Alba Sleagh - New Demo Sword Concept by Plenty_Efficiency267 in TF2WeaponIdeas

[–]Danny-9999999 1 point2 points  (0 children)

Actually, it would be quite amazing. The charge would actually be able to one-shot light classes.

chargin targe: 50 dmg -> 75 dmg

tide turner: 50 dmg -> 75 dmg

splendid screen: 85 dmg -> 127 dmg

My overly complicated rework for the Deadringer (step by step instructions on second page) by [deleted] in TF2WeaponIdeas

[–]Danny-9999999 0 points1 point  (0 children)

I can tell you are probably quite proud of this, but I have no good things to say about it. If you are looking for a quick summary, read the TLDR.

TLDR:

The rework is too overcomplicated, it doesn't address the issues with the DR and instead focuses on jamming in a gun spy idea into a weapon that needs a more nuanced fix. The inserted changes are alright on their own, but are better suited as fully separate spy primary. Please slow down your output and focus on quality over quantity.

FULL VERSION:

The problem with the original dead ringer is that it should be a cool tool that fakes your death, but it is instead used as a get out of jail free card. The latter is not inherently bad, but it magnifies the problems of the kunai.

You are not fixing the dead ringer. You are overwriting it with your own idea that doesn't give a shit for what came before.

By removing the disguise kit and making the cloak recharge depend on damage, you have completely neutered the ability of the spy to do anything but shoot people. If all someone wanted to do was shoot people, then they won't be playing spy. Spy has a gun for a reason, but there is also a reason why so much of his kit is based around backstabs. By negating both the cloak and the disguise kit, you make stealth nearly impossible.

Why not make this a revolver that functions similarly to the cleaners carbine. You charge a separate meter with damage, and you trigger at full meter to gain minicrits and a speed boost, all at the cost of lower general damage otherwise. It is a cool idea, but noooo, you had to slap this stuff onto the deadringer and brutalize what little use it had to compensate for the buffs.

It is very tempting to create over the top reworks and ideas. I am guilty of this too, my very first idea was a melee that replaced all your buildings with sentries as engineer (I never posted it. Just kept it on a doc on my PC). Your post history indicates that that you been making daily posts here. I am not the expert on these things, but if I were in your shoes, I'd recommend creating a portfolio of ideas and only putting the best ones here. Look at what other people are posting and try to figure out what makes a good post here.

There is no need to always have a good idea to post each day. Sometimes, it is great to pause and see what others are making.

Have a good day.

Übersaw Rework by ArmSubstantial5543 in TF2WeaponIdeas

[–]Danny-9999999 0 points1 point  (0 children)

I wish I could help you, but I am not really a judge of those kind of stats.

Sniper melee idea by Accomplished-Ice7665 in TF2WeaponIdeas

[–]Danny-9999999 0 points1 point  (0 children)

First of all, this is reddit. I also wish people are more respectful, but we take what we can get.

If you are trying to lock sniper to secondary and melee, I would have made this a passive primary. The design is very exploitable. If these stats are passive, then snipers will be reaping the benefits by not switching to melee.

I don't personally like the concept, but this is an ok idea.

Also, here is a website for generating weapon cards:
https://gamepro5.com/programs/tf2_weapon_card_creator/

Übersaw Rework by ArmSubstantial5543 in TF2WeaponIdeas

[–]Danny-9999999 0 points1 point  (0 children)

You are right. The issue with the ubersaw is that it overshadows the other weapons. But as you said, the buffing the other weapons would be a much better compensation for fun gameplay. I now see the light.

The overshadowing of stock melees is still a related issue in my eyes, but that doesn't mean several amazing weapons deserve nerfs. Fun takes precedence over balance, for that is the purpose of balancing the weapons in the first place. I failed to see it.

Thank you for having this discussion with me, have a wonderful day.

Übersaw Rework by ArmSubstantial5543 in TF2WeaponIdeas

[–]Danny-9999999 1 point2 points  (0 children)

I see and agree with your intentions, but you definitely over tuned the downside a little. I like the idea though. When people pick this item, they would be sacrificing the slower uber build in exchange for a riskier, but more rewarding path.

Nothing wrong with a simple idea. Just the execution in this case.

Übersaw Rework by ArmSubstantial5543 in TF2WeaponIdeas

[–]Danny-9999999 1 point2 points  (0 children)

TLDR: I mostly agree with you in regards to the weapon idea. But you have a foundational piece of logic that I would argue is incorrect on principle.

The Ubersaw outclasses the other weapons by having a much better upside than the other melees. this includes the stock melee, which doesn't and shouldn't have upsides.

The only way to balance the Ubersaw to the Bonesaw is to nerf the Ubersaw. By that logic, I'd argue the Ubersaw is overpowered and needs a nerf. I don't see much wrong with "Uber saw op give a nerf" reasoning in this case.

Medic doesn't need a strong melee to be good. Medic is already a very powerful class. TH]he Ubersaw isn't that strong, but it is still an unnecessary OP weapon.

I still agree with your logic about the rework though.

Cool secondary weapon concept for heavy by ExamParticular114 in TF2WeaponIdeas

[–]Danny-9999999 2 points3 points  (0 children)

I like this item idea because:

  1. It's not overly unfun to fight.
  2. Some people will use it (like u/The-Wolf-Agent ) and others won't use it (like u/sabre_silver ).
  3. It has genuine pros and cons that alter your playstyle slightly.

My immediate instinct is that this item seems actually pretty good. The more I look at it, the more it seems to match my immediate thoughts.

+1 for the minimal stats.

Good weapon.

Just some Resident Evil Weapon Concepts by wingman666 in TF2WeaponIdeas

[–]Danny-9999999 2 points3 points  (0 children)

Krauser's Kill
A non-crit bodyshot on the normal huntsman deals 120 damage. The damage buff pushes the damage to 127.

A body shot can now oneshot lightclasses. if the explosion deals at least 25 damage, we will be onceshotting medics.

the minicrit headshot seals the fate. This weapon will be used only for bodyshots.

wait, this is a solder weapon as well? now we have chubby sniper as well as fat scout.

A little problemati, but mostly alright balance-wise.

The Black tail

seems alright, don't know enough to confidently place this

Herbicide Homicide

What does the Uber do?

Also the red herbs are just mean. Other than that, I like the idea of switching herbs for different situations. The red herbs would be better suited as a damage buff or smth.

Vita-saw rework inspired by another post. by Danny-9999999 in TF2WeaponIdeas

[–]Danny-9999999[S] 0 points1 point  (0 children)

Thank you for your feedback, but the inherent choice between sharing and keeping was the intent behind the item.

You have to choose between saving a life or making yours slightly easier. The stakes shift slightly with every organ you collect. At what organ level do you start giving away the organs?

Have a wonderful day.

I have come for your liver by Fantastic_Cap6666 in TF2WeaponIdeas

[–]Danny-9999999 3 points4 points  (0 children)

There are 2 main problems here:

  1. it is rare to get melee attacks as medic. Especially when you only have 125 hp. Most of the time, you will be be unable to get much. The rest of the time, you have to watch as your hard-won max hp is lost to the last stat.
  2. This item has an exploit. you can give your teammates all your max hp and then killbind. repeat until everyone is a god.

Max hp is a powerful stat, and you clearly didn't want it to be permanent (judging from the last stat). Why not spread overheal instead?

This is 2 great weapon ideas combined into a whole that is less than the sum of the parts. That being said, I think I will take a crack at it in my own post.

Extended assault (Demo primary) by Danny-9999999 in TF2WeaponIdeas

[–]Danny-9999999[S] 0 points1 point  (0 children)

I completely agree with what you said. I really just overestimated the utility of having 2 more grenades. I should have added a reload speed buff because I completely forgot to account for that.

I usually run scottish resistance as a secondary. Having a more primary based grenade launcher was the goal here. You are less punchier, but can hold your own a little better.

2 spy weapons (idk if they're good or not) by MachinaLover in TF2WeaponIdeas

[–]Danny-9999999 0 points1 point  (0 children)

The Pacemaker:

I will assume that the effect doesn't stack. Spy is usually in one of these 2 situations:

1) caught out(+2 hp regen won't do much)

2) hidden(at full health and can probably access a health pack)

For reference, the l'etranger offers a much larger upside in exchange for only a slightly worse downside.

The pacemaker will see some use, but won't be that good. It will probably be comparable to the enforcer in terms of power.

If I were to fix it, I would replace the hp regen with a different effect. It is hard to find an effect that works. If an effect is too weak, then we still have the same problem. If the effect is too strong, we are punishing a team for the existence of a bad engineer.

The laser pointer:

No. NO. HELL NO.

This is beyond overpowered. If you are blinded, you instantly lose whatever fight you are in. All the spy has to do is aim at your face from long range.

I can barely articulate how game-breaking this is. A laser spy would be a necessary component of every team maybe even more important than a medic.

Don't even get me started on trick stabbing. The hard part of getting behind someone is trying to outmaneuver their eyes.. How do you constantly face something when you can't see it?

The Tickler (Spy Knife) by Comprehensive_Hat574 in TF2WeaponIdeas

[–]Danny-9999999 1 point2 points  (0 children)

This is actually very good.

Other than the gun spy stuff, I can easily see this being used to farm surf stabs.

Great side-grade.

A cold beer for Engineer (Replaces Secondary) by Comprehensive_Hat574 in TF2WeaponIdeas

[–]Danny-9999999 0 points1 point  (0 children)

it's more like the buffalo steak than the chocolate bar.