STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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IN-GAME
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 21-30 of 127 entries
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Loreknight:
Originally posted by sqwid:
A reminder that the Melee Booster has a maximum damage output on a critical hit of 263 damage. That's pretty insane not counting the fact that Scout's swing speed on melee is extremely high. I'd like to have no random critical hits on this and maybe a damage vulnerability with melee out to make it more of a quick finishing weapon instead of a weapon you charge at foes at and getting a lucky random crit at their faces.

Also I forgot but did we talk about the Jump Action Shotgun in the Discord event?
2 extra nerfs is excessive on a utility item that removes the pistol, requires buildup via primary, and only buffs the damage of the melee, a weapon which forces scout into point blank and to be easily shot
Let's not forget

1. Scout is supposed to be fighting at close range anyway

2. With random critical hits you have a chance to take out a full health Soldier and actually deal more DPS than your normal Scattergun. Also at full damage it makes your melee crit damage even more than a crit with the Scattergun!

3. 300 damage isn't hard to charge up as Scout at all

4. Scout has the best passive agility in the game so he has no trouble getting up into an opponent's face and getting a free kill off them without any effort.

Long story short I feel like this weapon should at least have no random critical hits on your melee so it isn't abused. It should be a finish off weapon to add extra damage when you're out of Scattergun ammo, not something to get a free, undeserved kill with against an enemy.
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Crafting | cTF2w:
Originally posted by sqwid:
So I forget if we talked about the Defender in the last update. Anyway, I think it's underused and for a good reason. The reducing ammo attribute is hardly useful at all and besides that, it only seems to be useful for killing a single class more easily. Not to mention the name "Defender" sort of doesn't make sense when its main attribute is taking away enemy ammo. Anyway, I have an idea of a complete rework of the stats to make it overall a better "Defender."

The Defender
Engineer Primary
[+]100% mini-crit vs players capping or defending the objective (including enemies near the cart, enemies on a point, enemies with the intelligence, and enemies with the most amount of beer on player destruction)
[+]+100% mini-crit vs players within your sentry's range
[+]On kill: restores all of your buildings' healths by 33%
[-]-25% slower reload rate
[-]-25% slower fire rate
[-]No random critical hits

This weapon now rewards a more defending playstyle by mini-critting against enemies trying to accomplish your objective and enemies trying to take out your sentry. I was also going to give it an added ability that gives more metal from the payload, but I feel like that should be a different weapon entirely that makes use more of an offensive playstyle.

Yeah, we missed a couple of talking points even though that meeting took 4 hours. We will be doing another one this coming weekend (instead of 2 weeks from now). Hopefully, it shoudn't take more than 2 hours max... I promise!
Luckily I don't have any major exams that next week so I can make room to join this one!
79
Custom Weapons x10!
Showing 21-30 of 127 entries