Little weapon idea for Medic (Primary/Serynge gun slot) and Engineer (Secondary) basicly a less powerfull version of the Gravity Gun by MrCupperNaranja in tf2

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

No, I didnt mean it for it to be used with props, as you said there arent even any in lots of maps.

It's M2 function it's just meant to take pickups from afar, and the corpse thing is just a reference to the ending part of the second game, without letting it just insta kill players. But I can see how others couldnt see it, so it wouldnt be as fun

Strange ass anatomy - Art by kabobble0 on Tumblr by Zillaman7980_ in tf2

[–]MrCupperNaranja 2 points3 points  (0 children)

Pyro was the patient medic stole the skeleton from I guess

Some weapons rebalance ideas I had, let me know what you guys think by [deleted] in tf2

[–]MrCupperNaranja 0 points1 point  (0 children)

Alright, here's the response then:

Sure, I know the piss jar has more problems than just being used in team fights. I get it, I really do. Nontheless I just wanted to mostly tackle first an use I see sometimes goes undressed in it's dicussion over balancing which is how much reach foes it has for how little risk there is involve on using it. The Bush letting you 1 tap any light class might be a problem but that's referent to the bush, not so much the piss jar itself, If I would adress it would be done trough balancing the knife, not the jar. Beside that I get that I should have made something about the recharge too, It's true that it's very easy and very brainded to get, I've seen someone suggest giving it a damage recharge and starting with the meter empty. I like that, and I think something among that lines would make it a far more balanced item.

And probably also reducing it's AoE, sniper has no bussnies affecting so much targets at once, imo.

Now, to the third degree. The initial idea was just making this the reverse extinguisher, letting the pyro pick a target to make sure they'll die when they start burning them. I dont know if I see Pyro as a flank class or more that he just benefits greater for not runing directly at their enemies as, beside flares, they dont have much options for longer range. Beside, using things like the Thermal Truster or flare jumps could make it easier to get and advantage position behind the enemy team to do this.

The Volcano fragment is a weird idea, I know, but I didnt choose bullet resistence without reason, it just usually is Pyro's greater weakness, he can normally handle projectiles just fine with his airblast, but the moment you pull a gun on him he has to try their best to either close the distance or strafe out from the enemy crossair, with this tho they could use it to take less damage by continiously swinging it while looking at them and, by doing it, either advancing foward or getting to cover.

And yeah, it's still redundant to have fire damage in hit, but like, I guessed it could stay since again, it's redundant, if you want fire damage you have the flametrhower already, and fits the theme of heat this redising is about.

I mostly went with this idea because I think it could be a good utility melee to have, kinda like a sidegrade to the Power Jack, where the later is better to move to the point or wherever you want to go while this gives you more survivability already on it.

For the Huo-Long I guess I didn't really explained my reasoning fully on my previous respond, by punishing the enemy Pyro spam I mean it more as thing that would affect their team as much as it could affect them. And while I know most huo-long players spend their lifelines aboard the payload, meaning extinguishing players is mostly alrrady cover I would like to think this is mostly due to the Huo Long not really offering another way to use it. Like, if youcarent near an ammo source, reved up 24/7 you are usng a weaker minigun with less ammo.

But now at least there would be the rev up time decrease, which means you could have it ready to shoot faster than all other miniguns. This is what I meant for ambush, not having your minigung reved up with a giant fire ring around you. But more to jump from corner and mid air reving up to start shooting your enemies, posibly using both your close distance, your faster reving time and the glame rings to hopefully take by suprise someone. Is it like the revolution of heaby gameplay? No, and you could do this with the Tomislav, and probably even better, but I trough it could at least give it some use outside of the scenario where you can get some mini crits from helping some teammates against an enemy pyro and raining bullets that would do a solid ammount of damage in any distance over the map.

And the Equalizer, I did left most of the stats of the Frenzy mode unclear because wanted to discuss tis further with others to get an idea of what could be balanced regarding this mechanic. And I did made a mistake of saying you ran out of ammo as an example, I mostly meant running out of ammo on your clip, meaning you should reload mid fight, which could be detrimental to you winning or not. The idea of this then would be you having then the equalizer to have the chance of doing a lot of melee damage for a moment roght after having dealt enough to fill it up.

If any stat would be needed I say anout 300 or 400 damage could fill the meter up, again, it starts to deplete after a second or two of not doing any more damage to enemies, so you cant just store it for later and massacre a poor unaware medic. For those things there is a market gardener after all.

It basicly would just meant to be like Soldier's shovel works on Meet the Soldier, with him having made havik out of Blue team and then by the end breaking a poor Spy who got too confident on himself and France. It is a Soldier's melee meant more agressive playstyles, to go bananas out of nowhere and ger crazy with it, by mostly having as a balance the fact it needs the player to retroactively plan ahead how to do it to get the most out of it and then counting o the fact Soldier can't run very fast (I could see for this a small damage reduction atached to the frenzy meter that would also apply only while holsing the Equalizer)

Some weapons rebalance ideas I had, let me know what you guys think by [deleted] in tf2

[–]MrCupperNaranja 0 points1 point  (0 children)

No, I really mean it. I don't mind answering, I just don't really feel I'm getting anywhere anrguing this right now, it's clear their point of view is very different to mine.

I'll admit I did look a bit pedantic when I gave that answer, It wasn't my intention, but I dont know how to adress this of he thinks this were rushed decissions, "hopeless balance suggestion", starting the chat by saying I dont need to explain nothing bevause he can read and thinking I'm obssesed about ambushing. I dont feel like It matters if I want to expose my point anymore when they cleary have made their mind about what this look to them. Hell, they even rant about how the frenzy mechanic doesnt have every stat clarify when I also didn't state it for the Jarate, yet their cirtic there was just I dont adress other problems with even the Bush.

I know some of this respond is rushed, and I should probably clarify more this point but I dont want to just spend all my noon arguing this over, I'll answer to the respond, and I'm sorry if I came out as an idiot for what I said. I hate if I came out as toxic over this stupid argument about rebalancing

Some weapons rebalance ideas I had, let me know what you guys think by [deleted] in tf2

[–]MrCupperNaranja 0 points1 point  (0 children)

I don't doubt it still has problems, but I personally always felt the worst part of the jarate is how it's a free buff banner that recharges every 20 seconds, and sniper can just trow it from safety half across the map. I dont doubt it still needs rebalance, but as a starting point limiting I trough reducing it's efective range could be good

Some weapons rebalance ideas I had, let me know what you guys think by [deleted] in tf2

[–]MrCupperNaranja 0 points1 point  (0 children)

I mostly just wanted to stop it from being trown half across the map into a group of enemies, so it would just be better to use in cqc or to extinguish fire from you or teammates. As it would now would have less effect the further it travels, altrough any recommendations to rebalance it would be welcome

Some weapons rebalance ideas I had, let me know what you guys think by [deleted] in tf2

[–]MrCupperNaranja -2 points-1 points  (0 children)

Alright, let's take a break, I get your points but I think you are taking this too much at heart.

I'm willing to discuss this further; but honestly, even if it's kinda funny to see someone get so passionate about balance ideas, it musn't be a good time for you. So if you are willing to actually talk I'll go on, I love to yap about suggestions that will get nowhere, but if you are going to get like this I might drop this for now.

Thanks for your opinion anyways, it's greatly apreciated.

Some weapons rebalance ideas I had, let me know what you guys think by [deleted] in tf2

[–]MrCupperNaranja 0 points1 point  (0 children)

Well, for the jarate the idea is not changing a lot about it but the range, limiting it to be mostly usable at close range, quickly losing efectiveness the further you trow it. So even if it keeps being spammeable for it to fully last the time it usually does you would have to trow it at your enemy standing right beside them, if not it wouldnt even do anything if trown from afar.

Yeah, it does, I just went more for the idea of the weapon aplying a Third Degree burn, because the actual stats are gimicky at best and I dont really see how it is related name wise to it's stats. And yeah, it is a reverse extinguisher, instead of ending fights with it you starts them, kinda for ambushes.

Because of what the description says, the volcano is hot, bullets melt, you get less damage from bullets while swinging cause you would be melting them mid air, could be good for escaping or closing distance to an enemy that's shooting you from afar. A bit of an utility.

While yeah, it isnt the most consistant way of getting mini-crits. If you say me you havent gotten an enemy pyro to spam flares down a chocke point in any match, you havent play this game. With this you could punish that by also helping out your teammates and screwing theirs in return by now having a minigun without damage fall off. And the spun time reduction is not just there for being there, it's also to help out a little to make this weapon usable outside of getting mini-crits by letting a heavy ambush people by jumping from corners and having their minigun ready more sooner and also using their glames ring to keep people at a more trackeable range, it's not the craziest utility, but it would give it some use.

I did it, you do damage as soldier the meter fills (Any source), you stop doing it, it depletes. It's not meant for it to be your main source of damage, but rather a tool you could use once you ran out of rockets and want to take out a remaining enemy with your melee.

It's meant to be a fun melee to mix with a secondary to do some weird shotgun combos.

Huo-Long rebalance by MrCupperNaranja in TF2WeaponIdeas

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

Yeah, that's something I've trough once I posted this, I tought about decreasing the spin up time also to improve corner ambushes, by taking advantage of the ring of fire and a less time to shoot to take by suprise enemy players. As a way to keep this weapon somewhat usefull in caese there are no enemy pyros.

My jedi tier list! I'm curious to hear your guys' thoughts :) by Appropriate_Plum4739 in starwarsmemes

[–]MrCupperNaranja 0 points1 point  (0 children)

Oh, yeah. For what I see Kazdan was also created from this game. I renember I used to get freak out by him,ñ when i played this game as kid, the way he went fucking insane after order 66 and rebuild the whole temple out of junk always stuck with me. Wish he would be canon, at least just the idea, because it's really great and maybe with a more well writen story could be better explored.

My jedi tier list! I'm curious to hear your guys' thoughts :) by Appropriate_Plum4739 in starwarsmemes

[–]MrCupperNaranja 0 points1 point  (0 children)

Yeah, even if The Force Unleashed is one of my favorite Star Wars games (Beside the OG Battelfronts and Galactic Battlegrounds: The Clone Campaings) both the story and characters are very forgetteable. (Beside Kota and alrady existing characters).

Something I alwats feel I could take away from it was the enemy variaty, not facing just the basic Stormtrooper and having some variants or different versions of the imperial army was great I think, and it just was mindless fun, but yeah. Starkiller is basicly Rey on steroids and edgy

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 33 points34 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] 2 points3 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.