STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 1-7 of 7 entries
23
Ideas for Changes/Balancing (Official Weapons)
Scout
  • Bonk should make you immune to push force and airblast while under its effects (he "dodged" them). That would make it more useful for getting past sentries, which are currently Scout's biggest counter.
  • either bring back the sandman's moonshot or replace the -15 HP penalty with something less severe. It's stupid that Valve nerfed the weapon's reward without also nerfing the risk.

Pyro
  • The backburner is hard to distinguish from stock, especially when it's firing. Can you change it to be a complete weapon model instead of an attachment?

Demoman
  • I appreciate you adding some kind of additional bonus for equipping boots when you don't have a shield, but they're still overly dependent on you also having a shield equipped. Perhaps you could change them to also benefit sticky jumping? Also, I feel like the speed boost should be replaced with push force resistance, similar to the mantreads. Something like:
    Ali Baba's Wee Booties
    + 25% max health
    + 200% increased control while charging/blast jumping
    + Push force immunity while charging/blast jumping
    + Airblast immunity while charging/blast jumping
    + Melee kills refill 25% of your secondary clip/meter (that's 2 stickies for all launchers except the quickiebomb launcher, which would only gain 1 sticky. And of course shields have the charge meter filled by 25%)

    Bootlegger
    + 25% max health
    + 25% increase in charge impact damage
    + Deals 3x falling damage to the player you land on
    + 75% reduction in push force taken from damage
    + 75% reduction in airblast vulnerability
    + Melee kills refill 25% of your secondary clip/meter

Heavy
  • Why does Heavy have 2 abilities when everyone else only has one?
  • I understand giving heavy more damage for his fists, but why longer range and slower deploy time? And shouldn't he have slower swing speed to balance the increased melee damage?
  • The Natasha has the same issue as the backburner; it needs a full model so it's more easily distinguishable. TF2 is too fast-paced a game to play "spot the difference"
  • What did you do the the brass beast? Sure, this isn't as punishing as the vanilla Beast, but it's also less rewarding. And the Beast isn't even that bad a weapon! Bring back the old stats, but have it so that instead of the damage resistance being triggered by your health falling below a certain threshold, you gradually gain damage resistance the longer you stay spun up (like how a sniper rifle's damage increases by staying scoped in). It would start at zero, then over the course of several seconds builds all the way up to 66%. The ability to tank a fully charged headshot without overheal is balanced by your slow move speed while spun up.

Engineer
  • His class ability needs a name; call it "Metal Detector"
  • Get rid of minigun damage resistance on sentries.
  • Why did you remove "no random crit" on the frontier justice? random crits aren't even enabled on your servers, so it doesn't affect anything, and if your servers did have random crits, a weapon that gives guaranteed situational crits shouldn't also be capable of doing random crits. You can't have your crit and eat it to.
  • Thanks for nerfing the shield, but what if you made it so that instead of just lowering the protection of the shield, you had it so the shield doesn't immediately apply, but instead builds up from 0% damage resistance to the full 66% over the course of several seconds. Basically you're rewarded for remaining wrangled with damage resistance to make up for the lack of auto-aim, but you can't just whip out your wrangler to tank attacks.

Medic
  • The biggest thing that makes the crossbow top tier is it's burst healing, so what if you changed it so that instead of the healing being applied instantly, it's applied over the course of one second.
  • Thanks for the new backpack model for the kritskrieg so that it's more visually distinct. Can we get a model for the main weapon as well?

Sniper
  • Why. Why would you give the hardest class to engage with an ability that gives not one, but TWO buffs to his long-range capabilities? How is any other class supposed to deal with a sniper staring down a chokepoint if they can't even push him around or make him flinch? He needs a nerf so that other classes actually have a way of dealing with him, such as making him lose rifle charge from flinching, and if it goes down to zero he unscopes.
  • You buffed the way his rifle works as well?! He doesn't need to move faster while scoped; if he needs to avoid counter-snipers, he can mash his A,D, Ctrl, and spacebar keys. He especially doesn't need a faster charge time, reload time, and more ammo. He can quickscope fast enough in vanilla, and having to wait even longer for him to retreat to the closest ammo pack is unappreciated. Why would you buff the most efficient pick class when your servers are at half capacity most the time?

Spy
  • Interesting mechanic for backstabs, but shouldn't that ability better fit his spy-cam?
  • What if firing revolvers while disguised fakes firing the weapon of the class you're disguised as? It only reveals your disguise if you hit an enemy player with it, unless you're disguised as a teammate.
  • Again, why would you remove the "no random crits" downside on a weapon that gives guaranteed situational crits? While on the subject of the ambassador, would it be possible to change it so switching to the ambassador while disguised as sniper makes the sniper take aim? This would also slow you down, but when combined with the ability to fake shots while disguised as a class, could lead to some hilarous shenanigans where an ambassador spy goes to an enemy sniper nest and fakes being another sniper. Oh and it might make your disguise more convincing, I guess.
  • I like the changes to the Red-Tape Recorder, but why remove it's iconic reverse construction attribute? That had situational utility when dealing with engineers using the rescue ranger and/or gunslinger.
3,550
Suggestions for New Weapons (or New Attributes)
Showing 1-7 of 7 entries