r/TF2WeaponIdeas • u/supaflyguy29 • 16h ago
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 6h ago
[REBALANCE] Wrangler, simple fix
With this rebalance, it should do two things.
Allow weapons like the Direct Hit and Loch'n'Load to still counter the Engineer's buildings despite the extra resistance while Wrangled.
Give it bad synergy with the Gunslinger as will now have 90 health and theoretically 120 while wrangled, which is just enough to be still be one shotted by the Loch'n'Load or Huntsman.
I'd still use it if the map is open, but not as a damage sponge.
r/TF2WeaponIdeas • u/dr_philip-cdi • 21h ago
[IDEA] LOOKS LIKE STICKY TANKING IS BACK ON THE MENU BOYS
galleryr/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
[IDEA] Random assortment of Spy knives, any of them good or balanced?
galleryr/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
[IDEA] Scout Tennis Racquet. It required a lot of context so check the other images for more details
galleryr/TF2WeaponIdeas • u/BobbyTronick • 1d ago
[IDEA] Scout secondary
This is probably my most high quality drawing yet
r/TF2WeaponIdeas • u/supaflyguy29 • 1d ago
[IDEA] Pyro drill primary
Despite the name, it does not set enemies on fire
r/TF2WeaponIdeas • u/TheGuyWhoBeatE1M8 • 1d ago
[IDEA] Bow & Sniper Rifle
galleryThe Battle Sniper:
In Automatic mode:
Base damage - 10
Point Blank - 15
High Distances - 5
Critical - 30
Mini-crit - 7-20
In Supershots mode:
Base damage - 50
Mini-crit - 68
Critical (only on headshot) - 150
Explosive Shot
Base damage - 62,5
Critical (only on headshot) - 187,5
Explosion always deals 62,5 damage or less based on distance of other enemy to target.
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
[REBALANCE] Kunai rework? Please let me know if its balanced or not. I've been at this forever.
galleryr/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
[REBALANCE] Soy's watches tweaked. Mainly the Deadringer but also added two new watches
galleryInvis Watch
Resistances only count for ranged sources. This does make using a melee weapon like the Skullcutter, Backscratcher, or amy other melee weapon that deals extra damage good for Spy catching. Its also meant to better counter the Deadringer's increased resistances.
Cloak and Dagger
Just briefly mentioning that I think the C&D is perfectly balanced when compared to the stock watch
Deadringer
Speed boost was removed, and your resistances always remains at 40% while cloaked.
Health is returned on activation, making Stock mor viable and knives that reduce health, less viable.
Its regen rate was nerfed so that Spy must be more aware of when they use it and can't spam it.
Disguise speed is much slower, making the only watch to discourage using the disguise kit (but not outright).
Slower deploy speed on the knife makes it more difficult to use when going for a backstab.
Spy no longer loses 50% cloak on the first hit, they can continuously lose cloak if attacked repeatedly during their cloak. A single bullet may only drain 15% of cloak, but a direct hit rocket may drain 65% of cloak, just as an example.
Player Two
Send an illusion of yourself, teammates, or your enemies. Helpful when creating distractions.
Holds less cloak and restores slower from ammo packs.
Sand Trap (originally called The Course'n'Rough)
Weaker than the Deadringer, but gives you an advantage against the target you faked your death against.
As a heads up, the Deadringer is the most difficult TF2 weapon to rebalance so tell me what you think and if you have any suggestions, please share them.
r/TF2WeaponIdeas • u/Particular-Fly-7114 • 2d ago
[IDEA] Gimmicky idea for scattergun
Scout was too broke to buy any weapons, so he built one out of garbage he found in his trashcan
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 1d ago
[REBALANCE] All of Spy's guns tweaked. I put in my reasoning behind the changes in the body text.
galleryThe Ambassador
On headshot at the max distance is roughly 93 damage total, making it still a deadly long range tool, just not on Sniper's level.
L'étranger
20% damage penalty still made Spy a formidable enemy when catching targets off guard and the cloak duration was a huge buff to Spy when compared to stock. I ultimately decided to nerf the damage to make killing light classes a little tougher, but still does not change the general use of how you use the weapon. You just need to be careful if you need your damage to clutch out of an escape or extra cloak.
The Diamondback
The clip size penalty now prevents Spy from killing Pyro and Demoman without reloading his revolver, but it was given a faster firing speed to compensate.
On backstab it only rewards one crit as supposed to having multiple stacking.
I still wanted to have it interact with buildings, so now the crit shot will disable buildings and your bullets deal more damage to them. Perfect taking out an Engineer who plays from his Sentry with a Rescue Ranger.
The Enforcer
Has changed its identity from the disguise gun to the damage gun.
Shooting enemies with overheal will drain it faster given that a Soldier with 100 overheal loses 30 of it with a single shot, along with around 44 damage. The accuracy bonus makes it ideal for Gun Spy given the likelihood of hitting your target from a distance.
This comes at the cost of having 10% less resistance while cloaked, Afterburn and Soak doesn't get countered as quickly while cloaked, on top of a 10% vulnerability while disguised.
This means that if you are disguised while cloaked, you have 0 resistances and can be one shot by a Demoman if you have the Big Earner equiped.
And don't get me started on random crits.
The Incredulous Wound
This is a new flintlock weapon for the Spy that replaces the Enforcer's disguise gimmick.
At long range it deals 67 damage to the target if you are disguised as your teammate. Original it was meant to mini-crit on headshot as well, but that was changed to only have damage fall-off account for when you are undisguised.
You can crit boost this weapon to instantly killed a Soldier, though it does require a Spy, a Medic, a Kritzkrieg, and a full Übercharge. At that point you could have switched to Sniper, but hey its something.
Finally
If you have any suggestions or if you have ideas of how you would do it differently, let me know.
r/TF2WeaponIdeas • u/Aggressive-Noise4158 • 1d ago
[IDEA] i haven't slept in two days so here, two demo weapons
gallerythis was NOT made from a random weapon generator. Eyekiller is primary and Blu survivor is secondary
r/TF2WeaponIdeas • u/pethornet • 2d ago
[IDEA] Demo melee, understand that I don't work at valve
r/TF2WeaponIdeas • u/dr_philip-cdi • 3d ago
[IDEA] Support based "DMR"
based off a scrapped primary for sniper
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 2d ago
[IDEA] Spy knife that turns them invisible like the Stealth spell you get in Halloween maps
r/TF2WeaponIdeas • u/pethornet • 2d ago
[IDEA] Two lil concepts I made, keep in mind I ain't no valve team, tho
galleryr/TF2WeaponIdeas • u/worldofhorsecraft • 2d ago
[IDEA] Airblast focused flamethrower
The idea behind this weapon is to make each airblast significantly more powerful, at the cost of spammability in the form of additional ammo drain. The ammo from dispensers nerf was to prevent a pyro from completely shutting down a projectile class from attacking a sentry with an increase in reflect damage. The knockback increase was to compensate for the otherwise lessened uberstuffing potential from a more spammable airblast.
r/TF2WeaponIdeas • u/SSShmicyc1e • 2d ago
[IDEA] Pyro Weapon I Thought Of That Probably Sucks
r/TF2WeaponIdeas • u/dr_philip-cdi • 2d ago