STEAM-GRUPP
Custom TF2 Weapons cTF2w
STEAM-GRUPP
Custom TF2 Weapons cTF2w
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Grundades
19 juni 2015
Språk
Engelska
Plats
United States 
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555
Bug Reporting
7
Master Download Links (Models and Maps)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Ursprungligen skrivet av Stealthbull:

Six point shuriken
-Since Scout (or no other class) doesn't have a throwable in their Primary slot, it would be impossible to change this to a Primary weapon.
-I do agreee that now it's abit too spammy, so I reduced the on kill/assist-kill by 1 each.

Splitfire
-Yeah, Rail has said the same thing about what we should change. I want to give it alittle more time to see if other say the same thing.

Tesla Shocker
-I just changed on how the projectile is being added. Hopefully it can be abit more consistent. It may or may not be on the by the time you read this.

Compact Combustor
-We could increase the damage pently to -15% if others says this weapon needs the nerf
-NOTE: The "33% ammo consumption" basically makes the 200 ammo feel like 150 if you never airblast.

Spitfire
-I will be adding so the flare seprate abit more at the very end of the lifespan. Plus adding a 33% damage penatly for each flare.

Steadfast Blast
-We did add a "100% slower firing speed" penatly. I don't know if you have mess around with this added or not.

Scottish Wargear
-The reason it has invulnerability is due to also adding the "Bonk" effect, so I can block the user from attacking. If the invulnerability is removed, then the Bonk's slowdown effect would trigger if the user was damaged while charging.
-Currently, this shield doesn't grant resistances when compared to other official/custom sheilds. Plus, it has a "-90% charge recharge rate", so unless the demo is grabbing ammo packs to refill the meter.... this happens so it's not as spammy.

Heavy
-The HP increase was part of our version of the Heavy update. Besides the HP change, Miniguns are overall better, plus with the HP increase Heavy has more time to use Melee weapons due to the extra HP (especially since we added extra melee range to all of his melee weapons).

Edibles
-These will not change if Heavy's HP is changed back to 300
-We wanted to somewhat bring down Edibles and bring up shotguns (especially since we added 33% lifesteal to any shotgun Heavy has access to, along with the on kill effects so teammates can be in-directly healed... so Edibles aren't 100% required for your teammates).

Snipers
-I will talk with Rail and keep that in my mind.

Booster shot
-There are 3 changes that I am thinking.....
1) Put a 5 up to 8 seconds cooldown, so the UberCharge can't be spammed
2) Reduce the debuff shield to 1/2 second (So it's mostly used to instantly remove debuffs)
3) Currently the Medic gets full normal overheal of 225 and decay at the normal rate.... this might be changed to the amount that this Medigun gives to other Medics (so 188 HP), but it will get the "no overheal decay" effect for the user
23
Ideas for Changes/Balancing (Official Weapons)
555
Bug Reporting
2,121
Ideas for Changes/Balancing (Custom Weapons)
Visar 41–50 av 806 poster