STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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IN-GAME
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 31-40 of 284 entries
3,550
Suggestions for New Weapons (or New Attributes)
Tide of the waving shadows
Cloak watch that allows the spy to turn invisible almost instantly.
When invisible, the spy is completely invincible, not even affected by airblasts and knockbacks.
While being cloaked, the current health of the spy becomes the max hp. Preventing the spy from taking medkits while invisible practically. When decloaked, the max hp slowly starts regaining.
Getting attacked while invincible reduces the remaining cloak meter, but it doesn't reveal the location of the spy there. The enemies that you bumped becomes transparent against enemy's sight. So that if a teammate disappeared suddenly, the guy is probably colliding with the enemy spy. This could be temporal, but might be good with 5 seconds extra duration. While in this state, the spy is able to stay invisible for 2 seconds. But the charge is filled up after 2 seconds. When you bump the enemies, the charge is filled instantly to the max. Becoming visible again is completely silent, and the spy can't decloak at will. The spy plays a shortened version of inspecting animation before being able to attack right after decloaking. Or it will simply swap weapons forcibly back to the knife, when the spy had a knife to begin with. Though almost instantly cloaking and decloaking, the visual effect is that the team color of translucent spy is replaced with pitch black. So It would be visually a complete dark human figure before the spy's figure turns into the normal vibrant color. This "Bumping into someone to retain the cloak" could be made active for teammates, so that spy can get closer to the enemy first hand without being spotted. Spy has a collision during this state of invisibility. The teammate can be phased through like a regular play, the enemy is felt solid like in the normal gameplay too. The enemy will likely notice that someone bumped the player. It's likely better to prevent the spy from becoming a shield. The damage that should have dealt to the spy should be applied to the pseudo "Host", but it might be dealing damage twice to the host. Simply making him not accept any hit registrations during the spy is having a direct contact with the teammate, this is it. All of this is only when the cloak is applied. Spy blocking people's path would be a problem, it's such a nuisance. The spy should be not prioritized for pushing people off. The enemy players should be able to push the spy to any directions with less force. But it reduces the feedback of collision with the spy, so it would make it harder to notice the slightest bump with the spy. Actually it might be better changing the spy's invincibility to a really hard shell. Otherwise it would be too easy to re gain the meter after getting attacked, though it's 2 seconds. Actually there was an idea of cloak watch that allows the user to pass through the enemy collision already, in this thread, by someone that's not me. So If it's okay, I'd make this capable of phasing through enemies, and make a distinct screen effect of slightly darker vignette added. Adding the sound of sort. All of this should come down to "I know there is a spy that's attached to me." But not being able to communicate with teammates about that is likely, so I'll make it visible to others that the spy is colliding. By making the colliding targets transparent against its friends.
Tide of the waving shadows
Cloak watch that allows the spy to turn invisible almost instantly.
When invisible, the spy is completely invincible, not even affected by airblasts and knockbacks.
While being cloaked, the current health of the spy becomes the max hp. Preventing the spy from taking medkits while invisible practically. When decloaked, the max hp slowly starts regaining.
Getting attacked while invincible reduces the remaining cloak meter, but it doesn't reveal the location of the spy there. The enemies that you bumped becomes transparent against enemy's sight. So that if a teammate disappeared suddenly, the guy is probably colliding with the enemy spy. This could be temporal, but might be good with 5 seconds extra duration. While in this state, the spy is able to stay invisible for 2 seconds. But the charge is filled up after 2 seconds. When you bump the enemies, the charge is filled instantly to the max. Becoming visible again is completely silent, and the spy can't decloak at will. The spy plays a shortened version of inspecting animation before being able to attack right after decloaking. Or it will simply swap weapons forcibly back to the knife, when the spy had a knife to begin with. Though almost instantly cloaking and decloaking, the visual effect is that the team color of translucent spy is replaced with a pitch black. So It would be visually a complete dark human figure before the spy's figure turns into the normal vibrant color. This "Bumping into someone to retain the cloak" could be made active for teammates, so that spy can get closer to the enemy first hand without being spotted. Spy has a collision during this state of invisibility. The teammate can be phased through like a regular play, the enemy is felt solid like in the normal gameplay too. The enemy will likely notice that someone bumped the player. It's likely better to prevent the spy from becoming a shield. The damage that should have dealt to the spy should be applied to the pseudo "Host", but it might be dealing damage twice to the host. Simply making him not accept any hit registrations during the spy is having a direct contact with the teammate, this is it. All of this is only when the cloak is applied. Spy blocking people's path would be a problem, it's such a nuisance. The spy should be not prioritized for pushing people off. The enemy players should be able to push the spy to any directions with less force. But it reduces the feedback of collision with the spy, so it would make it harder to notice the slightest bump with the spy. Actually it might be better changing the spy's invincibility to a really hard shell. Otherwise it would be too easy to re gain the meter after getting attacked, though it's 2 seconds. Actually there was an idea of cloak watch that allows the user to pass through the enemy collision already, in this thread, by someone that's not me. So If it's okay, I'd make this capable of phasing through enemies, and make a distinct screen effect of slightly darker vignette added. Adding the sound of sort. All of this should come down to "I know there is a spy that's attached to me." But not being able to communicate with teammates about that is likely, so I'll make it visible to others that the spy is colliding. By simply making him translucent with a black hue.
Showing 31-40 of 284 entries