STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
1,500
IN-GAME
7,529
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 31-40 of 127 entries
3,550
Suggestions for New Weapons (or New Attributes)
After months of being pushed around and general tomfoolery, the L.A.W. makes an official return to the force. AND THIS TIME IT'S PERSONAL.

The L.A.W. 2.0 (A.K.A Janey Law)
Soldier Primary
[+]Doing damage increases Promotion meter, which has 3 bars (250 damage to charge each)
[+]On full Promotion bar: increases clip size by 1+n (n being the Promotion level) and fires an extra rocket
[+]+50% max primary ammo on wearer
[+]Direct hits mini-crits targets launched airborne by explosives
[-]Each promotion level increases projectile deviation by +1
[-]Each promotion level decreases your damage by -10% and your projectile speed by 5%
[-]-30% initial damage penatly
[-]-20% slower projectile speed
[-]No random critical hits
[-]Cannot be crit-boosted
Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=377331478

But it looks like to get back on the force, he needs to work with his ragtag partner who ALSO happens to be a loose cannon!

The One-Hit Wonder
Soldier Secondary
[~]All damage and stats are based off of the stock Revolver
[+]On hit: launches targets upward
[+]Deploys and holsters 50% faster
[+]Marks targets to be launched further from damage and airblasts for 6 seconds
[+]Crits on headshotting airborne targets and makes the duration last +25% longer
[+]Does not require ammo
[-]-25% damage penalty
[-]8 second cooldown
Model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=377327625

These cannons are now at least 200% more loose than before! Prepare your asses for...

Fortress Vice 2: THE REBOOTENING
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by AwesomeGuyDj:
Originally posted by CHAWLZ!:
50 HP is not a lot on its own, but in the context of adding to a class with 125 health that is almost a 50% increase in durability.

If you want to talk about this specific situation in a vaccuum, a combat-range rocket will do 80 damage, yes. Two of those rockets will deal 160 damage. With +50 health, the Engineer will survive both of those rockets and still have a fighting chance. Will he win? Maybe not. It's still a very large difference. That said, this is't representative of every combat situation either way, and there's a hundred more where +50 can win or lose fights.

50 health is still a lot.
if each rocket does 80, a normal engineer would die too 2 rockets. Fair nough, this would allow him (WITHOUT GUNSLINGER) to survive 2 rockets with 15 hp left, pretty easy to shoot 1 extra rocket. Demo man direct pipes are unaffected, he still dies from 2 shots either way. The difference really more comes in with weapons like the minigun and shotgun.
Things 175 health Engi can survive:

Two shots from the Scattergun or Shotgun from close-ish range

Three Rockets from medium distance

A lot of flames from the flamethrower

A flare and then critical flare combo

Demoman sticky spamming in many more cases

A noticeable amount of Minigun bullets

Two Crusader's Crossbow shots from the longest range possible

A non charged and somewhat charged headshot from the Stock (and most other rifles)

An Ambassador headshot followed by close body shot

3 Revolver shots from close range

Two melee stock hits

+50 health is a big fucking deal

Needs to be lowered to +25 health.

Also a building rate penalty doesn't make the Engineer totally fucking useless. Eureka Effect is good on Engineer even with -50% wrench boost rate.

Just make it +25 max health and slower build speed and it'll become pretty fair and also useful.

Goddamn please don't make this OP abomination exist any longer in its current state.
Showing 31-40 of 127 entries