• The "Weapon Fixing Megathread" - We fix weapons' stats and get in fights
    1,430 replies, posted
[QUOTE=OffTheRoad;40653784][url=http://wiki.teamfortress.com/wiki/Black_box]For every enemy successfully hit with the Black Box, the player will be awarded 15 health points per enemy hit, regardless of how much damage is dealt[/url] Tht's what it says on the wiki.[/QUOTE] Here's the thing, the wiki is WRONG. Trust me, I got the black box up to Hale's Own in less than a friggen month, and I know it only gives +15 hp no matter how many people you hit, or it'd have made me a mother fucking GOD, and I would have gotten it to Hale's own in like a week.
[QUOTE=Dat Lobo;40654825]Here's the thing, the wiki is WRONG. Trust me, I got the black box up to Hale's Own in less than a friggen month, and I know it only gives +15 hp no matter how many people you hit, or it'd have made me a mother fucking GOD, and I would have gotten it to Hale's own in like a week.[/QUOTE] Take a look at the first ten seconds in demonstration video where the soldier gets 30 points by hitting both enemy Pyro and enemy Soldier with one rocket, making his health go from 143 to 173.
[QUOTE=OffTheRoad;40654859]Take a look at the first ten seconds in demonstration video where the soldier gets 30 points by hitting both enemy Pyro and enemy Soldier with one rocket, making his health go from 143 to 173.[/QUOTE] Mine must be fucking broke, or as usual, Robin Walker hating on my ass, cause I've only gotten 15 HP back no matter how many people I hit. (Seriously, I'm a fucking crit magnet. EVERYTHING shot at me is a god damn crit. If I could check my stats, 95% of my deaths? Crits. I blame Walker.)
[QUOTE=Dat Lobo;40654920]Mine must be fucking broke, or as usual, Robin Walker hating on my ass, cause I've only gotten 15 HP back no matter how many people I hit. (Seriously, I'm a fucking crit magnet. EVERYTHING shot at me is a god damn crit. If I could check my stats, 95% of my deaths? Crits. I blame Walker.)[/QUOTE] It only shows +15 on the health gain thing because technically, you're getting two or more sets of +15 at the exact same time, if that's what you mean by only getting 15
[IMG]http://wiki.teamfortress.com/w/images/thumb/c/cf/Backpack_Jag.png/90px-Backpack_Jag.png[/IMG] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] 30% faster construction rate [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -40% damage penalty This isn't actually a nerf; the 30% faster construction rate on the Jag is a lie. The increase is more like 16%, which is fairly marginal and makes the weapon kind of bland and mediocre. So make it work the way it was intended, and have the genuine 30% increase, but don't allow crits from it to even kill 125 health classes, making it more difficult to defend yourself from Spies and thus giving it an actual downside.
[QUOTE=Konork;40655180]It only shows +15 on the health gain thing because technically, you're getting two or more sets of +15 at the exact same time, if that's what you mean by only getting 15[/QUOTE] Well, I tested it. Critted 3 scouts at once, only got 15 hp back. I was at 130, critted the 3 scouts at medium range (so I took no damage from my own explosive), only got to 145.
[QUOTE=DatWut?;40641282]Punishes those that don't play with Degreaser and Axtinguisher at the same time. Seriously, simple, yet incredibly effective solution that only affects the "target group": [IMG]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Axtinguisher.png/100px-Item_icon_Axtinguisher.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] Minicrits burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -30% damage vs non-burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Unaffected by weapon-switch Basically, nothing would change for the normal Pyros, and Degreaser+Axtinguisher Pyros would have the same switch-speed as those that don't use the Degreaser.[/QUOTE] I just saw this post of mine and noticed I made a mistake there. It should be this: [IMG]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Axtinguisher.png/100px-Item_icon_Axtinguisher.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/16px-Pictogram_plus.png[/IMG] 100% critical hit vs burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -50% damage vs non-burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] No critical hits vs non-burning players [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] Unaffected by weapon-switch
[QUOTE=Dat Lobo;40655636]Well, I tested it. Critted 3 scouts at once, only got 15 hp back. I was at 130, critted the 3 scouts at medium range (so I took no damage from my own explosive), only got to 145.[/QUOTE] how are you testing? how are you getting crits? can you take a video?
[QUOTE=mutated;40656725]how are you testing? how are you getting crits? can you take a video?[/QUOTE] Active server, random crit, and no.
Nerf the fucking Degreaser, whose downside is negligible, rather than the balanced with the vanilla Flamethrower Axtinguisher. Move the weakness to bullets from the full gas jockey set to the Degreaser, and everything is balanced.
[QUOTE=Eriorguez;40664309]Nerf the fucking Degreaser, whose downside is negligible, rather than the balanced with the vanilla Flamethrower Axtinguisher. Move the weakness to bullets from the full gas jockey set to the Degreaser, and everything is balanced.[/QUOTE] I've actually made considerable (okay, my opinion) balance suggestions with thought put to them: [QUOTE=DatWut?;40656039]I just saw this post of mine and noticed I made a mistake there. It should be this: 100% critical hit vs burning players -50% damage vs non-burning players No critical hits vs non-burning players Unaffected by weapon-switch[/QUOTE] [QUOTE=DatWut?;40605013] [B]The Degreaser[/B] +65% faster weapon switch time - +25% airblast cost -reflected projectiles do no turn into mini-crits (-25% afterburn damage penalty) (-10% damage penalty) Not sure if we'd still need the last two, but with these stats, the Degreaser would be perfect for being able to quickly switch to your primary from any other weapon to deflect an incoming rocket, at the price for less damage. If you want more damage with deflecting, use stock and overthink your actions. [/QUOTE]
[QUOTE=Eriorguez;40664309]Nerf the fucking Degreaser, whose downside is negligible, rather than the balanced with the vanilla Flamethrower Axtinguisher. Move the weakness to bullets from the full gas jockey set to the Degreaser, and everything is balanced.[/QUOTE] No its not, degreaser is still too good compared to the other flamethrowers. Which is why I think the +10% speed should be removed from the jockey set and added to the other flamethrowers minus the degreaser. Now degreaser players give up something for all their advantages.
[b]Scout[/b] [b]Crit-A-Cola[/b] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]Damage done will be full crits, other effects still apply. [b]All Scout Melees[/b] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]+30% base damage (45 base damage) [b]The Sandman[/b] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]No reduced max health [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]-20% damage done (36 base damage, base damage in-game is 35) [b]The Flying Guillotine[/b] [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img]-15 max health on wearer [b]Soldier[/b] [b]The Concheror[/b] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]Returns 50% of damage done as health [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]Health gained can overheal up to 150% [b]The Battalion's Backup[/b] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]Protects against 50% of incoming damage (Originally 35% for both banners)
Don't know what game the above post is trying to balance, but it sure as hell ain't TF2. Full crits on demand on the fastest class with the easily exploitable Shortstop, and boosting his melee damage when he swings the fastest anyway? No sirree.
Give the Equalizer pre-nerf damage. If I'm going to be slow as fuck with no way to be healed, then I demand the ability to knock any fat bastard in my way down to hell.
[B]Crit-A-Cola[/B] +All your attacks will be mini-crits for 8 seconds -Depending on the weapon you have out can be used against you: If using your primary, all bullet damage received will be mini-crits. If using your melee, all melee damage received will be mini-crits. Oh and no movement speed bonus due to the fact that you can run around with your melee out and not get the bullet resistance penalty. Another downside is that it makes you weapon-switch happy, which means more lag time due to the periods between switching weapons.
[img]http://wiki.teamfortress.com/w/images/thumb/b/b1/Item_icon_L%27Etranger.png/100px-Item_icon_L%27Etranger.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] On hit adds 15% charge to cloak and increases cloak charge regeneration rate by 10% for 2 seconds [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -20% damage penalty [img]http://wiki.teamfortress.com/w/images/thumb/b/b4/Item_icon_Diamondback.png/100px-Item_icon_Diamondback.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Earns 1 crit shot for each building destroyed with a Sapper attached, and each Engineer or Medic the Spy backstabs (can hold up to 35, Spy gains 2 crits if the Engineer or Medic he backstabs is carrying a building or has full ubercharge) [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -15% damage penalty [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] No random critical hits [img]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Big_Earner.png/100px-Item_icon_Big_Earner.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Upon a kill, the Spy gains 100% of his cloak meter [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -75% cloak charge gained from metal and ammo [img]http://wiki.teamfortress.com/w/images/thumb/b/b7/Item_icon_Dead_Ringer.png/100px-Item_icon_Dead_Ringer.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Reduces initial damage and subsequent damage received to a fraction (1/10) and cloak does not flicker when bumping into an enemy, but only for the standard cloak duration. Prolonging the cloak will turn it into a standard invisibility [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Has 60% faster cloak recharge rate [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Cloaks Spy for 6.5 seconds upon receiving damage, dropping a fake corpse [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Cloak meter can be refilled from ammo sources [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] Has a loud, distinctive decloak sound [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] Uncloaking will lower the cloak meter to 40% if above that amount when uncloaking [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] Large and medium ammo boxes restore 35% cloak (instead of 100% and 50% respectively) [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] Melee damage is unaffected by damage reduction
[img]http://wiki.teamfortress.com/w/images/thumb/6/62/Item_icon_Buffalo_Steak_Sandvich.png/100px-Item_icon_Buffalo_Steak_Sandvich.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] Now mini-crits are only taken from incoming melee damage, not all incoming damage. Everything else is the same. [b]Reason[/b]: You are already stuck with only a melee weapon, and that's already a huge disadvantage. [sub][sub] And Huntsman Snipers / CC Medics / Guillotine Scouts shouldn't get more advantages.[/sub][/sub]
[img]http://wiki.teamfortress.com/w/images/thumb/9/9c/Backpack_Dalokohs_Bar.png/90px-Backpack_Dalokohs_Bar.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] + hp stacks on top of overheal [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] throwable Everything else is the same, terrible healer, more used before a fight.
I'm not too fond of the idea of Heavies having MORE hp with a Medic already on them. I'd say just increase the HP healed to 70, so getting to full health (350) would only require 5 bites at most instead of 6. Maybe make it throwable too, but since we're going for the idea of a less potent but more readily available Sandvich, I'd say make it heal the amount a Small Medpack would instead of a Medium, but make the charge time 15 seconds instead of 30.
[IMG]http://wiki.teamfortress.com/w/images/thumb/9/9c/Backpack_Dalokohs_Bar.png/90px-Backpack_Dalokohs_Bar.png[/IMG] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Adds +50 max health for 30 seconds [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Any Medics healing the user share the buff with the user Just an idea.
my take Adds +75 maximum health. Heals 120 health. Effects wears off 30 seconds after taking damage.
[QUOTE=PSI Guy;40672410]my take Adds +75 maximum health. Heals 120 health. Effects wears off 30 seconds after taking damage.[/QUOTE] and drains the "food" meter when used below max health but maybe has a faster recharge rate?
[QUOTE=DoctorQ;40669256][img]http://wiki.teamfortress.com/w/images/thumb/c/c9/Item_icon_Big_Earner.png/100px-Item_icon_Big_Earner.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Upon a kill, the Spy gains 100% of his cloak meter [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] -75% cloak charge gained from metal and ammo[/QUOTE] This becomes a straight upgrade if paired with the Cloak and Dagger. Let's not have another Spy attribute that's completely negated by choosing a particular cloak, we've already got the Saharan Spy item bonus and the pre-nerf Enforcer.
[img]http://wiki.teamfortress.com/w/images/thumb/3/35/Item_icon_Dalokohs_Bar.png/100px-Item_icon_Dalokohs_Bar.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] Restores 150 health over 15 seconds [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +25% faster taunt [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +33% faster recharge time It takes 3 seconds to consume it (instead of 4 for the Sandvich), and once you're done eating it, it will regenerate 10 hp per second for 15 seconds. It also recharges faster, 20 seconds instead of 30 for the Sandvich. Since the Dalokohs Bar is supposed to be eaten before running into battle, I thought this would make more sense than a meager +50 max health. [img]http://wiki.teamfortress.com/w/images/thumb/6/62/Item_icon_Buffalo_Steak_Sandvich.png/100px-Item_icon_Buffalo_Steak_Sandvich.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/f/fd/Pictogram_info.png/15px-Pictogram_info.png[/img] While under the effects: [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] All damage dealt is minicrits [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] +35% faster movement speed [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] On Hit: +50 health [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img] On Kill: +100 health [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] All damage taken is minicrits [img]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/img] User may only use melee weapons Melee kills after eating a steak are really satisfying, but every time I've used it I've always wished for some kind of reward for actually being able to hit someone without getting instantly killed. Sure, it would absolutely break Medieval Mode but that doesn't really count now, does it? Plus it would actually make the Eviction Notice more viable. You can land more hits on a single target, therefore allowing you to restore a lot of health much faster.
Couple different winger ideas. The percentages may need tweaking. [IMG]http://wiki.teamfortress.com/w/images/thumb/5/5b/Backpack_Winger.png/90px-Backpack_Winger.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +60% Damage Bonus [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -60% clip size. Same concept but with buffed damage. Instead of doing 85 damage over .85 seconds before having to reload (compared to the Pistol's 180 damage over 2 seconds) it now does 120 damage in the same amount of time. It's still falls behind the Pistol as soon as it has to reload, but the first clip is a more efficient finisher. [IMG]http://wiki.teamfortress.com/w/images/thumb/5/5b/Backpack_Winger.png/90px-Backpack_Winger.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] On kill: fully reloads primary weapon. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +15% damage bonus. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -60% clip size. Self-explanatory. [IMG]http://wiki.teamfortress.com/w/images/thumb/5/5b/Backpack_Winger.png/90px-Backpack_Winger.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +25% weapon switch speed. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Passive reload. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] +15% damage bonus. [IMG]http://wiki.teamfortress.com/w/images/thumb/6/60/Pictogram_minus.png/15px-Pictogram_minus.png[/IMG] -60% clip size. Whip it out and empty a clip for a quick burst of bonus damage anytime. Also, not as much a balance suggestion as a minor thing that bothers me: [IMG]http://wiki.teamfortress.com/w/images/thumb/9/9c/Item_icon_Crusader%27s_Crossbow.png/100px-Item_icon_Crusader%27s_Crossbow.png[/IMG] [IMG]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/IMG] Crossbow healing now builds über.
[IMG]http://wiki.teamfortress.com/w/images/thumb/9/9c/Backpack_Dalokohs_Bar.png/90px-Backpack_Dalokohs_Bar.png[/IMG] [img]http://wiki.teamfortress.com/w/images/thumb/2/29/Pictogram_plus.png/15px-Pictogram_plus.png[/img]On taunt while firing your Minigun: Regain 50 health All health at once, instant use, like MvM rage. Basically trades your secondary for a small health pack that can be used no matter how hairy it gets M1 while active consumes as normal
[QUOTE=Robot Shark;40634837][IMG]http://wiki.teamfortress.com/w/images/thumb/1/17/Backpack_Short_Circuit.png/90px-Backpack_Short_Circuit.png[/IMG] + On Fire: Generates an electrical field that destroys projectiles and does slight damage to players + Destroyed projectiles are returned as ammo + No reload necessary - Per Shot: -35 ammo - Uses metal for ammo - No random critical hits[/QUOTE] as someone who tries his darndest to make the short circuit an actual usable thing, yes please. even a level 3 dispenser can't refill my metal fast enough to destroy oncoming stickies threatening my stuff sometimes. although when i end up chasing off someone with just my little taser its quite a laugh because i dont think they understand how much damage im doing to them?
[B]The Razorback[/B] +Blocks 1 back-stab attempt +Regenerates every 30 seconds +When active: 50% damage resistance to all sources when hitting you from behind Makes it so running the fuck away like a pussy is more viable
[B]Darwin's Danger Shield[/B] +25 health on wearer +1 health regenerated per second on wearer [B]Cozy Camper[/B] Current stats minus the regen Some other bonus thing Frontline Snipers require the added survivability more than a Sniper camping back 5 counties over
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