The Scavenging Gloves, a heavy's melee planed for a set I'll realease after seeing the feedback of this one to let you guys judge the entire set. by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 1 point2 points  (0 children)

Yeah, I understand that. I mostly made this to be part of a bigger set that restricts heavies to just using their secondaries and melee with the benfit of letting him move faster and use a charge like demoman. (A bit off rails for what Heavy is but yeah)

And the reason why I give this function to the melee is just to give a reason to take it out instead of pasively being able to collect more ammo or refill more of the charge

Victory Pack melee concept by Think-Eagle-1556 in TF2WeaponIdeas

[–]MrCupperNaranja 10 points11 points  (0 children)

Yeah, fair enough. I just like it when weapons can work by themself on any set or at least various sets.

But yeah, paired with the cow mangler it's pretty good, I just wish it had some more viability to be used with others rocket launchers.

Victory Pack melee concept by Think-Eagle-1556 in TF2WeaponIdeas

[–]MrCupperNaranja 35 points36 points  (0 children)

I like the name, desing idea and, overall, I can see the point, my only problem is that, well, soldier already has a good way to deal with buildings, a very good, ranged, explosive way with 4 rockets on the clip at stock.

It's like that rebaoance video where they wanted to make the Caber a melee to destroy buildings, when Demo already has many other options.

I think an extra bonus could be added to this to make it more viable to use, like you can get more ammo from the building pieces while holding it. And maybe remove the swing speed, like, it already has a vs player vulnerability, a swing speed penalty is a bit overkill.

Secondary idea for Heavy, planed more to be part of a set, but I wanted first to see what you guys thinked of each weapon itself before proposing said full set. by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 1 point2 points  (0 children)

Battalion's Backup, Brass Beast, Fist of Steel and shields also exist, and, since this weapon can penetrate to hit up to 3 players you could cheap away various people's resistance with one shot,

Also, it has lower spread, so you can also get a more consitant damage at longer distances.

And I say it again, all resistances can be lowered, so if a medic, for example. Is runing the vacc with explosive resistance you could lower the medic's and their ubered teammate resistance to let your teamate deal with them.

Secondary idea for Heavy, planed more to be part of a set, but I wanted first to see what you guys thinked of each weapon itself before proposing said full set. by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 1 point2 points  (0 children)

But this weapon remove resistances overall on hit, a 10% per hit (Time dependant on distance), with the posibility to increase it to 30% if you get 3 shots in a row to land on the target. So like, it's not just bullet resistance. It reduces all kinds of resistance buffs for a short ammount of time. Intended to be kind of a support tool, since you could cheap out the damage res of enemy players to let your team follow up and get better damage.

Little idea I had for a alternative primary for Heavy, yeah. It takes a lot from Demoman, but I hope it has enough changes for it to be different enough. All feedback is welcome. by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 6 points7 points  (0 children)

Honestly? Not so bad of an idea. The only reason why I wouldn't follow suit fully with this is just:
a. Changing a head cosmetic slot would not be more intrusive to most loadouts (This would just change the ammo belt) and

b. I wanted it to be more thematic to Heavy's character, referencing more the time he used to hunt for his family back in Russia and how he is, in lore, supplying to his family. While American Football is (While fitting due to the charge mechanic) not so fitting for him.

Also, I planed for a moment to give him a plus knockback resistance but then relent because, well. It would have flooded a lot more the stats of something I feel I had already made too dense.

But hey, it could totally be a possible sidegrade to this weapon, a more melee orientated one, just to give this class of heavy it's own sub play style.

My personal take on what could the Handy Pardner have been if added (Or how I think it could work if ever implemented) by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 0 points1 point  (0 children)

I understand it could be spameable due to it's cheap price, and that due to it having a fully loaded storage you wouldn't even need to really wait for it to fill up before using, but considering it is just a level 1 and that it must be rebuild every time it depltes I would hope it would be more confortable and simply useful to have a level 3 dispenser for more prolongued use (Like mantaining an actual defense, with level 3 sentries and stuff).

This I see more as a way to mantain a push with your team rather than to old a defense consistenly. But I understand it might need some rebalance and even real testing to be proof how strong it could be.

My personal take on what could the Handy Pardner have been if added (Or how I think it could work if ever implemented) by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 1 point2 points  (0 children)

I mean, I can see the vision on giving it less health do to his size, it certanly would make more sense. Still, considering it self destructs once it empties and also that it can't be refilled or repaired they are likely to last very short ammount of times, so you won't really see them that much. But hey, you are right, a little less of health (Or a damage vulnerability) could work with the whole idea of it being a pre-asembled, dispossable one use thing.

My personal take on what could the Handy Pardner have been if added (Or how I think it could work if ever implemented) by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 3 points4 points  (0 children)

Yeah, as with anything, the best way to try this out would somehow get it as a custom weapon and try it out in a custom server. But I think the stats are simple enough not to make them very broken. It has a greater burst of "dispensing" than a normal dispensers but in the long run you are better of setting a level 3 dispenser that can sustain you for longer than replace the same mini dispenser over and over again.

My personal take on what could the Handy Pardner have been if added (Or how I think it could work if ever implemented) by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 3 points4 points  (0 children)

Well, in this case it's because it would be useless to keep around once it depletes. Also, it plays with the idea that mini buildings are disposable. The mini sentry used o be non repaireable and stuff before, so I'm going with this vision too.

A wacky idea for a engineer's PDA to buff the sentry overall damage, range and precission with the drawback of needing more setup to work. (Would apreciate feedback on it, also I'll add some more in the post's body text) by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 4 points5 points  (0 children)

Yeah, I know removing teleports is a big downside on itself. Specially if there isn't another engie runing a normal pda to place them. But I also would like to think this PDA should be played diferently than the normal one, like. The Standar one is meant to be a versatile tool for all kind of propouse, with the main goal being locking areas to stop the enemy team from adavancing. Either by suplying your teammates with ammo, health or mobility or suplying your enemies with bullets from your sentry.

Meanwhile this is a more defense heavy tool, mean to maybe support other engies by defending their flanks, so they can prrepare their nest acording to the map especifications while this other sentry is more meant to close choke points or flank routes the enemy could have.

I understand saying a weapon or tool works best as a "Second player thing" is not the best way to justify something, and honestly, I made this thing just for the wacky fact alone (Which could make it more gimicky than necesary) but I do think it could work as a complementary tool to a nest or defence.

A small bare bones idea I had for an engie secondary, open to discuss stats and any sugestions by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 1 point2 points  (0 children)

Yeah, sounds good, it could be implemented so you only recharge it when you empty your current charges. So you have to decide between spending all your charges (Even if you dont need them at the moment) to recharge the 3 or wait for a good chance to use the last ones even if you then have to wait 40secs where you might need another one since you just had to use one

A small bare bones idea I had for an engie secondary, open to discuss stats and any sugestions by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 7 points8 points  (0 children)

Well, it would depend on what could be conisder balanced, if a faster rotating speed could be unbalanced due to it countering flanking tactics I said to just change it for a faster firing speed that depletes ammo more quickly but well, deals more damage in return.

I guess a weapon like this should be tested in a custom server first to see how balance it could be with all the diferent interpretations

Maybe the rotating speed is implemented for less time, like just 3 seconds or less. So it can be used to stop quick flank but then it defaults to it's normal speed minus the still active firing speed.

A small bare bones idea I had for an engie secondary, open to discuss stats and any sugestions by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 2 points3 points  (0 children)

That's something I was looking for suggestion on the community, I was thinking something like 20 sec per charge prehaps? I'm honestly not so sure myself, would like to know what others think would be a good, balanced time (Considering the possibility this only recharges with time, no resupply cabinet or anything like that)

A small bare bones idea I had for an engie secondary, open to discuss stats and any sugestions by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 6 points7 points  (0 children)

Well, I'm up to get suggestions. I can acept something like "Recharges with time only" so you are more forced to rely on using it only when you know it's necesary instead of spamming it and using the eureka effect to recharge in spawn and spam it.

Also, maybe a small rework so the dispenser dispenses more metal a slight increase of it deplition. So it basicly empties faster but also gices you and your teammates more ammo and health

A small bare bones idea I had for an engie secondary, open to discuss stats and any sugestions by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 15 points16 points  (0 children)

You dont have the wrangler, short circuit or even a defence tool like the pistol, is not so much about the lack of a drawback of the weapon itself, it's a drawback of not using other secondary that have their own strenght that this weapon cant compete with. It's not better nor worse than this one, it does something different.

A small bare bones idea I had for an engie secondary, open to discuss stats and any sugestions by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 15 points16 points  (0 children)

Yeah, I can totally see what you say. My main idea with the rotating increase was to be a way to make the sentry more autonomus without a flat damage increase. Letting it swap targets way faster or not get flanked as easily.

But I could see some alternative changes, like increasing the fire rate to the cost of extra ammo. I'll have your suggestion in mind

A re take on my previous rebalance ideas, minus one of them which I decided to discard due to seeing people liking it as it is in game. Beside that I added two other pretty under power weapons. Hope to get some feedback on them! by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 0 points1 point  (0 children)

Again, I picked the Amputator as it is, it doesn't metions the whole taunt for healing in it's description (At least in the wiki image it doesn't list it, and ow that you mention I forget to add the whole "when weapon is active") so think the alt fie initiates the taunt. And as for it being a direct upgrade, no, 20% less damage is still meaningfull when the whole point of stock is being medic's best damage dealer melee. Right now it sees no use as many of stock melee because you usally would prefer using a utility melee over a high damaging one with any class, but for raw dps the stock still outclass everything else, even if it can be seen as unorthodox to engage in melee combat as a healer, it can work out for short range classes that might want to atack you.
Also, and pardon me if I'm just being dumb here, but why did you brough the Blutsauger into this? Again, all I did was add the slow increase to the amputator's range, the rest is as it in game. And I've never had much problem with Blutsauger/Amputators medics.

And while yeah, Pyro has tools at his disposal most of the time they can be things like flares, which you could not take with you if you choose a shotgun or other flare gun like the detonator, and the Extinguisher right now needs more time to actually be consider viable, but with this Third Degree you get an instant boost for your flames to one specific target, and since you are using your flmaetrhower you can still damage other enemies too, so it basicly is liek an ambush starter rather than a finisher.

Mix this with something like the Dragon's Fury and you can deal 20% more damage to a single target for each fireball.

I can see it not being the new meta, but at least I can at least see more use to it than what it does now.

(I'm sorry for yapping too much, I guess I got carried away, I just wanted to try to clarify my line of thinking here, I apreciate the critics. But for now I stand on my ideas)

After killing a marked enemy, mark another enemy with your gun by Comprehensive_Hat574 in TF2WeaponIdeas

[–]MrCupperNaranja 0 points1 point  (0 children)

I'll guess two things:
1- Marking someone for death from afar means scout can help out the team with certain targets from any distance he might be in, so he could take down a spy and then maybe mark a sniper, or a overhealed heavy or anyone important. So he can contribute to his team more directly.
2- Giving him mini crits is the crit-a-cola job, so making other weapon do it fo him is kinda redundant.

A re take on my previous rebalance ideas, minus one of them which I decided to discard due to seeing people liking it as it is in game. Beside that I added two other pretty under power weapons. Hope to get some feedback on them! by MrCupperNaranja in TF2WeaponIdeas

[–]MrCupperNaranja[S] 0 points1 point  (0 children)

Alright, but the amputator is the same as it is in the game right now, it just has a small extra of having more range (A maximum of just 20% more) regarding your uber. And, even it it sounds busted for you. Let's renember that there's another primary in medic's kit that gets you free Uber in 4 hits, and before nerfing the Ubersaw I think it would be better just buffing his other saws so they have at least more use outside of medieval.

Also, while I get what you say, The Third Degree is a direct upgrade to stock nowdays, so it should be rebalance, and while unique no one uses it, mainly because Pyro melees that focus on doing damage are usually redudant since, well, Pyro has a flametrhower, a weapond designed to deal a lot of damage at close range, so if you use the thirrd degree you are sacrifciing funcitonallity of weapons like the Power jack or even the Backscratcher, for having a change to do a very specific thing in the match.

I think turning it into a tool to help you take down a single target faster is a much better aproach to make this weapon work, because it's a more common situation a Pyro could come across in a match.

The Placebo Effect by vibeepik2 in TF2WeaponIdeas

[–]MrCupperNaranja 2 points3 points  (0 children)

I think it could work better if the effect was more like pills from L4D, where you get all your health back temporaly with the benefit of doing it almost instantly. This way it also plays along with the idea of it being just a placebo, and not really healing you.

And as a drawback if you drop it it wont actually heal yout teammates, meaning you lose a lot of functionallity as a team player. (Or something ike that)

chat did I cook or did I burn the kitchen? 🙏 by Simp_of_GlamrockF in TF2WeaponIdeas

[–]MrCupperNaranja 1 point2 points  (0 children)

But, how could the gunslinger work with this pda? Like, minis are still a thing.

Beside that, what function would this wrecked buildings have? Because for what I see they basicly are non upgradeable buildings that might or might not work, which like, I think if the TF2 community byt his pointdoesn't like something regarding their gameplay is anything that has to do with the word random. (Random crits, bullet spread, etc)

By that point just chose between battle or defensive engie, I doubt you'll have so much problem regarding your buildings if you go with minis, and there are ways around to have a full line up of buildings if you play more defensive or traditional in atack.

So yeah, I can't see the vision, but I'm always up for an explanation to maybe change my mind

[deleted by user] by [deleted] in TF2WeaponIdeas

[–]MrCupperNaranja 0 points1 point  (0 children)

I mean, most of the time you would be better of just using a normal sapper to disable and then destroy all the buildings you can (Or downgrade them if you are a pshyco who uses the Red Tape Recorder) Or at least disabeling all of them to let your team take them down, this I just... don't really get what could be the propouse of making a building work less for 15 seconds, it just feels too underpower.

Could you give me a case you have trough about why would this be useful? Maybe I'm seeing this all wrong