[TF2] The Decline of Weapon Design
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- Опубліковано 15 тра 2024
- Some guy starts derailing the discussion dribbling on about those dang gum days where design wasn't done by a drove of dumb doofuses.
0:00 Introduction
0:54 Explaining
3:25 Examples
7:45 The Decline
10:11 Credits
Make sure to join the Discord, especially for those looking for a monkey
/ discord
Support me on Patreon, Get some video assets, the video early and be in it
/ spaceguyonline
Poopy Joe is back again, with a special reward for whoever can find him first. Timestamp his location and where he is and post that comment on the Space's Super Server to be awarded a special prize straight from the dug-up and desecrated grave of Poopy Joe himself.
Unrelated but I wanna make a Deep Rock Galactic video like really really badly. But I doubt anyone will watch it from my audience or the DRG audience. - Ігри
This is actually the second time I uploaded this video, the first one apparently didn't gain any views or comments for the first hour being published.
Fun bug there UA-cam.
This time it worked
Maybe you should try harder
Hey guy online space! Make the DRG video! It's a dorfin' great gaem!!! I believe in you 🤠
that happens on all my videos too
:')
love the video, please drop the music used in the desc, i wanna listen to them in loop
its sad that most custom weapons have fans that give bad stats
There's one that isn't shown in the video that literally gives a Minigun
"Increased bullet speed" no idea
"Faster Reload"
"More damage"
It was literally designed by someone who has genuinely never played the game
@@SpaceGuyOnline ah yes i love reloading my minigun
Yeah a lot of custom weapon show that fan aren’t atomically better at weapon design then vavle
@@SpaceGuyOnline that was on the subreddit. The sub got that person suspended lmao (they were a minor too apparently)
I have my own weapon designs as well. I've kept them very balanced I think.
The fact that the monkey isn't hidden in the bananas made me litterally piss and cry
Too obvious
@@SpaceGuyOnline Fair enough
Why piss?
@@Yeasttmwb because it exists in tf2
Why cry?
The Liberty Launcher actually had an intended design- it was made for roamers. Use the extra rocket to jump in, shoot 3 rockets at enemies instead of 2, and jump back out.
Is it good at this role? Oh heck no! But it does have an intended purpose.
That's not a good role at all since every other rocket Launcher can shoot two and then back away with 2 as well
Why shoot 3 when you can shoot 2 and do the same amount of damage faster
@@qlitch if you beef with rockets I guess
@@SpaceGuyOnline It's part of an item set with the reserve shooter and the market gardener. I'm pretty sure the extra rocket is actually so you can jump longer and switch to the market gardener, without completely giving up rocket damage as with the jumper.
Dmg reduction makes it counter intuitive (is that the word?). Why would you have extra rocket which gives you extra chance to fail or extra time for enemy to escape when you can just... Shoot stronger rockets? Unless roamer in question uses market gardener a lot it makes no sense and even then, as comp shows, nobody uses it. Gunboats just reduce so much self dmg there's no point taking liberty launcher
Rule 3. How sexy the weapon would be if anthropomorphized. That's where the Liberty Launcher gains a singular +1 in my book.
Oh brother
Get this guy outta here
And onto a train headed to a gulag PLEASE
aw heck naw mans down bad for the liberty launcher
i completely agree with this
i would fuck the Pretty Boy's Pocket Pistol
@@SpaceGuyOnline let it violate you
I hate it when amazing looking weapons are the worst.
I feel your pain. God I wish the Grordbort weapons were implemented better.
This is probably due to Valve’s “work on what you want” policy. While it does help promote worker morale and boosts their resumés, it has resulted in games like TF2 getting a revolving door of devs.
It’s likely a lot of the people who were working on the game during the later updates haven’t worked on the game before and thus had little-to-no idea about it’s design philosophy.
But what’s infuriating is that Valve has more than enough money to specifically hire people to actually do something with TF2. Hell, they could probably just hire people from the TF2 community pretty easily for relatively low wages. This is something I just don’t understand about the corporate mindset. What is the point of making all this money if you’re not going to spend it? You can’t take it with you when you die, so why are you just pointlessly piling it all up long after you have enough to last you several lifetimes?
@@BLZ231 while I can’t really talk about Valve’s optimization of their work ethic, I do believe that truthfully, Valve does not owe tf2 much (besides fixing the bot problem). It’s a 15-year old game that was a bloated, spaghetti coded mess even before large dedicated support was pulled around 5 years ago. Yes they *could* dedicate employees and resources into continuing the development of the game, but there’s not really a reason for them to. Once you drop the biased view of someone who has a lot of love and loyalty for tf2, and look at it objectively, putting money and time into the programmers nightmare that has had the divided interests of multiple uncoordinated teams of devs dumping more and more content on top of the foundation of a 2007 engine over time becomes a lot less of an obvious choice. Especially when the game is doing just fine community wise. And I don’t know about you, but to me, Tf2 feels like pretty finished game content wise. While I do think that it needs more attention in getting it’s code straightened out and standardized, it doesn’t really need more in my eyes. Most games don’t get a decade of full support like tf2 does, regardless of success or popularity. While I do wish they’d stop being indecisive and just communicate to us that they are officially stopping full dev support, I wouldn’t be mad at them for doing so. And as for the community takeover thing, if you know anything about Valve’s history with collaborating with the community directly, you’ll know that they wouldn’t trust us with that.
@@poyloos4834 A few things.
TF2 still makes them a decent amount of money each year, so I don't think it's unreasonable to expect them to use some of that money to help maintain and polish up the game. And like I said, I don't see the point in accumulating all this money to no end. Sure, save some money for retirement, save some of it for a rainy day, and maybe splurge on a few luxuries. But even after you do all that, when you're making the kind of money Valve makes you're still going to have a shit ton of money leftover. It's understandable if they have no interest in certain games and projects anymore, but they have enough money that they could hire people who are passionate about those projects, which is a better thing to do then just letting the money pile up to no purpose.
I'm not suggesting that they should just hire some random people from the community and give them the keys to the vault of TF2, obviously they should heavily vet whoever they hire to make sure they have people who aren't just passionate about TF2, but are also smart, know what they are doing, and will do their best to make balance changes that will hopefully keep most people happy. And I'm not saying that TF2 needs any more major updates, because you're right, it is mostly finished. But making sure things stay polished, keeping away the bots, and providing the occasional small update with one or two new weapons and/or one or two new maps would be nice.
Of course most of my gripes about Valve apply to most corporations. And despite their flaws Valve is one of the least shitty corporations in the gaming industry, and that's a depressing thought. But it's a real shame. Valve used to be a company that actually cared about its craft and its customers, but somewhere along the line they become just another soulless corporation that puts bottomless profit above all else.
And policy itself seems to be exploited by veteran staff to have people only work in the projects they want, almost everything valve now is a VR game and most third parties have given up on collaborating.
@@BLZ231 a corporation becomes soulless and profit driven or dies trying
As a medic main I hate how they gave the quick fix ability to move as fast as your healing target as the default passive for medic because now the quick fix is even more useless and medic really, really didn't need a buff for survivability.
Honestly they should have given that passive to the overdose, as well as the blast jump passive.
As far as the usefulness of the quick fix apparently it was really good in competitive play because of the added mobility it gave the medic, and since in comp there are less people its uber had an easier time keeping people alive.
I think a lot of people would disagree with you that medic didn't need a buff for his survivability. But I agree it shoulda been kept just for the quick fix.
What the quick fix is great
Quick Fix should get a small buff like a slight 10% speed boost to the heal target, it would pair up well with fast characters and slow characters by going even faster as a medic or helping heavies move a bit faster by healing them.
@@juckya9660 lmao exactly. The quick fix is still insanly good, but not the instant lock as it was at the time. None of medics medi-guns are weak. This was more a QOL improvement since before scouts would just avoid medics and steal health packs left and right.
remeber rule 1023 of war if it looks cool its terrible at killing
Huo Long Heater
Sun on a Stick
Rule 1024: If it is being used by Tom Lawson, it’s terrible at killing
All of the metallic-looking sciency weapons-Oh wait, the Cow Mangler 5000 and the Manmelter are actually usable for killing.
The eyelander's pretty good at killing.
We really have come full circle. I remember all of the complaints about the pre nerf reserve shooter
Primarily because the switch speeds stacked with the degreaser and it mini crited all airborne players... including people jumping
It got nerfed too hard.
@@ghoulbuster1 It's nerfs were warranted since it used to minicrit players who simply walked over stairs, that being said...
*why doesn't it minicrit airblasted players anymore* 😑
@@justtherabbithole2577 airblast needed the nerf that they gave to the reserve shooter, we all know how annoying it can be to be pushed around by a guy pressing a button in your general direction, snd after jungle Inferno it basically stun you instead of at least keeping some momentum
Shooting projectyle back is fine, but it knocking enemies every second is too much, if it was a longer cooldown the reseve would have been fine
@@SpaceGuyOnline IT MINI-CRAT PEOPLE WHO WERE AIRBORNE FROM JUMPING?
I JUST THOUGHT IT WAS PEOPLE WHO WERE KNOCKED AIRBORNE. I MISSED OUT ON THIS POTENTIAL. god dammit.
The funny thing with the liberty launcher is I have always assumed the IDEA was to use it as a "combo soldier" where you use the speed of your shots to easily hit someones feet for the reserve shooter minicrits, but that doesn't even make sense when you can just save the reserve shooter for when you either get that shot with any other rocket launcher or for the way more common obvious flying soldiers.
The damage penalty also prevents juggling enemies since knockback is directly attached to damage dealt
@@SpaceGuyOnline I think they may have tested it internally, since the Liberty Launcher bots in MvM get increased knockback and deemed it to be unfun.
oh wait, the Pyro does the same thing
To add onto the video, I'd like to mention weapons that were technically buffed, but had their original interesting concept lost. The Panic Attack comes to mind on this one. The Panic Attack is indeed in a better place now compared to its previous iteration, but the gimmick of loading shots beforehand was what initially made it special. Sure, it was probably dumb that the weapon called The Panic Attack that had a couple of stats that were supposed to aid in quickly shooting enemies when you were in a dangerous situation required you to load shots in beforehand. But I feel like they could have buffed the weapon without removing its gimmicky nature, because the gimmick was what made it feel special. The gun is now better, but its less charming.
That iteration of the Panic Attack works much better as a Fat Scout secondary and the odd Soldier Trollider change up.
I would actually really like to see the concept of a gun similar to it brought back but a bit more thought out.
(Increased Reload speed and tighter spread rather than wider)
Nah fuck the old Panic Attack. I hated that thing. For the longest time I wanted a shotgun that deployed quicker and we finally got it however many years ago. I wouldn't be against it coming back as a new shotgun because I know Engi's liked it but the new one should stay forever.
This is how the YER used to feel, hard to get the first stab but great on e you did, now it just sucks
I’ve always thought a few things in regards to making a new weapon/weapons with the old Panic Attack’s ‘beggars bazooka/shotgun hybrid’ design.
1. Give it to only the engineer since it was only ever useful on him. Maybe with even faster increased reload speed than before.
2. Give heavy a shotgun primary weapon that replaces his mini gun and functions like the old panic attack with some bigger buffs to keep it effective as a primary/subclass (i.e. increase the user’s base running speed, it’s reload speed or even the amount of shots from 4 to something like 8). Fat scout with a sandvich am I right?
3. For both of these weapons, remove the stupid “health effects bullet spread” stat. And maybe even add fixed bullet spread.
@@slysamuel5902 What if the Pomson 6000 was completely redone to include the Panic Attack's original concept? As the weapon stands now, it sucks to play with and it sucks to play against. What if you had to hold in order to charge the weapon, and the longer the charge, the faster and more damaging the projectile?
It's about time someone looked and appreciated weapons with the design intent in mind, not the actual performance of them.
I feel like so many weapons got tweaked, nerfed, or otherwise neutered and lost all that made them unique to try and make said weapon balanced for competitive... and then nobody played the official competitive, and community 6v6 didn't change their weapon banlist so now we're stuck with all these formerly-fun-now-turned-soulless sidegrades on every class.
rest in peace, soda popper.. what was once a weapon that made sense in both art design and function has been thrown to the pavement. IMO they should bring the minicrits back, but keep the gain charge on damage.
They also improved a lot of weapons and made a lot of weapons that were completely useless actually good. They also fixed a lot of really toxic overpowered thing that no one like the old dr and rescue ranger. I’d say there was more good changes then bad changes over those two updates. Most of the bad changes just came down to valves incompetency like nerfing the bison for literally no reason.
@@iUseDemFrapz THANK YOU
@@iUseDemFrapz they didnt fix old dr, they simply made it worse than stock
@@nsdapcommunism2780 whereas before it was broken and the only option ppl ever used lol
My oc weapon in a scout melee that can actually kill people
At 4:50, that sniper’s shooting pose is remarkably similar to Ogata from Golden Kamuy. This is either a coincidence or you have good taste in media, SpaceGuy.
it's also like
a really popular pose edgelords use when drawing or rendering anything with a sniper :p
or one of the 1.20,293,1 poses you can do while using an sniper
SOOO many cool weapons rotting away in the workshop! Its a travesty. Spaceguy, do something!
On my way to become KarmaCharger 2.0
Unironically would like to go over some custom weapons and stuff from the workshop some day but I think it's better if I talk about the weapons already in-game first.
@@SpaceGuyOnline fair enough. We’ll be waiting.
@@SpaceGuyOnline karmacharger is back as spaceguyonline.
@@SpaceGuyOnline we need these unique weapons spaceguy! Be our saviour!
@@SpaceGuyOnline I've been bouncing around for a support oriented flare gun for a while if you'd like to hear its stats
your animation augmented in quality
Now he’s implementing rhyme into his alliterations! Can’t wait for the next one
Wait hold on... if poopy joe is blended into the background to be harder to find... then...
5:00!
I'm just gonna comment yes when someone gets it now
@@SpaceGuyOnline is that a yes?
Great Video!, But I am really liking your choice of music throught the segments of the video!
The Righteous Bison has some of the best design in the game, being designed to be extremely effective at taking out retreating foes, however it suffers from some of the worst balancing.
While I don't agree with some of your statements on weapon functionality, it's still a great video and I think honestly only some of the weapons only need slight tweaking to be viable in game, and a few overhauls to potentially make limbo weapons have either a gimmick to make them like the cannon, or simply make their purpose much less aimless. sometimes I'll just write up proposed changes to weapons even though I know they'll never be added
Thanks for prividing these great insight into weapon designing.
i really like the red tape recorder rework you showed
Props to that TIN1000 engi in the credits for using the Joe On The Go.
I love the outro background music
I love how it just starts playing ultrakill music in the backgroud
0:43 Lovely shoutout 😇
Some of the Jungle Inferno weapons do have a solid design. Dragon's Fury and Thermal Thruster notably change Pyro's playstyle... Of course, then there's changes like the Gru/Eviction Notice that just don't make sense.
I didn't realize that by "design" you meant the function of the weapon and not the actual *look* of the weapon until half way through the video lmao
I quit team fortress 2 a few years ago after playing since when it released on Orange Box and I can definitely say that TF2 is a game where it can be fun in the beginning but slowly die out just because it lacks the care from Valve.
The community will always be there for it though, moreso now thanks to how accessible they made custom content and maps thanks to the Vscript beta.
Even in the scenario that TF2 does die out completely, it's still going to have Open Fortress and TF2 Classic carrying it from the shadows
The vid looks amazing
That reference to the bad weapon academy series was clean
i love how honest he is about having 2 factors for weapons but knowing that it just doesn't sound good so he says it's three
I just realized the tube on the Widowmaker is a battery and it’s one of the only shotguns I use on Engie-
"Third factor: I don't have a third one but ending it on two felt wrong."
Ah, adhering to the rule of 3 I see.
I would totally watch a deep rock galactic video from you! I've been on a bit of a hiatus from tf2 and drg has been a lot of fun, even if it doesn't scratch my "pvp death matching" itch
something i want to add is a weapon can be simple but still have a good design like the winger witch is great at peppering in some damage at the start of a fight or while running away, le classic slow(ish but you get my point) but strong weapon. sometimes simplicity is better than something super complex
A huge part of weapon design that you missed in this video is how it actually plays in-game, both for the user and the enemies.
For example, you praised the Manmelter as "bad weapon but good design" when it is actually horrible design: It relies entirely on the enemy team having a specific class for it to be useful, and it punishes the enemy Pyro for doing their job by letting the Manmelter user have free crits whenever the other Pyro uses his primary weapon.
Red tape recorder redesign concept: it functions like stock on teleporters, hijacks sentries after a few seconds of being on a sentry while damaging the sentry like stock does, and on dispensers it makes them deal damage over time to teammates that try to use it. Idk if that's a good design, but it's definitely better than the regular red tape recorder.
Nice argument.
Unfortunately, you forgot that the Dragon's Fury was released in Jungle Inferno, and it's the most fun primary for Pyro. Better luck next time!
I’ve watched the video twice and picked apart the sfm bits theres only the gameplay left (unless I’m missing something) and nooo way I’m watching every gameplay clip frame by frame so good luck to anyone else searching
I haven't watched many of your videos so I don't know what poopy joe looks like, but my guesses are the black shadow just before its covered away at 4:16 and the tiny brown stretched person looking thing in a hand just to the left of the demo at 5:53
“I’m pretty sure there is a whole academy about it” -SpaceGuyOnline, impressing FishOnAStick.
0:05 this is a stretch, but is poopy joe that orange looking thing under the map's blue filter?
(i'm really stretched for ideas after my 12th rewatch.)
No, he's faded out a bit to blend in but he's still very recognizable as Poopy Joe
people constantly clown the liberty launcher but its my go-to if im being honest. yea you sacrifice damage, but you're getting some pretty good utility out of it, especially if you're getting countered by a lot of pyros.
it's honestly best used as a diet rocket jumper, still letting you deal some damage, but having to rely on your other tools to actually kill. it's not outright bad, just underrated
Hi space guy love you. Thanks for putting me in the video
Nice credits man
my man baiting sydney sleeper for entire video and then not dwlivering
I'm watching this high on a Saturday night
7:09 the Liberty Launcher is the only hard to reflect rocket because it's hard to see it. It's the only upside of the weapon.
The Direct Hit is easier to reflect and hit back.
So, in a sense, what you mean by design is a weapon that does something different than what already exist and opens a new way of how you would play.
Liberty Launcher is actually a fun weapon. It's a weird one (that also has sad moments where a scout survives a random crit from it) but its Scottish Resistance-like weird stat mishmash allows it to be versatile, and in turn makes the soldier even more versatile.
In many circumstances, you can use it as an off brand rocket jumper that can still deal damage, travels faster, and has an extra rocket for more mobility. Works great with the gardener in these cases (which is a weapon that is also in its "Jumper Soldier" loadout with cosmetics). With the reserve shooter, it turns the game into a hilarious bouncy castle where everyone flies and dies.
Scottish Resistance, however, is just a personal favorite. It can instantly kill a vacc-ubered heavy at 450 HP. It sends medics into orbit. It turns every doorway into a portal that leads to the spawn room. A Scott Resist demo is something you don't chase, because they always have a trap set up somewhere special for you.
1:05 Found poopy joe, he's in this section just behind the furthest fence to the left.
No
@@SpaceGuyOnline crap, back to the drawing board.
8:44 on an unrelated note, John Fetterman.
great vid
The dragons fury and banana are some of the better relatively new weapons
Less Banana more Dragon's Fury
Banana isn't bad but it certainly isn't unique nor does anything really different compared to the Sandvich. Like the situations you would use the Banana you would also use the Sandvich in yo the same effectiveness usually.
Gas Passer is decent idea, horrible execution.
Thermal Thruster is laughable in its design though since it's high end movement with no cost but is so unwieldy in most loadouts that it doesn't even synergize well enough with most weapons in most scenarios. Would much prefer if they just buffed the self knockback of the Detonator rather than add a clunky jetpack
@@SpaceGuyOnline I would be fine with the jetpack if they just removed the stupid longer switch speed time on it.
Imagine he was just gaslighting us and there is no poopy joe in the first place
i have come to that theory too
or maybe he accidently uploaded the wrong version of the video idk
sometimes, im willing to give up good functional design for good visual design.
the Classic's hot af visual design and gib-enemy-on-kill makes the pain worth it. i am no longer physically capable of using other sniper rifles.
very nice of you to use pvz2 music. Not many do in these kind of videos
I would say the liberty launcher gives the player more room for error at the cost of damage.
You have an easier time hitting rockets since they reach their target 40% fatser than stock.
You get some leniency with your rocket jumps since you are taking 25% less damage with each jump.
And you get a whole extra rocket to throw around. Be it at the end of a complex roll out or in the middle of a soldier bomb.
The damage bonus simply keeps the liberty launcher from outpacing stock.
Now if it was -20% instead of -25%, then the liberty launcher could out damage a full clip from stock, and it could do so with ease thanks to that incresed projectile speed.
9:41
bursting betty?
i really dont know what image you're using for joe but idk
the highlander and the betty are the only two that give me a possible idea of where he could be
they do be spinning fast
It's strange how few people talk about just hoe terrible valve are at game balancing
So much of what they did right feels like pure luck when put together to their god awful decisions
Jarate and mad milk are tone deaf and absurdly powerful for no reason. Many unlocks feel like they never even played with them. Half of the weapons are borderline unusable due to being heavily outclassed or just useless
Also random crits still exist
It's because they listened to the Comp community. They thought it was a good idea to make tf2 a competitive focused game YEARS later..
Don't listen to comp players. Ever.
Valve just changed the AWP to be 5 rounds instead of 10 :(
@@M50A1 Overwatch: **Sweats nervously**
@@Fatsaver ...no? The only weapon "killed" by comp is caber, and that's because Valve decided to just nuke it into oblivion instead of actually balancing it.
Most weapons casual community deems OP have never been banned in comp, while casual is weirdly ok with absurdly broken weapons like jarate, syndey sleeper and soda popper.
Wtf are you even talking about?
Let me guess it's a vintage sandvich or a vintage mad milk if that's a thing
I've never seen the C.A.P.P.E.R before....
2:26 poppy Joe
D a m n .
@@SpaceGuyOnline i doubt that's where he is, i've checked it like 20 TIMES.
@@HammMann The Poopy Joe Rogen Podcast
@@SpaceGuyOnline I don’t see him
?
I would watch a DRG video.
When the community expects weapons to be re balanced instead of wanting them to add new ones. It tell you how deep is this issue is. I hate the fact that the best weapons are the most boring ones (default weapons) it like they hate fun and allowing players to run different loadout.
What i like about new update. That i can finally change my loadouts. Instead of playing the game the same way over and over.
Poopy Joe is in the engineer's backpack at 10:57
Also love your vids man, hope I'm the first!
10:57 in the backpack of the engie, even tho i might just be one of the last to notice
If valve also kept to the sixties style it would have been better
I agree, i think it would have been interesting if they limited themselves to Cold War-era America for design inspiration, combined with the Loony Tunes approach to physics
7:37 left in the backround with that vehicle thing
I think once I did the calculations for weapon combinations. Why didn't I just not do that and wait until I could watch the first 20 seconds of this video?
Because that math isn't correct
Touch up on the Back Scatter, it’s design is now permanently associated with hitting someone’s back, thanks to the name. Any radical rework to make it a more functional design is thrown out the window if the name no longer fits.
Also, it has two fucking drum magazines taped on, yet has less ammo than stock. Thanks Valve.
I think a third important core concept is class distinction.
Giving spy a minigun-like primary would not be a good idea, as well as with giving engineer a sniper rifle.
As a game designer, I prefer to think about any abilities avaibale to the player as tools that solve problems.
So, the questions are:
1) Does this problem exist, is it worth solving and should it be solved?
2) Does it solve the problem effectively and excitingly?
When the game matures, problems worth solving just... dry out. And if there's a requirement to pump out more stuff while keeping the old stuff in the game, you'll one day inevitably hit a wall.
what about similar to the crossbow, the l&l gets a change where the longer ur projectile is in the air, the more damage it does. This would encourage long rang and with its faster projectile speed it’s easier to hit shots but with 3 grenades in a clip u have to really conserve ur shots more and make everyone hit. I was thinking like up to 130 damage max range like it used to but only i don’t know like 80 point blank range idk could be good 👍
nah don’t agree brev
why could be a cool concept idk 😎
10:57 for PoopyJoe, NoLyn's bag
4:56 in eye reflection of bazaar sniper
1:00 it’s definitely ultrakill music.
From the limbo level with the 2 colored doors
I forgor the name
Edit: oh never mind you actually talked about it
Confused jumping fragging Beggar's mains
10:57 I think poopy Joe is in the engie's backpack
No
@@SpaceGuyOnline dang it
I wish valve didn’t nerf the the loch-n-load since it use to 2 shot battalions backup soldiers (not including random damage spread or when the back up is deployed)
oh hey, that Tin-1000 engineer on 1:05 is me!!
The machina could be a more extreme sniper rifle - lower damage on uncharged shots and higher damage on fully charged shots. This would encourage the sniper to take their time with their shots, rewarding patience and precision with high damage. I don't know how this would work, share your thoughts.
I might as well share my big idea for a custom weapon that I think fits classic design philosophy.
Caltrops Cattleman (Based on the real Cattleman revolver from 1873 with an ivory grip, a black iron frame, and the gun sight looks like a mini cattle skull with horns)
A new Revolver for Spy
All unmentioned attributes are same as stock
Pros:
On Hit: Inflicts 6 seconds of Bleed
Cons:
Cannot Crit or Mini-Crit
Fall-off increased (min 40%, Max 60%)
The third concept could be something like Enjoyment or Fun of use, although that is very subjective.
I have issues with the aesthetic designs of the weapons too - the LnL having two barrels still despite now being able to cram 3 grenades into it, but then again Valve kinda left Demo's first person animations a buggy mess in general. They never seem to update the initial models to fit the stats of the gun (Demo's six slot GL being a particular standout). I know not many people give a shit about visual bugs as much as I do, but it always made TF2 feel super unpolished the more updates they churned out (and the lack of community servers in my country really shits me because no mods on Casual)
At least we have that one contracted person pushing a lot of awesome misc fixes.
The Loch and Load was only seen as op because Soundsmith called it a crutch weapon and no-one could be arsed to form their own opinion.
at 10:57 poopy joe is in the backpack (joe on the go), correct or not?
nope, you are looking for unknown monkey naut cosmetic
2:58 , above the soilder
that's a mark for death.
Ooooh so THAT'S why that anime has penguins...
Back in the day the weapon stats would make logical sense in-universe.
You can see why the Uber-saw would convert the enemy blood into Uber.
You can see why the Sydney Sleeper would apply Jarate to the target.
But how would one explain why the Black Box heals you on hit? How does the Escape Plan make you move faster? How does Lit Ranger give you cloak, but only on hit?
The Back Burner & Dragon's Fury's designs seem contradictory to me and it distracts me.
So why is the weapon literally named Dragon's Fury does not have the dragon head nozzle but Backburner does? It doesn't make sense especially whenever I switch loadouts. When i see the dragon head nozzle, I mentally associate it with Dragon's Fury, Backburner does not have any design motifs attributing to dragons so might as well swap the unique characteristics of their designs.
@@Vhie05 backburner without the dragon head is identical to stock
a huge problem I see is that a VAST majority of fan weapons I've seen are stupid OP, but they do have good concepts. But while anyone can come up with good ideas, the hard part is the execution. I'm sure there's a word for it, but I feel like there's a period of time people go through where they make the balancing equivalent of "Mary Sues" when they try to make any sort of game content. I think it's just one of those phases any creator will go through, like how a lot of martial artists would have a cringey mall ninja phase, but you learn from it, hopefully. This is mostly true for fan content, or at least content made by people who are still relatively new to what they're doing, but even the cream of the crop will have some oversights, as seen by the existence of the scorch shot
1:59 hey look that's me!
6:14everytime I hear this I think"ok what about direct hit? Why can it 1shot them even though its a lot easier to aim"
"As for the sydney sleeper we will talk about that later."
Are you implying it is not worth talking about or have you forgor
No mention of the old diamondback or liberty launcher? The old LnL got referenced, so it seems unfortunate to miss out on the fact that there as a philosophy to those weapons originally, even if it was a bit weaker than it could've been. It would've played into the theme of decline even better.