ГРУПА STEAM
Custom TF2 Weapons cTF2w
ГРУПА STEAM
Custom TF2 Weapons cTF2w
903
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19 червня 2015 р.
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англійська
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United States 
Показані результати 81–90 із 806
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Donation Information
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donation through patreon
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Donation Information
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Trying To Enter A server through console
2
Pyro's custom flamethrower range problem
23
Ideas for Changes/Balancing (Official Weapons)
Цитата допису DemoPhone:

First of all, thank you for input.

Scout

Class
The reason we planned to add this is because it fits the theme of Scout "being the fastest class". Also, currently weapon swap time is .5 seconds for all classes and this "buff" would reduce it to .25 seconds for Scout. If it's too much, we can reduce it to +33% (so it would be .33 seconds).

Shortstop
The shove change (being able to shove while reloading) might not working, because the dev for this project is find it difficult to change. So changing the shove timer might not be possible. We could decrease the hidden reload penalty to -25% from -50%.

Baby Face’s Blaster
I know there's alot of penalties, but the ability to keep the high speed alot longer there has to be penalites (don't forget you can double jump now).

Bonk! Atomic Punch
Actually I need to talk with a certain staff member about an additional penatly we will probably be adding (-400% slower deploy speed penalty) (With the .25 swap speed, this would increase the deploy speed to 1 second.)

Flying Guillotine
We didn't think this need more changes, because we thought the new stat was a valid addition. We could remove the recharge on long distance hits. The thing you have to compare this to the default Pistol or Mad Milk.

Candy Cane
The fire rate penatly is there so you can't easily directly kill with this weapon. Plus the penatly makes it so the "60% slower firing speed" makes it attack at the same speed when compared to other class' melee weapons.

Soldier

Class
All classes are getting some type of additional class changes, just to change things up. I actually thought we might reduce to +50% from +100%.

Black Box
First, this change was to nerf the combo with this weapon and the Concheror. The moved stats from the Liberty Launcher makes it "easier" to stay alive (-30% blast damage from rocket jumps) to be able to use to a banner and to land your shots (+40% projectile speed) while using your a banner.

B.A.S.E. Jumper
First, this won't be as abuse-able since the user has to take falling damage to trigger the boost. Also, we thought that Valve nerfed the Jumper during Jungle Inferno too much.

Escape Plan
Personally, I use this weapon most of the time and I really hate the mark for death. If you are at low health, it's kinda pointless to use this because a random bullet or damage from a explosion would kill the user.

Pain Train
We might add an additional penalty after testing.

Disciplinary Action
We think the changes is enough. I thought even with the most recent official nerf wasn't enough.

Pyro

Gas Passer
Actually, we might be removing the "can't be removed" bonuses due to coding limitations. Even if we remove this bonus, the changes so far is more then enough is the current official version is poop :P

Powerjack
Due to adding the "-10% on wearer speed penalty", the +33% is more like +20% when comparing to the current official version so it's not as crazy high as you think.

Backscratcher
Technially, most of the negetives are less then the current official version. The current official "-75% health from healers on wearer" counts towards dispensers and payload carts (inwhich we reduced to -50%). The Medigun healing penatly remains the same at -75%. The one nerf would be towards Crusader's Crossbow healing bolts, because the current official version doesn't reduce but now it's being reduced to -50%.

Sharpened Volcano Fragment
Due to the note for the Gas Passer from above, I guess this isn't a problem(?)

Pyro

Class
These will be 2 or 3 low damaging slow timer packs, because I already knew of that "problem".

Loch N Load
It's actually better then you think, you should try it out first.

B.A.S.E. Jumper
Same notes from above. Plus the added bonuses for Demoman felt required due to what Demoman gives up to use the Jumper.

Chargin’ Targe
Requiring a full meter was to do something different. We could increase it so +30% since it would require a full meter.

Tide Turner
The main goal is to make this the mobility shield. Additional the move speed requiring a shield was so the user can't stack speed without boots.

Quickiebomb Launcher
Have you use the "Big Mann" on our severs? The stats for the Big Mann and the current official version of this launcher have been mixed around for the good. The "Instant arm time" is a REALLY good positive.

Scotsman’s Skullcutter
Actually, mixing the damage bonus and fire rate penatly results in the same DPS when compared to a normal melee weapon. The change was to make this more of a impact melee damage.

Ullapool Caber
Yep

Persian Persuader
It's actually better then you think, you should try it out first.

Heavy

Class
This change was questionable from a couple of staff members, but we can go back on the changes if I have to.

Natascha
The "On hit: Slows down enemy players" now scales between -50% at close range and -10% at long range. Plus based off of the target's current max move speed instead of setting EVERYONE to the same reduced move speed. So it's a buff and nerf depending on the distance and the class you attack.

Huo-Long Heater
We added "While on fire: -25% health penalty from all healing sources" (NOTE: As in, ANY weapon that ignites enemies gains this debuff.)

Sandvich
The main reason for the overall changes was remove the "no longer instantly recharges if you pick up a health pack while being at full health". You could pick up a small health pack and it would completely refill the meter. Since we added 2 new bonuses, we think the changes will be fine.

Buffalo Steak & Killing Gloves of Boxing
With the planned increased HP increase, along with all of Heavy's melee weapons getting a +33% melee range bonus.. I don't think it will be a problem.

Gloves of Running Urgently
The move speed bonus remains the same since we are increasing Heavy's base move speed (User still runs at 300 Hu). Additional we extended the time to get to 100 hp with 25 seconds (when comparing to the 20 seconds), we thought the change to the current official version was required but abit too much.

Warrior’s Spirit
The penalty is fine. A player could technically remove the penalty by not missing :P

Eviction Notice
The main idea behind this rework is to turn Heavy into a roaming player with reduced ammo as the penatly.

Holiday Punch
Technially we are bring back a feature that eatables use to have (AKA Heavy use to be able to put up their eatable for hp) but now it requires this weapon to be active.

Engineer

Pomson 6000
If you see a Medic and Heavy pair, shoot both targets. Now the Medic's healing rate is reduced which the Heavy gets less healing, plus the Heavy gains less healing from all sources including from the reduced healing from the Medic which would stack from the Medic's reduced heal rate.

Southern Hospitality
Maybe

Medic

Class
Actually, we aren't changing health regeneration. Everything mention is already in-game. Plus I am unsure if the Medic would see enemy UberCharge.

Blutsauger
The Mad Milk duration is based on MvM's upgrade. Duration increases per hit to a max of 4 seconds.

Overdose
The penatly could be reduced while testing.

Quick-Fix
First, we aren't trying to balance for comp 6s. The bonus heal rate and UberCharge rate is only there if hurting Patient, once the user is overhealing the bonues are "turned off".

Vaccinator
Hmmmm.... test it?

Vita-Saw
We could decrease the hp penatly to -20 (I would prefer not to go lower).

Solemn Vow
That might be too much penatly.
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