The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
1,430 replies, posted
[QUOTE=RandomGamer342;41123907]Give a crit when you sap a building, not when you destroy it, and it's fixed
With a same-building cooldown so you can't spam it[/QUOTE]
^repost^
Making it give crits on sap instead of building destroy gives an alternative to the sap'n'stab that doesn't rely on the engineer not paying attention and being next to the sentry
It helps you take out sentry nests and gives the reward for doing so when it's actually necessary
I know i'd use it over the ambassador when there's sentry nests, even if i don't have an issue hitting headshots with the ambassador at all, just because it'd be more consistent and less risky
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b5/Backpack_Equalizer.png/90px-Backpack_Equalizer.png?t=20120628200406[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Manually exploding (typing explode in the console, having a key bound to it) whilst taunting deals damage
I'm sorry
[img]http://wiki.teamfortress.com/w/images/thumb/2/20/Backpack_Backburner.png/90px-Backpack_Backburner.png?t=20111119134621[/img]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% critical hits from behind
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Alt-fire boosts flame range at the cost of double ammo consumption for as long as it's held down
[b]-OR-[/b]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% critical hits from behind
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Alt-fire spews flame at an extended range for twice the ammo cost
[b]-OR-[/b]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 100% critical hits from behind
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Alt-fire boosts flame range for x amount of time for a fixed ammo cost
basically, i think the backburner shouldn't have the airblast. it's for ambushing and hunting through and through, so instead, it should have something that boosts its offensive capabilities.
the first option would be that the alt-fire does nothing by itself. however, as long as you're holding down the primary fire, you could also hold down the alt-fire for as long as you'd like, and then ammo consumption and flame range would go back to normal when the alt-fire is released.
the second option would be to give alt-fire that functionality by itself. primary fire would fire at the same range and ammo cost, but then alt-fire would have an extended range for higher ammo consumption rates.
the third option would be to have alt-fire extend the range of the flames for a fixed amount of time at the cost of ammo. i'm not good with figures, though, so i couldn't give you an example of how long the boost would be and at what cost.
i know this would severely impact some things, the lack of airblast, but the backburner wasn't designed with an airblast functionality in mind. it's for the solitary, hunting pyro. however, i would like to see how you all think about this idea of mine.
[QUOTE=Arctic-Zone;41183311]-text-[/QUOTE]
The backburner started out without airblast actually, one of the reasons it was re-added is because the airblast is too versatile to not have, there's many little things besides deflecting crockets that it's useful for like juggling an ubered pair away from teammates, deflecting sentry rockets back to prevent more damage, etc. There's no reason to have another airblast-less flamethrower, as the Phlog does just fine without it, your "fix" with longer range for more ammo just isn't good enough to replace airblast. The range wouldn't even compliment it well, since you use it more for roasting backs, not general use like the stock flamethrower. It's like saying you want to make a spy knife have the range of the eyelander, the person you're sneaking up on doesn't see you so there's no benefit to kill them a bit further away, a knife with the range of the sword doesn't kill quicker than our short ranged knives.
[sp]guise I found the perfect buff for the Big Earner[/sp]
-snip wrong thread completely-
[IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png?t=20110819020035[/IMG]
So I was thinking, this weapon is kinda Under Powered, How about giving it the ability to 'short circuit' a sapper for a few seconds?
Like stop the sapper's progress and maybe let the building work for those few seconds too. Would counter the brokenness that is the Red Tape Recorder effectively, giving the engi time to knock it off his buildings.
[IMG]http://wiki.teamfortress.com/w/images/thumb/0/03/Backpack_Buffalo_Steak_Sandvich.png/90px-Backpack_Buffalo_Steak_Sandvich.png?t=20110424224637[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Completely restores the user's health.
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] 33% faster recharge time.
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] While under the effects, move speed is increased, damage done will be minicrits, and the player may only use melee weapons.
[QUOTE=Bynine;41186817][IMG]http://wiki.teamfortress.com/w/images/thumb/0/03/Backpack_Buffalo_Steak_Sandvich.png/90px-Backpack_Buffalo_Steak_Sandvich.png?t=20110424224637[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Completely restores the user's health.
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] 33% faster recharge time.
[img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] While under the effects, move speed is increased, damage done will be minicrits, and the player may only use melee weapons.[/QUOTE]
Unless you make it also make yourself take minicrits like it does now, it's basically a straight upgrade
The buffalo steak should also capable of being equiped on the primary sloth, so the Heavy can give up of his most powerfull weapon, to be a "crit-a-cola" fat scout, but in the primary sloth it would aloud both use of the secundary or melee, but you remain locked on the sloth of your choice (to prevent abuses like switching from shotgun to FOS so you cannot avoid the minicrit damage taken)
[QUOTE=theharribokid;41186804][IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png?t=20110819020035[/IMG]
So I was thinking, this weapon is kinda Under Powered, How about giving it the ability to 'short circuit' a sapper for a few seconds?
Like stop the sapper's progress and maybe let the building work for those few seconds too. Would counter the brokenness that is the Red Tape Recorder effectively, giving the engi time to knock it off his buildings.[/QUOTE]
I think that it should give metal back whenever it successfully zaps a projectile, imo.
[QUOTE=theharribokid;41186804][IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png?t=20110819020035[/IMG]
So I was thinking, this weapon is kinda Under Powered, How about giving it the ability to 'short circuit' a sapper for a few seconds?
Like stop the sapper's progress and maybe let the building work for those few seconds too. Would counter the brokenness that is the Red Tape Recorder effectively, giving the engi time to knock it off his buildings.[/QUOTE]
It should have a much higher firing rate and/or range, the problem with it is that you need a lot of luck and timing to zap rockets and stuff. It should have twice the firing rate as well as enough to zap stickies and stuff 3-4 teleporters away, that way it could actually be used to protect sentries. It should also have a stun-on-hit effect that has a cooldown to make it useful outside of just demos and soldiers
[QUOTE=LuchaHoovy;41189140]I think that it should give metal back whenever it successfully zaps a projectile, imo.[/QUOTE]
What if the projectile just fell out of the air, and then functioned like a small ammo pickup?
[QUOTE=RandomGamer342;41188482]Unless you make it also make yourself take minicrits like it does now, it's basically a straight upgrade[/QUOTE]
Besides the fact that you can't use your Minigun?
[QUOTE=Vodkavia;41196929]What if instead of just zapping away projectiles it causes explosive ones to change ownership to that of the engineer and explode potentially damaging the attacker.[/QUOTE]
So it blows up in your own face and kills you instead if they're firing from a distance?
[QUOTE=Vodkavia;41207944]The Short Circuit's range a larger than the explosive radius of a rocket. Yes it could potentially kill you, but that would be your own fault.[/QUOTE]
That would completely ruin the point of it to block projectiles from hurting you and your buildings
[QUOTE=theharribokid;41186804][IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png?t=20110819020035[/IMG]
So I was thinking, this weapon is kinda Under Powered, How about giving it the ability to 'short circuit' a sapper for a few seconds?
Like stop the sapper's progress and maybe let the building work for those few seconds too. Would counter the brokenness that is the Red Tape Recorder effectively, giving the engi time to knock it off his buildings.[/QUOTE]
But if you can get so close, why not just whack the sapper off?
EDIT: Now that I think about it, giving it the ability to shock people similarly to razorback might be useful. Shock a spy so he can't place sappers for a while. I know, screwing with people's abilities is bad, but short circuit doesn't have a long enough range to abuse it, and it's ammo consumption is pretty bad.
[QUOTE=theharribokid;41186804][IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png?t=20110819020035[/IMG]
So I was thinking, this weapon is kinda Under Powered, How about giving it the ability to 'short circuit' a sapper for a few seconds?
Like stop the sapper's progress and maybe let the building work for those few seconds too. Would counter the brokenness that is the Red Tape Recorder effectively, giving the engi time to knock it off his buildings.[/QUOTE]
Just let it chew only 25 ammo per use. I don't understand how an ability to potentionally stop demoman uber pushes( more generally, just save your goddamn sentry ) and cripple the soldier's uber advance( more generally, just prevent the rocket spam )is underpowered.
Seriously, the tool could've been used for just blasting the heck out of enemy projectile classes, if it wasn't for the high metal drain on use, which is somewhat justified, but still doesn't allow the weapon to be used at its full potential.
[QUOTE=hawk18727;41208582]potentionally[/QUOTE]
This is why. You can also potentially kill someone with it.
[QUOTE=Drury;41208591]This is why. You can also potentially kill someone with it.[/QUOTE]
More like theoretically.
[QUOTE=hawk18727;41208612]More like theoretically.[/QUOTE]
Killing someone with the short circuit is even harder than killing someone with the Fan Of War
Actually, It would be sick if it was that if you timed it so that the beam hit the projectile as it was just leaving the gun, it exploded in the enemy's face.
[QUOTE=Magmacow358;41221542]Killing someone with the short circuit is even harder than killing someone with the Fan Of War
Actually, It would be sick if it was that if you timed it so that the beam hit the projectile as it was just leaving the gun, it exploded in the enemy's face.[/QUOTE]
More importantly, crit
[IMG]http://wiki.teamfortress.com/w/images/thumb/c/cd/Backpack_Shortstop.png/90px-Backpack_Shortstop.png?t=20111120055035[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/3/31/Backpack_Ullapool_Caber.png/90px-Backpack_Ullapool_Caber.png?t=20110425042251[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f4/Backpack_Sandvich.png/90px-Backpack_Sandvich.png?t=20101104154721[/IMG]
[img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/img] Show their bloody stats
Alright so I was playing with the Quick-Fix earlier and was inspired to try and fix it.
[img]http://wiki.teamfortress.com/w/images/thumb/5/50/Item_icon_Quick-Fix.png/100px-Item_icon_Quick-Fix.png?t=20120630233648[/img]
+Mega-Heal heals the Medic
+Mega-Heal shortens effects (Afterburn, Bleed-out, etc)
Basically, it makes the Mega-Heal pretty damn useful and slightly more on par with the Ubercharge. Hear me out a bit on the effects though.
First off, one of my main problems with the Quick-Fix is that it doesn't stop or shorten afterburn. The Ubercharge instantly puts out afterburn on effect, so why not the Mega-Heal? The Quick-Fix is about getting your guys back out there, and it's annoying that I can't just heal the guy and be on my way to the next injured patient. I know people are against weakening afterburn, but it's going to be put out anyways. It's not going to out-damage the fucking Quick-Fix's heal rate.
Second off, why does it not self-heal the Medic? Seriously, what the fuck were they thinking? I'm not asking for vulnerability, but if I don't have a heal patient and I need to run I'm fucking screwed because my Mega-Heal doesn't fucking heal me. If anything, I would just really like it to heal me as I run away. That's the biggest problem for me. There's no reason why it doesn't just do that. The Ubercharge gives you invulnerability, why doesn't the Mega-Heal give me a fast regeneration?
Just my two cents, as I like to use the weapon on Defense with another Medic. It's not very good on its own, but these might help it out a bit in that respect.
[sp]Also, possibly have it slowly suck up Mad Milk and Jarate to shorten those effects too? That would be a pretty interesting use.[/sp]
I was thinking of the Homewrecker again and I was hit with a crazy idea
GIVE IT TO SOLDIER
Combine with Mantreads and be a flying hammer wielding sentry kamikaze
[editline]30th June 2013[/editline]
whoops forgot the "destroys sappers" bit, maybe disable that for soldier
HOMEWRECKERS FOR EVERYONE
ANTI-SPY SPIES
ANTI-ENGINEER ENGINEERS
Well, one thing about the L'Etranger is that, the damage from that thing, it's doesn't kill, I know, it's an utility, but why the hell I would like to have cloak to sacrifice my cover ? it barely helps, it's ok with Dead Ringer, but almost useless with other Invisi watchs.
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b1/Item_icon_L%27Etranger.png/100px-Item_icon_L%27Etranger.png?t=20120630233218[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On hit adds 15% charge to cloak.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] No directional damage indicator for victim hit.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] –20% damage penalty.
So, if you need cloak so bad, you could spam from afar, refilling you cloak, and people would have to look out for you, without knowing you real position.
[QUOTE=ScarfaceCrow;41250337]Well, one thing about the L'Etranger is that, the damage from that thing, it's doesn't kill, I know, it's an utility, but why the hell I would like to have cloak to sacrifice my cover ? it barely helps, it's ok with Dead Ringer, but almost useless with other Invisi watchs.
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b1/Item_icon_L%27Etranger.png/100px-Item_icon_L%27Etranger.png?t=20120630233218[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On hit adds 15% charge to cloak.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] No directional damage indicator for victim hit.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] –20% damage penalty.
So, if you need cloak so bad, you could spam from afar, refilling you cloak, and people would have to look out for you, without knowing you real position.[/QUOTE]
That is interesting, but it's OP.
[QUOTE=Mr. Jelly;41247197]ANTI-SPY SPIES[/QUOTE]
Sap-n-Wreck. The new Stab-n-Sap.
[QUOTE=ScarfaceCrow;41250337]Well, one thing about the L'Etranger is that, the damage from that thing, it's doesn't kill, I know, it's an utility, but why the hell I would like to have cloak to sacrifice my cover ? it barely helps, it's ok with Dead Ringer, but almost useless with other Invisi watchs.
[IMG]http://wiki.teamfortress.com/w/images/thumb/b/b1/Item_icon_L%27Etranger.png/100px-Item_icon_L%27Etranger.png?t=20120630233218[/IMG]
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] On hit adds 15% charge to cloak.
[IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png?t=20110419094531[/IMG] No directional damage indicator for victim hit.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png?t=20110419092839[/IMG] –20% damage penalty.
So, if you need cloak so bad, you could spam from afar, refilling you cloak, and people would have to look out for you, without knowing you real position.[/QUOTE]
If it really needs a buff, I'd rather go for a minor speed buff every time you hit someone with it. This way you can either catch up with someone for a backstab, or escape a chasing enemy by shooting them while running backwards.
But honestly I think it's fine as it is.
[QUOTE=_Kilburn;41253694]But honestly I think it's fine as it is.[/QUOTE]
It is fine and doesn't really need a buff or nerf. Maybe it COULD get something that complements it when using the Eternal Reward.
To fix the Reserve Shooter for Pyro, I'd say Valve needs to make a seperate version of the reserve shooter for the Pyro with this skin;
[t]http://cloud-2.steampowered.com/ugc/559796680982401956/371C5E1BBEDB4800ED54BFA4DA9128E0B81F0AE5/637x358.resizedimage[/t]
and some sort of new bonus to make it less of a "cheap" weapon since it's pretty much just a variation of the puff'n'sting as of now.
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