STEAM-GRUPP
Custom TF2 Weapons cTF2w
STEAM-GRUPP
Custom TF2 Weapons cTF2w
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Grundades
19 juni 2015
Språk
Engelska
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Ideas for Changes/Balancing (Custom Weapons)
Ursprungligen skrivet av LegoFan9o5:
Buffs

Tiki Tonic: Buff reload speed.
In accord to smaller=speedier without speed increase (that would be annoying AF for snipers), reload speed could be increased to provide viability to the weapon.

Slammer: Knockback on initail hit, 20% fire speed and 33% damage penalty.
A pseudo airblast for Scout, allowing for crit damage for unexpecting players. No worse than a scattergun shot though.

Firkin Flamer: Oil costs 20 ammo.
Hey, this weapon sacrafices airblast for a 30 ammo sludge-feast, so buff the sludge-fest to be a slugde-massacare!

Drunk Grail: Remove 50% damage penalty.
You will deal more damage at the risk of damage against yourself. Fair tradeoff at this point.

Jumpin Jeho.: Remove 10% speed penalty, 25 health on kill, 20% slower firing speed.
Slow fire speed means nothing to a charge, but it balances it in normal combat in comaprison to the Bottle

Deadly Rose: Increased accuracy for 1.5 seconds.
Landing all your shots easier to maximise damage.

Plot Hook: Invisible Rope
Why is this note a thing already!?

Modern Drunkfare: Remove crit mechanic, 5 degree deviation.
The crit mechanic is unfun and purely skill-based. Plus not being able to sticky a wall at close range is a major downside.

Leviathan: Remove 25% bullet vulnerability, add defensive boosts a la Natasha when reved, slower rev up speed and critical vulnerability.
To sum up: Defensive while reved, weaknesses include a longer rev-up and Snipers will be effective.

H.A.M (Heavy Primary): Minor movement increase.
Reved up all day is a pain, movement speed will help make the weapon viable.

Old Reliable: Remove slower upgrade rate.
Construction rate and swing speed is fine enough, having to hit the building so much in order to upgrade is too punishing.

H.A.W. (Engie Melee): Merged stats of the Sentry Booster (if removed).
Now has: 50% more damage and 25% more range.
75% slower fire speed and 30% slower sentry turning.
This allows for more area denial with high burst damage, whilst allowing for fast classes to be able to avoid death

Amplifier/Repair Node: add 1/3 health dispensing and 1/2 ammo dispense. However, no metal for Engineers.
As someone who has played alongside Engies with these dispensers, it SUCKS. No health for me and the rest of the team for minicrits? Or even worse, your buildings ONLY!? This suggestion allows for much more helpful team players, alongside the benefits of the nodes. A normal dispencer is better in most cases, but this balances the playing feild.

Tiki Tonic: I would leave as is.

Slammer: Yes, I know... this needs alittle reworking.

Firkin Flamer: It is set at 30, but to the servers possibly crashing... to reduce the number of fires on the ground.

Drunk Grail: Read my WIP changelog at the end of my comments.

Plot Hook: There needs to be a way to tell where the spy went. Without it... it would be OP.

Leviathan: You want to buff it WAY to much.

H.A.M (Heavy Primary): This is what I have planned:

While spun up, fire rate is increased 2.5% every second, with a max of 50%. (so 20 seconds, instead of 25)
While spun up, damage vulnerability is increased 2.5% every second, with a max of 50%. (as in, increased damage taken)
No random critical hits

The "while spun up, damage vulnerability is increased" is the attribute I am waiting on to be made.

Ursprungligen skrivet av LegoFan9o5:
Ah, I love this server, this group and the open nature to critique for weapons. So here's some of my suggestions. If you disagree, tell me what to improve.

Buff Buffer: I could, but if you think about it. It would make the Conch combo MORE powerful. Since there wouldn't be the drain for the Couch to counter. The Couch would heal more.

Improvised Emblazer: I was thinking about adding a new negative.... "Extinguishing teammates removes 25 health". Based on the name, I think it fits. This is currently on the to-do list for coding.

Doom Bringer: The 3 small skeleton time is hard-coded in the game and can't be changed.

Mannsnack: I do like that idea.

Sentry Booster: I have been wanting to move this to a wrangler slot, but there has to be coded to allow that. I do plan on removing the H.A.W. (the wrench) and combining the two. Basically this...

While active: (remember... no longer a shotgun, just a wrangler slot)
+25% sentry fire rate
+10% sentry damage

-25% sentry range
This weapon holsters and deploys 50% slower

Support Wrench: This is going under alot of reworking. You will find out later.

Brawn Over Brains/Boost PDA: I am removing the Boost. I am moving the bonus speed to the Support Wrench. I am moving the "Can't destroy buildings" to the Brawn Over Brains.

Medispenser: Did you see Karm's Kralle demostration video? That's what the Medispenser will be, but not at high bonus as seen in that video.

Transmission: So you want it to drain slower and be 1 hit to destroy?

Culling Blade: I may be removing.

Maxine: There are some people who wants me to buff this. But the "50% less ammo from ammo packs" could be added in some way.

Scrap Collector: This is going to be completly removed, due to its not remotely close to the AW verison. But I do have an idea for an all-class replacement.
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Ideas for Changes/Balancing (Custom Weapons)
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2,121
Ideas for Changes/Balancing (Custom Weapons)
Visar 641–650 av 806 poster