Upvote Upvoted 12 Downvote Downvoted
1 2 3 4
New Weapon Ideas?
31
#31
-1 Frags +

posted in wrong thread

posted in wrong thread
32
#32
-6 Frags +
Dave_a lgSpycyChange short circuit to what it used to be.

aka good
[quote=Dave_]a lg[/quote]
[quote=Spycy]Change short circuit to what it used to be.

aka good[/quote]
33
#33
-28 Frags +

Thor melee for the Scout.

Pro:
+1000% more damage

Con:
Becomes a fag

[url=https://www.youtube.com/watch?v=tklf39vDJGc]Thor melee for the Scout.[/url]

Pro:
+1000% more damage

Con:
Becomes a fag
34
#34
29 Frags +

Now I see why it took Valve 10 years to make TF2 to make a balanced game and only a few to completely ruin it.

Now I see why it took Valve 10 years to make TF2 to make a balanced game and only a few to completely ruin it.
35
#35
-10 Frags +

Medic needs his SNG back (Super Nail Gun)
Medic was always a combat class, not some weak class protected by others.
Battle Medic was a thing used in every single match back in the original TF.

Just to show a little clip, 2:44 of this video shows just a small part what a medic could do
https://www.youtube.com/watch?v=T7yfy1iiQvA

Medic needs his SNG back (Super Nail Gun)
Medic was always a combat class, not some weak class protected by others.
Battle Medic was a thing used in every single match back in the original TF.

Just to show a little clip, 2:44 of this video shows just a small part what a medic could do
https://www.youtube.com/watch?v=T7yfy1iiQvA
36
#36
1 Frags +

he's already the most powerful class being a support he doesn't need more
haha nice one spacecadet!!!

he's already the most powerful class being a support he doesn't need more
haha nice one spacecadet!!!
37
#37
23 Frags +
SpaceCadetMedic needs his SNG back (Super Nail Gun)
Medic was always a combat class, not some weak class protected by others.
Battle Medic was a thing used in every single match back in the original TF.

Just to show a little clip, 2:44 of this video shows just a small part what a medic could do
https://www.youtube.com/watch?v=T7yfy1iiQvA

it's almost like tf and tf2 are separate games

[quote=SpaceCadet]Medic needs his SNG back (Super Nail Gun)
Medic was always a combat class, not some weak class protected by others.
Battle Medic was a thing used in every single match back in the original TF.

Just to show a little clip, 2:44 of this video shows just a small part what a medic could do
https://www.youtube.com/watch?v=T7yfy1iiQvA[/quote]

it's almost like tf and tf2 are separate games
38
#38
12 Frags +

an original version of the rocket jumper

an original version of the rocket jumper
39
#39
8 Frags +

LG pistol would be cool if done right, it'd have to do very little damage though.

LG pistol would be cool if done right, it'd have to do very little damage though.
40
#40
11 Frags +
SideshowLG pistol would be cool if done right, it'd have to do very little damage though.

so worth it for perfect accuracy

[quote=Sideshow]LG pistol would be cool if done right, it'd have to do very little damage though.[/quote]
so worth it for perfect accuracy
41
#41
-3 Frags +
Frost_BiteI see people complaining about airblast but with entirely unrealistic suggestions. I would love to see the airblast no longer reset velocity and remove mini-crit reflects. That would actually make pyro a more interesting class and actually require more skill, while negligibly reducing its effectiveness in almost all cases assuming the player is competent. (If airblast works like normal knockback, then the target can actually strafe and the pyro has to compensate for prior speed.)

Oh yeah, and have the reflected projectiles move directly in the direction of the crosshair from where they first enter the airblast area. This prevents pyros from using m2 on a jumping soldier and having the rocket get redirected to the soldier, no matter its initial direction.

removing airblast would be cool

[quote=Frost_Bite]I see people complaining about airblast but with entirely unrealistic suggestions. I would love to see the airblast no longer reset velocity and remove mini-crit reflects. That would actually make pyro a more interesting class and actually require more skill, while negligibly reducing its effectiveness in almost all cases assuming the player is competent. (If airblast works like normal knockback, then the target can actually strafe and the pyro has to compensate for prior speed.)

Oh yeah, and have the reflected projectiles move directly in the direction of the crosshair from where they first enter the airblast area. This prevents pyros from using m2 on a jumping soldier and having the rocket get redirected to the soldier, no matter its initial direction.[/quote]
removing airblast would be cool
42
#42
18 Frags +
KrocketKarmaA rocket launcher with:
-Lower splash radius and splash damage but more knockback
-90-100 damage on point blank directs but has reverse falloff
-Rockets at max distance ie like gullywash second skybox or something do ~120-140 on direct

This could be used as a gay choke spam weapon so idk. I just hate doing 48 to people at the skybox. Real turnoff.

direct hit

[quote=KrocketKarma]A rocket launcher with:
-Lower splash radius and splash damage but more knockback
-90-100 damage on point blank directs but has reverse falloff
-Rockets at max distance ie like gullywash second skybox or something do ~120-140 on direct

This could be used as a gay choke spam weapon so idk. I just hate doing 48 to people at the skybox. Real turnoff.[/quote]

direct hit
43
#43
2 Frags +
WaldoMedigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.

with no uber you could just make the other beam heal with m2

[quote=Waldo]Medigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.[/quote]
with no uber you could just make the other beam heal with m2
44
#44
1 Frags +

tweaking how airblast works. I got this idea from playing l4d2.

you know how in left for dead 2 you can right click with guns (or was it just with melee weapons?) to knock zombies back when things are getting crowded? and if you spam it enough you cant use it for acouple seconds?

what if airblast had a cooldown like that to prevent spamming of it?

I understand this would make pyro way less viable to slow down ubers when they push you with disadvantage but it would make airblast less annoying as it would only happen once or twice in a spammy situation (such as stopping an uber or knocking a scout around) whereas at a range such as deflecting rockets or being used to put out teammates out when they're on fire it could prove useful?

also. you could probably just apply this mechanic to the degreaser and leave the other flamethrowers alone.

I probably made a mistake or silly assumption so feel free to clear that up

tweaking how airblast works. I got this idea from playing l4d2.

you know how in left for dead 2 you can right click with guns (or was it just with melee weapons?) to knock zombies back when things are getting crowded? and if you spam it enough you cant use it for acouple seconds?

what if airblast had a cooldown like that to prevent spamming of it?

I understand this would make pyro way less viable to slow down ubers when they push you with disadvantage but it would make airblast less annoying as it would only happen once or twice in a spammy situation (such as stopping an uber or knocking a scout around) whereas at a range such as deflecting rockets or being used to put out teammates out when they're on fire it could prove useful?

also. you could probably just apply this mechanic to the degreaser and leave the other flamethrowers alone.

I probably made a mistake or silly assumption so feel free to clear that up
45
#45
-2 Frags +

old liberty launcher

i miss being able to hit every direct and actually get a kill from it

old liberty launcher

i miss being able to hit every direct and actually get a kill from it
46
#46
0 Frags +
chronoWaldoMedigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.with no uber you could just make the other beam heal with m2

you can heal people with both beams and it heals maybe 1.5 times the speed?

[quote=chrono][quote=Waldo]Medigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.[/quote]
with no uber you could just make the other beam heal with m2[/quote]
you can heal people with both beams and it heals maybe 1.5 times the speed?
47
#47
4 Frags +

A weak lightning gun shotgun replacement for soldier

A weak lightning gun shotgun replacement for soldier
48
#48
8 Frags +
wafflebA weak lightning gun shotgun replacement for soldier

I have always thought it would be so cool if the soldier had a Thompson, basically a slightly more powerful sniper smg.

[quote=waffleb]A weak lightning gun shotgun replacement for soldier[/quote]

I have always thought it would be so cool if the soldier had a Thompson, basically a slightly more powerful sniper smg.
49
#49
-37 Frags +

i got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump

Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed

i got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump


Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed
50
#50
17 Frags +
ZalohRoamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed

I think u ment to call that better gunboats

[quote=Zaloh]Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed[/quote]
I think u ment to call that better gunboats
51
#51
0 Frags +
wafflebA weak lightning gun shotgun replacement for soldier

It would be pretty cool if the lg enabled faster weapon switching

[quote=waffleb]A weak lightning gun shotgun replacement for soldier[/quote]

It would be pretty cool if the lg enabled faster weapon switching
52
#52
40 Frags +
Zalohi got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump

Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed

just to add to this, I would add a scout gun that where you press one button and it kills everyone on the other team

[quote=Zaloh]i got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump


Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed[/quote] just to add to this, I would add a scout gun that where you press one button and it kills everyone on the other team
53
#53
11 Frags +
Zalohi got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump

Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed

I would use these if they came out

great idea

[quote=Zaloh]i got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump


Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed[/quote]

I would use these if they came out

great idea
54
#54
4 Frags +

Lightning gun for solider would probably be a little too good. It would have to be considerably nerfed to be balanced and then no one cares.

I could, however, see a plasma gun for soldier secondary. Wouldn't be OP and can do fun jumps!

Lightning gun for solider would probably be a little too good. It would have to be considerably nerfed to be balanced and then no one cares.

I could, however, see a plasma gun for soldier secondary. Wouldn't be OP and can do fun jumps!
55
#55
-9 Frags +
PhunkZalohi got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump

Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed

I would use these if they came out

great idea

Thanks

[quote=Phunk][quote=Zaloh]i got multiple ideas.

Uberkreig (optimized for mvm)
25% faster uber rate
Dose Uber and Kritz at the same time when uber popped.

Auto-Gunshot_Bride (Made for frag vids)
Automatically airshots people in the air if hit with rocket when jumped at same time
No Random Crits
50% less damage
No Rocket Jump


Roamers Boots (Optimized For Comp)
100% damage ristance against own rockets
25% faster movement speed[/quote]

I would use these if they came out

great idea[/quote]


Thanks
56
#56
11 Frags +

The problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.

However, I have come to a conclusion about how a pistol/smg or similar spread-based automatic weapon can be made RNG-free. Shotguns, with nospread on, have no RNG, despite modelling a spread. Applying the same logic to the pistol doesn't work, however; you get a LG, which significantly changes the weapon. In order to balance this, you must account for the spread factor, and how it becomes more significant as distance increases.

http://puu.sh/g10Xn/eb88126e2c.png

This method deals with both the RNG, and prevents the pistol's usage from changing (other than making it consistent). Each time the player fires, a cone is drawn from the fire point of the player with a slope equal to the 'accuracy' of the weapon. For the first player it hits, the ratio of the cross sectional area inside the enemy's hitbox to the area outside of their hitbox is used to determine how much damage the shot does (as well as a falloff equation for distance). The point at which the cross section is taken could have an effect on the damage done, so I arbitrarily decided to use the midpoint with respect to the cone's vertex and the point which the player is aiming at.

http://puu.sh/g11t8/3272b4e3f9.png

Shotguns could be done in this way as well. This would alleviate the need to occasionally aim at the far side of an enemy so as to get one of the side columns of shots to hit as well. In the picture below, aiming at the center of the target now results in the yellow tracer, 3 hits. Aiming to the far side results in the red tracer, 6. Due to all hitboxes in TF2 being convex (read: all rectangular prisms), this will always make aiming for the center the most effective strategy (though in some cases not necessary - at some ranges either the entire cone will be inside of the hitbox, or the entire hitbox will be inside the cone without aiming for the perfect center).

http://puu.sh/g11Tr/bc0575b11f.png

Implementation will probably never happen, as it requires making an entire new hit detection method, is significantly more resource-intensive (though that hasn't stopped Valve before), and collision with walls and such would be fairly odd (though it could be treated like the Bison, having a very small collision box despite having a large hitbox). Alternatively, if modelling the pistol/smg as it is now is not the goal, a low damage, high fire rate shotgun would be equally RNG-free.

The problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.

However, I have come to a conclusion about how a pistol/smg or similar spread-based automatic weapon can be made RNG-free. Shotguns, with nospread on, have no RNG, despite modelling a spread. Applying the same logic to the pistol doesn't work, however; you get a LG, which significantly changes the weapon. In order to balance this, you must account for the spread factor, and how it becomes more significant as distance increases.
[img]http://puu.sh/g10Xn/eb88126e2c.png[/img]
This method deals with both the RNG, and prevents the pistol's usage from changing (other than making it consistent). Each time the player fires, a cone is drawn from the fire point of the player with a slope equal to the 'accuracy' of the weapon. For the first player it hits, the ratio of the cross sectional area inside the enemy's hitbox to the area outside of their hitbox is used to determine how much damage the shot does (as well as a falloff equation for distance). The point at which the cross section is taken could have an effect on the damage done, so I arbitrarily decided to use the midpoint with respect to the cone's vertex and the point which the player is aiming at.
[img]http://puu.sh/g11t8/3272b4e3f9.png[/img]
Shotguns could be done in this way as well. This would alleviate the need to occasionally aim at the far side of an enemy so as to get one of the side columns of shots to hit as well. In the picture below, aiming at the center of the target now results in the yellow tracer, 3 hits. Aiming to the far side results in the red tracer, 6. Due to all hitboxes in TF2 being convex (read: all rectangular prisms), this will always make aiming for the center the most effective strategy (though in some cases not necessary - at some ranges either the entire cone will be inside of the hitbox, or the entire hitbox will be inside the cone without aiming for the perfect center).
[img]http://puu.sh/g11Tr/bc0575b11f.png[/img]
Implementation will probably never happen, as it requires making an entire new hit detection method, is significantly more resource-intensive (though that hasn't stopped Valve before), and collision with walls and such would be fairly odd (though it could be treated like the Bison, having a very small collision box despite having a large hitbox). Alternatively, if modelling the pistol/smg as it is now is not the goal, a low damage, high fire rate shotgun would be equally RNG-free.
57
#57
6 Frags +
WaldoThe problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.

I don't know any of the numbers, but I'm pretty certain actual tracking is easier in Quake than it is in TF2. I feel like TF2 has a much lower "ground friction" that lets players change direction almost instantaneously whereas in Quake, with the higher "ground friction" you can't adadadadaad to dodge because all those alternating strafes just blend together to create a much smoother moving player model to shoot.

[quote=Waldo]The problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.[/quote]

I don't know any of the numbers, but I'm pretty certain [i]actual[/i] tracking is easier in Quake than it is in TF2. I feel like TF2 has a much lower "ground friction" that lets players change direction almost instantaneously whereas in Quake, with the higher "ground friction" you can't adadadadaad to dodge because all those alternating strafes just blend together to create a much smoother moving player model to shoot.
58
#58
5 Frags +
toothWaldoThe problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.
I don't know any of the numbers, but I'm pretty certain actual tracking is easier in Quake than it is in TF2. I feel like TF2 has a much lower "ground friction" that lets players change direction almost instantaneously whereas in Quake, with the higher "ground friction" you can't adadadadaad to dodge because all those alternating strafes just blend together to create a much smoother moving player model to shoot.

True, but the relative size of a TF2 hitbox also seems to be larger. Either way, it suffices to say that an LG will be different than a pistol and will have to be balanced accordingly. Arguing about the balance of something that doesn't exist is kind of pointless in my opinion.

[quote=tooth][quote=Waldo]The problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.[/quote]

I don't know any of the numbers, but I'm pretty certain [i]actual[/i] tracking is easier in Quake than it is in TF2. I feel like TF2 has a much lower "ground friction" that lets players change direction almost instantaneously whereas in Quake, with the higher "ground friction" you can't adadadadaad to dodge because all those alternating strafes just blend together to create a much smoother moving player model to shoot.[/quote]

True, but the relative size of a TF2 hitbox also seems to be larger. Either way, it suffices to say that an LG will be different than a pistol and will have to be balanced accordingly. Arguing about the balance of something that doesn't exist is kind of pointless in my opinion.
59
#59
-2 Frags +
Frost_BiteLightning gun for solider would probably be a little too good. It would have to be considerably nerfed to be balanced and then no one cares.

I could, however, see a plasma gun for soldier secondary. Wouldn't be OP and can do fun jumps!

assuming that it works akin to the SMG, it could work sorta. Like if you had to hit 2-3 shots after nailing a scout with a rocket, and ended up with a noticeably longer TTK, it could work as a jump denial weapon or whatev or just a mildly better long range spam weapon

The general vibe valve has had with updates, as well as the commentaries tends to suggest that they want to avoid any Assault rifles or SMGs for the main combat classes in order to keep the game more unique or something tho, so prolly no LG ever :(

[quote=Frost_Bite]Lightning gun for solider would probably be a little too good. It would have to be considerably nerfed to be balanced and then no one cares.

I could, however, see a plasma gun for soldier secondary. Wouldn't be OP and can do fun jumps![/quote]
assuming that it works akin to the SMG, it could work sorta. Like if you had to hit 2-3 shots after nailing a scout with a rocket, and ended up with a noticeably longer TTK, it could work as a jump denial weapon or whatev or just a mildly better long range spam weapon

The general vibe valve has had with updates, as well as the commentaries tends to suggest that they want to avoid any Assault rifles or SMGs for the main combat classes in order to keep the game more unique or something tho, so prolly no LG ever :(
60
#60
1 Frags +
lvl4Frost_BiteLightning gun for solider would probably be a little too good. It would have to be considerably nerfed to be balanced and then no one cares.

I could, however, see a plasma gun for soldier secondary. Wouldn't be OP and can do fun jumps!
assuming that it works akin to the SMG, it could work sorta. Like if you had to hit 2-3 shots after nailing a scout with a rocket, and ended up with a noticeably longer TTK, it could work as a jump denial weapon or whatev or just a mildly better long range spam weapon

The general vibe valve has had with updates, as well as the commentaries tends to suggest that they want to avoid any Assault rifles or SMGs for the main combat classes in order to keep the game more unique or something tho, so prolly no LG ever :(

LG is one of the most unique weapons in Quake and just because it has a high rate of fire I wouldn't say its akin to an assault rifle/smg at all

[quote=lvl4][quote=Frost_Bite]Lightning gun for solider would probably be a little too good. It would have to be considerably nerfed to be balanced and then no one cares.

I could, however, see a plasma gun for soldier secondary. Wouldn't be OP and can do fun jumps![/quote]
assuming that it works akin to the SMG, it could work sorta. Like if you had to hit 2-3 shots after nailing a scout with a rocket, and ended up with a noticeably longer TTK, it could work as a jump denial weapon or whatev or just a mildly better long range spam weapon

The general vibe valve has had with updates, as well as the commentaries tends to suggest that they want to avoid any Assault rifles or SMGs for the main combat classes in order to keep the game more unique or something tho, so prolly no LG ever :([/quote]
LG is one of the most unique weapons in Quake and just because it has a high rate of fire I wouldn't say its akin to an assault rifle/smg at all
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