STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
1,176
IN-GAME
6,639
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 171-180 of 284 entries
3,550
Suggestions for New Weapons (or New Attributes)
Simpler Chain Reactor (revision of my old idea)
Sticky launcher without m2 functionality, hitting the old sticky with new one detonates the 2 stickies. Any stickies caught in the explosion will detonate too. The initial idea had a gimmick about chain explosion getting buffed each time, a sticky detonated by another sticky increasing the damage. But the idea is too situational. I guess keeping the ability to put sticky traps while limiting the use in close range works. If the chain increased the explosion radius, it gets harder to control each explosion's radius. Simply removing the explosion radius buff for connected stickies would be sufficient. But again, it gets harder to hit. Maybe we could make it "Distance-based" again. If the sticky chain-detonated is far away from where the first explosion originates, it gets damage buff based on the distance. It's more predictable. Giving 0.1 second delay for chain reaction to happen definitely helps with the registration. The sticky supposed to be on the last end getting prematually detonated by the early chain bomb will reduce the expected damage. So, that's what so unpredictable about the damage. I was thinking about this problem from when I posted the original concept. Increasing the base explosion radius and removing the "explosion radius increases per chain" system might be the best solution. Also, "hitting the old sticky with a new one" is radius-based mechanics. Doesn't have to be exact on the collision, as you can see, it's motif is a nuke. Thus, the stickie models resemble atoms.
Showing 171-180 of 284 entries