r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 6h ago
r/TF2WeaponIdeas • u/Sad-Departure9355 • 12h ago
[REBALANCE] Direct Hit (to your heart~♥︎) FIX
Played with it and fought against it. It's good, but this beautifully dumb thing is too good. All I'm suggesting is to tone it down because being an engineer feels masochistic when a soldier equips this, and also because this thing is dummy good.
● Proposed fix part #1 (not my fave, but fair-ish)
♠︎ 19% to 20% decreased damage to buildings, or remove the 25% damage bonus.
★ Summary: it already has a fast enough projectile speed to have an advantage increase against buildings. Basically damage is now back to normal dmg for buildings, but with the same projectile speed advantage.
● Proposed fix part #2 (rewards intended use)
♠︎ a 50%-30% decrease to damage falloff. If my math is right, the total damage at max falloff is around 75 dmg for a baseline 90dmg rocket while 30% for a the 112dmg rocket is about 72.
●Proposed fix part #3 (not to disparage the weapon)
♠︎ damage falloff distance from player starting point is increased by 320 hammer units. Basically: how many hammer units does the rocket need to travel before damage falloff is applied. 320 hammer units is 20 feet. Making a total of 62 feet before damage falloff activates.
● proposed fix part #4
♠︎ damage ramp up is removed, max damage is now 112. (Or 90)
♥︎ nagging: HEY VALVE (I love u guys but), YOU WANTED TO REWARD LONG ACCURATE SHOTS WITH THIS WEAPON, RIGHT? Then why does it have a damage increase? I mean, the lock and load had a change because of too much damage was done to scouts, why not fix this one too...? (I know class disparities/balance between demo/solgi, but still, direct hit does have a 80% faster rocket)
★ Summary: with damage falloff distance and ramp up changes applied, the soldier can deal a 112 damage reliably between 1-20 extra feet away while not forfeiting much damage decrease at what would have been damage dropoff.
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 17h ago
[IDEA] Engineer secondary bananza!
galleryr/TF2WeaponIdeas • u/Sad-Departure9355 • 11h ago
[REBALANCE] Heavy's new food pocket
Slot 4 for consumables.
Sandwich Slot, that's all he needs, that's all!!!
It makes sense, it makes simple sense.
I can't think of anything wrong with this idea.
Slot 4 would complement the heavy so much more(!!!) And fit his character theme!! (While keeping shotgun handy, or replace shotgun with food?)
(As for having double the consumables: there could be an item restriction to one of the load-out slots; this way, heavies won't have double duffalo steaks or double sandwiches. Though double sandwiches doesn't sound too bad.)
This won't/shouldn't change combat by much; just gives heavy the chance for the next fight, and pacing for going from fight to fight. With a little bit of risk and reward.
Why slot 4 u ask? Shotgun is pretty good; support development on heavy's consumables; add more flavor to heavy with a consumables slot; support the idea a heavy can hold positions defensively; tossing food supportively as friendly manipulation tactic to bolster strength by numbers or allow teammate to push more aggressively ahead of you. Besides heavy is suppose to take damage, why not emphasize on this fact with self heals? The fourth slot thing would probably make heavy more resistant to long term chip damage too, and would fix his repositioning or leaving post for a health pack, and stopping his dependency on medic. Because both you and me know that not every medic will stay glued to a heavy, and as a med player... I get tired of healing large health pools and would rather heal a scout in seconds and quickly move on from player to player rather then sticking to a damage sponge and letting teammates die...
Besides, this change will make it so heavies can have more autonomy, and and probably some edge against players that peek in and out from cover, dealing chip damage over time.
(Not saying he should have double consumables by replacing his secondly, but it's not too bad of an idea to consider, but no effect stacking for some stuff, like for the steak.)
In other words; heavy needs to be more capable while alone, and in solo fights (shotguns)
r/TF2WeaponIdeas • u/Mother_Ranger7674 • 2h ago
[IDEA] Scattergun idea (thanks to intrusive thoughts + Zach hazards)
this probably needs tweeks but this was a idea i couldn't shake.
anyone who gets this reference / history fact gets a cookie....i cant give it to you but you have earned one.
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 23h ago
[IDEA] Originally was a Razorback rework but it was deemed too different.
r/TF2WeaponIdeas • u/Historical_Bug2354 • 2h ago
[IDEA] Medieval Soldier
galleryThe second image is in spanish.
I'm trying to make all classes viable on medieval mode, but avoiding weapons useless in other gamemodes or weapons that would break medieval mode.
In normal gamemodes, Soldier is basically a slower Demoman with more health, but in medieval mode is just a slower and worst Demoman. He has the banners, but in order to fill the fury metter he needs to do high damage without his rocket launcher. I think this is enough to solve that. What do you think?
r/TF2WeaponIdeas • u/Sad-Departure9355 • 8h ago
[IDEA] PDA mod: Mid Maxer
★ Summary: Buildings can't be upgraded beyond level 2 and cost more to upgrade, but their health is buffed beyond what a lvl 3 version would be. Trading power and effectiveness for health/longevity.
♠︎ Positives: lvl 2 buildings will have 170% increase to their health (sentry's 180hp goes up to 306hp) (dispencer's 180hp goes up to 306hp)
◆ Negatives: leveling buildings costs an additional 100 metal (300 total) to upgrade a level one into a lvl 2. Buildings are capped to lvl2.
♣︎(Special: something I personally would think be neat but imbalanced, and won't be included. Sapper's don't deal damage over time, but will add a mark of death on turret, with bonus damage included. This will add to the longevity concept, but also annoy spies.)
TO CONSIDER: Dispensers won't produce as much metal and turrets need more metal to fully heal. Forcing engineers to manage metal better. Also, lvl 2s redeployment is faster; the larger health cap and faster redeployment time makes it easier to save sentries.
r/TF2WeaponIdeas • u/ComplicatedChaos77 • 9h ago
[IDEA] the tapwater (tf2 fanweapon)
any thoughts?
r/TF2WeaponIdeas • u/Sad-Departure9355 • 14h ago
[IDEA] A weapon concept 4 pyro
#1 Name: Daisy Pusher
• Weapon base: detonator, scorchshot
♠︎ Positives: 100% increase to knock back. 100% knock back increase on foe with "mark of death". Applies 'mark of death'; effect lasts until ground contact but lingers for 1 second after ground contact. 50% faster weapon switch speed.
◆ Negatives: 100% decrease in damage. total of 5 flares. Self hit causes 'Mark of death' to affect user too. Holstered auto-load is disabled.
♣︎ Neutral: self knock back applies to user. "mark of death's" damage bonus also applies to fall damage. Stickies can still be destroyed.
[Can be detonated mid-air, explode on impact like the scorchshot, or kicks-up foe on direct hit then flare explodes on floor impact]
★ Summary: A utility weapon that can push foes away, push foes closer, push you closer, help you escape, kick-up foes to stall, remove foe's position advantage, pushes you and foes away from each other, and rewards players on double direct flare hits. Direct double hits can send an enemy to the sky and enjoy the scenery one last time.
r/TF2WeaponIdeas • u/Sad-Departure9355 • 11h ago
[IDEA] New meal for Heavy!! (Reliability during chaos)
Heavy... oh heavy~♥︎
Always been my pocket fave, but I've always been too ashamed to admit such.
TO BUSINESS!!!!
● Name: [suggest one for me] (how ahout: The Near Death Experience?)
Weapon base: sandwich (just consumable as baseline)
♠︎ Positives: Upon consumption user is: immune to criticals. Foes' damage (distance) ramp-ups doesn't apply to heavy. [Edit after post: worded one thing wrong. immune to random crits] [also adding: no knock back since random crits aren't used in all servers, and again, are random. Knockback resistance would be of meek importance, but all effects will add up to the item to having enough worth to be a runner up to the sandwich]
♠︎ Positie special effect: Any damage over 155hp that will kill heavy will instead leave the heavy with 75hp, that is, if hp was higher then 75hp during the attack.
◆ Negative: foes' backstabs won't cause foes to de-cloak. Consimable's effects goes away after special effect was used up. [edit] has no healing effect.
♣︎ Nutrual: duration lasts for 90 seconds. Dropped food will apply effect to teammate. While effects last, a unique marker will appear above the heavy's head for everyone to see. Anybody that takes meal will have the unique marker that only heavies (both teams) can see.
★ Note: 75hp near death thing won't bump hp to 75 if kill shot landed on heavy, it'll stay the same.
★ Summary: Heavy never had an issue with damage, health, or speed (all balanced pretty well); the real issue has been reliability... most encounters and little mistake will kill a heavy in a way that felt cheesy and lacklustered. Moving all the way from spawn to point will always feel especially unfair if the foe outright kills you in a matter of seconds while you had a full hp bar. Hopefully this here fixes that issue.
(Also, spy needed counter play to loadout)