One change to the Nine Iron I want is a unique taunt kill animation. Takes as long as the eyelander, but he sets up for a swing swings back and chops at the head instead.
An alternate concept for Nessie's Nine Iron: You can hit your own Sticky Bombs to launch them away and transform them into crit stickies that explode on impact
Compound bows most notable irl stat is the fact that unlike a recurve bow- when its pulled back it doesnt take any strength to hold it back, so maybe that would be a more appropriate stat- make it have no period where it starts to wobble, but at a cost?
Maybe a reload speed decrease? Since you do need longer reload time irl to reload a compound bow than a traditional bow. Or make it so that the time to reach full strength is increased but you don't suffer from shaking that would make it closer to what compound bow is used in the sport
Fun fact: The Holy Mackerel is a direct upgrade to stock, why? Well if you kill a player with the Holy Mackerel it will show a fish kill instead of just [Player (Weapon Icon) Player], this fun feature is unironically an upside due to the fact that if you hit a spy with it and they use the deadringer it will not show a fish kill instantly giving away the fact that the spy deadringered
@@TabooRetka701 Yeah, worst in my opinion is that the top bar that shows you how many players the other team has and which of them are dead plus the dead peoples classes (I honestly don't remember if it exists in the games default hud) doesn't show a deadringer spy as dead. You can literally just look up for 2 seconds to see if a spy just died at that current moment and if one didn't then its an immediate giveaway. Its literally the equivalent of your hud saying whether or not you did in fact kill the spy unless he deadringered the exact second another spy died on his team.
@@muddashucka9743 Uh, so sounds of you being hit, HUD displaying taken DMG, HP going down and sounds of agony from your character ain't enough to spot that you are fucking dying?
THE FORTIFIED COMPOUND ✅Faster draw ✅+30% projectile speed ✅+30% damage ✅+30% charge hold time ❌no secondary on wearer ❌no melee on wearer ❌ +200% damage vulnerability ❌-99% base health on wearer ❌immune to medi beam ❌no random crits
@@dondeka2086 Fortified Compound + 20% faster draw time + 10s charge hold time - 15% more non-explosive projectile vulnerability (milk/jarate/wrap assassin/sandman effects last longer, damage-dealing projectiles do more damage, but not pipes and rockets. Wrap assassin is not counted as an explosive for this, despite its splash, but its splash is not counted for vulnerability.) on wearer
Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun."
It’s funny that I had the whole script written out in this comment but it’s now gone because I pressed discard. I am going to build a green mini sentry, so goodbye.
I've thought about this for years and I think it would be a wonderful idea.. The reskins that would have to be changed would have to be dropped more often though.
@@drvurruct2274 it means that weapon reskins have always been a strange case to Great Blue. On the one hand if you like how a weapon works but hate how it looks, it's nice to have another option to choose from. but on the other hand some reskins look like they would function differently than their counterpart
Or grass, or plastic. Also, I'd say the huntsman is the most true to irl weapon in TF2, cause even a tiny 15 pound draw plastic recurve bow I once shot was able to go through the rim of a soda can and about 4 CM into a layered foam target.
@@godusopp1797 Serf Scout rises up with the Three-Rune Blade! He challenges the mighty Demoknight, widely acclaimed for his horizontal movement (and vertical movement on certain maps) by having much more controllable vertical movement and a double jump!
Pair it with the Baby Face's Blaster and you get a Scout that moves at mach Trimping Solarlight, the HP of a demo/pyro and the power of Melee random crits
Really interested on what you would do with spys sapper reskins, considering the quantity and the theming of each. Awesome video! I always love your editing
festive sapper: instead of sapping the building it does an AOE freeze effect that effects nearby buildings and players for 4 seconds, preventing them from firing and slowing them down by 45%, allowing the spy to backstab the engie and get some shots in on the sentry. Kinda op but it doesnt help at all when there is no sentry or engie present and requires you to freeze the engie when he isnt by a wall otherwise he can just back up to it and wait for your freeze to run out (you can still shoot him, but 4 seconds is not enough to gun down an engie and a sentry at the same time without a perfectly timed disguise), not to mention it would also have a 20 second cooldown like MvM sappers apsap: i never beat portal 2 so i dont really know what wheatley does that is related to a sapper bread bite: destroys the buildings signficicantly faster (20%?) but it emits a really loud gnawing sound, and anyone on the enemy team can destroy it instantly by shooting at the building. High risk high reward, since you'll be able to take down nests significantly faster and get back to stabbing bad guys but enemys can easily fuck over your nest takedown by shooting a single bullet at each building
ApSap: After 3 seconds of sapping, the building will have its core changed, Wheatley will take over and make the building work for you. Downsides: Sapper can be destroyed in one hit (two hits for the Jagger) Does not damage buildings Wheatley talks a lot
@@iamstarstreek maybe it does the red tape thing but on level one it switches teams, or just generally like downgrades the building a level. Actually, that might be a neat thing to even just give to the tape recorder when I think about it.
Pan: Higher crit chance but severe damage penalty on non crits. If random crits were removed its gimmick would be having them with at the normal rate with the damage penalty
8:45 actually compound bows are way easier to draw than a regular bow. While regular bows get harder to pull the string the farther you pull it, compound bows distribute the tension of the string more so equally along the entire draw
you got the compound bow confused with a standard bow. Standard bows require more force to draw than compound bows, the latter provide support for the string to allow the user to focus on aiming instead of on holding the bow in tension. This is likely why valve decided to make it a reskin in the first place, since a compound bow is essentially a direct upgrade to a standard bow and would make the huntsman obsolete.
Well Valve wouldn’t just make it draw faster and then call it a day. There would obviously be a downside that would make you think about which one you want. What downside it would have, I dunno, but I know it wouldn’t just be a direct upgrade to the Huntsman just because irl compound bows are objectively better.
@@theitalianmexican1035the right downside to a compound bow would less ammo, but that would be hella boring, so they'd want to do something like barbed arrows, so the arrow does less damage, and deals some bleed damage
@@JohnnyofTheSevenSeas I don't consider a tool to counter a single class a support weapon. Plus spy isn't the best class to counter engineer anyways, that title belongs to demo.
Spy could be a kamikaze-type subclass, where he backstabs someone crucial to stopping a hard push like Heavy, Soldier, Demo, or Medic, and then marks the entire enemy team for death, allowing any competent Soldier, Demo, Heavy, or even Pyro to rush in and clean house.
What about if they simply added more cosmetic sounds like when you eat a robot sandwich, it made metal crunching sounds or the bread bite playing loud growling instead of the normal zapping sound
Wonder how your Nessie’s Nine Iron would work with a shield then? Since both use alt fire. Would demo automatically fire after a charge? Maybe allow for crit golf balls that go further? Could be balanced with having to aim it during the charge, instead of just hitting right click once.
@@johncronk8867 They're a promotional item for Saints Row: The Third (iirc you got them as a gift if you pre-ordered that game) and are a reference to the Apoca-Fist (and by extension the character Killbane). The Apoca-Fist in Saints Row is as far as can recall just a really hard hitting melee that makes people explode violently on impact, so yeah the Apoco is a pretty spot-on reference apart from the fact that it doesn't oneshot people like the original.
I really like the idea of the maul basically being a disciplinary action for engineer buildings. I think that allows a pybro to really lean into the playstyle and become an integral part of a befriended engineers nest
Okay, I see your thinking with the fortified compound, but real compound bows actually require less force to draw then a longbow. Those wheels are there to reduce resistance while drawing the bow back without reducing damage.
@@JohnnyofTheSevenSeas that could work. Faster charge time, penetrates through targets at full charge, fast projectile speed, but reduce arrow damage to balance it.
@@forsagebone arrows are counted as bullets. That means you get a resistance to a direct shot from the loose cannon, syringes, crossbows, arrows, baseballs, and the ornament from the wrap assassin. Thats honestly kinda bullshit if you ask me.
I would keep the 9 iron more similar to the Eye-lander but instead of health and speed have it increase knockback and knockback resistance and have higher damage, so it's more distinct
I feel like a cool change the the Nessie Nine Iron would be to give it a projectile knockback effect, kind of like the pyroblast. Would give demoknights a cool counter to projectile classes. Just make the window to knockback projectiles a lot shorter than airblast to increase the difficulty so it's not OP.
I had pretty much same idea! Tho to add my 10 cents to it: Reflected Projectile should be also a lot faster to reward players actually reflecting said projectiles. I can see this weapon being used as an alternative for Pyro mini game where you can reflect homing projectiles as Demoman: With this weapon, you could ramp the projectile speed a lot faster for enemies in exchange for overall more difficult and challenging game for you.
melee swings would already be way harder to hit than airblast, because airblast is instant while all melee hits take a short time to actually hit. make the window larger than airblast tbh
8:50 compound bows are actually a bit easier to draw (if the draw weight is the same) than most traditional bows (longbows, recurves etc.) and plus they are easier to hold at full draw than said bows, so the fortified compound should have a stat which makes the bow unsteadiness when holding the arrow for too long negligible. The slower charge time also doesn't really make sense from an archery perspective as that would depend entirely on the poundage of the bow and strength of the user but its a decent enough balancer.
Lugermorph: Increased damage but a slightly slower fire rate and also takes increased knockback when weapon is out. I went for these because I was trying to base the gun off it's source material.
Ive seen suggestions that the Wanga Prick should take on the old version of the Your Eternal Reward from before it was rebalanced the old YER was a fun unique playstyle, even if it was somewhat weak. the new watches cloak debuff in exchange for allowing disguises feels somewhat limiting, since cloak is often more useful for stealth
I feel like for the Apoco-Fists, there should be a stat to where you gain a blast damage resistance. (Not sure on percentage) This would allow heavy to approach situations with his melee since it’s already pretty risky bringing out your melee due to how slow you are.
I like the concept for the apocofist but I want it to be like a knockoff sticky launcher and for it to damage him as he punches the walls to launch himself fowards
I’ve always said if you were to give demo a market gardener it would be cool if it also worked while being in the air as a result of a shield charge, because seeing the mad shit you can do with trimping combined with a perfectly timed melee before you hit the ground would be so cool to see
You know, for a long time i always thought of a meele weapon for pyro to help the engineer with more than just destroying sappers Like imagine if the maul could actually heal buildings: +With each swing you waste 20% of your primary's ammo (40 ammo) to heal 81 damage per hit (like the jag) -20% slower firing speed +removes sappers with 2 hits -50% damage penalty -15% less ammo from dispenser and other sources (payload cars and ammo packs) That way you can healp engineers with more than just destroying sappers, and it's not just the homewrecker but better, because you can't remove sappers instantly and the swing speed affects a lot when it comes to healing buildings/removing sappers Also you have to give your primary's ammo in order to help your engie, but have the drawback of the 15% less ammo from different sources
@@drvurruct2274 it needs another meaningful downside. i'm a pyro main and god knows i never use my melee for anything other than styling on someone or running to the frontlines with the powerjack. no random crits would still be pretty much a straight upgrade. i'd say 30% damage vuln while it's deployed, or a 60% slower deploy speed.
@@commitfelonyfeline Oh I know, it was a joke. "No Random Crits" is commonly known as a "useless stat" because it literally doesn't exist in competitive servers and makes many weapon pretty much straight upgrades in that.
The problem with making the Maul heal buildings instead of breaking them is that it is a complete flavour fail and at odds with the source material it came from. It is a weapon specifically for breaking buildings in the original game, which is a game almost all about breaking buildings.
3:54 "I expected it to do more than just smash buildings" But, it's from Red Faction... the whole selling point of that game is you can destroy buildings
Honestly I love the "No fall damage" idea for the sharp dresser. But maybe something it could do would be like highlight enemies for a second after kill to sort of emulate the Eagle vision thing that the Assassin's have. Plus, some visually different backstabbing would be cool. Like spy slitting the throat of the enemy or wrapping his arm around to stab their chest or something. It could also have a pretty cool taunt kill, maybe with spy doing the whistle and then stabbing, or him extending his arm for like a shake or high-five and then just stabbing ahead of him
Idea for the Quakenbirdt - remove the -15% hp and add a quack sfx on declock, similar to the dead ringer but not as loud. also add to the duck theme, ability to walk on water for 3 seconds. letting spy walk on water for a short time would be fun and may let spy close the gap on enemies, but the enemy team will know that you're disguised because you're walking on water. also the compound bow changes make sense since in real life, compound bows are made so pulling a bow requires alot more strength but holding one charged doesnt require alot of strength.
Snack Attack: *Snack attack animation would show it eating the sentry* Has a cooldown of 5 seconds *The engineer would have to have to repair eaten parts costing 20 metal* eight seconds until it destroys the sentry *The Snack attack eats only 25% of all rockets and ammo* It also gets bigger the more sentries you sap
11:03 i have i think a better idea for this. make it like, an opposite Cloak & Dagger. So instead of being a more patient slow-paced weapon it's more fast-paced like the old Dead Ringer was. so something like: +15% movement speed while cloaked. +Cloak and uncloak 15-25% faster. +Cloak is restored in some way, like maybe through backstabs (not max) -15% cloak capacity or 15% faster cloak drain. -no cloak from ammo packs -15-25 max health on wearer -no damage resistance while cloaked
2:44 what if the flame particles were smaller, or it fired flaming liquid instead of flaming gas, resulting in an arching stream of fire that splashes on surfaces.
9:20 +25% on jump height would let spies to just jump on top of players without an incline. This would be horribly abused with stairstabs becoming your everytime kills
+50 health for scout is pretty op combined with the damage bonus even if you’re restricted to medieval weaponry. Only really heavies you’d have more trouble with which i guess sorta balances it.
The Nostromo Napalmer change sounds really Intresting and it would definetly make for a more different flame thrower, along the line of the dragons fury. And less ammo feels like a much better downside comparade to an airblast penalty.
For the compound bow, one of their quirks is that the draw strength decreases at full draw due to some funky levers. So I would remove the fatigue loss of aim when you hold your draw for more than 5 seconds or something. Fits with a machina esque full charge centric nature too.
So Three Rune Blade only does 47 damage? -30% cloak for the wanga prick is bad cause the ya can't use the dead ringer Would love the reskins to have identity
The scout knight could do a small jump that when landing would do area damage, it could be activated in the air and diferent swords could do different hings like cover people with milk or piss, maybe even bleed damage
the three rune blade idea would work amazingly for the source material as well since it's a witcher 2 promotional item and the witcher series takes place in a medieval setting
I always thought the Quäckenbirdt should have a reservoir mechanic where you can pick up metal and over-load the watch for increased invisible time, the trade-off being when you surpass being cloaked for 10 seconds (Standard Inviswatch time) your footsteps become loud quack sounds. Whenever you deactivate and become visible again you lose all reserved metal. So better cloak but only at a long distance while still being able to mess with your opponants.
10:57 what about the more obvious qualities of ducks; they can fly and their feathers are lipid (meaning they can't get wet). Perfect for vertical mobility and maps with a lot of water.
How about the quackenbirdt to remove the water dripping effect while cloacked, since... well... ducks don't typically go wet. In an exchange for a 5% faster cloak drain. I think it would be fun.
I would also give it complete afterburn immunity while being invisible since ducks live by water, but taking fire damage while being invisible also drains the cloak faster by 20% or something. This way the Quackenbirdt wouldn't be completely useless if the map has no water.
working around the same trivia I had a couple of additions: -reduce liquid-based status effects' duration by half when cloaked -Cloak drain increased by (a reasonable amount)% while under liquid-based status effects Or inversely to this take Pros: -while cloaked and wet (via water or liquid-based status effects) obtain a slight life regen (like Medic's or the Conch's passive healing) -When underwater: recover cloak charge -reduced visibility and effectivity for liquid-based status effects (to hide better from being wet) Cons: -Quacking noises when cloaking and/or decloaking -decreased resistance to BULLETS while cloaked Cons?: -increased liquid-based status efects' duration (you still get the healing at least) -When succesfully backstabbing or sapping: you get wet for a few seconds ^maybe not all pros or cons, but I liked an approach to a potentially double edged meme-watch that could let you escape from problems as much as it gets you also into them
There is no reason to give demo even more air strafe control. He's already literally the most mobile class and sticky jumping comes down purely to skill
For the duck watch, id give it the ability to perform a super jump of sorts, something equivalent to a flare jump. you can only perform this by pressing the fire button when cloaked and it consumes 45% cloak per use. as a downside you are flickering whenever you are airborne, and any hit you take in the air will be a mini crit.
I think the maul has a bit more potential, like mabye damage blocking? Because, it's used in the film SFM "Burning Through Space" to parry the engineer's wrench. Or, mabye it deals more damage if your primary is out of ammo, because of the corn-backburner thing? Or mabye it gives you better darkness visibility?
One little change to a Robo-Sandwich Instead of giving a Medium *Health* pack to player then you throw it, he'll receive a Medium *Ammo* pack. (I think making Robo-Sandwich gives you ammo then you eat it is a bad idea)
One change to the Nine Iron I want is a unique taunt kill animation. Takes as long as the eyelander, but he sets up for a swing swings back and chops at the head instead.
Make him hit like he is playing golf
My idea is just- sandman kill taunt but it's golf instead.
@@bardofvoid174 Instead of calling his shot, he yells “FORE!”
Yes!
Sets up the ball, is ready to take the shot, and then he just grabs the club and smacks whoever is in front of them
Weapon reskins in tf2 have always seemed like a strange case to me
On one hand if you like how a weapon works
But hate how it looks
Its nice to be able to have another option to choose from
but on the other hand, reskins usually look like they would function differently than their counterpart
And I've always thought it would be neat
An alternate concept for Nessie's Nine Iron: You can hit your own Sticky Bombs to launch them away and transform them into crit stickies that explode on impact
Maybe op but would be a fun taunt kill
I would freaking love that
Thats really clever. It would be like you're actually playing golf.
@@stickmanonastick6089 FORE!
Maybe Mini-Crits, but that's a hilarious ideas!
Great Blue: I made this.
Elmaxo: You made this?
...
Elmaxo: I made this.
lol at me
@@garretschuler6413 lol
No "we" made this *USSR anthem plays*
@@brianberryhill3143weapon reskins in TF2 have always seemed like a strange case to US
Elmaxo: I made this.
Zenith: You made this?
...
Zenith: I made this.
Weapon reskins in TF2 have always seemed like a strange case to me
Weapon reskins in TF2 have always seemed like a strange case to me
Weapon reskins in TF2 have always seemed like a strange case to me
Weapon reskins in TF2 have always seemed like a strange case to me
Weapon reskins in TF2 have always seemed like a strange case to me
Weapon reskins in TF2 have always seemed like a strange case to me
holy crap i never knew the maul existed. even after all these years, there's still new stuff to discover
i think theres still more you dont know though
(also nice animations)
@@villagecommenter8262 daaw thank youu
@@shadokwastaken i will still be scarred from your team fabulous 2 segment containing the baby is you
jokes aside its swag
The maul is basically pan but uglier
A game doesn’t stay afloat if there isn’t anything new that players can discover
Compound bows most notable irl stat is the fact that unlike a recurve bow- when its pulled back it doesnt take any strength to hold it back, so maybe that would be a more appropriate stat- make it have no period where it starts to wobble, but at a cost?
It would make you more vulnerable to melees
Maybe a reload speed decrease? Since you do need longer reload time irl to reload a compound bow than a traditional bow.
Or make it so that the time to reach full strength is increased but you don't suffer from shaking that would make it closer to what compound bow is used in the sport
Recurves are much harder to draw than compound bows. Think he got the stats backwards?
You move 50% slower than you do with the regular huntsman
People get compound and composite bows confused so much i stg
Fun fact: The Holy Mackerel is a direct upgrade to stock, why? Well if you kill a player with the Holy Mackerel it will show a fish kill instead of just [Player (Weapon Icon) Player], this fun feature is unironically an upside due to the fact that if you hit a spy with it and they use the deadringer it will not show a fish kill instantly giving away the fact that the spy deadringered
There are a lot of thing things that give away the fact that the spy deadringered, it really isn't that hard to tell
@@TabooRetka701 Yeah, worst in my opinion is that the top bar that shows you how many players the other team has and which of them are dead plus the dead peoples classes (I honestly don't remember if it exists in the games default hud) doesn't show a deadringer spy as dead. You can literally just look up for 2 seconds to see if a spy just died at that current moment and if one didn't then its an immediate giveaway. Its literally the equivalent of your hud saying whether or not you did in fact kill the spy unless he deadringered the exact second another spy died on his team.
@@worstspytf2824 boy have you seen the newest update?
yeah, making the weakest class in the game even more useless)
@@muddashucka9743 Uh, so sounds of you being hit, HUD displaying taken DMG, HP going down and sounds of agony from your character ain't enough to spot that you are fucking dying?
8:30 Quick note; Compound bows are SIGNIFICANTLY easier to draw. theyre also much easier to hold in position for extended periods of time.
THE FORTIFIED COMPOUND
✅Faster draw
✅+30% projectile speed
✅+30% damage
✅+30% charge hold time
❌no secondary on wearer
❌no melee on wearer
❌ +200% damage vulnerability
❌-99% base health on wearer
❌immune to medi beam
❌no random crits
@@dondeka2086 Fortified Compound
+ 20% faster draw time
+ 10s charge hold time
- 15% more non-explosive projectile vulnerability (milk/jarate/wrap assassin/sandman effects last longer, damage-dealing projectiles do more damage, but not pipes and rockets. Wrap assassin is not counted as an explosive for this, despite its splash, but its splash is not counted for vulnerability.) on wearer
@@dondeka2086 too op need nerf
@@dondeka2086 only 26 hp? Needs a nerf
@@user-cm9kx9nf8p he said percent so -99% of 125 is 1 rounded down
Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun."
It’s funny that I had the whole script written out in this comment but it’s now gone because I pressed discard. I am going to build a green mini sentry, so goodbye.
the jermacraft intro of tf2
I've thought about this for years and I think it would be a wonderful idea..
The reskins that would have to be changed would have to be dropped more often though.
Yes. This.
i got the nine iron first instead of the eye lander, which baffled me for a bit.
@@Appletank8 my friend’s first 2 items he ever got where reskins
i got a melee reskin as the first item which was bat outta hell
just make the ones received before getting unique stats vintage
did you guys know that according to great blue, weapon reskins have always been a strange case to him?
On one way if you like how a weapon works but hate how it looks
@@Themetalmenace69it's nice to be able to have another option to choose from
@@kfj_7191 but on the other hand reskins usually look like they would function differently than their counterpart
What the fuck does this meme even mean? I don't get it at all, someone please explain.
@@drvurruct2274 it means that weapon reskins have always been a strange case to Great Blue. On the one hand if you like how a weapon works but hate how it looks, it's nice to have another option to choose from. but on the other hand some reskins look like they would function differently than their counterpart
8:49 actually compound bows are easier because of the pulley system they use while regular bows have you bending a solid piece of wood.
@Chandler Henderson "🤓"🤓
Or grass, or plastic. Also, I'd say the huntsman is the most true to irl weapon in TF2, cause even a tiny 15 pound draw plastic recurve bow I once shot was able to go through the rim of a soda can and about 4 CM into a layered foam target.
@@rocketcello5354 But, did you try it on *people* ?
@@juliuscaesar6660 Plot Twist: the target wasn't foam
@@therealevilmudbug someone was stranding infront of the foam
That Three-Rune Blade idea is probably the funniest thing I’ve seen all week. It sounds ridiculous and I love it.
You've heard of Demoknight,
now get ready for:
*_Scout Squire_*
@@godusopp1797 Serf Scout rises up with the Three-Rune Blade! He challenges the mighty Demoknight, widely acclaimed for his horizontal movement (and vertical movement on certain maps) by having much more controllable vertical movement and a double jump!
The cavalry
Pair it with the Baby Face's Blaster and you get a Scout that moves at mach Trimping Solarlight, the HP of a demo/pyro and the power of Melee random crits
@@regalblade8171 medieval only
Really interested on what you would do with spys sapper reskins, considering the quantity and the theming of each.
Awesome video! I always love your editing
festive sapper: instead of sapping the building it does an AOE freeze effect that effects nearby buildings and players for 4 seconds, preventing them from firing and slowing them down by 45%, allowing the spy to backstab the engie and get some shots in on the sentry. Kinda op but it doesnt help at all when there is no sentry or engie present and requires you to freeze the engie when he isnt by a wall otherwise he can just back up to it and wait for your freeze to run out (you can still shoot him, but 4 seconds is not enough to gun down an engie and a sentry at the same time without a perfectly timed disguise), not to mention it would also have a 20 second cooldown like MvM sappers
apsap: i never beat portal 2 so i dont really know what wheatley does that is related to a sapper
bread bite: destroys the buildings signficicantly faster (20%?) but it emits a really loud gnawing sound, and anyone on the enemy team can destroy it instantly by shooting at the building. High risk high reward, since you'll be able to take down nests significantly faster and get back to stabbing bad guys but enemys can easily fuck over your nest takedown by shooting a single bullet at each building
ApSap: After 3 seconds of sapping, the building will have its core changed, Wheatley will take over and make the building work for you.
Downsides: Sapper can be destroyed in one hit (two hits for the Jagger)
Does not damage buildings
Wheatley talks a lot
@@davisdf3064 3 seconds? That’s fucking broken. Maybe it could just make the building have its team swapped.
@@iamstarstreek maybe it does the red tape thing but on level one it switches teams, or just generally like downgrades the building a level. Actually, that might be a neat thing to even just give to the tape recorder when I think about it.
@@davisdf3064 By "Wheatley talks a lot", you mean it makes a special, louder than normal noise, right?
Pan: Higher crit chance but severe damage penalty on non crits. If random crits were removed its gimmick would be having them with at the normal rate with the damage penalty
ngl thatd be pretty funny if it was in the game
Feels like the pan has a higher crust rate already. 😅
@@hudsontreaty00 crust... we talking pan pizzas?
reverse holiday punch
8:45 actually compound bows are way easier to draw than a regular bow. While regular bows get harder to pull the string the farther you pull it, compound bows distribute the tension of the string more so equally along the entire draw
you got the compound bow confused with a standard bow. Standard bows require more force to draw than compound bows, the latter provide support for the string to allow the user to focus on aiming instead of on holding the bow in tension. This is likely why valve decided to make it a reskin in the first place, since a compound bow is essentially a direct upgrade to a standard bow and would make the huntsman obsolete.
Well Valve wouldn’t just make it draw faster and then call it a day. There would obviously be a downside that would make you think about which one you want. What downside it would have, I dunno, but I know it wouldn’t just be a direct upgrade to the Huntsman just because irl compound bows are objectively better.
@@theitalianmexican1035the right downside to a compound bow would less ammo, but that would be hella boring, so they'd want to do something like barbed arrows, so the arrow does less damage, and deals some bleed damage
Would love to see a sequel to this video for more reskins stats, maybe the Iron Curtain, Lugermorph, Horseless Headless Horsemann's Headtakerm, ect.
What if the headtaker allowed you to climb walls?
@@goon5665 better yet, how about shield bashing people with the headtaker out spooks them for 3 seconds, sort of like a more versatile sandman?
@@JohnnyofTheSevenSeas YES but no stun mechanics, so a slow would be nice
@@goon5665 ah. So just a great value natascha?
@@JohnnyofTheSevenSeas yeah so when they are knocked back, you can reach them easily
9:50 I love this concept so much, it's a Spy support knife, it would make spy an actual support class.
Have you heard of a sapper?
@@JohnnyofTheSevenSeas I don't consider a tool to counter a single class a support weapon. Plus spy isn't the best class to counter engineer anyways, that title belongs to demo.
@@tdc455 and soldiers
@@Pumpkinsmasherok Well yeah, Demo just has an easier time doing it. Any demo with at least 2 brain cells can demolish an engi nest with ease.
Spy could be a kamikaze-type subclass, where he backstabs someone crucial to stopping a hard push like Heavy, Soldier, Demo, or Medic, and then marks the entire enemy team for death, allowing any competent Soldier, Demo, Heavy, or even Pyro to rush in and clean house.
I'd love to see the ideas for the $5,000 reskins, let's just hope if they're ever added it's a new weapon
What about if they simply added more cosmetic sounds like when you eat a robot sandwich, it made metal crunching sounds or the bread bite playing loud growling instead of the normal zapping sound
@@goon5665
*eats robo-sandwich*
"ooh, heavy does not feel right.."
*teeth falls off*
@@grate9 yes
Golden pan literally makes you god, gives you basically all of the properties of the valve rocket launcher lol
Weapon redskins in tf2 have always been a strange case to me
REDSKINS 💀💀💀💀💀💀💀
Wonder how your Nessie’s Nine Iron would work with a shield then? Since both use alt fire. Would demo automatically fire after a charge? Maybe allow for crit golf balls that go further? Could be balanced with having to aim it during the charge, instead of just hitting right click once.
maybe fire the ball through the reload button, you can't reload melees anyway
you would shoot a ball and charge
Usually you can just switch with reload
Hmm... didn't think about that. I agree with Double System that reload (or Special Attack, AKA MvM Medic shield button) would be the best option then.
M3 exists
I can already see the drawings of Demo teaching Scout the way of the sword
Weapon reskins in TF2 have always been a strange case to me
My only tweak that I'm sure of is that the Fortified Compound needs to take heads off like the Hitman's Heatmaker when it penetrates.
6:13
Hear me out:
Nessie can shot ball that stuns-
Yes I know stun bad but hear me out
Ball stuns, and then the stunned players take *500%* knockback
stun, shield bash, send them straight to the moon
Shortstop scouts fear this
... People might actually enjoy that stun.
@@lordderpingtonII those poor shortstop scouts
"Stun bad". I disagree with that idea. Only sweaty, lifeless nerds have that opinion on a rarely used game mechanic as it is.
1:12 You've heard of Demoknight. Now get ready for. . . Squire Scout.
0:03 guys he said it
Strange Case?
🤯
He said the thing
instinctually I rewinded the first second of the video a dozen times
The Maul and the Apoco-fists baseline are really accurate to their source material, but I do like your ideas for them. Really good video!
yeah the ideas are fun, just for different items, healing buildings in particular is anti flavourfull for the maul.
What are the Apoco-Fists from, and what do they do there?
@@johncronk8867 They're a promotional item for Saints Row: The Third (iirc you got them as a gift if you pre-ordered that game) and are a reference to the Apoca-Fist (and by extension the character Killbane).
The Apoca-Fist in Saints Row is as far as can recall just a really hard hitting melee that makes people explode violently on impact, so yeah the Apoco is a pretty spot-on reference apart from the fact that it doesn't oneshot people like the original.
Pan:
Pro: increase %to crit when below 50% healt
Con: no random crits when above 50% healt
So damage your self with rocket as soldier with pan.
Profit by having a ground market garden
I really like the idea of the maul basically being a disciplinary action for engineer buildings. I think that allows a pybro to really lean into the playstyle and become an integral part of a befriended engineers nest
Okay, I see your thinking with the fortified compound, but real compound bows actually require less force to draw then a longbow. Those wheels are there to reduce resistance while drawing the bow back without reducing damage.
Soooooo.... faster charge time?
@@JohnnyofTheSevenSeas that could work. Faster charge time, penetrates through targets at full charge, fast projectile speed, but reduce arrow damage to balance it.
@@forsagebone arrows are counted as bullets. That means you get a resistance to a direct shot from the loose cannon, syringes, crossbows, arrows, baseballs, and the ornament from the wrap assassin. Thats honestly kinda bullshit if you ask me.
@@JohnnyofTheSevenSeas what they mean it a permeant damage
@@Theaura1 I know.
I would keep the 9 iron more similar to the Eye-lander but instead of health and speed have it increase knockback and knockback resistance and have higher damage, so it's more distinct
I feel like a cool change the the Nessie Nine Iron would be to give it a projectile knockback effect, kind of like the pyroblast. Would give demoknights a cool counter to projectile classes. Just make the window to knockback projectiles a lot shorter than airblast to increase the difficulty so it's not OP.
I had pretty much same idea! Tho to add my 10 cents to it:
Reflected Projectile should be also a lot faster to reward players actually reflecting said projectiles.
I can see this weapon being used as an alternative for Pyro mini game where you can reflect homing projectiles as Demoman:
With this weapon, you could ramp the projectile speed a lot faster for enemies in exchange for overall more difficult and challenging game for you.
melee swings would already be way harder to hit than airblast, because airblast is instant while all melee hits take a short time to actually hit. make the window larger than airblast tbh
The birthplace of the singular Zenith joke
"Why is the mailbox an axtinguisher reskin?"
Hotmail pun.
I think the nine irons alt fire should be replaced with a sort of airblast that reflects projectiles, since it would make more sense as a golf club
The mental image of a Demoman smacking back an arrow or rocket is hilarious. XD
@@Techhunter_Talon ikr there could even be a voice line where when he gets a reflect kill he yells "FORE!"
@@screenscraper_5126 "THERE CAN BE ONLY OOOONE!" he says, as he launches a fricking ROCKET back at an enemy.
Holy shit this is genius
8:50 compound bows are actually a bit easier to draw (if the draw weight is the same) than most traditional bows (longbows, recurves etc.) and plus they are easier to hold at full draw than said bows, so the fortified compound should have a stat which makes the bow unsteadiness when holding the arrow for too long negligible. The slower charge time also doesn't really make sense from an archery perspective as that would depend entirely on the poundage of the bow and strength of the user but its a decent enough balancer.
Weapon Reskins in TF2 have always seemed like a strange case to me
Nessie's Nine Iron alternate change:
+ Hitting enemies in the crotch deals critical hit damage
- 35% damage penalty
- No random critical hits
Aye, nice nads mate!
*crotch shot*
@@skhighglitch4217 All males within a 50 mile radius felt that.
@@placeintheworldfadesaway5800 I don’t remember writing this…
@@skhighglitch4217 Relatable.
taunt kill: ready a golf swing, but then swing it right into the crotch
Please, tell me what would you do with the C.A.P.P.E.R or the Lugermorph.
I am so interested, as a scout main.
lugermorph: you become a nazi
capper:infinite ammo but you get shit aim
@@charlotte_8814 the lugermorph change would more likely make you 2 feet shorter and 2 times as volitile
Lugermorph: Increased damage but a slightly slower fire rate and also takes increased knockback when weapon is out. I went for these because I was trying to base the gun off it's source material.
Lugermorph: Longer range drop-off but a longer but cooler reload
And the capper infinite ammo and it pierces
Ive seen suggestions that the Wanga Prick should take on the old version of the Your Eternal Reward from before it was rebalanced
the old YER was a fun unique playstyle, even if it was somewhat weak. the new watches cloak debuff in exchange for allowing disguises feels somewhat limiting, since cloak is often more useful for stealth
I feel like for the Apoco-Fists, there should be a stat to where you gain a blast damage resistance. (Not sure on percentage)
This would allow heavy to approach situations with his melee since it’s already pretty risky bringing out your melee due to how slow you are.
Chuckle nuts moment
I like the concept for the apocofist but I want it to be like a knockoff sticky launcher and for it to damage him as he punches the walls to launch himself fowards
postal pummeler becomes a market garden. sketchek: (dose evil laugh)
Expensive reskin video PLEASE. These ideas are so interesting I want to see more
I’ve always said if you were to give demo a market gardener it would be cool if it also worked while being in the air as a result of a shield charge, because seeing the mad shit you can do with trimping combined with a perfectly timed melee before you hit the ground would be so cool to see
Weapon reskins in TF2 have always seemed like a professional killstreak case to me.
You know, for a long time i always thought of a meele weapon for pyro to help the engineer with more than just destroying sappers
Like imagine if the maul could actually heal buildings:
+With each swing you waste 20% of your primary's ammo (40 ammo) to heal 81 damage per hit (like the jag)
-20% slower firing speed
+removes sappers with 2 hits
-50% damage penalty
-15% less ammo from dispenser and other sources (payload cars and ammo packs)
That way you can healp engineers with more than just destroying sappers, and it's not just the homewrecker but better, because you can't remove sappers instantly and the swing speed affects a lot when it comes to healing buildings/removing sappers
Also you have to give your primary's ammo in order to help your engie, but have the drawback of the 15% less ammo from different sources
that 50% damage penalty is pointless, the pyro already excels at close-quarters combat so he doesn't need his melee much
@@commitfelonyfeline just do "no random crits" then
@@drvurruct2274 it needs another meaningful downside. i'm a pyro main and god knows i never use my melee for anything other than styling on someone or running to the frontlines with the powerjack. no random crits would still be pretty much a straight upgrade.
i'd say 30% damage vuln while it's deployed, or a 60% slower deploy speed.
@@commitfelonyfeline Oh I know, it was a joke. "No Random Crits" is commonly known as a "useless stat" because it literally doesn't exist in competitive servers and makes many weapon pretty much straight upgrades in that.
The problem with making the Maul heal buildings instead of breaking them is that it is a complete flavour fail and at odds with the source material it came from. It is a weapon specifically for breaking buildings in the original game, which is a game almost all about breaking buildings.
6:26 the clip is so funny
I can imagine the demo (who may be a spy) thinking "You fucked up, didn't you?"
3:54
"I expected it to do more than just smash buildings"
But, it's from Red Faction... the whole selling point of that game is you can destroy buildings
Weapon reskins in TF2 have always seemed like a Winter 2023 Cosmetic case to me.
2:58
W+M1 is no more. S+M1 is supreme.
Honestly I love the "No fall damage" idea for the sharp dresser. But maybe something it could do would be like highlight enemies for a second after kill to sort of emulate the Eagle vision thing that the Assassin's have. Plus, some visually different backstabbing would be cool. Like spy slitting the throat of the enemy or wrapping his arm around to stab their chest or something. It could also have a pretty cool taunt kill, maybe with spy doing the whistle and then stabbing, or him extending his arm for like a shake or high-five and then just stabbing ahead of him
Idea for the Quakenbirdt - remove the -15% hp and add a quack sfx on declock, similar to the dead ringer but not as loud. also add to the duck theme, ability to walk on water for 3 seconds. letting spy walk on water for a short time would be fun and may let spy close the gap on enemies, but the enemy team will know that you're disguised because you're walking on water.
also the compound bow changes make sense since in real life, compound bows are made so pulling a bow requires alot more strength but holding one charged doesnt require alot of strength.
turned spy into jesus
Awper hand having a faster switch speed would be more comical then useful but I WANT it
Haha it's the funny phrase 0:00
“Big Chungus”
you found it
he heard the "sound"
Snack Attack:
*Snack attack animation would show it eating the sentry*
Has a cooldown of 5 seconds
*The engineer would have to have to repair eaten parts costing 20 metal*
eight seconds until it destroys the sentry
*The Snack attack eats only 25% of all rockets and ammo*
It also gets bigger the more sentries you sap
That's just a worse sapper? It does no actual damage, costs less to repair, has a cooldown, and takes longer
The sharp dresser concept would allow stair stabs from level ground.
thats pretty cool
8:34 i believe that this version of the bow can actually hold the accuracy longer then the normal bow before it has to shoot.
capper stats would be so cool it’s a frimkin laser pistol what more could i ask-
You son of a bitch, I'm in.
i really wish scout got a dr gordbort pack, i want a laser shotgun on the scout it would be horrible but fun
11:03 i have i think a better idea for this. make it like, an opposite Cloak & Dagger. So instead of being a more patient slow-paced weapon it's more fast-paced like the old Dead Ringer was. so something like:
+15% movement speed while cloaked.
+Cloak and uncloak 15-25% faster.
+Cloak is restored in some way, like maybe through backstabs (not max)
-15% cloak capacity or 15% faster cloak drain.
-no cloak from ammo packs
-15-25 max health on wearer
-no damage resistance while cloaked
guys did u know that weapon reskins have always been a strange case to great blue
2:44 what if the flame particles were smaller, or it fired flaming liquid instead of flaming gas, resulting in an arching stream of fire that splashes on surfaces.
woah, this is weirdly familiar
9:20 +25% on jump height would let spies to just jump on top of players without an incline. This would be horribly abused with stairstabs becoming your everytime kills
+50 health for scout is pretty op combined with the damage bonus even if you’re restricted to medieval weaponry. Only really heavies you’d have more trouble with which i guess sorta balances it.
Weapon reskins in TF2
The Nostromo Napalmer change sounds really Intresting and it would definetly make for a more different flame thrower, along the line of the dragons fury. And less ammo feels like a much better downside comparade to an airblast penalty.
The chicklenuts podcast completely ruined this video
4:50 oh my God its perfect this is what every demo main wants I want this in the game I was saying I want something like this long time ago
For the compound bow, one of their quirks is that the draw strength decreases at full draw due to some funky levers. So I would remove the fatigue loss of aim when you hold your draw for more than 5 seconds or something.
Fits with a machina esque full charge centric nature too.
when the video came out: huh cool ideas its really interesting
now: the first few seconds of this is an ethereal experience
Oh yes, thank you, I was so dissapointed when I learned that the fortified compound was just a reskin rather than another bow with different stats
So Three Rune Blade only does 47 damage?
-30% cloak for the wanga prick is bad cause the ya can't use the dead ringer
Would love the reskins to have identity
not being able to use the dead ringer sounds like an upside to me
@@2-Way_Intersection well yeah if ur not playing spy
5:00 new update will come with a new sound track "Sticky jumping wattz"
The scout knight could do a small jump that when landing would do area damage, it could be activated in the air and diferent swords could do different hings like cover people with milk or piss, maybe even bleed damage
the three rune blade idea would work amazingly for the source material as well since it's a witcher 2 promotional item and the witcher series takes place in a medieval setting
What’s up Nutters?
12:00 that song oh yeah really nostlagic
I always thought the Quäckenbirdt should have a reservoir mechanic where you can pick up metal and over-load the watch for increased invisible time, the trade-off being when you surpass being cloaked for 10 seconds (Standard Inviswatch time) your footsteps become loud quack sounds. Whenever you deactivate and become visible again you lose all reserved metal. So better cloak but only at a long distance while still being able to mess with your opponants.
What a fine gentleman. I wonder what his thoughts on Weapon Reskins in tf2 are...
1:35 We do have two other melee subclasses being the bear heavy and pyroshark (there are probably more but I can't think of any)
Boxing heavy
Piss sniper
does Trolldier count?
@@IAmOnFireLolur a little late man
@@sleep_forever101 darn
Weapon reskins
10:57 what about the more obvious qualities of ducks; they can fly and their feathers are lipid (meaning they can't get wet). Perfect for vertical mobility and maps with a lot of water.
That joke about the Three-rune blade is great. kudos!
How the hell did this of all things become a copypasta? How does this happen?
How about the quackenbirdt to remove the water dripping effect while cloacked, since... well... ducks don't typically go wet. In an exchange for a 5% faster cloak drain. I think it would be fun.
I would also give it complete afterburn immunity while being invisible since ducks live by water, but taking fire damage while being invisible also drains the cloak faster by 20% or something. This way the Quackenbirdt wouldn't be completely useless if the map has no water.
working around the same trivia I had a couple of additions:
-reduce liquid-based status effects' duration by half when cloaked
-Cloak drain increased by (a reasonable amount)% while under liquid-based status effects
Or inversely to this take
Pros:
-while cloaked and wet (via water or liquid-based status effects) obtain a slight life regen (like Medic's or the Conch's passive healing)
-When underwater: recover cloak charge
-reduced visibility and effectivity for liquid-based status effects (to hide better from being wet)
Cons:
-Quacking noises when cloaking and/or decloaking
-decreased resistance to BULLETS while cloaked
Cons?:
-increased liquid-based status efects' duration (you still get the healing at least)
-When succesfully backstabbing or sapping: you get wet for a few seconds
^maybe not all pros or cons, but I liked an approach to a potentially double edged meme-watch that could let you escape from problems as much as it gets you also into them
11:06 speaking of kidneys
There is no reason to give demo even more air strafe control. He's already literally the most mobile class and sticky jumping comes down purely to skill
For the duck watch, id give it the ability to perform a super jump of sorts, something equivalent to a flare jump. you can only perform this by pressing the fire button when cloaked and it consumes 45% cloak per use. as a downside you are flickering whenever you are airborne, and any hit you take in the air will be a mini crit.
I think the maul has a bit more potential, like mabye damage blocking?
Because, it's used in the film SFM "Burning Through Space" to parry the engineer's wrench.
Or, mabye it deals more damage if your primary is out of ammo, because of the corn-backburner thing?
Or mabye it gives you better darkness visibility?
wepon reskins
11 months later I realise this is a typo cba to change it
@~5:29 why not blast jumping in general, since you can kinda jump with the stock grenadelauncher and the iron bomber ?
7:34 that makes you like a certain blondie from an anime that has a toxic fandom
Weapon reskins in TF2 have always seemed like a normal case to me.
One little change to a Robo-Sandwich
Instead of giving a Medium *Health* pack to player then you throw it, he'll receive a Medium *Ammo* pack.
(I think making Robo-Sandwich gives you ammo then you eat it is a bad idea)