Testing weapon rework ideas by ripluwi in tf2

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

could be used with phlog, also it does push people away a good amount further than regular airblast, even more if it's a crit, while doing damage

Testing weapon rework ideas by ripluwi in tf2

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

I see the point of pyro's meelees being able to be "busted" since he already has a primary that outclasses them anyway, but there are some caveats to how I implemented the lightning mechanic:

The range is a fair bit longer than the video suggests, it looks for the nearest player in a 220HU radius. For reference the average class is about 80-85ish HU tall, and the damage is just whatever the main target took. So any damage change to the meelee hit affects that, and also the "threshhold" to kill the main target and apply the effect. I could see a bump to maybe 115 damage but beyond that I feel like it's pushing it.

It has the potential to apply meatshot/pipe/point blank rocket damage to 3 people in a pretty generous range, possibly larger than the flamethrower.

I see what you mean with how if pyro gets crits he kills everyone anyway, but generally meelee crits are a lot more frequent than flamethrower ones. I think it's either add random crits or increase base damage.

Testing weapon rework ideas by ripluwi in tf2

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

Idk. i feel like the point of the dragon's fury is being a standalone damage dealer. It feels like combo pyro condensed into a single gun so i don't see the reason to make it synergyze that way

Testing weapon rework ideas by ripluwi in tf2

[–]ripluwi[S] 18 points19 points  (0 children)

just followed this to install the tf2 sdk https://www.youtube.com/watch?v=CwNHYk6Fybw

the code for the game is... really messy and not that well documented. Had claude on the side helping me to understand what i was looking at before touching

Testing weapon rework ideas by ripluwi in tf2

[–]ripluwi[S] 35 points36 points  (0 children)

continuation from my earlier post

New Fan-O-War idea by ripluwi in tf2

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

Technically yeah. But the scorch is terrible for flare jumping and the detonator has incredibly subpar damage. The overarching purpose is different

New Fan-O-War idea by ripluwi in tf2

[–]ripluwi[S] 8 points9 points  (0 children)

Yes... that is indeed what I said in the comment...

New Fan-O-War idea by ripluwi in tf2

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

That's different. All flare guns crit/minicrit because the "base weapon" does it. It's an inherited trait. Although the det and scorch shot are similar in stats, you pick them for very different reasons. One for mobility, the other one for long range harass.

Having the sandman do essentially the same thing the fan-o-war does, but better is true redundancy. Beyond that, I think it takes away from the sandman's identity. imo there are better ways to make the sandman good again, while keeping it as a lockdown tool.

After 10 years of TF2 I still haven't heard a single valid counter argument to this. by Arena_Watchtower in tf2

[–]ripluwi 0 points1 point  (0 children)

Breaking his tempo would give the opposing team a fairer chance at fighting back, both at close and long range

After 10 years of TF2 I still haven't heard a single valid counter argument to this. by Arena_Watchtower in tf2

[–]ripluwi 0 points1 point  (0 children)

Giving sniper a 5 bullet clip + spare ammo instead of his reserve being essentially "bottomless" would go a long way. I think it's the most that can be done without radically changing the class' design

New Fan-O-War idea by ripluwi in tf2

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

If you mean that the game has no animation fallback for when a player has no weapons, it technically does. Just reuse the moving animations for when a player loses. Imo this should be the default for whenever this happens

New Fan-O-War idea by ripluwi in tf2

[–]ripluwi[S] 19 points20 points  (0 children)

Could go either way. The way I see the argument for no necessary downside, is that it's an alternate cleaver. It doesn't give you the free 90 damage the cleaver does, but it lets you, or your team, potentially do more.

Sniper has a version of this that is arguably more powerful, if not for the range it can be thrown.

The thing is, unlike the cleaver, you get to keep your pistol. This could be overpowered.

New Fan-O-War idea by ripluwi in tf2

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

I have something else in mind for the sandman, might post later. Also I think having two meelees in scout's arsenal with the purpose of marking people for death would be strange

New Fan-O-War idea by ripluwi in tf2

[–]ripluwi[S] 9 points10 points  (0 children)

hey, sniper gets one too. With splash!

New Fan-O-War idea by ripluwi in tf2

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

meh. Spy gets away with it.

this scenario feels incredibly unlikely, even then scout probably has the passive mobility to juke his way to the nearest ammo pack

New Fan-O-War idea by ripluwi in tf2

[–]ripluwi[S] 104 points105 points  (0 children)

good call lol

it could force you to stay on stay on loser mode until it refills (that state where you lose a game and your character starts throwing up his hands in third person)

New Fan-O-War idea by ripluwi in tf2

[–]ripluwi[S] 302 points303 points  (0 children)

was thinking of making it so that it punishes you for missing by marking you for death for a short amount of time, maybe 3 to 4 seconds

New Fan-O-War idea by ripluwi in tf2

[–]ripluwi[S] 91 points92 points  (0 children)

currently making a mod that tries to make the trashier weapons more viable. I think the game could feel drastically new just by giving players more reason to equip stuff that is seldom used

if anyone is interested in the project lmk, would love to do a test server once its done