STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Showing 51-60 of 291 entries
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Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Thrynity:
Originally posted by Eternal_Suffering™:
Matador:
+The longer the rocket launcher is flying the faster it goes: 1 seconds 20% faster, 3 seconds 35% faster, 5 seconds 60% faster

Raiding Aid:
Engineer:
+On kill: Restore full metal

All class:
+On kill: 50% faster weapon switch speed for 2 seconds

Survival Gear:
Engineer:
Replace +25% bonus metal from pickups and dispencers with +50% metal capacity

Immobile Sentry:
+Immune to crits and mini-crits (Like sentries)

Eternal suffering
Pls don't be that mean against those new balance
I agree and I told to Craftings that balanced by using "on kill:" is a pretty bad idea who become unfunny and turn weapon into stock weapon most of the time
But...
I don't agree with most of your idea for some reason
Step 1 : The firing animation is somewhat broken, but that not Craftings fault
I have a server too and it's true that it's so instable that you get random trouble everytimes
Even more when you do customisation

Ahem, now lets see your idea, for the 1st message you just repeat what we know without giving new balancing idea
(And don't forget that TF2 is for fun, all weapon shouldn't make you sad2win)

Maxime should get a lil'bonus when active and a speedboosting on kill

The Doombringer have limit due to tf_zombie code
Maybe bring back the 10% chance to ignite will save the weapon from the darkness

The secret service is bad I agree, I already made a suggestion to balance it out

Incendiary cannon now have pretty decent damage, but the fact that it can be emptied and not reloadable suck... What about giving ammo back when killing with any weapon ?
Cause the raidings aids become an obliged weapon with incendiary cannon

Matador is already kinda hard to use... Don't add speed ramp over time

Raiding aids for engineer with metal ressuply is a kinda good idea (but... Widowmaker ?)

Extra metal capacity is cancerfull on engineer
More than OP, increase max metal increase metal from pick/dispencer too

Buildings arn't immune to crit
They just take normal damage instead of crit
-50% crit damage instead of -100% seems to be a lot more fair and will turn crit into "mini-crit" like attack
Ok, first of all, I know I was a bit harsh on the first post and the reason why is because I just left from a match on the server and I was extremly salty.

First, Maxine: We already tried that, trust me, its extremly cancerous

Doombringer: I already speaked with crafting discussed some changes

Raiding Aid: The Widowmaker only gives you metal based on your damage, if you miss shots and still get a kill you will still have less ammo then before. The whole focus of the widowmaker is not its metal regain but insteadnits potential infinite clip size. The comperison you just made was like comparig the liberty launchet and the direct hit just because the have faster rockets

Matador: True

Survival Gear: How is having more metal cancerfull?

Are you blind or something, taking normal damage instead of crits is basically crit immunity. The Immobile Sentry had the same problem than the old maxine; OP when it first came out/previous version and got descimated in the latest update, currently all the stats that it has is making heavy like a sentry: Knockback immunity, Debuff immunity, Cannot be overhealed. Adding crit and mini-crit immunity would not only make it better but also help it become what crafting wants it to become, an immobile sentry
Ok. Crafting, you and I NEED to have a little chat:

First of all, why are firing animations glitched, how is giving you stupid shit taunt worht ruining your gameplay, currently, thanks to that, you cant even see when heavies are shooting, you can only see that they're spinned up, nothing else.

Second of all, the new weapons/balances. OOHHH where do I begin:

Maxine:
This went from too good to horible, the last version was OP because you could stay spinned up forever with no penalty if ou picked up ammo packs from dead bodies and you had a medic. The current one has to be on kill for the boost, hmm ok, im fine with that, BUT WHOS IDEA WAS IT TO GIVE IT 100% SLOWER SPIN UP TIME, its difficult enought to kill someone with the damage penalty but in a 1v1 your basically dead if your not spinned up

Doombringer:
Ok crafting heres the problem, NOT EVERY WEAPON HAS TO BE FUN TO USE. If we follow that law we end up this this thing, this is worse that the old maxine. You spawn skeletons on kill, you spook everyone around you on kill and you have a chance of spawning the HHH, the cost of 50 less health and damage penalty, yea ok seems preety balanced. If you haven't noticed that last part was sarcasm

Secret Service:
Why is this a thing, why is it OP, who thought this was gonna be a good idea?

Incendinary Cannon:
Recently we found out that the spell damage itself can be changed. The Charge'n'Targe has 50% flame resistance, when you get shot by a fireball you receive only 50 damage with the charge n targe instead of the normal 50. This means that the fire ball's damage is fire based, so if we were to give it a fire damage penalty the fire ball itself would deal less damage IN THEORY
3
Medieval cTF2w
Royal Dynasty Dagger (Spy Knife):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=500459144=
+50% damage bonus
+On kill: Gain a stack that gives you 10% faster swing speed
+Maximum of 5 stacks
-25% base slower swing speed
-0.5s longer decloak speed

The Backguard (Demoman Secondary Backshield):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=351628080
+30% crit resistance from the back
+35% explosive resistance from the back
+50% melee resistance from the back
+Blocks a single backstab (when destroyed plays razorback sound)

Sorcerer’s Scepter (Medic & Pyro Melee):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=397599145=
+When equipped: You also are asked to equip the spell book to be able to use the spells
+On kill: Receive a rare spell
+/-This weapon has a large melee range and deploys and holsters slower
-25% slower swing speed

Stronghold Steadfast (Sniper Backshield):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=309245150=
+70% ranged damage resistance from the back
+40% melee resistance from the back

The Battering Cannon (Soldier Rocket Launcher):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=521288092&searchtext=
+40% faster projectile speed
+25% more knockback to players
-50% damage penalty
-75% clip size

Battle Banana (Heavy Secondary Edible):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=248764702&searchtext=
+When eaten: You receive 50% faster movement speed, 50% higher jump and 100% aerial control but you can only use your melee but your melee is replaced with the stock fists while this is active for 12 seconds
-Cannot be regened with health packs
30 second charge
Showing 51-60 of 291 entries