STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
1,146
IN-GAME
6,312
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 91-100 of 127 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
After another quick look at the list of CTF2w weapons, here are some minor changes I'd like to see next.

The General's Reserve feels very useless right now compared to the other banners, and unless it gets another banner effect, I would like the effect to be activated upon Alt+Fire with your primary out or a faster deploy speed. It just feels too slow to use and activate.

The Crowd Control and Action Hale's deploy speed feels too slow and I'd rather have the extra range taken out in exchange for normal melee range. They both feel quite unneeded when compared to its other stats.

The Heavy Artillery Minigun takes too much damage for the rage to activate. I don't know if this is possible to change, but it needs less damage to activate because the amount of damage to use the rage for only a few seconds (and also taking account of the fact that the Heavy needs to survive for a long time to get that amount of damage) is insane.

The Tank Goodness could benefit from causing damage done along with damage received to charge the upgrades. The Battalion's Backup charged up with only damage taken at one time and it was awful, and I feel like that sets back this gun as well. However I feel like in exchange the upgrades should take more damage done and received to activate and maybe it decays slowly after a period of not taking or receiving damage.

The Graphite Punisher could go for a faster weapon switch time for all weapons while equipped so that it's not a pain between switching weapons to gain the mini-crit damage.

The Stealth Attack needs another positive attribute or something else because it feels quite underpowered. There's no real reason to use it because although you can attack while invisible, the regular knife would be a much better choice because it's able to kill the target instantly. I'd like to see it at least deal half of the user's total max health (150 on backstab of a Heavy, 75 on Medic, etc) so there's a chance of killing them.

I don't know if I've mentioned this before, but an extra positive attribute for the Spy with the Survival Gear equipped would be great. Considering that it takes away the only ranged weapon the Spy has, it feels very crippling.

The Eternal Youth Maiden should not allow Spy to have a 75% chance of dodging the enemy's attacks because it's luck based and honestly quite annoying. If a Spy fails to get a backstab on a Heavy, he shouldn't be able to dodge most of Heavy's bullets even though he can still track him. The Spy should be able to be killed because he failed to get the backstab. I suggest instead remove the 75% chance of dodging attacks and replace it with after 2 or 3 seconds of being fully cloaked, the user does not blink when being attacked and takes reduced damage. I don't know if that would be balanced or not. If someone has a better idea, I'd like it to be implemented.

Merasmus's Staff suffers from the pre-nerf Market Gardener treatment in which it's a straight upgrade to the normal stock only without critical hits. A minor change would be nice, like a -10% or -15% slower swing speed or a very, VERY small damage penalty to balance it out. Not too much though because I love the damn thing.
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Showing 91-100 of 127 entries