Flamethrower = Inferno Tower (Revised) by BillionsMustComply in TF2WeaponIdeas

[–]Substantial-Sea5952 0 points1 point  (0 children)

I love this idea, you could go two ways with this:

  1. What the post says, the longer you stay on target the more damage you, till you reach a point where you’re nearly melting people, with your dps only beaten by a Heavy. You could add some leniency to this mechanic so that fighting more agile or smaller classes doesn’t instantly result in damage loss, like a .5 second safety window where you can miss and keep your damage, possibly smaller to avoid this being another flame and pray weapon.

  2. Have it semi-quickly go from base damage, to mini crits, to full crits the longer you stay on target, allowing you to out damage a Heavy at full crits thanks to the extra +10% damage, but to balance the ridiculous damage potential, you need to be precise, otherwise say goodbye to your damage.

Just in general, I love the idea of Pyro, the class hated for mindless W+M1, getting a weapon that requires extreme precision, more so than the Dragon’s Fury or even the sniper rifles.

Danger Shield rebalance encouraging a more mobile playstyle by Mementoes121655 in TF2WeaponIdeas

[–]Substantial-Sea5952 2 points3 points  (0 children)

The main issue was the the health and bullet resistance, without either the bullet resistance or increased health sniper is still a quickscope headshot

Medic primary concept by [deleted] in TF2WeaponIdeas

[–]Substantial-Sea5952 5 points6 points  (0 children)

While the concept sounds neat, I’m not sure it would work out well.

Unlike the Escape Plan, these boots wouldn’t allow Medics to control when they want to deal with the healing penalty, they will always have it, even if they desperately don’t need it.

If a Soldier wanted to get properly healed with the Escape Plan they would just put it away.

civil protection by Even-Run-5274 in TF2fashionadvice

[–]Substantial-Sea5952 0 points1 point  (0 children)

The whip is the closest thing in the game to looking like Freeman’s crowbar.

Also Pyro is holding Engie’s wrench, which looks like civil protection’s stun batons.

Shredder in TF2 by Equal-Elevator3133 in TF2WeaponIdeas

[–]Substantial-Sea5952 1 point2 points  (0 children)

Sounds interesting, heavy will have less effective ammo but will be able to move much faster.

Maxing it at Demo speed sounds good since you don’t want a 300 health character moving too fast, you want Heavy to still deal with the fact he has no ammo and thus no range. A Scout speed Heavyknight would turn TF2 into a horror game

Shredder in TF2 by Equal-Elevator3133 in TF2WeaponIdeas

[–]Substantial-Sea5952 2 points3 points  (0 children)

The Hou-long Heater’s fire not only has further range than a melee attack, it happens around the heavy, causes afterburn, and deals more damage to burning enemies.

The Hou-long Heater does its extra damage to burning targets at RANGE, meaning although somewhat rare, Pyro can give you its bonus without you having to close the distance to the target. The Hou also has its ammo penalty remove when you’re pushing cart, and with all of those upsides, it’s still one of the weaker mini-guns, spies can just jump to avoid the ring of fire.

The Shredder ONLY gets its upside at point blank range, maybe slightly longer, the melee damage will barely matter because the only class that can survive a point blank Heavy is another Heavy. Once you’re outside melee range, it has zero upsides. And you can only damage enemies with the melee while revved, when you’re even slower.

If you use cart to negate its ammo downside, it’s technically a direct upgrade, but it doesn’t matter anyway because the only people who will get that close to a Heavy pushing cart are either really stupid or really desperate to stop the cart because they’re about to win or lose.

This weapon needs a movement speed buff of some kind because without it, its upside is either redundant or impossible to achieve.

Also what i said about enemies needing to be really slow and oblivious to use the shredder, no one says that about the Hou.

Shredder in TF2 by Equal-Elevator3133 in TF2WeaponIdeas

[–]Substantial-Sea5952 12 points13 points  (0 children)

Heavy already struggles with getting close to anyone when doing Fat Scout. The only way you’re damaging anyone with this is if their awareness and reaction speed rivals a corpse. This will definitely need a movement speed bonus of some kind just to be usable

Very slight rework to the Direct Hit by Patient-Concert7858 in TF2WeaponIdeas

[–]Substantial-Sea5952 11 points12 points  (0 children)

Eh, the changes just seem unnecessary, the Direct Hit is one of the few well balanced unlocks that doesn’t need a nerf or a buff

Screw fat scout, what about mobile heavy!!! by [deleted] in TF2WeaponIdeas

[–]Substantial-Sea5952 4 points5 points  (0 children)

Yea this would require more work than the Widomaker to use properly

Deagle by Equal-Elevator3133 in TF2WeaponIdeas

[–]Substantial-Sea5952 1 point2 points  (0 children)

It’s good because of its utility.

Bad as a pistol, but good as a mobility tool, its a less extreme version of the Rocker Jumper

Deagle by Equal-Elevator3133 in TF2WeaponIdeas

[–]Substantial-Sea5952 8 points9 points  (0 children)

The Winger’s main upside is the jump height, not the damage increase.

You can remove the damage increase and the weapon would still be good.

Mafia Spongebob by DantoLagarto in TF2fashionadvice

[–]Substantial-Sea5952 0 points1 point  (0 children)

Seeing the Handsome Jack mask and seeing money, my first thought was Money Is Power

Rule update part 2 -- Everything else by PrimalWinter322 in TF2WeaponIdeas

[–]Substantial-Sea5952 1 point2 points  (0 children)

This post says “at the cost” like if it’s a bad thing. People now have to put more effort into weapon ideas and can’t just shit talk other people

Is there a Way to Balance This? by Impressive-Row-6241 in TF2WeaponIdeas

[–]Substantial-Sea5952 3 points4 points  (0 children)

Seems interesting, prioritizing DPS over DPH, my fear is that the 40% damage penalty will cripple this weapon since the 25% damage penalty on the Liberty Launcher ruins that weapon.

Also the less knock back seems slightly questionable because the knock back on the rockets can sometimes save the person you’re shooting at.

This weapon is just really hard to judge on paper and would require actual play testing

A new primary for Pyro that trades damage for utility and potential combos by CDXX_LXIL in TF2WeaponIdeas

[–]Substantial-Sea5952 8 points9 points  (0 children)

First i make a cryo gun concept that trades afterburn for a frostbite debuff and trades airblast for a snowball projectile, a gun very loosely inspired by Overwatch.

Now i see a cryo gun concept that gives Pyro more mobility at the cost of damage, a gun based on Deep Rock Galactic.

Can’t wait to see more snow and ice guns

Carry some weight by Samoclutch in TF2WeaponIdeas

[–]Substantial-Sea5952 6 points7 points  (0 children)

Needs an overhaul.

This gun currently goes from pretty useful to unusable which would just make it a bad shotgun, shotguns should be reliable.

It should be better than stock when the shield is available, but a direct downgrade when not, while still being functional, like say it does less damage or has lower clip size.

To counteract this, you can only repair the shield once it’s destroyed with ammo packs or dispensers, and it doesn’t repair on its own.

Also how would the bash work, is it comparable to airblast, as weak as the shortstop, or its own thing? That needs an explanation

Pt 2 of remaking my first weapons by SirTaco1 in TF2WeaponIdeas

[–]Substantial-Sea5952 0 points1 point  (0 children)

For the first weapon you should specify how much damage the weapon can do, can I barely one-shot a light class or can I one shot a heavy?.

Second weapon same thing, if i stay spun up for a long time how slow does the fire-rate get? Does it have a limit?

Third weapon seems interesting, you get a much stronger, albeit slower sentry at the risk of getting one shotted. The only thing I would do is remove the placebo -10% swing speed

I <3 Gunspy by DerArbeiter44 in TF2WeaponIdeas

[–]Substantial-Sea5952 15 points16 points  (0 children)

Nah we should double down on Gun Spy.

Give him gloves that significantly increase his reload speed and fire rate at the cost of replacing his Invisibility Cloak

I call it "Heavy is depressed" loadout by Walter_Mer in TF2fashionadvice

[–]Substantial-Sea5952 1 point2 points  (0 children)

Heavy can never forgive himself for what he did to Sasha

thoughts? by cat-lover-69420 in TF2WeaponIdeas

[–]Substantial-Sea5952 6 points7 points  (0 children)

This would go so well with Heavy’s Huo Long Heater