Fun fact: There’s a game called TC2 which is just a TF2 clone on Roblox that does the “minigun that needs to reload” and “lightweight minigun” well The weapon names are the M249 and the Maxine respectively
I think if they remove the need for a reload then it would probably be close to fine? Already has a massive damage penalty, i mean look at the liberty launcher with its -25% damage. Not unusable but you can really feel how much weaker it is. -15% damage and fire rate would be similar in scale. And it's not like it wouldnt make sense, heavy's drum barrel minigun doesnt need to be reloaded either.
In all seriousness, I could see the leaf blower being a potentially balanced and interesting weapon for heavy, perhaps if you decrease the range a bit and add in some mobility options
No, the range does not need to be decreased. It does 0 damage and you have to sacrifice your primary. It will situationally be very strong, e.g. on cliff edges, but it's nearly useless everywhere else, and the heavy will struggle to get in position to actually use it because of their low movement speed.
Okay, hear me out. Up on backstabbing an enemy, the enemy becomes marked for death. Once backstabbed again, the target instantly dies, this action also increases an Eyelander-esque counter for the spy. Which and for how much stats this counter should change I'm not sure of. Probably something to increase the dps of the revolver, since the knife isn't as powerful anymore.
As someone that takes heavy balance very seriously and has tried MANY different balance idea mods for heavy, the cookie REALLY depends on how much speed it gives him while revved down. If it's nothing, its a gimmick weapon. If it's significant its BLINDINGLY overpowered. Heavy getting revved speed is really dangerous.
If the ribs cancel afterburn, I can see them being a great anti-pyro-spam tool. Also, Heavy melee idea: The (Australian) People's Elbow. A pair of Elbow pads with Australium vials and a couple needles going into his arms, that gives Heavy a toned-down version of Saxton Hale's Charge and Punch attacks. 15% damage penalty when in use, and 15 damage when taken off. They take about 2x as long as the sandvitch to recharge, and can only be replenished on spawn cabinets.
I feel you ranked the spy knife too heavily on what it lacks rather than the playstyle that it promotes, which is akin to backstabbing Giant Robots in MvM. It's not necessarily a good weapon, but putting it immediately in rework for not instakilling is a bit hasty.
AMAZING, my idea was first on the video the idea was trading current health for later health, the ribs can be replenished by the locker, it just doesnt passivly refill over time, the ribs allow you to eat a small amount of health quickly, or a lot of health slowly, the way the reload works is you start with one in hand and add more to hand from reloading,
I guess this is more of a series for regular viewers, as the overwhelming majority of viewers I get are one time viewers. Nice to see that you like it!
Hi this is Scarie, watching the video now will report back with an edit of this comment of how bad the weapons are Edit 0.5: I am pleasantly surprised! Will adjust the Juggernaut’s Barrier as needed. Edit after watching (1): The ideas in these were creative, but either not simple, thought out, or complete in thought. I thought that the bonsai cutter was cool, trying to give scout a new subclass since he has none at all (Logically speaking). However (and obviously), it was HORRIBLY balanced.
Tried to balance out the Bonsai Cutter alt: gives 50% speed boost and makes melee mini-crit for 8 seconds (takes 24 seconds to recharge) +25 max health on user +20% damage -Honor-bound: Switching out of this weapon without getting a kill takes 50 health -50% holster speed -No random crits
so, a set for spy, and i normally play mvm a lot, so I did add mvm upgrades for these too Machinist's Meltdowner - revolver -50% damage penalty towards players +150% damage bonus towards buildings can damage enemy sappers Crits when it would minicrit MVM upgrades: mark counter - 300. marks targets for death for 10 seconds, 1 limit milk counter - 300. apply mad milk to target for 10 seconds. no limit robot counter - 400. weapon treats robots and tanks as building for damage purposes builder's betterer - sapper cannot be placed on enemy buildings can place only one on a friendly building at a time sentries receive a +25% ammo reserve boost while attached Dispensers provide 25% damage resistance while actively healing them while attached Teleporters provide a 15% speed boost for 5 seconds upon use while attached to either end sapper is destroyed if building it is attached to collectively takes 100% of it's own max health. Engineers repairing the building cannot repair the sapper -100% damage resistance penalty to any weapon with 'can damage enemy sapper' tag is removed if building is hauled, upgraded, or destroyed MVM upgrades: sapper power - 350 credits, 3 ranks. increases buff provided to friendly buildings and sapper health by 33% extra sapper - 400 credits, 2 ranks. increases max sapper placement limit by 1. Blunted Blight - knife deals 100% max health of target instead of 600% current health (so a heavy would take 300 damage from backstab at any amount of health) -25% swing speed kills and assists fill a blight meter, max 3 kills/9 assists. can be activated if partly full, and can refill during effect. blight meter activates by pressing reload with knife drawn, and makes all attacks deal mini crits and 4 seconds of bleed MVM upgrades: Stun specialist - 500 credits. stuns target on hit. and as a general upgrade credit magnet module - 400 credits. +400% credit collection range, +25 hp on collection, +25 max health.
I have three ideas for weapons First is "the mimic" Primary weapon for Spy this weapons copies the weapon that your disguise is holding (when changing the disguise, it changes the ammo in percentages of the max ammo) (change the disguise to the one you use to instantly change the last weapon you equipped)(use attack three for weapon attack two) +You don't lost your disguise on shot -50% damage/healing if you disguise as teammate -100% damage/healing if you disguise as enemy -this weapon can attack without disguise The second is "The Multitasker" medicgun for Medic +This medicgun can heal while not active by using attack two +1 healt regen for 20% uber -can't uber charge -20% reload speed while healing the third is "The bodyguard" Primary for Heave (Light Body Armor) +20% movement speed +10% bullet resistance
The Slavic sack, melee, 33% slower firing rate, 25% slower recharge rate for lunchbox items, at full HP, can pick up a single health pack or ammo pickup, alt fire allows you to drop your stored health pack, which will work at 80% strength (just like the eurika effect) at the users feet, can't be picked up by the user
Keep in mind these are opinions from someone with thousands of hours in tf2 but less than 50 on heavy and less than 100 on spy. I think the Slavic Sugar High could be balanced if it gave 100 health. Any health healed to get up to 300 is just like a normal health pack, it doesn't go away unless you take damage. If you're above 200 health the cookie adds overheal to heal 100 total health, and that overheal stays like regular health until the cookie speed wears off. At that point any overheal gained gets drained at the same rate as the eviction notice or GRU. I think this goes with the Sugar high idea of crashing afterwards and it supports short bursts of aggressive plays. It also makes heavy less reliant on a medic for small pushes since having 400 health momentarily without a medic is useful, especially with the speed boost. As for the Tallador del Dictador, it seems like the Sydney Sleeper for spy. The difference between the Sydney Sleeper and this is that a fully charged headshot can kill 8/9 classes without overheal and it causes an AOE effect that supports teammates. The knife, on the other hand, doesn't insta kill, which as said in the video makes it pretty useless, but it also doesn't effect players around the enemy you stab so it's a direct downgrade. Additionally, 60% damage bonus means 64 butter knife damage, 86 when marked for death which is not a fair trade at all for infinite damage. It could be a fun weapon where it doesn't instakill on backstab or have a damage bonus, but it marks for death on backstabbing and has like a 200% increase in firing rate. That way it turns into a bit of a gimic weapon of shivving your enemies to death but you still have to get very close to them to do so. Edit to add: I enjoy the series and I appreciate those that have created these weapon ideas! It is extremely easy to critique and suggest improvements to weapon ideas in comparison to the effort and creativity it takes to come up with the idea in the first place! Without the initial design, there is no final product that is balanced.
I have to correct you on this. Nature's Call was nerfed. Headshots no longer cause a Piss Explosion on fbd Sleeper. The sleeper is still better though.
Weapon idea: a sword for demo called excaligator, with a decreased swing speed grants healing on kill and inverts the crit mechanic on demo's charge, enabling a (relatively) short range guaranteed crit like a gator snapping at it's pray.
I have a weapon Idea. It's a kind of Medi-gun that has very powerful abilities. For starters, you (as a Medic using this Medi-gun) will go the speed of the class your healing target is. So, for example, if you are healing a Heavy, you will move as slowly as that Heavy, and if you are healing a Scout, you will go as fast as said Scout, and it's the same for other classes. You heal a Demo, you go the speed of said Demo, you heal a Soldier, you move as fast as a Solider. Also, another thing about this Medi-gun is that if you have it equipped, your max-health will be reduced by 1/3, so Medics normal Max health of 150 will be reduced down to only 100 Health while having this Medi-Gun equipped. Also, after your Uber runs out, You and your healing target will lose 50 health. There could also be a -50% clip size as well as having a cooldown time of 20 seconds before you can start recharging up the Uber, and generally just a slower deploy time. Yes, lots of downsides, but there are some Extremely powerful benefits. For starters, once You activate the Uber of this medi-gun, the base speeds of You and your healing target will be increaced to the maximum allowable speed for TF2, also, not only will you have Invulnerability for a longer time period, a Scarry 25 Seconds of invulnerability, but also the same amount of time with having crits, and the most insane part, 100% Knockback Resistance. So Yes, You may have Less Health overall, and you may go as fast or as slow as your healing target, and you lose more health after your uber is over, and you're deploy time and fire time are not good, and even the fact there is a Cooldown time before you can start recharging that Uber, The extra Uber Time (with both crits and invulnerability) and the extra speed and knockback resistance, it's well worth it. The Look of this Medi-Gun is that it's a bit Bulkier then your Regular Medi-Gun. On the Barrel of the Medi-Gun are spinning Gears that spin faster or slower depending on your healing target, and they spin extremely fast when Uber is activated. The Mouth of the Medi-Gun's barrel has the appearance of a Round Louvered Grille. The Body of the Medi-Gun is more Rectangular then the other Medi-Guns, and unlike the other Medi-guns with a Handel at the top, this Medi-gun has a Round grip leaver on the Left Side that Medic pushes forward to release the healing Beam, and Pull Back to retract the beam. Behind the Boxy body is a Gun hilt sort of like the hilt of a normal gun, and their is a triger, and Medic pulls the trigger when he pulls Uber. Their are thick industrial grade rubber pipes that connect to the Medic's back pack, which does have a new appearence to fit the appearence to the Medi-Gun. Overall, this New Medi-Gun concept is to emphasize High Risk/High Reward. Medic is already one of the Riskiest classes to play, but this Medi-Gun amplifies the risk 100 fold, but the risk is worth it because you and your Heavy/Soldier partner can charge the Enemy at top speed, and destroy them before your Uber ends, and they destroy you. Finally, A possible name for it is the "Das Blitzer 10000." Also, yes, I do recommend Listening to the Vat19 Song 'Das Horn' while imagining using this currently Fictional Weapon because it emphasizes the Raw power of it.
I don't know if you knew about this, but medic will match the movement speed of his heal target if they move faster than him... Medic already matches Scout's speed if Medic is healing him. Also, that Über effect is literally just the Power Play Cheat 9 VALVe employees have access to. The only differences being that your proposed Über effect seems to have omitted the Vaccinator bubbles, the flame effects, evil laughter, and the biggest difference is that your effect was intentionally programmed to end. Not to mention that your idea also included a speed boost. By the way, this is a great idea for a joke weapon. The requirements for building Über are too strict and the benefits of the Über are too strong. This is going to be the kind of weapon that no one wants to use because it sucks to use but everyone uses anyways since the stats are way too strong.
I got one for ya. The rocket sentry Level 1, 1 rocket helix Level 2, 2 rocket helix Level 3, 3 rocket rocket helix. (3launchers total at level 3 launches are staged out) Second idea, fortified position Level 1 sentry gun with 800 health at level 3
As a long time heavy main, i can think of very few things more antithetical to tf2's core design and also less fun to deal with than a literal damage sponge wall for a primary That does not make heavy more fun to play in any meaningful capacity and actively makes him more annoying to fight against just to make fat scout more effective on a technical level. That wall item suggestion flat out sucks. You want to make fat scout more fun and effective, you give the shotgun access to conditional bonus damage at the cost of a primary slot. You do not make heavy harder to kill for everyone else just because fat scout bad
here my weapon idea new spy weapon (Ensemble du Vanisher spectral) stats only able to recharge when the cloak meter is completely empty No cloak meter from ammo boxes when invisible +30% faster move speed while cloaked -15% cloak when damaged under cloak -50% cloak capacity
sniper primarie aka the exploder: explosive rounds on headshot dealing 350 on full charge and 100 around,125 no charge 75 around, 20 percent slower charge,can explode on walls ect dealing 25 around where it hit or no scope.
i had this random idea in my head of a weapon called "The 'Onest Shot" (Onest is supposed to sound like Honest) where basically the first shot to anyone is always guaranteed to be a crit, that might sound like just a one time crit, but when you both die it will again count as a first shot, yes you and the other person has to have died for it to count as a first shot again, sounds kinda dumb but eh which tf2 weapon isn't dumb honestly
The Spy Knife is somewhat interesting because it affectively gives Spy a "standard" 65 damage melee weapon while putting him in the 150 health range. It can promote a more frontal assault type Spy, whether through gunspy or melee, though it would need other new weapons to really make the most use of the concept. Combining that with the whole "cannot backstab and backstabbing marks for death" thing is just... not a good idea and is quite counterintuitive. It's a weapon that gives Spy direct combat buffs with a gimmick that makes him aimed more towards support? Not to mention, having to get that close to someone just to mark them for death is just not a smart design for a class as squishy as Spy, even with the extra health. This concept would be much better on a Spy Primary instead. As for how I'd make the Spy "assault knife" work... I'd maybe turn it into a sort of Sword for Spy, with extra reach and slower draw/holster. Maybe have it take the form of a fencing sabre to lean into his taunt kill. Maybe you can erase backstabs for a sort of "parry" mechanic that would allow Spy to have a better chance at standard melee combat.
Karma Charger covered a "knife" for spy that was a broken eyelander. It had a slower deploy and holster speed, boasted a longer melee ranger and greater damage, but came with the downside of backstabs baving their damage capped at the target's max health. Stabbing someone who was over healed would leave them with at most, half their health.
Tf2 will never die. We have a thriving community and we need valve's help for a community made update. Let's spread the word like wildfire, AND PREPARE FOR TROPIC CRISIS #tf2updatenow #TropicCrisis
"Any Spy knife that does not insta-kill is in need of a complete and utter rework." Alright, I challenge that statement with this: The Dormant Epidemic Pros: Targets do not get an indicator when they are backstabbed (flinching, hurt noises, etc.) Targets you backstab will have a dormant health-eating parasite attached until they die (the amount of dormant parasites will be shown as a counter) Pressing the Reload Key with this weapon equipped will activate all dormant Parasites, disabling health gain on every affected enemy for 15 seconds (healing from medi-guns, dispensers, health packs, etc.) Cons: Backstabs deal 1/5th of a targets max hp This weapon is designed to make Spy a Support class in a different way (we already have sniper as a pick class) so why not make Spy a support class by debuffing the enemy? I predict this will be on the weaker side
The idea of a spy knife that doesn’t instant kill has become a bit of a talking point within these comments, maybe I could make my own separate video about it?
@@Lonqudor To be fair a spy knife that doesn't insta-kill can have stats added to it that allow the knife to be used in a more supportive way rather than just picking enemies off. (Sniper already fills that role.) The insta-kill potential is being traded for something of equivalent value (like the no airblast stat for phlog and it being able to get guarenteed random crits for a set duration).
@@Lonqudor What about: +Backstab implants a bomb that explodes for 200% damage +Special attack to detonate all bombs +Disguise kept on successful backstab -Bombs fizzle on death -Critical hits do no damage And by 200% damage I mean double the target's current health.
Kampfmedizner Attach to enemies to heal yourself at the expense of their health Ubercharge: gain 60% damage resistance for 6 seconds +10% move speed +10% jump distance (not height, distance) Cannot heal teammates -100% passive health regen
@@Whoopingcoughalig You heal yourself by dealing damage to the enemy with it. Short range, but there's also natural aimbot on it. It can in fact heal. And there's no reason to heal your teammates, *when there's no f--king body to hurt them in the first place.*
a spy knife that gives all friendly players 100 hp and 3 million seconds of crits on enemy backstab (doesnt matter where they are also will go into over heal) cant backstab
Making fat scout more viable is cool but making gun spy more viable isnt? Cool video though 👍 just think the complete dismissal of that spy knife was kinda strange