It essentially gives all the classes "airblast" in that sense. But again, as much as the classes deal damage to the demo, the demo causes an explosion of the same strength.
Also for the second charge thing, what about creating an explosion underneath him. So it allows the demo to explosion jump mid charge.
Showing 121-130 of 284 entries