STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
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Showing 111-120 of 127 entries
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Ideas for Changes/Balancing (Custom Weapons)
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Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Loreknight:
Originally posted by CHAWLZ!:
SHARP SHOOTER:
I feel like this weapon wouldn't really suit Heavy or Soldier's playstyle, as the Sharp Shooter as it stands benefits largely to shotty/melee-heavy play where it would be significantly less useful on the two slowest classes in the game who both have primary weapons that are far more useful in 90% of regular in-game situations. On Engineer I'm on the fence because it also doesn't really suit his personality to turn around a shotgun and start using it as a melee weapon, but he could use both parts to great effect and primary Sharp Shooter could turn out pretty clutch under the right circumstances.

CONVENTIONAL:
Could absolutely work, the crits would be especially powerful for Engineer as he can hide behind his Sentry to pick off players trying to outrange his Sentry, but the marked-for-death leaves him super vulnerable, too.

MARAUDER'S MACE:
Demoman already efectively has this weapon's gimmick through the Iron Boots. Also, as an Advanced Weaponiser legacy weapon I'd personally rather it stay as a Soldier item.

TEXAN HEATMAKER:
Considering the weapon is an extremely blatant and unapologetic spychecking tool, I feel like the Scout wouldn't really benefit much from this tool. Plus, players already find it irritating enough being ignited by the Condiment Cannon, does Scout really need another item that exists solely to be irritating?

MELF'S MAGIC POTION:
No opinion either way, really.

AUSSIE POSSIE TRAP:
The whole weapon's gimmick is that it's a stickybomb launcher for the Sniper (with added effect). If you give it to the Demoman, it's just a stickybomb launcher for the Demoman (with added effect). That's not particularly interesting!

MELEE BOOSTER:
Whether it replaced the Grenade Launcher or the Stickybomb Launcher, the Demoman would simply not benefit from this. It works for Scout because he is very fast and can viably approach enemies to smack them with his melee. In vanilla TF2 this is balanced by the fact that he has the second-to-worst melee in the game damage-wise, and what the Melee Booster is designed around. Demoman is just too slow, and his explosives/shield provide him with more benefits then the Melee Booster ever could.


As far as the Handyman's wrench-effects, they're really neither here nor there. On one hand, a Scout has no reason to really be hanging out around Engineer nests when he could be out performing his actual role of getting picks on key targets and causing chaos on enemies in combat. On the other hand, this weapon's existance could provide an un-needed subtle buff to tf2's already very powerful defensive game, where a Spy who successfully plans out an assault on an Engineer's nest could have all his hard work undone by a passing Scout who just happens to have the weapon equipped, or by executing his plan and having no way to know a Scout he's decided isn't important can save the Engineer's sentry gun while the Spy is busy attempting to escape to safety. There are more elements to my opinion of the function but the gist of it is that it's potentially very messy for the flow of the game and I think it's much more beneficial for everyone if this specific encounter-type isn't muddled too much in that sort of direction.
Mate.did you know that trying things doesn't hurt? Just give em to donators only for now, let us test them. I will NOT let you just fucking instantly say no because they MIGHT fucking works and they might not. I thought custom weapons were allowed to change roles of classes? Are you against a helpful supportive scout, or do you want him to continue to be a self-helping shitbag?
Trying them does no harm,. This server was MADE for testing these kind of things.
Dude you really need to calm down and accept that some of your ideas don't really work out on paper, much less testing.

The developers will add in any weapon they want. It's their server. Stop being rude to them please.
3,550
Suggestions for New Weapons (or New Attributes)
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Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Loreknight:
Originally posted by sqwid:
That's pretty much how the wrangler works in a sense. In most situations, having your sentry do all the aiming is key unless the enemy is outside your range or you need to shield your sentry from incoming damage. Other than that it's best to keep the weapon sheathed away. Same thing with the Sentry Booster, sometimes it's better to have it out and sometimes it's better to put it away. I made a crappy image to explain the thought process of how this would work in normal gameplay to help visualize how this change could work.

http://i.imgur.com/kxfXHBT.png
You obviously don't understand the wrangler. It doubles fire rate and effectively triples health, with almost indefinitely extending range the wrangler was made for
2.) Longer ranges
4.) Anti spy measures
5.) Protection from major damage
6.) Increased damage output

And you really think that its main purpose is the range?
It's one of the Wrangler best features, yes (besides the damage negation). I main Engineer and run Wrangler a lot and its best feature is hitting targets outside of its range because it stops spamming Soldiers quite quickly.

Also it's not really an Anti-Spy measure, since it doesn't lock onto disguised Spies, though in higher competitive play it does work in Highlander in such. However in a normal public match where there can be multiple Spies at once, the Wrangler hard-counter really is a Spy.

But anyway, yeah. I forgot what this was about. Whatever, the Sentry Booster wasn't one I was confident with, but it was just a suggestion.

Showing 111-120 of 127 entries