STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
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Showing 131-140 of 284 entries
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Suggestions for New Weapons (or New Attributes)
Thermorpho - Spy's throwable sapper
The sapper emits a signal to force sentries aim at the thing. The sapper is indestructible by the sheer amount of the fire the sentry can produce. The mag dump caused by this device drains the ammo rather quickly then just shooting any other targets. The ammo consumed for this target beacon is rated 7 times that of normal conditions. Maybe an adjustment to increase the ammo refilling cost is required as having a dispenser right next to the engi might works out handy. The engi has to get close to the target dummy while trying to not get shot by his own sentry.

Option 1, Sentry still aims at a closer enemy in the higher priority.
Option 2, Sentry is attracted to the throwable sapper regardless of the distance compared to other enemies
- Option 1 is the way go. Because it tests the spy's ability to aim the thing. Also putting the thing too close to the sentry helps out the engi. Easier recovery for the better effectiveness.

Option 1, the sentry doesn't lose the ammo crazy
Option 2, The sentry runs out of ammo quicker than usual
- Option 2 is way far superior to the Option 1 in the ergonomics

Option 1, the sentry's rocket can damage the sentry itself
Option 2, the sentry's self-damaging capability is not active
- Option 1 would be skill-rewarding for the spy.

Option 1, the engi can break the sapper by wrench
Option 2, the engi has to wait until the sapper destructs itself
Option 3, any gunfires can damage the sapper
- Option 1 hands down

Option 1 : The spy has to wait until the currently active sapper is a goner
Option 2 : It's time based until the next sapper is ready and available
- Option 2 would be suited.

Option 1 : Sapper is healed by the nearby dispenser by draining up the metal, and the sapper gets damaged by anything
Option 2 : It's usually indestructible by non-wrench type weapons.
- Option 2, because the option 1 depends too much on the situation and the layout. This weapon alone shouldn't be fixating the engi's overall building routine.

Should the sentry be able to damage the teammate? The answer depends on the minor adjustments. 1, make the sentry emit some sort of visual effects to indicate it's getting exploited. 2, make the targeting beacon very noticeable.

Option 1 : sapper is like a pipe, it rolls randomly. It's not blasted by the rocket's explosion.
Option 2 : it's fixed in the place, like a sticky.
Option 2 is fine.

The best way to use this would be to put this thing right inside the nest, it's important to hit the engi with the rocket salvo. It must be devastating. but again, the engi is supposed to get closer to hit it. So it should be breakable in a hit. Just 1 hit to break to targeting beacon.

About the beacon guided attacks being able to damage other teammates of the engi, bad-teammate dragging down the others syndrome might be annoying. Like, a soldier keeps firing on decent pyros. As much as it's team based, getting teammates exploited and turned into a weapon against themselves is slightly off the fun. So no, the guided attacks shouldn't be able to attack the engi's teammates as it's slightly unfun.
Showing 131-140 of 284 entries