Hello, itt we take current TF2 weapons that are pretty trash or not used and make changes to them so they will be used.
I'll start:
Enforcer
+30% damage to buildings
+15% faster disguise time
-20% firing speed
-15% damage penalty
Hello, itt we take current TF2 weapons that are pretty trash or not used and make changes to them so they will be used.
I'll start:
Enforcer
+30% damage to buildings
+15% faster disguise time
-20% firing speed
-15% damage penalty
make every weapon a valve weapon
No.
it'd be better than the current state of weapons right now
Debatable.
If you like orange crit servers, that's pretty much what itd be like
Dead Ringer
Feign Death
75% damage reduction on initial hit, standard 20% reduction afterwards.
No speedboost.
+50% cloak regen
+30% cloak duration
-Cannot use ammo packs or dispenser to recharge cloak
Bring back the healing bonus and this thing will finally be good and fun to use again.
For the love of god just make it so that covered enemies take mini-crits from fire and explosives or something, I don't care if that sounds OP as shit
Revert the Amby nerf.
In its current state it's pretty much a straight downgrade compared to stock.
>+30% damage to buildings
>-20% firing speed
>-15% damage penalty
All this combined means you actually do slightly less to a building than stock revolver does.
Replace pretty much with literally always is, if you compare times to kill on both weapons
You are based.
Thank you for having common sense
Everyone caught in the cloud get slowed by like 20%
No mini crits, just full afterburn after any damage
>take away the health penalty
>give back stun
>target gets a speed boost for the duration of stun
>minicrits players in the air
is this and the Dragons Fury nerf the most unneeded nerf in the game. Scouts dont you even (you) me with your shitty ass stun bat.
45% extra damage to buildings
10% slower firing speed
We go back to pre-mannconomy state.
>give back stun
>remove hp penalty
Okay but I cant still shoot while I'm in stun
GIVE BACK CRITS TO SODA POPPER AAAAAAAAAAAAAAAAAAAA
>-15% damage penalty
That completely goes against the original design of the gun to be a higher damage pistol.
*can still shoot
All of Heavy's Miniguns
+Can now destroy non-energy projectiles by firing at them
-Ammo received from dispensers and other non-pickup sources reduced by 20%
There I have fixed like half of the game's problems and made Heavy an important role.
Yep, get fucked. It's a building buster now.
How would you change it?
It's funny, in 6s, alot of items are banned in order to prevent heavy from reaching mid quickly because of how much he can command and slow down a match.
He's great. Just super boring to play.
Nope, stun means you can only move but getting the speed boost should help you get away and take more skill in hitting the cleaver combo
I'd even take the "Running generates Hype" nerfed version.
I never saw anyone use the Sodapopper once it got nerfed to Jumps and then when they forced you to deal damage with it I stopped using it myself.
>can't cloak
>30% extra damage
>-15% fire speed
>+25 hp
Not him, I just want pistol spy to be a sub class. I hated to cheese dead ringer back in the day, but a more combat oriented spy was fun as fuck
Compared to stock
+15% Damage
-2 clip size
More damage fall off
More spread
No random crits
Building buster isn't a thing spy needs when he has a sapper, a weapon who's only job is to destroy buildings.
Change it to no disguise and no random crits and that sounds alright
tide turner
give back crits or remove damage taken while charging reduces charge time
maybe buff defences by 5%
Heavy has his places but he's still a bit too much of a specialist to be as important as say, a medic, demo/soldier, or scout. And yeah like you said, he's boring to play.
Giving that buff to heavy does a lot for his kit. Now he has a second role of firing down oncoming projectiles and protecting allies from sticky and rocket spam. From there, a lot of his weapons can be updated to center around this new buff.
You could even make some more skill oriented items centered around that mechanic, like a fist weapon that, if it hits a projectile, will reflect it as a guaranteed crit. Not sure if that'd work, but it's an idea.
>cant cloak
Congrats, you got a shittier scout. Like really really really shit. Cloak is the single most core component of Spy
Remove the damage fall off and spread. Then itd be fine.
-2 for just 15% is harsh enough
There is 0 damage fall off when shooting a building. Giving spy an option to bust buildings aside from suiciding with a Sapper would be cool.
That's such a boring weapon stat wise. A shoddy four shot revolver with larger damage falloff and poor accuracy for a 15% damage boost? That's a complete downgrade to the stock as you'd miss more shots due to spread and fall off and only get a couple of shots to do it. You'd do far less damage than you would with the stock.
It needs some flavor to it. Something that emphasizes the damage of the weapon to excuse the damage falloff and spread, like
+Shots fired while disguised are crits.
Making for a good weapon to clear snipers and close range when you realize the enemy sees through your disguise.
Get rid of that damage taken bull. I fucking used to adore that weapon until a sneeze killed all your fun. Not like Natasha didn't kill you anyway
Just make it a reskin for stock
No, you dont get it.
He is INSANELY good in 6s so much so, Sniper and Spy are required or forced by his prescence.
He is a walking level 2 sentry that can control a huge area. 300 hp can tank alot of projectiles or force attention onto him while his other teammates clean up on the attackers.
The pyro already serves as a dedicated "spam" counter.
Giving Heavy the buff to shoot projectiles down would just make him even stronger.
Without a sniper or spy on the field, heavy becomes the strongest class bar none.
>-2 for just 15% is harsh enough
Maybe I'm still salty from when it was OP but I really never want a random crit from a revolver to be able to drop meds from range.
It happen more often then you would think
why havent they changed the stats on it so its useable outside of a meme weapon anyway?
i could understand them keeping it if the weapon still crit people, but it's just minicrits now, so it's not going to kill anyone yet they don't remove it.
i fucking hate how they'll just shit on a weapon and give it no buffs to compensate.
>Sniper and Spy are required or forced by his presence
Good, at least that diversifies the classes selected away from every goddamn game being soldier scout fortress
And why is that a bad thing?
That encourages team variety and gives classes like Sniper and Spy more reason for being in the fight. I get tired of the idea that most matches have to boil down to a medic, two scouts, and a mix of soldiers and demos and maybe one misc. It encourages team variety as now Heavy is a legitimate obstacle character.
>when medics using kritzer on enforcer spies was a legit tactic for mid range fights
I know it wasn't fun to fight against, but making every light class my bitch as the most shitty class in the game was hilarious
>120 just for pressing B and waiting 2 seconds
>120 on demand at any range, on any part of the body
No.
See: Pre-nerf ambassador for a balanced version of what you suggested
Never said it was bad.
I'm just showing this class(heavy) is so good that the "best" classes arent enough to reliably challenge him
id honestly be okay with it if it was 200% of the damage needed right now + run builds hype
i think minicrits makes more sense than jumping around like a fucking idiot, but it feels more helpful in MVM which is where i use it the most so its fine for me
I had this on spy that would just keep getting crits one me as medic. About to pop uber to win and this guy drops me from a cross the map. Shit was infuriating
Heavy needs defenses against his 2 hardest counters not buffs against everyone else. I'd give him an item that when equipped, blocks only 1 headshot/backstab but only if he's at full health and if headshot/backstabbed takes him down to 25 hp
Rollback to vanilla which was engineered to be balanced
/thread
>Yeehaw gives crit boost
>Operating sentry with wrangler makes it invincible
>Rockets have 75% chance of bouncing back to soldier
>Every explosive deals -75% damage to buildings
>U-turn gives speed boost
>Gun damage +100%
>Lower building costs
>Every spy dies on one hit
>Healing speed from dispenser +200%
read every first letter from every line
What about new weapon ideas? I've wanted a medigun that could also refill ammo for fucking years. No idea what'd the Uber would be, though.
This is quite literally a straight up nerf to the pistol. This would do base 184 with an entire reload, while stock revolver has 240. Albiet, it does only shoot it in four shots, but its more than likely you're going to miss shots and reloading after four is terrible if you're 1v1ing any class. Not to mention the falloff, more spread, and no random crits fucking CRIPPLES its already lackluster output.
>/threading your own post
look at this tard
>>U-turn
Could have been better/10
The gun has poorer accuracy and damage fall off already. Ambassador was balanced because it had good range and accuracy, but required headshots.
A spy would need to disguise, get close enough without being detected, and get around shotgun range to be effective. If they are discovered, they are as good as dead anyway. At least this gives them a chance to kill that one fucking pyro that just happened to run into him.
Hell, if it makes it an easier pill for you to swallow, the weapon could require you to be in disguise and not cloaked or hit by anything for at least three to five seconds before the crit is usable, to prevent someone from firing, killing someone, and getting their crit back while they are being afterburn'd or hiding in cloak.
Or if you want to forego this workaround, just make it a minicrit.
a medigun with an ammo mod would make a dispenser useless
>target gets a speed boost for the duration of stun
>stun
>speed boost
the word you're looking for is disarm
Medigun that can swap between refilling ammo(slowly) and giving a 20% speed boost.
Crit allows target to do mini crits, auto refills clip and grants 45% speed boost+20% jump height
>shots fired while disguised are crits
>first shot has no spread
this is why they nerfed the enforcer you dumbass
Does this really make your sentry do 15% more damage or am I reading into it wrong?
have each resistance bound to individual keys
A crit has no fall off.
Every revolver is 100% accurate on first shot or waiting 1 second after a shot.
I'm arguing that 1 guaranteed crit on the Enforcer relying on Disguise is just an on demand crit without needing to stress about headshots.
If you get caught, you should die 100% of the time. You shouldn't be given a get out of jail free card. And plus itd be IMMENSELY easier to suicide dive the medic.
It's a busted idea.
It only effects the widowmaker itself, if a sentry is targetting something, you deal slightly more damage with your shotgun. That's it.
What the fuck are you reading?
go read it, its really vague like "sentry hits do 15% more" or something
thanks user I feel retarded now
This, or even just add another key to scroll backwards.
>you deal slightly more damage with your shotgun *to THAT target
Just making a bit more clear
Sounds neat, maybe the uber would be mini-crits plus slight damage resistance? I have some ideas for the heavy update
>Riot Shield
>replacement for minigun
>no longer weighed down by minigun so heavy can run as fast as demo now
>15% damage resistances when active
>primary fire is a shield bash/charge, slightly more powerful than a melee attack
>secondary fire is putting up the shield, 15% damage resistance goes up to 35% damage resistance
And to go with the shield
>Shotgun replacement
>meant to compliment riot shield
>more like how shotguns work in other FPS games, where they suck at long to medium range but can 1-2 shot enemies when you're right in their face
>Lots of damage fall-off, so using it with the riot shield to get in close is the best strategy
I know this sounds retarded but I'm desperate for a new way to play heavy that isn't a meme
>making the most confusing medigun to use even more of a casual filter by binding it'd uses to specific keys
I mean, if it get's shitters to stop using my second favorite medigun I'm all for it.
Jesus fucking christ please this
flame resistance is so useless
>building destroyer
gross
And liquid doesn't extinguish. You could jump in water and you'd still have the full time.
It's called a dispenser and there's a reason that shit is stationary with a small range
Triggered engie detected
>more damage to buildings
>but fires slower
>stock is still better
bait
Let Heavy dual wield shotguns Dusk style
I was thinking a watch that allowed spies to be intangible at the cost of cloak per person whenever they move through an enemy. It'd make a distinct sound when it happened though, so pyros would still be dangerous to try to move through since they can blast fire in a twitch reaction. So something like
+You can move through enemies while cloaked. This costs 15% cloak meter per person.
+Your cloak does not flicker when too close to an enemy.
+ Movement Speed +10% while cloaked
- Makes a distinct sound when you phase through an enemy.
- Cloak gained from Ammo Pickups reduced by +50%
- Damage reduction while cloaked is removed.
Good for getting around sentry nests or walls of people in pub servers, but stray gunfire is fare more likely to kill you and a pyro with quick reflexes is a death sentence.
Fuck you on hurting spy even more. Just turn around sometimes man, as bullet guy unless the spy really outplayed me his ass is grass because 500 dps minigun
What weapons aren't unusable garbage now?
Disguise and invisibility are 20% faster both to enter and exit, for invis.
You do 20% less damage usually, but 40% above while disguised, so your disguise-breaking shot is actually more than the standard revolver.
>mfw when they ruined the Liberty Launcher and Beggars Bazooka
It's meant to be another utility revolver.
The only revolver that challenged the stocks DPS was the pre nerf ambassador. Utility revolvers, like the L'etranger, are a cool idea
>when damage range could have soliders and demo players one shot light heath classes in one rocket or pill
No way fag, get your vanilla experience out of here
obviously we need more weapons that favor aimbot abusers
It sounds like a bad crutch for Spies who cant use the IW or C&D
Giving off a sound when "phasing" through pretty much ruins the point of the watch.
I'd love for the spy to get a derringer pistol and the sentry lad to get a single action army or Winchester primary
the old enforcer was a straight upgrade, even ahead of the ambassador. lets not pretend. but yeah I do agree with you user. See valves problem is in their heads, a weapon can't be better than stock or its broken, when really its not the case.
Look at the Force of Nature. It doesn't have 6 pellets, but it does way more burst damage at close range and even knocks targets away. Its cool, and something different (I still use it because I personally hate stock scattergun).
A spy defense isn't required since you can just turn around, but I agree that a sniper defense is needed. But this should be done with a straight buff to the heavy.
Have him be able to reduce the damage of headshots naturally due to his thick russian skull. The tankiest and slowest character in the game should be able to survive at least one charged headshot at full health. It should take most of their health off, but not one-shot them. Give heavy a chance to actually react to it and look for cover.
you realize if you give the highest HP class in the game counters to snipers/spies, he is fucking absurdly broken at that point? No.
Beggars was kinda broken if you could rocket jump, but the - 20% explosion radius with the random spread is broken
>the old enforcer
Jesus fuck we dont talk about that monstrosity. Another user said but, I remember the Kritz enforcer combo, it was disgusting
I don't think the source engine can handle passing through enemies well, it's why teleporter frags happen
>is broken
I meant that it's dumb, got mind flooded while typing
so mw2 riot shield and M10?
>I personally hate stock scattergun
Now that's an opinion!
Why do you hate it?
Just add the scope and make it a sniper weapon instead.
5-10 damage meatshots due to lag
>It sounds like a bad crutch for Spies who cant use the IW or C&D
Why? It has its own weaknesses but its purpose is to squeeze around tight corridors and chokepoints that you normally would be unable to bypass due to the walls of meat and sentries plugging it. Plus the removal of the damage reduction would also affect after-burn. You can make fewer mistakes with this watch because of the higher risk attributed to it.
>Giving off a sound when "phasing" through pretty much ruins the point of the watch.
Depends, honestly. If the sound is only done for the enemy you phase through it could work, as it'd alert only them, but they would be given no indication as to where you came from or where you went, just that you passed them.
An alternative weakness could be that spies who phase through someone are slowed down for a few moments before they regain speed.
honestly, they should just make weapon contracts similar to the jungle inferno ones that could unlock those new weapons.
that way everyone would have access to all of the weapons, and they wouldn't have to make everything worse than stock.
Sounds neat.
I also like the idea that ammo is less for Heavy but he can shoot down projectiles.
Just make it harder to do than it is for Pyro, so as to not steal Pyro's place, and have one minigun be more traditional. And maybe when Heavy shoots stuff, they drop then blow up, which can hurt your team.
It's not defense against roaming spies, it's against facing the other team and not being able to hear spies over the minigun. A wandering spy could stab and shoot just as easy.
I wouldn't recommend a straight buff since many people would cry but the slot item would be broken at use needing time to recharge similar to the razorback.
L2read, a spy could shoot or stab him anywhere, a sniper could hit a follow up bodyshot without trying or even 2 smg bullets. Even if he has a medic healing 25 hp won't be able to cover up damage for basically any attack.
Reduce the base damage of every sniper except Classic by 15%.
this a billion times
>shove my scattergun in some heavy's ass
>8 damage from a pellet that actually hits while the rest of them fuck off into who knows where
>heavy turns around and mows me down while i keep tickling him with low damage meatshots
how about make Classic not fucking worthless?
+Charge and fire shots independent of zoom
+25% faster movement while scoped
-10% less damage on bodyshots
-No random Critical Hits
This changes the weapon so it can get headshots at anytime, and lets you move faster while holding in M2, and doesn't make the gun worthless shit.
As a good spy, you should generally be able to pass these corridors without needing a phasing tool. It's always about timing and predicting the enemy.
Afterburn is negligible Mainly due to the fact that if you're caught cloaked, the damage reduction will nothelp you against the pyro
If there's a sentry nest, so a pub setting, you'll be able to outplay the retarded engies or simply let an Uber handle it.
Phasing through should be silent but give a huge cloak drain, punishing you for getting caught out but also allowing you to use the mechanic to purposefully walk through a stationary player.
It would be great tool to counter Dispenser staircase walling though.
It's supposed to be worthless shit, it works the same way it did in TFC.
I saw the mvm shield and though it would make a cool uber for a new medigun
I like that idea, gives heavy something else that's supportive besides dropping a health pack that doesn't invalidate one of pyro's best assets
I still think Pyro needs a buff.
>Compression blast a bit cheaper on a few weapons, like the crits-from-behind one and the Degreaser
>rebuff the new one they nerfed
>all stickies, when blasted, need to rearm, taking twice as long as they do to arm when first shot
>all secondary effects last half as long to end, including stuff like jarate
Y/N?
the TFC classic one was like a railgun. tf2 version is shit.
>shoot scout point blank
>13 damage
>shoots me point blank
>100 damage
>die
pyro has kinda always needed a buff, he's fine in pubs but he really just doesnt keep up otherwise
Snipers have it way too good when they already have an advantage against a heavy due to their wide bullet spread and slow speed making it impossible for a heavy to counter-attack on his own. A heavy getting one-shot by a sniper is never fun, but at least a backstab feels earned since a heavy can actually counter that by turning around or staying aware.
Giving heavy an item to resist headshots will just make it a required slot like the sandvich became for secondary slots for the longest time, limiting loadout variety. You want to give heavy options, not requirements. And if that would be the case, it'd be better to just make it a general buff for the heavy rather than an item.
I think Sniper mains can stop raging long enough to understand that Heavy needs some form of counterplay against a sniper beyond hiding and waiting for uber or someone else to kill him. Just click again after the first shot and you'll bring him down if he doesn't duck for cover or try to avoid your gunfire.
If you're just going to do that much, why not make a new weapon? Quicker disguise is virtually worthless when you're going to be disguised before even sneaking behind the lines and you can do it while cloaked anyway, and why lower the rate of fire AND give it a damage penalty? We already have enough revolvers with damage penalties vs players.
>20%+ damage if undisguised (breaking disguise with the Enforcer does stock damage)
>Ignores damage resistances
>33% slower reload speed
>Clip: 6->5
>No random crits
Pretty much the same big things it has right now but with the damage bonus circumstances swapped and given a standard rate of fire. A longer reload and only having 5 shots is to discourage being overly aggressive with the revolver.
People still play this? That's some impressive autism
I just think a small buff to his main utility, the compression blast, which also nerfs stickyspam would be great. Also a bit more survivability by jarate and marked-for-death ending sooner, and some weapon buffs.
No. I want snipers to stop ruining everyone's fun.
Again, no, fuck you for trying to hurt the most garbage class in the game. Let him have a helmet for sniper or whatever, but let backstab mechanics not take another hit
If it was just when he had overheal, that'd be fine.
This does sound fair honestly. I could see it draining far more rapidly while phasing so that it serves as a way to avoid getting cornered in crowds, but in exchange the item gives a general speed boost as reward for avoiding enemies.
Maybe draining rate of the watch is normally about %20 slower than the stock to reward good play with longer cloak time (The reduction to cloak regained with ammo pickups balancing this), but when phasing it skyrockets to %300 of the stock's drain rate.
Seems like a direct upgrade from the stock. Which was the issue of the old old enforcer
You're generally NEVER in a situation where the enemy will let you shoot off all 6 rounds, let alone reload.
can someone teach me how to use the Loose Cannon and donk on faggots?
Have you tried playing the game and figuring it out?
No. Let it be exactly as the stock, minus damage reduction.
Keep the 10% speed boost and reduce decloak time.
Phasing through a player or building takes away 25% of cloak
Decloaking in said player or building insta kills you
This really feels like just a pub watch and I dont see much use of it seriously other than getting around Dispenser Stair blocking.
Bring back the sandman cleaver combo but in a different form.
Nerf the Cleaver's damage a little bit but now do minicrit damage against bleeding players. Gives the Boston Basher and Wrap Assassin some more utility, except for this to work the Wrap Assassin projectile needs to be fixed.
>give back stun
No, you can go back to overwatch or whatever the MOBA of the month is nowadays and then kill yourself.
i just tried it for 5 mins. is it this easy to donk on faggots? I thought it was hard.
That would make him rely on medic just to take a single headshot, which ruins the point.
I'd say at full health if he were hit with a headshot fully charged, he'd have about 25 to 50 health left. While this isn't a guaranteed kill, this would do provide a means for heavies in pubs to not die immediately out of spawn. It also gives heavy some reaction time to dodge, or allows a team member an opening to finish the Heavy off.
Snipers already can one shot every other class who are significantly more challenging to hit due to their mobility or protections. Heavy being able to be killed without even seeing who killed him, and being unable to do much about it if he does, means he needs something that gives him some sort of fighting chance against Snipers.
+Add a scope
+Crit on body shots
Make its stickies heavier and more durable than normal ones i.e it takes two rockets to dislodge them instead of one, airblast doesn't push them nearly as far, things like the scorch shot or quickie bomb launcher take multiple shots to delete them.
You're a retard if you didn't know about how bad it's stun was when it launched, besides I meant this
You think it's that but in reality it's the arming time that makes them pretty bad
I think that is the point of it though, it gives demo more defensive tools at the trade of offensive based ones. Besides that, the weapon itself made me appreciate the grenade launcher even more.
+10% speed while holding the intelligence
I find going by the guns audio cues and getting a rough idea of distance via training that way helped me, rather than learning bar timing
useless since scout or heavy should be running intel anyway, also
>intel maps
who cares
backburner
>Crusader's Crossbow
+ 10% faster reload speed
+ minicrits (including "minicrit heals") on headshots
>Syringe Gun
+ 20% projectile range increase/drop decrease
+ 20% rate of fire increase
+ 25% clipsize
>Blutsauger
As above except clipsize
>Overdose
As above except clipsize
LOL imagine
>BUFFING the crusaders crossbow
Welcome to Source 2006 hitreg in 2019
>less than 1/2 a second faster reload
>can sometimes minicrit on a type of shot that's almost impossible to hit
>"this is too much"
But what reason do you have buffing it in the first place? It literally out classes all the other Medic primaries already. The Syringe guns need to be buffed while the Crossbow should stay as is.
The whole reason syringe guns will never be viable is not dps based but rather that you're losing out on healing time.
This is why the Crossbow is good, because it offers both a long range heal and means you're still outputting heals period.
Even as a last ditch alone effort, you should be focusing more on surfing damage rather than firing back
Only one change:
>This weapon's afterburn can stack with one other source afterburn.
Gives you a reason to set someone on fire when your flamethrower works perfectly well, while still retaining the risk of smacking the guy in the face instead of using a flamethrower. Adds pyro synergy in medieval mode so there's a reason to play as him in medieval..
Why do you care user? if we are very lucky we'll get a single weapon changed in the next 3-5 years and they will not listen to anyone but the tf2 celebrities anyways
the medic is already a bitch to kill with his regen health and hiding behind heavy
gotta have some drawbacks
Fair enough.
But yeah, the main issue is the syringe guns. Crossbow's fine atm, good healing and damage but you gotta aim. It's syringe guns that are loathsomely worthless. At most on a KOTH the blutsauger can help you put down scunts and pyros, but if scunts and pyros are getting that close it's not your gun's fault, it's your team's
Syringe guns deal surprising amounts of damage if you're backpedaling against a chasing enemy.
CC is already absurdly good. Why give it a buff that could potentially heal a Soldier from 1 health to full and do 101 damage from halfway across the map?
Also
>minicrits burning players
I forget if it does this already.
The CC also has surprisingly good burst damage. If you can aim well. I've put down chasing Scouts with a 40-50 damage shot at surprisingly close ranges.
>On Hit: target is engulfed in flames
>-20% damage penalty
Nope, apparently not. Besides, the axetinguisher already does that, right?
It's really not the Syringe guns that are useless, in fact their DPS is extremely high if you hit your shots.
The issue is the design of TF2 itself.
Heals are extremely important and decide the game. The medic is the only class who can steadily provide heals in the battlefield, and opting to not heal means your team is losing.
nope, it's just causes afterburn when hitting someone, most redundant weapon in the game
The medi-gun is both a gift and a curse to the Team Fortress franchise.
How the FUCK do we fix this one?
Bingo. You got it.
>Revert it back to pre-nerf so it makes sense
damage buff to targets connected by medi-beams, making it a viable ambushing tool for killing a medic and his patient
It's a straight buff to the stock, what is there to fix?
It's fine
give it more range or give it an altfire that lets you throw it
Overtime, they removed all the fun parts of the unlocked weapons. I haven't touched the game since they nerfed the Bonk and Sandman. What's the point of using those anymore?
It's a silly gimmick that is better than stock. Hard to change without losing it's identity or making it broken. Very few Melee sidegrades need to be changed because most classes use them as a last-ditch effort and only a few are/were (in the case of Caber) fun to dick around with.
The excuse I've seen theorized before was that it's because it's a cross-promotion item. I have no idea why that would change anything but that's what I've seen argued before.
Try the tr_walkway. Helps to get the timing right at the several distances.
They changed the sun-on-a-stick's stats in Meet Your Match, and that came from the same game, so your guess is as good as mine
Homewrecker gets:
>+30% resistance to sentry damge
>-10% swing speed
Keep Sandman as-is, but allow the Cleaver to get crits off of Sandman-affected players again.
Bring back the caber but give it a -25% damage to medics debuff.
Make the Gas Passer cloud linger for a full 20 seconds so it becomes a decent area denial tool, because right now the Scorch Shot does everything it does but better.
Bring back the original Sydney Sleeper stats.
Revert the fucking Amby nerf.
JUST GIVE THE BABYFACE BACK ITS LAUNCH STATS WHERE IT HAD A HIGHER BASE SPEED PENALTY AND YOU LOST ALL BOOST ON A SINGLE JUMP
WHY WOULD YOU BUFF IT EVEN FURTHER AND *THEN* NERF IT
Then I have no idea. I guess they just don't know what to do with it, or they forgot it exists, or they see the other common weapons as being a bigger problem. Gotta nerf the spy a few more times for good measure, and the phlog needs a good buff, maybe full uber for the duration of the crit.
Maybe each syringe should heal allies by one each?
Still much worse healing than the medigun, but if you're surrounded by allies and enemies, both doing damage and healing everyone around would be a good move.
Does 10% less damage than stock but minicrits anyone connected by a medigun beam.
You are braindead
perfect
Balance this, Yea Forums
We all know it's a direct upgrade to stock.
Ehhhh. I'd do something like 15% less damage, marks medic and medigun target for death.
It looks like shit, and sounds like shit compared to stock. It's already balanced.
>Enemies hit cannot be healed or ubercharged for a time.
Give any Stock pipe that hits a wall 10% bonus damage after exploding, encouraging bounce shots.
Based
Longer time to explode on "roll"
Only way you could fix it is by removing havok from grenade launchers, but that would suck.
Change it back.
Crit players with the market gardener equipped
[lenny face]
im gona ask it here anyway
how the fuck do i get full color on decals
i got this patcher shit but all it does is just crash tf2
Full color doesn't work on photo badges, which pisses me off because I can't go full Snapped Pupil without trading for it. It does work with Flair and the sign though. Fiddle around with it more, check out some more guides. It's definitely possible.
Why did they introduce that awful greyscaling anyway?
allow stock to deal direct hit damage if anyone touches a roller and encourage people to bounce their shots
I haven’t seen a single person ever use the push mechanic with this thing. If you’re close enough to the guy to push them, you’re close enough to shoot him and kill him.
I genuinely want to know what whoever gave the Shortstop the push mechanic was thinking. It does absolutely nothing that another weapon can’t do or can’t do better. Want to push someone off cliffs? Go with the FaN. Want to get up close and personal? Go with stock or Back Scratcher. The Shortstop has no point to exist anymore.
Marking for death is practically better than a minicrit, as then your allies can also get them.
I like it, though, as there aren't enough marking for death weapons.
Why were they so stupid with the thing anyway. 5 years unchanged=drastically needs changed because engie Dane mains bitch that they got killed by their soft counter. I'm still mad about homewrecker breaking the engie dynamic, but I don't see valve rushing to coddle spies but gutting that, yeah?
Nah then you'd get scoutfags mad as fuck for being able to kill them. They're the reason the Dragons Fury got fucked.
>Full color doesn't work on photo badges
but why
Spy needs a tranquilizer gun.
One dart in the chamber at a time, but it marks for death and doesn't break disguise when used. Maybe it does less damage, too.
Personally I think it deserved a change but not as drastic as the one it got. Turning Spy into a psuedo sniper is not the way you fix the class. The biggest brain scratch is that they changed the amby but not the diamondback which unlike the engineer's frontier justice, all the spy needs to do to get crits is normal spy shit.
Nah that's stupid
what should happen is that the damage falloff it buffed so its not complete garbage but at the same time it can't be a sniper rifle
Making it a viable short to mid range gun spy weapon is a good middle ground.
As a Spy Main, I respect the Homewrecker because it means you're missing out on the Powerjack or Axtinguisher. All Spies do. The pros adapt, we dont bitch.
I seriously have 0 idea where the Amby nerf came from and who called for it aside from angry pubshitters who get domm'd by it.
Pros never complained
Sniper mains never complained
I don't think even any youtuber complained, of course after the nerf they said they supported all along for whatever reddit bullshit reason they made.
Who the fuck pushed for this stupid nerf?
It locks the enemy into a predictable trajectory so that your next hits will land. That said, it's fucking useless because the FaN does it better.
>pseudo sniper
Stop talking. You dont shit about the game or how the ambassador was actually used.
I cannot fucking stand this moronic reddit tier arguement.
It was a solid flank-play weapon. Educate yourself before talking.
>Buffalo Steak Sandvich
>remove the 20% damage vulnerability
damage vulnerability on a weapon that restricts the biggest class in the game to his melee is fucking retarded
>reduce consumption time by 50%
Doesn't restore any health ergo doesn't need to have an eating animation as long as the rest of the lunchbox items
>increase the movement speed buff from 30% to 40%
This would make Heavy run just about as fast as an Escape Plan Soldier with 40-80hp. The increased movement speed means classes with the average movement speed can't avoid the heavy by being able to maintain a fixed distance away from the chasing heavy until the duration expires, opening the door for a niche chaser playstyle for Heavy
>Warrior's Spirit
>replaced the 30% damage vulnerability with Honor Bound
>reduced the damage bonus from 30% to 15%
The damage bonus doesn't have to be so extreme now that it doesn't have a shitload of damage vulnerability slapped on it both when used on its own and with the BSS
people even complain when you kill them with the Force-A-Nature, or the Direct Hit and call them "cheap", they will complain about everything
just give me back the old Loch-n-Load, it was by far the most fun Demo primary
Hey, I don't mind it being used as a short to medium range weapon, not at all, but I was sick of spies on my team sitting near spawn crouching trying to get dem sick headshots. Valve's change was too fucking drastic. The damage falloff is a good idea but not at the range they set it at.
if it was any other game you'd say it's a testament to how good it is
fuck off baitposter
>The pros adapt, we dont bitch.
>doesn't adapt to the Amby nerf
>continually bitches about it
>I want a nerf because of retarded pub shit reasons
Unironically consider suicide. Don't talk about the weapon or balance, you degenerate Sound Smith mouthbreather.
Sick of you retards
Because we ran the stats.
Revolver outright beats it and thus the amby serves 0 roles that any other revolver can do.
Of course you can still stomp in pubs.
The stat info is readily available, do you bother looking stuff up before posting like a retard?
What the fuck is wrong with making sure that people use the weapon for the intended use? You say it's a good flank weapon, I agree, I just wanted the change so that people DIDN'T use it in the wrong fucking way. If they made the weapon focus on the flanking, which usually happens on short to medium range, then it wouldn't hinder your playstyle and other classes would be happy
I AM EVEN FUCKING AGREEING WITH YOU THAT THE CHANGE WAS TOO FUCKING DRASTIC YOU DUMB FUCK SPY SHITTER
>buffing the only syringe gun medics even use
>tfw make a suggestion and nobody replies because they're arguing
Because you're STILL pushing for a nerf for a RETARDED reason.
Leave it the fucking way it was. It was even great for long range harassment on an engineer. Pl_Badwater comes to mind.
A couple of gibus spies are being retarded on your 2fort server? Boo fucking hoo. Carry. Pubs are beyond braindead and if you cant Solo carry even as a battle medic, idk what to say to you.
Fuck off.
You guys ever notice that heavy players and the item suggestions they recommend are incredibly stupid. Every time I read these threads, heavy players stand out above everyone else as if suffering from actual mental retardation.
>A weapon being made completely worthless is the same as not being able to get good.
>Spies can now only suicide dive an engineer his occupied nest instead of systematically and surgically removing the engineer and then the
>even then the pyro can still get rid of your sappers if you do but you do it anyways.
Fuck you and everybody who dont see the bigger fucking picture.
and here lies the crux of your stupidity.
DING DING DING DING
WINNER.
But also even picks in general. Fuck these pubshitters dude, they don't know shit.
He does need some heavy rebalances considering most weapons only offer downsides.
>DING DING DING DING
>
>WINNER.
jesus christ reddit
But WHY should spy have a long range option? The class is entirely designed around getting behind enemy lines and engaging them from behind with the revolver to deal with them when he is caught out. Having the gun be able to dish out damage from a longer range goes against the core of the class.
Again, the class shouldn't be fixed by giving them something that goes against the core of their playstyle. This includes shit like the Razorback or the homewrecker. Fuck that shit as well.
TFC one is not only actually functioning, the assault rifle mod is actually useful unlike sniper's smgs.
Funny how you talk about seeing the bigger picture, yet also think a class heavily oppressed by corner peeking, demoman, medic and direct hit needs another way to be completely shat on.
>All this arguing about the amby when it is obvious that the stranger is the best revolver
Because why the fuck should I be forced to suicide dive when I can be given a viable option to punish stationary camping players?
If they're moving. Even slightly. Even the BEST Spy is not hitting that headshot even 20% of the time.
But if the target is stationary and camping behind his buildings, I can harass him.
The core of spy is to cause confusion, disrupt and if you're lucky, get a pick. The ambassador falls under disruption.
Try making retarded suggestions instead.
create folders like custom\scripts\items\custom_texture_blend_layers
In custom_texture_blend_layers put colourful pictures you want:
paper_overlay.png - Conscientious Objector
flair_template_guide.png - Flair!
Others doesn't work. All pictures must be 128x128
*l'etranger I'm guessing
And yeah, it's utility is the best along all game modes
replaced with area denial weapon that sets enemies on fire and lingers. in its current state this thing is a piece of shit
l'etranger literally means the stranger
>tfw really like TFC
>it's dead
I want to cry. I also want to kill the devs for poorly implementing the classic like the fucktards they are.
this shit is broken as fuck in pubs already.
I know but might as well call it by name for other anons.
pretty boy's pocket pistol
Pyro primary that's a water hose.
Left click is weak spray, right click is stronger, both together is very strong. Stronger sprays will push away projectiles, and all sprays will get allies and enemies wet. Slow to put away and draw out.
Here's the thing. Engie got multiple ways to adjust to this. Wrangler and the rescue ranger allowed a lot of quick adjustment and cheese to be had (last point dustbowl comes to mind, where you can just pack up your toys and go home until the coast is clear) and your team, if above room temp, will punish the corner peeking direct hit soldier with rockets of their own or a headshot.
Spy had the ambassador for an increase in skill ceiling. That's it. You found an ok corner and went for a double headshot against the engie and then either risked staying where you were after the engie (presumably) called you out, or you hoped to God there wouldn't be a homewrecker pyro dry humping the gear.
Guess the crux of the point i'm making is engineer got plenty of different ways to approach a scenario, spy lost his only alternative method to victory against problem areas. The playing field is incredibly stacked in the engies favor and was even at the height of ambassadors power
Seems like current tf2 is focusing more on everything being balanced rather than everything being fun to use.
blame esports shitters, they've brought so much awful shit and barely did anything to improve the game
If the gas is sparked, it all burns up. The gas will last half as long as it would have after lighting up, but while on fire anyone in it is lit up and hurt like a dozen pyros are on their ass. Walking through it at all covers a player in gas, and anyone lit up while gassed will burn for max time no matter what, and nothing except the locker can extinguish them.
Wrangler shouldn't be as powerful as it is. If it only gave the engie free aim with the sentry that's fine. The fact it also gains resistance making it over 600+ damage is retarded.
I really think if it was still 102 just outside a sentry range THEN started to have falloff it'd be a really fair compromise, honestly. Just a shame they ruined one of the ceiling weapons in the game. At least direct hit and loose cannon are still ok and let me feel like i'm improving every game
Dont.Nerf.The.Gun.
Why do you blame digital sports for everything wrong with your videogame?
I've been arguing with the guy over this but like this idea. Still gives the harassment option for engies but still not retarded.
Engie PDA which replaces the teles with two cameras and a large monitor. You can place the cameras anywhere, and they'll look around. If they see an enemy, they'll track him and mark him for death. Everything they see will show up on the monitor.
Level three is just smaller, so more camouflaged, and has more health. Each can mark multiple players.
Optional: players marked by the cameras can't tell they're marked.
it just needs to be better at its job, theres literally zero reason to use this over the scorch shot, which can absolutely coat chokepoints with fire DoTs at a single click. It can't stop pushes by itself, it can't be used sparingly because of the ridiculously inhibitive meter charge. The thing needs a rework.
Dont.Fucking.Nerf.The.Gun.
You pubshitters are beyond help.
>Slower firing speed
Immediately makes it worse than stock with those upsides, the 15% damage penalty alone normally makes it pretty balanced with those two upsides, and even then, you're probably better off with the diamondback if you're destroying buildings since you're going to get free crits by doing so.
>Yea Forums suggests balance changes
cringe
Nigger i'm saying that if they were going to be retarded with a perfectly balanced gun they could have at least not went full retard on it
I didn't mind a little damage reduction to compensate for the gun shutting down for a second after removing manual control, but its crazy the reduction it has
let's just make the spy a superior sniper again so that aimbotters can have class variety
And? My point still stands.
Dont nerf the fucking gun.
It was balanced.
The Brass Beast's downsides overpower it's positive stats.
Basically, it's only useful in MVM or when you have to do some extremely defensive turtle-like play style during a game.
-25% slower spin-up time
-50% slower healing from dispensers and medics
-25% less ammo from ammo packs
matchmaking shit is the worst thing to happen to this game and valve absolutely refuses to do work on it after releasing it as a broken and slow mess. Competitive mode is nigh unusable because of hacker clans, along with being way too easy to max out your rank with no rank degradation. Also they decided not to take the existing competitive rules for the new mode and instead "balance" all the weapons, making lots of the class kits unusable in the process. Voting in casual is still busted and breaks for everyone roughly a third of the time, reminder this shitty system has been out for years and this has been a problem since day 1. You cant join friends in progress, you cant pick teams, you cant go back to your old team after getting autobalanced, autobalance is nonsensical and theres no way to dodge it, theres retarded start up delays every match, theres an arbitrary casual ranking system that contributes to nothing besides inflating queue times.
All of this was because of esports faggotry. Saying it isn't is straight up denial. Every balance change that happened in the past 2(?) years was a direct action to balance competitive faggotry
Hitting an amby headshot on anything other than a stationary target at such a range is ungodly fucking difficult and you still needed to land two headshots in a row to two-shot a 125 health class as a headshot+bodyshot at long only did 121 at best. Now you need to land three in a row at that range since headshot damage is halved at long.
The nerf was retarded and uncalled for. Neither casualfag nor compfag ever bitched about Ambassador being OP so we can't even blame eceleb meddling for this stupid change.
Weapon unlocks alone don't fix the class if the class itself is crap. For example, Spy could use weapon rebalances, but if his disguises had their bugs fixed, if he could false-fire weapons by default, and if he could press a button to move at his regular speed while he disguised, he'd be much better at blending in and doing his job.
pls respond
Dont bother arguing with these pubshitters, user.
They don't listen to common sense, just retarded reddit "pseudo sniper xd" memes.
And that's really what I want. I want fair weapons. I believe with conviction there was nothing wrong with initial ambassador (and wish it kept the penetration it used to have for unique style points) but if it HAD to be adjusted to put him in line with the other classes, then I wish they had thought things through more on its bigger picture and the purpose it usually held. Like I think during its prime there was ONE European 6s team that would run Ambassador spy instead of scout. To me, if it were broken, it would have been utilized far more often in the competitive scene, rather than spy being reduced to a hail mary desperation play when you were on last and sniper couldn't do the job way better.
Why do spy mains always have sticks up their ass about shit? Not just about the amby nerf (Which I actually agree with spy mains on), but everything about the class. They always play fucking victim and always have a superiority complex about them.
>My Caber lies over the Badlands,
>My Caber lies over the DeGroot Keep.
>My Caber lies over the Badlands.
>Oh bring back my Caber to me.
I miss it so much, bros.
>superior sniper
>he might actually believe this
w
They're weeaboos with aspergers.
the only good changes was the dead ringer, which was crutch for trash players and effectively a get out of jail free card against every class that recharges every 7 seconds. It didn't matter how much you outplayed a spy, even if you followed him to the ends of the earth magdumping a scattergun on him, the 90% damage absorption was basically impenetrable. It was fucking annoying and should have never been in the game.
Also puff and sting was no-skill faggotry that allowed screeching pubshitters think they were a god. It wasn't overpowered but drinking the tears of pyro fags and watching them scrap their unusuals over it was worth it.
Because the class is trash and depends on the other team being bad or abusing network settings and hitboxes.
Which means if you play against good people that don't melee your ass, you are basically useless
The deadringer is literally fine how it is because of the speed boost
Players hit by this weapon will be unable to extinguish themselves until the default after burn timer is up
While active; burn damage on players (you hit) restores your hp
nice watermark faggot
>Neither casualfag nor compfag
i think it was highlander fags that bitched about it since they were also complaining about the razorback.
pretty odd they decided to balance it like that when 6v6 is the official comp mode for the game.
Why does no one call jarate bush pseudo spy, or any banners pseudo Uber's? It really seems like the pseudo sniper argument is made in some incredibly bad faith
I've never heard spy mains bitch about anything but the amby nerf, and I should know since I am a spy main.
What else do we bitch about?
BRING BACK THE OLD CABER YOU FUCKING NIGGERS
also watching stabby quit the game and immediately fall out of relevancy because his crutch got gutted was the sweetest feeling I've ever felt.
Nope. HL welcomed it.
It was either
A. Salty pubshitters
B. A salty pubshit valve employee
Katana
Add Sekiro combat
Idc how
feels good being a demochad
old caber was the funniest shit ever, I will never forgive esports zoomers for ruining it
It's a garbage awful class but i'm always butt hurt about it because in shooters it's incredibly unique and enjoyable compared to other stealth characters in games, so watching him suffer changes he doesn't warrant can be depressing.
He's way better than he was in vanilla, save for how fucking loud cloaking is now, and for that I'll always appreciate valve, but he's very much a two steps forward one step back class on the design front
Engineers may now no longer build sentryguns but have 200 health.
Boom, game fixed.
I wish user.i don't even play demo and it was hilarious watching snipers get what they deserved from heaven above
Razorback was a problem because HL meta became a Sniper v Sniper duel where the other 16 people in the server weren't allowed to play until one or the other died. Most Spies were running Ambassador as their preferred revolver for a long ass while by then, but Spy couldn't do a fucking thing vs teams that pocketed Sniper (which virtually all of Plat and high Gold did) because you can't 102 down a Sniper who is at 185 from the first shot with a Medigun shoved up their ass without triggering a bloodlust from the flank classes. I don't think most Sniper's got their panties in a bunch over Amby and if they did everyone would just reply with shit like "lol sniper mains"
>weapon is fun to use but worse than stock in every way
>still gets nerfed to shit with no buffs to compensate
oh valve
>i blame the competitive tf2 community for Jill's bad ideas and implementation of how things should be
wow this is a whole other level of denial I wish i could be on.
>it wasnt REAL esports!
are you a commie too by chance?
f
I was just using different vocab, digital sports, ESPORTS, "competitive tf2" which in itself is a joke.
F for tide Turner, caber, sticky jumper, bison, eviction notice and sleeper
Tide turner is still good my dude, not as good as before but still one of the most fun weapons
F
needs a buff
F
WHY THE FUCK DID THEY FUCK THE SLEEPER
I ONLY SAW 2 PEOPLE THAT WERE HALF DECENT WITH IT EVER
Wait, what did they do to the Sleeper? I only started using it a few months ago
used to have an AoE piss effect if you landed a headshot on someone
doesn't do that anymore
Fun sure, but the screen is better all day every day because faggot 3 damage smg bullets don't stop you from sprinting.
>Pisssniper used to be an even bigger troll weapon
Goddamn, why do I always get into these things late
- Remove any non-backburn critical hit, that mean no random krits, kritzkrieg effects or CTF captures
- Airblast costs 50 ammo.
+ Change backburn register angle from 90 to 180 degrees.
bison:
revert the nerf, make the projectile faster make it actually punish retreating players and give it 5 shots instead of 4 so it's actually viable
ambassador:
deals mini-crits on headshot on longer ranges instead of the damage falloff shit and punishes bad aim drains cloak on bodyshot/missed shots
darwins danger shield:
reduce flame resistance from 50 to 35 or add increased knockback from projectiles/airblasts
spyicle:
on melt:slow down or reduced cloaktime so it isn't a get out of jail free card
baby faces blaster:
revert the nerf or make it so you can now double jump without draining your speed or make it so a stray bullet doesn't drain all your speed
shortstop:
add back the health bonus, remove the shove and make it a viable choice
gas passer:
make it linger longer or let it do explosive damage if you or an ally hits it
bonk atomic punch:
speed reduction only counts for damage absorbed by sentry's
blackbox:
less health from medkits/slower healing rate from medics/dispensers mad milk/conch or only getting health on kill
dragon's fury:
revert the nerf
home wrecker:
sentry damage and pushback reduction while active or health on buildings destroyed (not including sappers)
buffalo steak sandvich:
remove the damage taken penalty add more speed
eviction notice:
remove the health drop mechanic and passive speed boost and add getting stored speed boosts on enemy hit that you can use
pomson 6000:
buff the uber/cloak drain (remove one of them) make the projectile faster/bigger hitbox and make it deal more damage at closer range
brass beast:
make the damage reduction always be on and increase it when at low health at the price of reduced medic healing
escape plan:
increased mini-crit time or slowdown on holster
neon annihilator:
self-damage if the pyro using it is also wet on miss (non critical damage) remove the abilty to remove sappers
pyro:
airblasts reset sticky timers and for 5 seconds let them deal damage to enemy players that aren't the demo if the demo uses it
>all that shit and you couldn't even format it to make it more digestable
So the ambassador is still worse than revolver in your vision, got it
Remove some uber on hit.
True, but it could be improved even if it's inferior. Let's make it slightly easier to land hits with the shove with a wide radius and replace the push animation with a swing with the back of the gun or something less committal. Additionally, we can make the strike occur slightly faster so it doesn't feel so awkward, as well as significantly improve the recovery time so the Scout can actually shoot what he hits. To prevent spam from the faster attack, let's add a brief cooldown as well. And we're left with an alt-fire that you might actually be able to use while running and pick off a lone target. Still kinda pointless, but there's no reason it should be so annoying to use.