STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
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Showing 121-127 of 127 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Loreknight:
Originally posted by sqwid:
Giving the sentry that much resistance will just lead to the Engi leaving it out all the time and being able to clear an area with no work involved. The sentry is made stronger and with no cooldown to it when switched to another weapon, so having 66% resistance would make it very OP, even with the smaller range because the Engineer can just switch weapons quickly and the sentry immediately covers the area that it had lost before. The vulnerability is for the Engis would no doubt leave the weapon out the whole time without thinking and camp in a corner while the sentry does all the work. Considering you're going to be hiding behind your buildings anyway far from the action, it's a small downside.
The knockback combined with a shorter range would make the sentry push enemies out of range, where they could easily destroy it. Making the engineer vulnerable would simply encourage him to hide. The reduced repair rate also might make engineers think that they can't maintain it anyways and, again, hide. Give the sentry 66% damage resistance from enemies outside of it's range and if the engineer is out of the sentries line of sight while holding this, he takes minicrits
It pushes them out of the short range but can also be switch back immediately to another weapon so that the sentry can regain the lost range. I'm not able to test any of the downsides but anything that gives the sentry booster more range and damage then it has now would be appreciated.
Originally posted by AwesomeGuyDj:
Originally posted by sqwid:
It's a straight upgrade to the stock PDA. Moving your buildings (especially with the Gunslinger because minis are disposable and easily redeployed) isn't that much of a downside, while an upside of 50 max health is such a huge bonus. Not to mention the fact that the PDA isn't able to be distinguished or seen, so you have no idea if the Engi you're facing has that extra health or not.

Imagine you're a Scout or any other class (except Spy because he can see enemy health but I digress) going up against an Engineer. It looks like he's taken a lot of damage so you go in for the kill. You take a shot at him which SHOULD kill him, but he survives easily and picks you off, running away with a measly 20 or so health. It's unfair to play against because it gives the Engineer an unseen advantage with little downsides.

Valve has stated that this shouldn't happen in the game in a blog post talking about item sets. They say almost every weapon with a major passive effect should be able to identified quite easily in the midst of battle, which is seen through the backpacks, Gunslinger arm, etc. Item sets were a bad idea because it gave a free bonus that players didn't know existed because they were unable to tell if they had the other weapons in the set equipped.

For example, the Milkman set gave the Scout an extra 25 health. However if you can't tell if they have the Shortstop, Mad Milk or Holy Mackerel equipped all at once, therefore you are unable to determine if the max health is in effect.

Same thing with this PDA. Granted, the idea of the weapon itself I despise, but it's up to the developers if they want to remove it or not, but if they keep it in, it has to be a bigger and noticeable downside and a less dramatically overpowered upside.

So yeah, it most definitely needs a nerf.
Brilliant idea i just had, maybe make it so it appears on his belt? considering you make it sound like thats its only problem.
I also mentioned how 50 max health is way too much. But I forgot to mention that the slower build speed will make it so that Mini Sentries will be slightly less effective when built since they will take much slower.

I still stand by my point that the PDA needs a nerf.
Originally posted by AwesomeGuyDj:
Originally posted by sqwid:
This is what I have so far from the weapons I've played with.

PDA
Brawn Over Brains PDA
(+) +25 max health on wearer
(-) Buildings cannot be built faster with your wrench

(Less max health and changed downside to a slower build rate)

Reason: This weapon is a direct upgrade with the Gunslinger because the Mini-Sentries are disposable and can be rebuilt quickly. The result is a 200 health monstrosity of a man, so to nerf it I heavily suggest a max health nerf and a building deployment nerf.


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I'll experiment more with the weapons to see if anything else needs to be tweaked.
I dont really see it being OP. It might be kind of annoying to fight against, but i dont think it contributes to a nerf.
It's a straight upgrade to the stock PDA. Moving your buildings (especially with the Gunslinger because minis are disposable and easily redeployed) isn't that much of a downside, while an upside of 50 max health is such a huge bonus. Not to mention the fact that the PDA isn't able to be distinguished or seen, so you have no idea if the Engi you're facing has that extra health or not.

Imagine you're a Scout or any other class (except Spy because he can see enemy health but I digress) going up against an Engineer. It looks like he's taken a lot of damage so you go in for the kill. You take a shot at him which SHOULD kill him, but he survives easily and picks you off, running away with a measly 20 or so health. It's unfair to play against because it gives the Engineer an unseen advantage with little downsides.

Valve has stated that this shouldn't happen in the game in a blog post talking about item sets. They say almost every weapon with a major passive effect should be able to identified quite easily in the midst of battle, which is seen through the backpacks, Gunslinger arm, etc. Item sets were a bad idea because it gave a free bonus that players didn't know existed because they were unable to tell if they had the other weapons in the set equipped.

For example, the Milkman set gave the Scout an extra 25 health. However if you can't tell if they have the Shortstop, Mad Milk or Holy Mackerel equipped all at once, therefore you are unable to determine if the max health is in effect.

Same thing with this PDA. Granted, the idea of the weapon itself I despise, but it's up to the developers if they want to remove it or not, but if they keep it in, it has to be a bigger and noticeable downside and a less dramatically overpowered upside.

So yeah, it most definitely needs a nerf.
This is what I have so far from the weapons I've played with.

Scout
Primary
Shotgun Scatter
(+/-) Hold fire to load up to 3 shots and release fire to unleash held shots
(+) Fire rate speed increases as health decreases, up to 50%
(+) Reload speed increases as health decreases, up to 50%
(+) Combo system: hitting an enemy with two shots in a row will make the second mini-crit, hitting an enemy with three shots will also make the third shot fully crit
(-) 50% less damage
(-) 50% less clip size
(-) 3 degrees random projectile deviation

(Added a combo system and reduced fire rate speed bonus.)

Reason: Its "spray and pray" tactics makes hitting enemies with this weapon less rewarding than it should be, which is a shame because this weapon could be really fun to use. The damage is way too low to make any significant damage, and I feel like I could do so much better with the other primary unlocks. To change this I suggest a change that adds a combo system to reward Scouts with good aim at medium-range, and to rival the stock Scattergun in terms of close range damage. The fire rate is also decreased to compensate for the increased damage.

Secondary
Six Point Shuriken
(+) Multiple shuriken hits on one target will minicrit
(+) On hit: Refills 1 Shruiken
(+) On hit with your melee: Refills 2 Shurikens
(-) 12 second recharge
(-) No access to primary weapon
(-) No random critical hits

(Removed bonus firing rate, added bonus on hit attribute that causes no shuriken to be lost on a successful hit. Also added a longer recharge in exchange for the ability to regain lost shuriken.)

Reason: The Six Point Shuriken is a good weapon, though feels lackluster due to the fact that your ammo is depleted fairly quickly, and the lack of picking up ammo and having to rely on getting close to an enemy with only your melee to regain your ability to attack seems dangerous. Hopefully these changes make it a bit more fun to play with as the ammo doesn't deplete as quickly.

Soldier
Primary
Battering Cannon
(+) +25% bonus push force against both enemy players and the user
(-) -35% damage penalty on grounded targets
(-) -25% less explosion radius

(Replaced projectile speed penalty with damage penalty and decreased explosion radius)

Reason: The slower projectile speed makes hitting targets directly at medium range near impossible, making it quite annoying to use. So to change the downsides of this weapon to be more fun to use I suggest changing the downsides to a damage penalty to targets on the ground and to decrease the explosion radius.

Quick Buff
(+) Damage required for equipped buff is reduced by half
(+) 50% larger buff radius
(+) This weapon holsters 25% faster
(-) This weapon deploys 50% slower
(-) 50% less buff duration

(Increased deploy speed)

Reason: This weapon is agonizingly annoying trying to switch to during a buff because it feels like you only have a second or two to make use of the buff. Hopefully this will fix that so the user feels more engaged.

Pyro
Primary
Push Over
While active:
(+) Reflected projectiles are full crit instead of mini-crit
(+) Extinguishing teammates restores 100 health
(+) 100% bonus airblast push force
(-) -25% damage penalty
(-) -66% afterburn damage penalty
(-) -50% afterburn duration
(-) 50% slower airblast speed
(-) 25% increased airblast vulnerability

(Added ability to use primary attack with decreased damage and afterburn damage. Increased airblast speed slightly and removed ranged damage resistance.)

Reason: The ability to only airblast makes the Pyro still fairly easy to taken care of, especially against any non-projectile class (which is most of them). So to fix this I suggest adding on the ability to shoot reduced damage flames with minimal afterburn. I also suggest increasing the airblast speed slightly so that a failed airblast still gives Pyro a chance to retaliate against pressuring Soldiers or Demos.

Melee
Uncontainable Reaction
(+) Combo system:
* First hit: -25% damage
* Second hit: Base damage
* Third hit: Base damage, mini-crit, and +50 health restored
(+) +10% faster firing speed
(-) Combo is reset on third hit or on your death
(-) No random critical hits

(Changed combo system and replaced crit on burning enemies attributes with a faster firing speed)

Reason: The poor damage and rather unrewarding combo system seemed very underwhelming, so I feel like the combo system could be changed to something a bit more useful. I also increased the firing speed slightly and removed the burning on hit attributes to compensate.

Demoman
Secondary
Groundbreaker
(+) When a stickybomb explodes, it spawns 3 mini-bombs
(+) Bombs explode in 1 second
(+/-) Each mini-bomb splits the damage and explosion radius between the 3 mini-bombs
(-) 4 less default stickybombs out
(-) 15% less base damage
(-) 15% less explosion radius

(Decreased explosion time greatly and decreased max number of stickybombs out)

Reason: Many mini-bombs launched from these stickies hardly hit anyone since they take too long to explode, making it extremely easy to dodge. To change this I changed the explosion time to one second, making it harder to avoid the mini-bomb damage. I also decreased the max stickybombs out to compensate.

Engineer
Secondary
Signal Booster
While active:
(+) +25% sentry damage bonus
(+) Increased knockback by sentry gunfire
(-) 20% damage vulnerability on user
(-) Sentry gets repaired 66% slower active and when holstered for three seconds
(-) -25% sentry radius

(Added an increase in sentry knockback while active and reduced sentry damage. Greatly reduced radius penalty and added decrease in repair rate while active and a few seconds after. Also added damage vulnerability for Engineer while active)

Reason: The damage bonus and firing speed both cancel each other out, resulting in the sentry having a much smaller sentry radius with no noticeable upside. The sentry radius also seems easily avoidable, making it able to be taken down much easier. To make this more of a weapon that capitalizes on area denial, I suggest a knockback attribute added which knock enemies off an objective easier or pin them to a wall, securing a kill more easier. As a downside along with the radius decrease, the user takes 20% more damage while active and the sentry is repaired 66% slower while active and a few seconds later to ensure that the sentry isn't impossible to take down.

Melee
Old Reliable
While active:
(+) One hit destroys any sapper
(+) 20% bonus repair rate
(+) 50% faster upgrade rate
(+) 20% damage resistance for your buildings
(-) 50% slower fire rate
(-) 25% damage vulnerability

(Faster upgrade rate, removed Spy uncloaking bonus and added damage vulnerability)

Reason: Without another Engineer to help, this weapon takes AGONIZINGLY long to set up buildings to their full level, making the upsides hardly useful. To compensate, I added bonuses to make the upgrade and repair rate match that of a stock wrench and added a damage vulnerability so that other classes like Demos and Spies can kill of the Engineer better if he's in a bad position.

PDA
Brawn Over Brains PDA
(+) +25 max health on wearer
(-) Buildings cannot be built faster with your wrench

(Less max health and changed downside to a slower build rate)

Reason: This weapon is a direct upgrade with the Gunslinger because the Mini-Sentries are disposable and can be rebuilt quickly. The result is a 200 health monstrosity of a man, so to nerf it I heavily suggest a max health nerf and a building deployment nerf.


Primary
Penetrator
(+) Arrows can bounce up to 3 times
(+) Arrows penetrates all enemies
(+) Arrows that bounce off more walls deal more damage
(-) No headshots

(More damage when bouncing off walls)

Reason: Though fun to use, the lack of damage makes this weapon vastly inferior to the Huntsman (especially since this weapon has fall off damage for some reason, probably because of the projectile shot out is a Rescue Ranger-like entity). To fix this, I suggest that with every bounce the damage is increased, possibly to a point that deals more than the Huntsman's normal arrows in order to compensate from the lack of headshots and less damage.

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I'll experiment more with the weapons to see if anything else needs to be tweaked.
3,550
Suggestions for New Weapons (or New Attributes)
Showing 121-127 of 127 entries