STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Showing 1-10 of 11 entries
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Suggestions for New Weapons (or New Attributes)
Originally posted by Sunny Side Up:
https://www.youtube.com/watch?v=lAIGb1lfpBw
That's a surprisingly great tune in my opinion.

As for KP2003's idea, I was also thinking of a Medival Mode weapon idea for Engineer, but also incorporating the idea of a speed boost pad suggested by b4nny (mentioned by Uncle Dane in this video...

https://www.youtube.com/watch?v=KDICaSDMjXY

...and the idea of a buildable teammate suggested by After Breakfast in this video (though I'd use for a PDA):

https://www.youtube.com/watch?v=kB3k28Xeu6c

Anyways, the PDA might look a little bit like this (in the format of my weapon balance posts on the After Breakfast weapon balance idea thread):

The Sorceror's Alternative (Replacement for the Construction & Destruction PDA2)

+/- Replaces Sentry with an enchanted catapult (deals 30 damage per hit, fire rate is the same as a Level 3, health same as Level 2, costs 150 metal and can't be upgraded, but friendly Pyros or other teammates can light the projectile on fire)
+/- Replaces Dispenser with small "Apothecary Box" (think a Dispenser that focuses on health over ammo and metal)
+/- Replaces Teleporter Entrance with device that gives teammates a speed boost (same as the Disiplinary Action) and casts 75 metal
+/- Replaces Teleporter Exit with "buildable" teammate (see After Breakfast's video, but possibly include a modifier for random Medival-allowed weapons for Medieval Mode) - or have the enchanted capapult go here if player want to pair this PDA with the Gunslinger
+ +50% max metal carried on wearer (bigger bag or pouch on Engineer's model to make distinction as per current Valve rules on stats for wearables and readibility, etc.)
+ +25 max health on wearer (see above)
- +25% explosive damage vulnerability on wearer
- 20% slower deploy speed (both "PDAs" would ideally look like the Spellbook or perhaps a two-handed or one-handed scroll)

[Goal: make Engineer more viable in Medieval Mode with the potential of larger Medieval maps or Medieval Mode on non-Medieval maps in mind while also adding some noteworthy cons and changes in the effort to not make this a definitively-better playstyle over the Stock PDAs, and it just seemed like a neat idea to allow Engineer to play more like a sorceror and to give Engineer an alternate playstyle that could give Engineer more options for combat and support outside of the Gunslinger or the potential addition of the Mini-Mann and Mini-Dispensers]

If anyone has suggestions, please let me know.
As I mentioned last time, here are some weapon balances for Spy! While I’m not particularly enamored with – or good at playing – Spy, I think he could do with some fine-tuning and I think a little reorganization would also make him a little less intimidating to use in regular gameplay.

General Clean-Up:

+/- make the Slot for Spy’s revolvers a regular Primary Slot
+/- make the Slot for Spy’s Sappers into a Secondary Slot

[Goal: The Spy’s got a lot of weird coding behind him, even down to the MENUS! So this might make Spy a little more conventional and make his loadout menu look a little less intimidating]

The Enforcer (Man of Honor):

+ change the “+20% damage bonus while disguised” bonus to “+25% damage bonus”
+ add “This weapon deploys 20% faster” bonus
+ remove “No random critical hits” penalty
- add “This weapon holsters 15% slower” penalty
- increase firing speed penalty from 20% to 30%

[Goal: The Enforcer has been one of Spy’s least useful weapons for a while, I think giving it a higher DPS than it does now and more useful would make this revolver more useful again]

Red-Tape Recorder:

+ Increase the speed of building process reversal by 25%
+/- Increase the metal dropped on building destruction from 3 metal per R.T.R. chunk to 15

[Goal: make it more useful and make it so the Sapper has to try compete]

Wanga Prick:

+/- I’d say just give it Valve’s planned stat balancing for the Eternal Reward from the June 20th, 2017 blog post

[Goal: the current TF2 team seems to have an okay idea, but I think making the Wanga Prick different from the YER would be a better idea – let the YER be Spy most skill-focused Melee with the Wanga Prick being a training tool/fool’s weapon that technically has a unique set of stats now/then]

Cloak & Dagger:

+ reduce cloak refill penalty from “No cloak meter from ammo boxes when invisible” to “-80% cloak meter from ammo boxes when invisible”
+ reduce cloak refill penalty from “-35% cloak meter from ammo boxes” to “-20% cloak meter from ammo boxes”

[Goal: make the Cloak & Dagger more appealing to use and force the Dead Ringer to compete]

Dead Ringer:

+ Increase cloak duration bonus from +40% to +50%
- Increase “reduced cloak meter when Feign Death is activated” penalty from -50% to -60%
- Increase “reduced cloak meter from ammo boxes” penalty from -35% to -90%

[Goal: give the Dead Ringer some nerfs to make it something other than the Spy watch, but I think it gets off a little bit easier here than the planned changes from the June 20th, 2017 blog post]

~

After a day’s on-and-off slog through Spy’s weapons, on to Sniper’s weapons!

Huntsman:

+/- The Huntsman’s hidden stats will be added to the description
“Bullets replaced by Arrows, faster charge rate, faster move speed when ‘charged’, no scoping,” etc.
+ remove hidden “-52% primary ammo on wearer penalty”, going from 12 arrows to 25

[Goal: just spell out the differences for those who want to know the details; it’s been eight years, Valve! Also, more arrows in the quiver so you don’t have to restock on ammo as often]

Sydney Sleeper (The Croc-o-Style Kit):

+ add “This weapon Crits when it would normally Mini-Crit” bonus
+ increase charge rate bonus from 25% faster to 30% faster
- add “-20% damage penalty”
+/- add MasterOfOrigami’s intended reload animation for the Sydney Sleeper

[Goal: give the body-shot rifle a little more bite while taking a little longer to really capitalize on the buffs. And MasterOfOrigami went to the effort of making that animation, so his effort should not go unnoticed any longer]

Bazaar Bargain (Lawrence of Australia):

+ reduce base charge rate penalty from -50% to -20%

[Goal: make it a little less annoying to build a faster charge rate, I guess? If this seems a bit much, I got nothin’ else]

The Machina:

+ Change the “Cannot fire unless zoomed” penalty to “Non-scoped shots cannot receive damage boost”

[Goal: why can’t you fire this thing without being scoped? Being able to shoot while not scoped shouldn’t really break the weapon at all, right?]

The Classic:

+ change the “-10% damage on body shot” penalty to “+10% damage on body shot” bonus
+ increase walk speed while charging from 27% (80 HU/s) to 53% (160 HU/s) - namely same as the Huntsman

[Goal: make The Classic more useful than it is at the time of writing]

Razorback:

+ give the Razorback a 30 second recharge
+ add “20% melee damage resistance on wearer” bonus
+ add “10% faster move speed on wearer” bonus

[Goal: make the Razorback less of a deliberate anti-Spy weapon and give it a little more utility]

Darwin’s Danger Shield (The Croc-o-Style Kit):

+ add “25% fire damage resistance on wearer” bonus
- change bullet damage resistance to not include headshots

[Goal: make the Danger Shield similar to the Chargin’ Targe, but make its use as a headshot nullifier moot]

Cozy Camper:

+ increase knockback reduction when aiming from 20% to 30%

[Goal: just make the Camper a little more useful]

Cleaner’s Carbine (The Urban Professional):

+ remove “-20% clip size” penalty
+ reduce firing speed penalty from 25% to 20%

[Goal: make the Cleaner’s Carbine a better weapon overall but I wasn’t trying to eclipse the SMG]

Tribalman’s Shiv:
+ reduce damage penalty from 50% to 35% (from 33 damage to 42)
+ add “30% faster swing rate” bonus
+ increase bleed time from 6 seconds to 8

[Goal: it’s a wooden sword – it should be light and easy to swing it because it’s not that heavy but it shouldn’t be useless for dealing damage outside of bleed]

Shahanshah (Lawrence of Australia):

+ increase damage bonus under half health from 25% to 30% (from 81 to 85)
+ add “20% faster swing rate” bonus

[Goal: give the Shahanshah two little buffs to compensate for the damage penalty and make the last ditch effort nature of the weapon a little more rewarding]

Well, these are the weapons for Spy and Sniper done. These weapons gave me the toughest time yet in this series, but hopefully the rest will be more fruitful. Next class is Heavy Weapons Guy, so he might present a more interesting challenge, especially considering After Breakfast had such good ideas with his last Weapon Balance video (looking forward to Engineer Weapon Balances by the way) but I’ll try my best. Hope you like these ideas!
Would existing weapons be considered for CTF2W if some weapons can't be used by certain classes in vanilla TF2? What I mean is, weapons used by one or two classes that are based on multi-class or stock weapons - shotguns, pistols, melees, etc. - could be given to other classes who haven't received new weapons in a long time (Medic, Engineer, Heavy, Sniper and so on). Because I think some weapons could work with other classes, I have composed a list of weapons I think could work well or just be interesting on other classes, including but not limited to the following ideas:

Specific Ideas for Weapon Sharing/Bequeathals in CTF2W
------------------------------------------------------------------------------

- Reserve Shooter on Heavy and/or Engineer (seems like a good idea for a fast-switching backup and sidegrade to the Panic Attack)
- Family Business on Soldier, Pyro and/or Engineer (see Reserve Shooter reasoning)
- Pomson 6000 on Soldier, Pyro and/or Heavy (more classes get options and Grordbort weapons (are cool))
- Righteous Bison on Pyro, Heavy and/or Engineer (see Pomson 6000 reasoning)
- Winger and/or Pocket Pistol on Engineer (Engie deserves more pistols and useful sidearms)
- Gunboats and/or Mantreads on Demoman (and in turn, Bootlegger on Soldier)
- maybe try the B.A.S.E. Jumper as a Demo Secondary and the Shields as Primaries to see what happens with new loadout possibilities?
- Pain Train on Pyro, Heavy, Sniper and possibly Medic (to encourage more classes to be team players)
- Market Gardener on Pyro or Demoman
- Homewrecker/Powerjack/Back Scratcher on Soldier, Demoman (with Eyelander switch times), Heavy and/or maybe Engineer? (more variety in)
- Disciplinary Action on Pyro, Demoman, Heavy and maybe Medic or Sniper
- Tribalman's Shiv and/or Shahanshah on Soldier, Demoman, Heavy and/or Medic

General Weapon Type Bequeathals (Warning: Potentially Class-Breaking Ideas)
----------------------------------------------------------------------------------------------------------

- Shotguns to Medic in Primary Slot; nothing against the Crossbow or Needle Guns, but the Needle Guns aren't very good at dealing damage or allowing the Medic to defend himself at long range; Team Fortress 2 Classic had the same idea at one point, and I think that it sounds like a sound option for another Primary weapon.
- Any combination of Pistols, Flare Guns, wearables (boots, shields and backpacks), shorter melee weapons or other weapon ideas... to Spy; I know this sounds like madness, but the Sapper isn't all that useful when the other team doesn't have Engineers, the Sapper slot acts as a Secondary slot for Spy in Randomizer servers and I feel giving Spy more variety in his loadouts would make Spy a more exciting class to play and stir up the CTF2W Meta in an interesting way

I hope this list spurs more conversation, and I hope it's not too entirely bonkers. I've had a lot of ideas over the span of an hour or so...
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Engineer Wepon Concept
Showing 1-10 of 11 entries