STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
English
Location
United States 
Showing 51-60 of 127 entries
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Loreknight:
Originally posted by sqwid:
So I looked over the Scout demonstration video and wondered for a bit why the Super Sneakers did less damage than the Mantreads. Then I remembered that fall damage is measured as a percent of your max HP and not a physical number, and since Scout has much less HP than the Soldier, it cuts the damage down to nearly half the amount of the Mantreads. For example, if a Soldier and Scout fall down at a velocity of 1200 units/s, the Soldier will deal 20% of his max health, which is 40, multiplied by 3, which is 120. Scout, however, will only deal 25 times 3, which is 75. (The fall height vs damage can be seen here https://wiki.teamfortress.com/wiki/Fall_damage#Damage_values ). I find this is unfair, since Rocket Jumping has more control than a Scout jumping because of the height and mobility it provides, and I would say dealing damage with the Mantreads is easier than the Super Sneakers.

While I'm not saying that the jump height should be changed at all to counter it, I instead ask that the damage be amplified from 3 times to 4.8 times. This will offset the damage and make them deal the same amount as the Mantreads at different heights. I don't know if adding a damage bonus to the Super Sneakers is possible, but I'd really like to see it added.
Does scout use his health to perform his aerial maneuver?
Does soldier have the ability to do his aerial maneuver's at any time regardless of weapon being used or where you are firing it?
1. Technically yes via fall damage. Besides, they both put the Scout and Soldier usually in risky situations such as in groups of enemies. Since Scout has less health and isn't built for taking down groups of enemies unlike Soldier with his splash damage, he would be taken down much more easier. Besides, landing on someone's head perfectly and at a velocity to actually acquire fall damage is difficult, and should be rewarded equally to both classes.

2. As a Soldier you have your primary out 90% of the time anyway and usually have enough health to perform a rocket jump. Besides, he can still deal Mantreads damage when jumping and falling off large height.

I don't see anything wrong with buffing the Scout's Super Sneakers damage, honestly. You really have to try to land on someone's head to do it like the Mantreads, so giving it a damage boost wouldn't really make it OP or anything.

Also who let you out of your cage?
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Jig-Gull:
Originally posted by Chef Boyardeeznuuuuuuuuuuuuuuts:
The Digeridoom is a GREAT weapon idea. It's like a training wheels sniper rifle. You learn to aim better, but you can't get the juicy headshots. I really love it.

The only problem is that the effects make it SUPER annoying to fight. It's fun to play with, not to fight.

So, I am suggesting some changes to keep the concept but make it less annoying to fight:

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The Digeridoom

(+) +30% damage
(+) Combo System: Consecutive hits deal 30% more damage and heal 20 health

(-) No headshots
(-) 25% slower charge speed

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Math stuffs:

A normal shot with this weapon is 65 damage
A fully charged shot takes over 4 seconds to charge but deals 195 damage.
A consecutive hit deals 85 damage.

Other notes:

Consecutive hits do not need to be on the same target. If you hit a Scout for 65, you can then hit a Pyro for 85, then a Heavy for another 85.

There is no time limit on consecutive hits.

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Overall, I think this weapon is a great fix for the Digeridoom, as it keeps the original concept, but it makes it less annoying to fight and also fixes the issues versus Pyro and people with debuff immunity.
This doesn't seem like something to use for practice aiming, it seems like something to replace headshots. It reminds me of the sniper rifle replacement from TF2 Classic.
Agreed. Reminds me too much of the Walkabout with the combo system and all that. Practice weapons usually should deal no damage and have a lot of ammo, which is why the jumper weapons are the best jumper weapons.

The Flare Jumper I hear was removed, which was a shame because it could be a really good addition now with the Sentry Jumper in the game. Just give it a lot of secondary ammo and normal detonator jumps and it should be okay.
Showing 51-60 of 127 entries