Scenario: TF2, with weapons with all the positive attributes and none of the drawbacks.
27 replies, posted
Would it be playable and/or fun? I had enough free time to make a list, crappy names included. I pretty much condensed everything each class had for a certain slot into a single, drawback-less weapon; with 2 exceptions: The Reserve Shooter and Family Business get their positive attributes shared among all shotgun users; and both Soldier and Demoman get the effects of all 3 pairs of shoes. Anyway, wall of text:
SCOUT
Super Scattergun
Level 100 Scattergun
+50% faster firing speed (FaN, Soda Popper)
+20% bullets per shot (FaN)
+100% more damage per pellet (Shortstop)
+12.5% max primary ammo on wearer (Shortstop)
On hit: 100% chance to slow target (old Shortstop)
Knockback on target and shooter (FaN)
Full reload in a single, fast motion (Shortstop; time taken from first Scattergun reload)
Builds "hype" on the run; when meter is full unleash mini-crits. (Soda Popper)
Refreshing shooter
Level 100 Bar-brawling kit
(Pistol)
+15% damage bonus (Winger)
Alt fire: Drink BONK cocktail: For 6 seconds, you'll be invulnerable (BONK!) and all damage done will be minicrits (Crit-a-cola).
Mouse 3: Throw BONK cocktail: Extinguishes fires on teamates, reveals cloaked spies, and players recover as health 75% of the damage done to a coated enemy (Pre-nerf Mad Milk).
Super Bat
Level 100 Bat
On hit: Bleed for 5 seconds (Boston Basher)
On hit: One Target is marked for death, causing all damage taken to be mini-crits (Fan o War)
On kill: A small health pack is dropped (Candy Cane)
100% critical hit vs burning players (Sun on a Stick)
Grants triple jump. (Atomizer)
Alt fire: Launches a ball that stuns opponents. (Sandman)
Taunt: Homerun (Sandman, Atomizer)
Set bonus: +25 max health (Milkman)
SOLDIER
Super Rocket Launcher
Level 100 Rocket Launcher
+25% damage bonus (Direct Hit)
+25% clip size (Cow Mangler)
+200% max primary ammo on wearer (Rocket Jumper)
+80% projectile speed (Direct Hit)
+15% Ubercharge rate for the Medic healing the soldier (Pocket RL)
+50% faster reload whilst Soldier is being healed by Medic (Pocket RL)
When the Medic healing the Soldier is killed, the Soldier will gain Crit Boost for 6 seconds (Pocket RL)
Minicrits airborne targets (Pre-nerf Direct Hit)
On hit: +15 health (Black Box)
No self inflicted blast damage taken (Rocket Jumper)
Alt-fire: A charged shot that mini-crits players and disables buildings for 4 sec; fires whole clip (Cow Mangler)
Army kit
Level 100 Soldier gear
(Shotgun)
+15% faster weapon switch speed (Reserve Shooter)
Minicrits airborne targets (Reserve Shooter)
+40% clip size (Family Business)
While a Medic is healing you, this weapon's damage is increased by 20%. (Pocket Shotgun)
Penetrates enemy targets (Righteous Bison)
Uses projectile hitboxes. (Righteous Bison)
Alt fire: Blow horn when rage meter is full. Meter fills by dishing out (600 (Buff Banner)) and taking (175 (pre-nerf Battalion Backup)) damage.
When blown:
Provides an offensive buff that causes nearby team members to do mini-crits. (Buff Banner)
Provides a deffensive buff that protects nearby team members from crits and blocks 35% of incoming damage. (Battalion's Backup)
Team members on range get healed by 35% of the damage they deal. (Concheror)
+40% longer effect duration (pre-nerf Buff Banner)
Passive:
-75% blast damage from rocket jumps (Gunboats)
-75% reduction in push force taken from damage. (Mantreads)
Deals 3X falling damage to the player you land on (Mantreads)
Blade of the patriots
Level 100 entrenching tool
+100% damage bonus (Shovel; damage at full health is equal to that of the Shovel, increases with the Equalizer's equation; does twice the damage of the Equalizer at any given health)
+1 capture rate on wearer (Pain Train)
Deals crits while the wielder is rocket jumping (Market Gardener)
On hit Ally: Boosts both player's speed for several seconds (Disciplinary Action)
Damage and move speed increases as the user becomes injured (Equalizer, see above)
On kill: Restores you to 100% health (Half-Zantoichi)
No self inflicted blast damage taken (Side-effect of the Rocket Jumper for the Kamikaze taunt)
This weapon has a large melee range. (Disciplinary Action)
Taunt: Kamikaze (Equalizer)
Set bonus: +20% Sentry damage resistance (Tank Burster)
PYRO
Super Flamethrower
Level 100 flamethrower
+20% damage bonus (pre-nerf Backburner)
100% critical hits from behind (Backburner)
65% faster weapon switch (Degreaser)
+50 max health (pre-nerf Backburner)
Flareshooter
Level 100 modified shotgun
+15% faster weapon switch speed (Reserve Shooter)
Minicrits airborne targets (Reserve Shooter)
No need to reload (Flare Gun, Detonator)
+25% max secondary ammo (Family Business; accounting for total carried ammo)
While a Medic is healing you, this weapon's damage is increased by 20%. (Pocket Shotgun)
Crits on burning opponents. (Flare Gun)
Mouse 3: Switch between pellet shooting and flare shooting.
Alt-fire: Detonate flare (Detonator)
Flare crits on burning opponents. (Flare Gun)
Explodes on contact with surface or when detonated on command (Beta Detonator)
+75% knockback on explosion (Beta Detonator)
+100% damage bonus (Shotgun; 1 flare is as damaging as 10 pellets)
No self inflicted blast damage taken (Flare Gun)
Taunt: Hadouken (All secondaries)
Super Fire axe
Level 100 fire axe
On hit: target is engulfed in flames (Sharpened Volcanic Fragment)
+25% damage bonus (Back Scratcher, pre-nerf Powerjack)
+50% health from packs on wearer (Back Scratcher)
+75 health restored on kill (Powerjack)
+100% damage vs buildings (Homewrecker)
Removes sappers on hit (Homewrecker)
100% critical hit vs burning players (Axtinguisher)
Set bonus: +10% faster move speed (Attendant)
DEMOMAN
Super Granade Launcher
Level 100 Shoewearing grenade launcher
+20% damage bonus (Loch-n-Load)
+25% projectile speed (Loch-n-Load)
+200% explosion radius (Loch-n-Load; hidden)
+50% clip size (pre-nerf Grenade Launcher)
+87% max primary ammo on wearer (pre-nerf Grenade Launcher)
No self inflicted blast damage taken (old side effect of the Sticky Jumper)
Passive:
+25% max health on wearer (Wee Booties)
+100% increase in turning control while charging (Wee Booties)
-75% blast damage from explosive jumps (Gunboats)
Super Stickybomb & shield
Level 100 Impossible combination
+25% faster firing speed (Scottish Resistance)
+200% max secondary ammo on wearer (Sticky Jumper)
+100% max stickybombs out (old Scottish Resistance)
Instant arm time (pre-nerf Sticky Launcher)
Able to see own sticky bombs across walls (Scottish Resistance)
Mouse 3: Change between detonating all laid sticky bombs or just those near the crosshair and directly under your feet (Alt-Fire with Primary or Secondary weapon drawn)
Able to destroy enemy stickybombs (Scottish Resitance)
Sticky bombs are undestructible by enemy attacks (pre-nerf Sticky Launcher)
No self inflicted blast damage taken (Sticky Jumper)
Alt-fire with Melee weapon drawn: Gain increased attack power by charging towards your enemies (Charging Targe, Splendid Screen)
+70% in charge impact damage (Splendid Screen)
Can deal impact damage at any range (Splendid Screen)
Passive:
+50% fire damage resistance on wearer (pre-nerf Charging Targe)
+65% explosive damage resistance on wearer (pre-nerf Charging Targe)
The Scottish Play
Level 100 explosive-rigged sword
+20% damage bonus (Scottman's Skullcutter)
+1 capture rate on wearer. (Pain Train)
0.5s increase in charge duration (Claidheamh Mòr)
Gives increased speed and health with every head taken (Eyelander)
+100% increase in charge recharge rate (Persian Persuader)
All ammo collected also restores health (Persian Persuader and Bottle)
+100 extra health gained when picking up a dropped weapon (pre-nerf Persian Persuader)
First hit does additional explosive damage. (Ullapool Caber)
On kill: Restores you to 100% health (Half Zantoichi)
This weapon has a large melee range. (Eyelander)
Taunt: Decapitation (Eyelander)
Set bonus: +10% fire resistance. (Expert's Ordnace)
HEAVY
Vladimir
Level 100 minigun
+20% damage done (Brass Beast)
+75% faster spin-up time (pre-nerf Tomislav)
On hit: 100% chance to slow target (Natascha)
On hit: +3 health. (Ludmilla)
Silent Killer: No barrel spin sound (Tomislav)
Picnic kit
Level 100 woodland survival pack.
(Shotgun)
+15% faster weapon switch speed (Reserve Shooter)
Minicrits airborne targets (Reserve Shooter)
+40% clip size (Family Business)
While a Medic is healing you, this weapon's damage is increased by 20%. (Pocket Shotgun)
Alt fire: Eat deluxe sandvich
Health is fully restored. (Sandvich)
Max health is temporally increased by 50 HP (Dalokohs Bar)
Move speed is temporally increased (Buffalo Steak Sandvich)
Damage done will temporally be minicrits (Buffalo Steak Sandvich)
No cooldown (Dalokohs Bar)
Mouse3: Drop sandvich (acts like a mediume health kit)
Rapid Killing Aggression (R.K.A.)
Level 100 fighting phylosophy
+30% damage done (Warrior's Spirit)
+30% faster move speed on wearer while active (G.R.U.)
+50% faster firing speed (Eviction Notice)
-40% damage from ranged sources while active (Fists of Steel)
On kill: 5 seconds of 100% critical chance (K.G.B.)
Killing an enemy with a critical hit will dismember your victim. Painfully. (Apoco-Fists)
Taunt: SHowdown (Fists)
Set bonus: +5% critical hit damage resistance (The Hibernating Bear)
ENGINEER
Texas Ranger
Level 100 Shotgun
+525% max primary ammo on wearer (Widowmaker; total ammo pool)
No reload necesary (Widowmaker)
On hit: Damage dealt is returned as metal (Widowmaker)
When your sentry is destroyed you gain revenge crits for every sentry kill. (Frontier Justice)
Taunt: Dischord (Frontier Justice)
Super Pistol
Level 100 multi-function pistol
+15% damage bonus (Winger)
No need to reload. (Short Circuit)
+6% max secondary ammo on wearer (Pistol, to compensate with total ammo carried)
Alt-fire: Generates an electrical field that destroys projectiles and does slight damage to players. (Short Circuit)
Mouse 3: Activate laser pointer; you take manual control of your sentry. (Wrangler)
Robotic wrencher
Level 100 cyborg mechanic
+25 max health (Gunslinger)
3rd consecutive hit is always critical (Gunslinger)
On hit: Bleed for 5 seconds (Southern Hospitality)
30% increase on construction rate on hit. (Jag)
Mouse 3: Teleport to your teleport exit. (Personal Teleporter)
Taunt: Organ Grinder (Gunslinger)
Sentry: 4 times faster construction rate. (Mini-Sentry)
+35% faster rotation speed (Mini-Sentry)
+50% firing speed (Mini-Sentry)
Deploys at full health. (Mini-Sentry)
Costs only 100 metal (Mini-Sentry)
Dispenser: Keeps nearby buildings repaired automatically. (Repair Node)
Set bonus: Nope.avi
MEDIC
Super Syringe Gun
Level 100 Syringe Gun
On hit: +3 health (Blutsauger)
On hit: Inflicts Mad Milk status (Beta Overdose)
On hit on teammate: Slighty heals teammate. (Crusader's Crossbow)
Alt-fire: Fires special, long range bolts that heal teammates. (Crusader's Crossbow)
Crits on headshots. (Huntsman; negative attribute taken out of Crusader's Crossbow)
Movement speed increases based on Übercharge percentage to a maximum +10%. (Overdose)
Super Medigun
Level 100 Medi Gun
+50% heal rate (Beta Quick Fix)
+50% Übercharge rate increase (Beta Quick Fix)
Übercharge rate is always at max (Quick Fix)
Overheals to 200% of base health (Overhealer)
Overheal does not decay. (Overhealer)
Move at the speed of any faster heal target, incluiding bonus. (Quick Fix)
Players being healed are immune to movement-impairing effects generated by hitscan weapons (Beta Medigun/Kritzkrieg)
Übercharge grants for 8 seconds invulnerability (Medigun), 100% critical chance (Kritzkrieg) and inmunity to stun and knockback forces (Quick Fix); as well as a tripled heal rate (Quick Fix).
Taunt: Oktoberfest (Kritzkrieg)
Taunt: Medicating Melody. (Amputator; moved due to taunt kill)
Super Bonesaw
Level 100 Bonesaw
On Hit: 25% ÜberCharge added. (Übersaw)
On death up to 20% of your stored ÜberCharge is retained. (Vita-saw)
Allows you to see enemy health. (Solemn Vow)
Taunt: Spinal Tap (Übersaw)
Set bonus: +1 health regenerated per second (Medieval Medic)
SNIPER
Super Sniper Rifle
Level 100 Rifle.
+25% charge rate (Sydney Sleeper)
On hit: Jarate applied to target for 8 seconds (Sydney Sleeper)
On bodyshot: Rifle charge rate increased by 25%. (Beta Baazar Bargain)
On headshot: Rifle charge rate increased by 45%. (Beta Baazar Bargain)
Projectiles can be lit on fire by friendly pyros. (Huntsman)
No speed penalty when scoped on. (Walkabout)
Can headshot while unscoped. (Huntsman)
Fully charged shots do 15% more damage (Machina)
Fully charged shots penetrate players and buildings and damage enemies behind them. (Machina, old Sydney Sleeper)
Both scoped and unscoped projectiles are hitscan, but use projectile hitboxes. (Huntsman, Sniper Rifle)
Aiming laser not visible to enemies (Huntsman)
Mouse 3: Change between Rifle and Bow firing conditions; bow allows unscoped charge.
Has random crits. (Old Sydney Sleeper)
Taunt: Skewer (Huntsman)
Outback Wanderer
Level 100 survival kit
SMG
Alt-Fire: Throw Jarate
Passive:
Protection against a backstab. (Razorback)
+25 max health (Danger Shield)
Super Kukri
Level 100 actual knife
+25% increase in damage when health is below 50% of max (Shahansha)
On hit: Bleed for 6 seconds (Tribalman's Shiv)
This weapon crits whenever it would normally mini-crit. (Bucshwacka)
Set bonus: The wearer cannot be killed by headshots. (Croc-o-style)
SPY
Super Revolver
Level 100 Revolver
+20% damage done (Enforcer)
85% faster spread recovery (Ambassador)
+15% cloak on hit (L'Etranger)
Crits on accurate headshots (Ambassador)
Earns 1 crit shot for each building destroyed with a sapper attached. (Diamondback)
Uses projectile hitboxes (old Ambassador)
Penetrates targets (old Ambassador)
Passive: When disguised, takes 90% less damage from fire, and is inmune to afterburn. (Fire Retardant Suit)
Super Knife
Level 100 Knife
Upon a sucessful backstab you rapidly disguise as your victim. (Your Eternal Reward)
On backstab: absorbs the health from your victim, overhealing up to 300% of default health (Conniver's Kunai)
+30% cloak on kill (Big Earner)
Silent killer: No attack noise from backstabs (Your Eternal Reward)
Taunt: Fencing (All melee)
Super Watch
Level 100 Invis Watch
Cloaks Spy for 9 seconds if running (Invis Watch)
Cloak meter can be refilled from ammo sources (Invis Watch, Dead Ringer)
+100% cloak regen rate. (Cloak and Dagger)
Cloaks Spy indefinitely while standing still. (Cloak and Dagger)
Reduces damage received to a fraction (1/10) and Cloak does not flicker when bumping into an enemy. (Dead Ringer)
Mouse3: Activates feign death feature: When attacked, you drop a fake corpse and cloak automatically. (Dead Ringer)
Set bonus: Reduced cloak noise. (Saharan Spy)
Sweet jesus what a long post. I like this idea.
If everyone is overpowered, no one is overpowered!
Sounds a lot like instagib.
Valve weapons
I would love this.
sounds like excessive tf2 version, quakes and uts always had a excessive mod that every weapon were extreme overpowered, but then u had like 3x the hp and regen some times
TF3
Super mannconomy-Mannconomy update was never released
Genius.gif
Saigns
This sounds like a pretty cool idea, it would be fun to not see any kind of penalties on weapons for a change an-
[QUOTE=Eriorguez;32073230]
SNIPER
Super Sniper Rifle
Level 100 Rifle.
[B]Can headshot while unscoped.[/B]
[/QUOTE]
NO PLEASE GOD NO, DO YOU KNOW WHAT KIND OF MLG COD KIDDIES YOU WILL UNLEASH?!
[QUOTE=Shibbey;32073331]If everyone is overpowered, no one is overpowered![/QUOTE]
Oh my god, the logic is astoundingly clear!
Well, tried some of them a while ago (items_game.txt, of course). My opinions:
-That scattergun does 250 or so damage per meatshot, and it is better at medium range that the shortstop. Heck, it beats the pistol at long range.
-The baseball also inflicts bleed and marks for death. Awesome.
-The rocket launchet takes a bit to get used to, but a Direct Hit with 5 rockets and normal splash is already impressive. As well as the ability to spam rocket jumps and to use it in close combat.
-The soldier melee deals 218 damage when seriously injured, and the DA range helps. The healing on kill limits a bit the broken aspect, though.
-The flamethrower is now a real weapon.
-The flare gun ended up setting enemies on fire with the explosion, and doing critical fire damage. I liked that weapon, even if I didn't manage to improve the flare jump too much.
-The fire axe also does critical fire damage. And is far more lethal that the Axtinguisher.
-GIANT GUN IS ASSAULT RIFLE. No seriously, it didn't feel very different from pre-nerf Tomislav, apart of a bit of extra damage and increased survavility.
- I punched out a scout. Then I proceeded to punch the whole enemy team out, incluiding the revved up heavy. Then I proceeded to walk to a Lv.2 sentry and punch it out.
-The Widowmaker has weird coding; it basically uses 60 ammo per shot, restores ammo according to damage done, has no clip, and as a sidenote uses metal as ammo. Oh well, even if I used one metal per shot, restoring 144 metal with a revenge crit is nice.
-Minisentries and fast building dispensers mix well.
-Blutsauger with even more health restoration makes battle medics workable.
-The different ubercharges are mutually exclusive, and overheal and speed matching fall in that basket too. Still, a Beta Quick Fix that overheals and ubers is nice.
-I'M GOING TO SAW THROUGH YOUR BONES! Meanwhile, you and your teammates are healed, for some reason.
-Sydney Sleeper, able to do headshots. Penetration and tracers now are the same attribute, in any case.
-If Jarate, and then that knife, the bleed will be crit as well; heavies have trouble surviving.
-The Spy never runs out of cloak. Never. And 144 damage headshots are nice.
-On a backstab, you both refuel your cloak, your health (up to 375), and change disguise. I didn't die once against hyperaware bots.
So yeah, quite fun.
[QUOTE=V3nom;32073774]This sounds like a pretty cool idea, it would be fun to not see any kind of penalties on weapons for a change an-
NO PLEASE GOD NO, DO YOU KNOW WHAT KIND OF MLG COD KIDDIES YOU WILL UNLEASH?![/QUOTE]
Huntsman does it. :S
[QUOTE=NoNameForEvil;32073636]Engineer's Heaven servers
also, making weapons with only the positive attributes implies changing the existing weapons, not making EVERY WEAPON SUPER OVERPOWERED[/QUOTE]
Erm, I don't think so. I understand, say, a rocket launcher with all the positive attributes and none of the negatives, as a 5 rocket per clip (Cow Mangler), with extra speed and damage (Direct Hit), healing on hit (Black Box), no self damage and expanded reserve ammo (Rocket Jumper), and with several Medic-Related benefits (Beta Pocket Launchers).
Sounds like fun for a bit.
MAKE THIS A SERVER MOD
NOW
I would play on this server daily.
You would hope each class has more HP.
I thought this was going to be a thread about de-nerfing every class. I'm talking:
--Insta-detonate stickies
--Pills explode on contact after bouncing
--36 extra grenades/rockets
--+25HP backburner
--OP Natascha
--crits everywhere (old crit code)
--Sydney Sleeper penetrates enemies
--Equalizer one-shots light classes and makes you run faster than a scout at >15HP
--Detonator lets pyros rocketjump as high as a soldier
--Insta-spin up Tomislav
and so on. Basically undo all the nerfs and leave everything else.
[QUOTE=JoeSibilant;32089848]I thought this was going to be a thread about de-nerfing every class. I'm talking:
--Insta-detonate stickies
--Pills explode on contact after bouncing
--36 extra grenades/rockets
--+25HP backburner
--OP Natascha
--crits everywhere (old crit code)
--Sydney Sleeper penetrates enemies
--Equalizer one-shots light classes and makes you run faster than a scout at >15HP
--Detonator lets pyros rocketjump as high as a soldier
--Insta-spin up Tomislav
and so on. Basically undo all the nerfs and leave everything else.[/QUOTE]
Oh Christ not the old Sandman again. Nononono.
Remove random crits and they will be balanced
So in other words, you want every Modern Whalefare gun in tf2.
That sounds like it'd be great fun on a small map, such as KOTH_Badlands. Though the near-instakill aspect would probably get frustating very fast for the losing team.
TF2 suddenly becomes Empty Fortress 2.
Of course, this wouldn't work in an scenario where you are the sole overpowered player.
[img]http://localhostr.com/files/0jQ2aRj/capture.png[/img]
The hype meter seems to be locked to the Soda Popper only, there's no attribute I could add to other weapons.
I don't know why it says 0% clip size because it has 12 loaded in game.
[editline]3rd September 2011[/editline]
[img]http://localhostr.com/files/rt27rz1/capture.png[/img]
Oh god the sandman ball triggers the bleed and mini-crits.
Well I know what I going to mess today with TF2.
Did you use the already present clip size penalty attribute, rather that using a clip size bonus one?
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