Making a Tier List From Randomly Generated TF2 Weapons
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- Опубліковано 17 січ 2021
- The weapon generator knows no limits to its craziness. Except for balance, apparently. Let me know if you disagree with any placements!
Weapon generator: orteil.dashnet.org/randomgen/?...
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Pros: Yes
Cons: -15 Max Health
Pros: always crit, +50 max hp, +3 hp a second, -50% fire and arrow damage, +69% ammo capacity
Cons: +100% environmental damage
No random crits
@@lpmatthews7387 -5 hp
+arrow damage
No numbers, just arrow damage
@@usernametaken017 Give it scout so the arrow damage doesn't even work
Don't forget fall damage vulnerability
"Critical Hits on crouching players"
Ah so it's a friendly killer weapon.
hell yeah
The "you can't have fun the wrong way" weapon
also it would kill rocket jumpers faster because you get better jumps when you're crouching and 99% of the time when you're rocket jumping you're crouching
Well, it would be a trolldier slayer since to strafe they have to crouch
May I remind people that crouch jumping is a thing. Your not crouching on the ground but you are hitting crouch, which means any player trying to crouch jump is going to be affected.
I got a rocket launcher that.. Gives 95% resistance from bullets.. And has no random crits.. *PERFECTLY BALANCED*
As all weapons should be
No, um you see random crits are fair and balanced
Plus could bushwacka be a god weapon in medieval mode if sniper could use jarate?
Every thing except other soldiers pyros and Demos are fucked
I tried the randomizer out and got a pistol with the con: -100% damage on wearer.
Does that mean it can’t do shit, right?
Almost every weapon is either really good or complete shit. That makes the “Generates a balanced weapon” even funnier
Generates a balanced amount of weapons
0
i got this
A new stickybomb launcher for the Demoman:
Pros:-0.4 priming time
Cons:+0.8 priming time
@@imvrysad7315 even better idea.
New medigun for medic
Pros: 100% Uber rate
Cons: No Uber
@@aids571??? Did you just make that or the generator did
The on kill douses enemy in mad milk just means you kill them and essentially spit on thier grave out of disrespect
*coom on their grave
i feel like if it were an actual weapon, its would be nicknamed "the cumshot"
makes sense to me at least
@@anonymousburrito4743 The Moneyshot
@@Rodrigo-kq3js it is mad milk is a milk like substance, how much u wanna bet theres a miss pauling figure in there
Wouldn't it work for dead ringer spys?
This just makes me want more seemingly-useless effects in TF2
"Guaranteed crits against crouching players" is gold and needs to be real
Hoovy killer
anti spy-crab
On kill: Douse every enemy player in spawn in water
On kill: Set yourself on fire (pyro only)
On assist: Lose 1 max health
+50% jar resistance
-5% sapper resistance
On death: Refill charge meter
Environmental damage cannot hurt you past 1 health
On death: Die
On kill: Destroy all stickies (sticky launcher only)
On sentry kill: Gain 1 metal
On hit: Gain 25% ubercharge (medigun only)
While crouched: Die
Cannot scope while crouched
Maybe that could be the benefit of some sort of "Try-Hard" item set, probably for Soldier.
New bottle for demoman in a nutshell:
Drunken wretch: Has multiple effects that don't make sense or literally do nothing.
Genius
The confused drunkhead
Pros: confuses the target causing them to either become incapable of firing or fire at everyone, dealing damage to anyone hit for 5 seconds, reapplying the effect changes it to the other effect
Cons: the demo is also confused and constantly swaps between the two effects at random
Not randomly generated but you gave me a idea for the worst g- weapon in the word
@@markmcgehee3864 imagine that at degroot keep
Wait I have a good idea.
The Drunk Driver:
Pros:
+40% movement speed when deployed
+15% melee range
On hit: Reverses Enemy Controls
Cons:
-25 max health on wearer
-15% damage to buildings on wearer
No random critical hits
On Hit: Wearer takes 15 damage when deployed
Edit: This would be a champagne bottle
The Maniac’s Molotov
Pros:
Infinite charge duration.
Infinite charges.
Permanent Uber and Crits.
All attacks deal afterburn.
Full control over charging.
Cons:
1000000000000000% fire vulnerability.
Neutral:
On death: explode and kill everyone.
Automatically equips shield.
Edit: fire damage ignores Uber.
On kill: kills enemy
+500% existence vulnerability
Sounds balanced
*vulndurability
@@nondescript4u what
So when you kill with it, you essentially just disable them by killing them at first and then they just keep dying?
@@epicblue00 it's a reference to one of the cons at 7:52
Might the "on kill: douse the enemy in mad milk" be a dead ringer hard counter?
Yes
No but I wish
I mean you can already check if you've really killed someone by checking the leaderboard so it's a bit pointless.
@@genericwhitemale9566 you can’t track them yet though, the mad milk would make the spy visable after his “death”
Also maybe enemies killed with the weapon spawn doses in milk next life. Same with the on kill mark for death. Next life they spawn marked for death.
I am unironically like this random weapon generator thing
I am unironically like this comment
Yeah it's funny
but i still would like to see the Balanced weapon generator for tf2
@@benismann how
Naaah. The weapons ending up broken and or hilarious is what makes it great
Imagine a tf2 mod that randomizes weapon stats every respawn
can i just say, that “deals mini crits to crit boosted players” stat from the second to last weapon genuinely sounds like a fun stat to base a weapon around.
as well as the inverse of doing Full Crits to mini crit boosted players. Like image having a medic using that “Kritskreig Light” weapon that was made, and then just shutting them down by literally like running into them as demo knight.
@@funnyspeedrun84 i guess that would make it a weapon meant for players being pocketed by a kritzkrig medic
@@funnyspeedrun84 I feel like the “Mini-Kritzkrieg” would be a more fitting name.
@@masahirosakurai2042 the Minikrieg.
@@VeryPeevedTHE MINI-KRITZ
“Perfectly balanced”
Pros:
One shot everyone
Heal on kill
Shoot infinity faster
Cons:
-15 Heath
“As all things should be”
"no random crits"
Gets one shotted by trolldier
Needs to shoot through walls and shoot 84 bullets or its just trash.
Heal on hit*
@@diazul on kill: the enemy dies
19:44 That could be interpreted as "When you kill someone successfully with this syringe gun, it's projectiles will cause bleeding damage on hit for 6 seconds" as like a reward for killing someone with it. Paired with such great upsides and a minor downside that's like, a solid S tier.
Kind of like KGB, but with bleed?
Nah fam you just pee blood on their grave
@@carterwallace109 I think the medic needs to see a medic if he's peeing blood
"Guarenteed critical hits on crouching players"
Hoovies : Wow, i'm dead!
Lazypurple refference?
Why is the Hoovy dead?
@@DanielAyy
Lazy Engi: I Don't Know
@@MiguelMem The Hoovy: I think it was-
@@user-ow2cs7fb5l
Lazy Engi And Spy crab: Shh, You Are Dead
"Critical Hits on crouching players"
This stat would effectively shut down rocket/sticky jumping players since good soldiers/demos know to crouch while jumping
Or friendlies
So the ones that are actually dangerous.
Also friendly killer
I could also see that being effective on classes who are being targeted by enemy Snipers. You could have a Sniper on your team intimidate them a bit, and then go in for the kill once they begin that habit of crouching.
i got "on kill: douses enemy in jarate"
Big brain weapon
Casually pisses on the body
@@HogPogz casually Milks the body
@@HogPogz Postal 2 all over again
On kill: piss on their stupid dead body
It’s just mean
Enviromental protection protects against the fire in Egypt, fireballs, shaking, steam, water, shrinking water, health drain, drowning , boss damage, pumpkin bombs, basically anything that kills you that isn't a player or robot
Bonus healing is like medkit, dispencer and medium beams + any other forms of healing
I'm pretty sure bonus healing just means overheal
@@kimgkomg you could be right
@@kimgkomg A weapon giving you overheal makes less sense
@@TheDream64 how so? The fists of steel do that? Plus, decreased/increased max overheal is one of the few stats not included in the randomizer, so it would make sense for it to be included.
Hmm, might be useful on Halloween or levels with lots of water.
Whoever designed this was just “yeah if you take Max health away that’s balance.”
For number 18, he didn’t even mention how the -80% projectile speed only takes effect when the launcher is *out*. That means you can not only lay midair sticky traps, but also queue up EIGHT STICKIES to fly at your target AT THE SAME TIME. You could queue up eight stickies to launch at a capture point, then un equip the launcher to launch them all at the same time to insta kill everyone on the point unless they reflect. And that’s only ONE scenario that stat would help in
Wow, good point. Funny how this "con" makes this weapon so good.
Another thing is you can shoot your primary and then switch to this sticky launcher to slow your primary projectiles. Triple donk incoming!
Also just generally, since it makes no mention of increased arm time, those things are arming midair.
My parrot just heard a Totinos ad and ended up advertising me Totinos the whole entire day
It's what you deserve
This made me happy
He’s a marketing major now
Nice
It pisses me off to no end how they spelt vulnerability wrong, and it’s on like every weapon.
I guess we've found your vulndurability
@@Tuxfanturnip take my like and leave
Noooo! My only vulnerability!
VulnDURbility
What if the "On Kill" stat means, after a kill, your weapon applies that effect for a few seconds or until the next hit?
This is some tense brain power here
how to abuse the enemy: :
Pros:
+100% firing speed while deployed
On hit: Slows down enemy
+5 max health
On hit: Restores player to full healt
On hit: Cause bleeding for 3 seconds
Cons:
No random crits
and one more thing i found a pyro flame thrower that causes knock back
@@imvrysad7315 biggest middle finger to spy’s and demoknights
Yes
Like
On kill: You got speedboost
Or
On kill: Your clip size fully reloaded
@@imvrysad7315 basically like natascha but 100 times better.
"Guarantee Mini-Crit Damage on Jarated Players."
Me: (Slowly dying laughing in a corner)
Me and the boys marking players for death on kill
@@owry3144 that would be helpful for the other teams because it shows their teammate died and not to go there
@@carterwallace109 ...unless you're joking, I don't think you really understand what marking a player for death does
@@owry3144 I do it makes it so they take mini crits and they have a death symbol above their head. What I meant is if their team saw that, they know they died so they won’t go there.
@@carterwallace109 do you not go where
People are?
Should make an exception that the on-kill that applies debuffs should be re-read as on-hit
If on kill makes it useless, if on kill does something to the user not the enemy (unless ragdoll stuff)
The website uses its own rudimentary code in .txt output, which would make it difficult to apply (I don't think the creator of the TF2 weapon generator was the maker of the website.) Current results happen because the code looks for effects and then applies either "on hit" or "on kill" as a suffix without grouping the effects by what would be appropriate; the gen author would have to go back and just rework the possible values.
For that reason I've been trying to work on an "improved" version where each weapon type has outputs that are tailored to them, and a reduced possibility to see some of the really annoyingly common passive effects (like "-15 max health")
@@rbfilms4752 when's the "improved" version coming out?
"Guaranteed crits on crouching players" ah yes the scout's friendly killer gun
That would be a really good weapon against advanced trolldiers if you can hit your shots while they’re midair because they crouch while rocket jumping
"The Fun Killer"
+guaranteed crits on crouching players
-taunt after every crit kill
-everyone in the server will be mad
20 could be an interesting concept for things like sentry jumping, just needs some modifications
Here's my take on it.
Mannled Pardner (I know, great name)
Pros:
+25% fall damage resistance
+75% self-damage resistance
Deals crits while the user is rocket jumping
Cons:
-25% damage penalty
+50% knockback vulnerability
25% slower repair rate
@@42carlos seems pretty good, imagine Uncle Dane flying around with this thing in his hand and he market gardens someone
Maybe, actually, this could be more like the equivalent of a good liberty launcher.
Something that relies completely on sentry jumping could be similar to the sticky jumper and rocket jumper and the market gardener. For instance, the sentry does no damage at all, but also gives the player 100% self-damage resistance, the sentry can instantly be picked up without the need for a rescue ranger, the wrench does crits when airborne, and the sentry is deployed and leveled instantly upon being placed.
@@42carlos i fell like being an asshole so im just gonna say that technically sentry jumping isnt self damage but i think with a few changes it would be a really fun weapon
@@sadrat5375 don't mess with texas
*uncle dane flies across the map with this and gardens some medic*
@@hoavy3081 You're right, I forgot sentries are a separate entity. Valid
the floating sticky are like a hell zone grenade from dbz.
imagine the stickies having lil tiny parachutes
Demoman: *burp* HELLZONE GRANADE!
Heavy: awww it even has a cool name!
I imagine anti gravity sci-fi looking sticky bombs kinda like the dr. grordbort weapons
I got off my lazy ass and made a concept of this.
www.deviantart.com/nixxiumz/art/Sticky-Consepts-867549854
www.deviantart.com/nixxiumz/art/Stickys-867549297
@@Nitosa damn good work, seriously.
Now I wanna see a custom server that generates a weapon for you every time you respawn.
Yes
New weapon for scout
Pros:
+80% explosive damage
+69 max health
+10% arrow damage
On kill: instantly kill the enemy
Cons:
On death: instantly kills you
no random critical damage
Cool, but everyone should get the same ones, otherwise it would be horribly balanced.
Yes
"it would be a fun idea to make a tierlist from these random weapons"
Oh, how correct you were...xD
Enviromental damage: Drowning
And saws
@@slippery7457 saw just kills, don’t think it has a set damage
Pumpkin bombs
The weapons that specify 'on kill: apply effect to target' are better if the effect is interpreted as applying the effect to targets for a few seconds after you kill someone.
Imagine if you could randomize these and everyone gets them for a match
*someone make a server like this. NOW.*
ah yes, the True Randomizer!
Why do you kill tposers? They're just trying to have fun.
100th like.
Also they're A-posing, not T-posing
@@NAFProjects well yeah I guess. I just refer to reference poses as tposing
Yeah that kinda rubbed me the wrong way ngl
@@NAFProjects Oh it looks like we have smartass on our hand
Thats a joke lad
@@michaelkopriva4131 *laugh track*
"balanced" ah yes. This is valve level of balancing
make it god or make it shit. the valve way.
Just went there and rolled a few
Here's one:
A new kukri for the sniper
+25 max health
Cons:
No random crits
-35% melee range on wearer
-50 max health
Talk about downgrade lmao
so basically no plus side and -25 health and no thing that would be the only reason you would use a melee in the 1st place
@@w4wz no shit
no code is perfect, this code is less perfect.
@@w4wz Precisely
@Tomasz Kuplowski The anti-demoknight gloves lol
I'm guessing bonus healing is just "healing from all sources" as seen ingame
I thought it would be over healing
it's med packs
Fun fact about that sticky launcher. The 80% decrease is while the weapon is active, so that means you can delay your shot midair then switch to launch the stickies at full speed.
Even better
the brilliance of the weapon at 11:20 is that every time you get a kill it increases its clip size after resuppling so eventually you'll never have to reload or resupply 10/10 meme weapon
21:19 The tryhard's favorite: the friendly killer.
Comments on these weapons from a player with some experience with organized competitive TF2 (mainly 6s, but some highlander):
Weapon 1:
I'm honestly not sure how this weapon would function in coordinated play, since Uber trading is such a huge part of the game. The normal advantages of having crits (specifically that you can charge Uber faster than opposing stock medics) is effectively gone, but in exchange your Medic is now extremely hard to pick before the uber fight begins. I could see this having some value in Highlander or against enemy teams who run Sniper, but I'm not sure I'd want to use it outside of that. Would probably place it in C tier, since it's situationally usable but otherwise would be pretty bad in comp.
Weapon 3:
Okay, off the bat this weapon seems like a Highlander sniper's wet dream, especially thanks to the firing rate. In Highlander, the biggest threat to a sniper is usually going to be the enemy team's sniper, especially if both teams are somewhat evenly matched. As such, the hp downside won't matter as much, since both snipers effectively one-shot the other either way. If the sniper using the Milk rifle takes out the enemy sniper, they can then pretty much spam uncharged shots into any target they can see on the enemy team. Thanks to the buff in firing speed, you could probably milk the entire enemy frontline in a second or two, which would let your team play stupidly aggressive with low risk. On top of that, if you do get dove in the backline by an enemy, having the ability to milk the enemy means that you can potentially sustain yourself or whoever comes to defend you in a bad situation. Outside of highlander though, I'm not sure about it's use. It might be good, but it depends on the context. SSS+ for Highlander, A for 6s.
Weapon 4:
And here we see the Roamer's new best friend. The anti-self damage is actually stronger than the Gunboats (from 60% to 75%), and you can still carry either a shotgun to finish off a target you bomb or a banner of some sort to enable your team. Honestly, I wouldn't be surprised if this actually ended up as the general meta soldier primary for 6s, the added mobility is so crazy for the downside of having the hp of the Demo. You'd die to 2 directs from the enemy Soldier, but you'd be able to jump for effectively free while still having a hitscan finisher. In Highlander, the building damage stat is definitely a downside, but if you're on a map where breaking the enemy Sentry nest isn't super difficult, this could be a very good option for Soldiers who want to put more pressure on their opponents. SSS+ tier in 6s, S tier in Highlander.
Weapon 14:
Hmm, this is an interesting one. Having that obscenely fast ubercharge build would be really nice, but the extremely weak uber would probably not be a good tradeoff. Especially if the enemy is running either a Kritz or a Quick Fix, you'd struggle to put the enemy in a situation where you can overwhelm before they get their uber and win from there. However, there's one specific situation where I do think this could be a usable medi-gun, and that's actually against the Stock in 6s. The 40% uber build rate means that you should have uber after a few seconds of fighting at best, so you'll dramatically outpace the Stock's powerful but slow-building uber. While the damage boost is pretty low, it's still a boost, and in particular, your Scout can make great use of the minicrits to enable his poke (Crits of all kinds ignore damage falloff, meaning Scout's chipshots gain a huge boost in damage). If you can focus down the enemy Medic during your period of mini-crits, you can potentially gain a massive uber advantage and win from there. However, it's unreliable and probably isn't super usable. D tier in 6s, G- tier in Highlander.
Weapon 18:
This is such a weird weapon to think about. You're basically sacrificing all of your ability to use stickies as an offensive weapon (sort of like the Scottish Resistance, which is pretty terrible in comp), but (if the projectiles keep their arc) you gain the ability to set semi-mobile traps in mid-air, which is actually really good considering you can't disable or move stickies in the air. It would reduce Demo's damage reliability, but it would also completely negate any and all aggression from the enemy team into any semi-enclosed space without an uber (sort of already is the case, but this would make it so much harder to deal with. It definitely wouldn't work in Highlander, since any Pyro can freely reverse the trap into a minefield for the Demo himself, but in 6s I could see this potentially being a situational side-grade to the stock. (Side note, but depending on how this thing works, you could do some really cool stuff with sticky jumping since if you're moving forward much, you would automatically end up in a good blast-jumping position by firing in front of you.) B tier in 6s, G- tier in Highlander.
Weapon 20:
This would be hot garbage in any comp setting because of the movement speed nerf, but in casuals this could potentially be a really cool weapon for a meme Engie build. If it's possible to trigger rockets from your sentry with the Wrangler and then hotswap to the wrench to gain the self-DR before the rockets connect, you basically have an Engineer's gunboats. On top of that, if you want to play Trolldier on Engie, the ability to land with a wrench strike into shotgun minicrits is really good, since again, minicrits remove falloff from hitscan weapons, meaning even if the opponent is at a distance, you can still finish them off.
This video was super cool, and I'd love to see more! Hope there's another one since I really liked writing about it.
I like how you described 7 as "the Half-Zatoichi but you never die, SSS+++" instead of just "the original Half-Zatoichi"
THE FULL ZATOICHI
2) A rifle that has no upside and let's you get wrecked by flares, lol
3) Mad milk on a rifle that can still full power headshot, that should be S
13) That's like every meme weapon stat
Critical hits on crouching players is hilarious and also really fits scout almost
The thing about 19 though is that it’s a stickybomb launcher, meaning that whatever boost in power it’s got will always stay on the stickies. The buff of mini-crits on crit boosted players means that you could theoretically set up a trap for a medic popping a kritzkrieg or a pyro popping a phlog. That stickybomb launcher is essentially an anti-crit trap, which is actually kinda scary.
My god, the On Kill: Mark Target for Death and Mini-Crit Jarated Targets ones almost killed me.
I'm down for a second run with an improved list, yeah. Also the pyro flare gun is decent, since he doesn't have an answer to buildings otherwise.
Homewrecker Moment
@@swagmaster47625 aight lemme just get in melee range of this level three sen- and I’m dead.
@@ruerue244 thanks for the Uber med!
Thanks for the sap spy!
Thanks for the stun rocket soldier!
Thanks for being stupid and using wrangler engie!
I'd say SSS+++ should be reserved for weapons with no downsides and crazy upsides
The weapons that there are literally no reason to not use and that are pretty much the same thing.
That's what he did though
That slower sticky bomb launcher states it's only slow while deployed, meaning switching to a different weapon sends them all at normal speed at once. I want this.
How about "ranking weapons made by the comments section." Please.
Dude, I can make a giant list of weapon ideas off the top of my head, just give me a call.
In fact, here's one that I thought of just now:
Sniper. "Hunter's Hangover"
Pros: 65 base damage.
20% faster firerate.
10% more zoom.
Cons: Headshots only deal double damage.
@@iwiffitthitotonacc4673 why the zoom? And this weapon just encourages bodyshots
Yes Yes
Here’s a demo sticky launcher
Plus damage
Plus blast radius
2 max stickies layer
Minus fire rate (to discourage spamming)
Plus .3 seconds arm time
I don’t know what else, the base idea is less but stronger stickies. We’ll work shop it.
new rocket launcher:
fires pogchamp faces
+69420% damage
on hit: become a gamer
cons:
-100% bitches
Btw the -80% projectile speed thing applies to a sticky bomb's initial speed when it's fired, so they wouldn't fly at all and just fall on the ground as soon as shot. Your idea of midair traps, however, sounds quite interesting.
6 would be a weapon you would use when you know your going to be dead any way, so might as well give your opponent a permeant debuff.
Yes, add more tiers
24:42
Chute Chooter
Pros:
adds 4 more max stickies placed (total of 12)
+15% blast radius
+25% self damage resistance
Cons:
-80% projectile speed
-20% damage
-15% accuracy
+2 seconds of arm time
Yknow, the shield that reduces self inflicted damage was actually a really interesting stat. The ultimate Hybrid-Knight weapon with the iron bomber
"I need to add a literally does not function tier", oh wow, it's the tier I would be in if they ranked all the humans.
10:30 I kinda interpreted this as your max ammo capacity also increasing when you get a kill. I feel like a rocket launcher that literally cannot hold any ammo at first, but would increase it's clip size as you got kills would be a pretty interesting weapon. It would force you to get kills with your secondary or melee at first, but as you got kills, you'd slowly gain a massive clip size for your rocket. It'd be a weapon for snowballing, almost like the headcount feature on some DemoKnight weapons
17:37 Mini crits on jarated players, that’s interest- wait a second
4:53 ah yes the Italians Backup my favorite soldier banner
Soldier: Dominated, Mussolini!
When people forget the scout has the ability to mark people for death.
U should do this again, it was fun
Yes Yes
Yes yes
Yes yes
In the future, gameplay will be randomly generated, and that's a fact, or rng will have casinos chances with pay to win.
23:29 but the loch-n-load does have a different arc...
the shots go further
think of the distance/time graph, the higher the distance over 1 second, the higher the speed
24:00 The arc size would be reduced because of gravity. LnL increases max range of the grenade launcher cuz it moves faster, but the slower projectiles would mean the range would be slashed.
The LnL actually has longer range for 2 reasons. 1.) The aforementioned projectile speed. 2.) The way the projectile actually moves. The stock GL's pills tumble through the air, but the LnL's instead fly stright ahead. This also boosts the effective range.
The stock pills tumble thing has long since been debunked, dude. It's just a visual, look into it.
@@mikeyes620 Ahh, whoops.
Mike twat I’m fairly certain that the LnL has different physics from stock still, see ua-cam.com/video/ACfafLuLmy8/v-deo.html for instance. I think the common misconception though is that the Iron Bomber uses a different projectile physics model than stock which AFAIK isn’t true.
@@GrizonII Iron bomber uses the Sticky Bomb physics model
13:44
butterknifers: finally, my time has come
eyyyyy
13:58 "Your eternal reward" combined with "The conniver's kunai"
8:44 ah yes lets c*m on the body, the new teabagging
The rocket at 11:30 could be good as an anti spawn camp gun. You get 4 shots initially, but resupply is right there and you get more ammo per kill and don't have to reload ever, in addition to stun crits. Only con really is limited or no rocket jumping and death resets rocket count. Camping near a dispenser would let you gain rockets, and if you had say 7 rockets and did an uber push you wouldn't have to reload for any rockets, you get your ammo boosted every kill and get ammo resupply on kill. Is a very high risk reward weapon but could be busted. It is like a very extreme bizzare bargain or something.
I feel that 9 could probably be solid d or c tier because pyro's only real damage against buildings is his flamethrower or the homewrecker. Giving him an answer to one of his biggest checks; the sentry, is a good enough stat to justify the -15 max health imo. Its still not ideal and definitely needs some work but its a very good concept.
Flares only do like 30 damage to sentries is the main issue, conceptually it's cool but you're never going to get a flare that outdamages an engineer's healing unless you're able to flare the engineer directly and kill him
@@RASHIDOOOOO thats assuming the engy is healing the sentry at that point in time though. Which granted does happen often but there are times where engies arent close enough or have rescue ranger to heal sentry as well and are still on their way to sentry. By no means will this flare gun be better than scorch or detonator or even base flare, but it will at least have SOME use as a pyro player to deal with one of the hardest things for pyros to deal with due to being long ranged auto aim.
7:19 ah yes, the melee sentry who's weakness is arrows.
In all seriousness though, I do think that'd definitely be an *interesting* weapon- I mean, while you have, it out, anybody who's even marginally not bad with the huntsman could easily take you out with it out, but I think at the very least, it'd be good against like, a demoknight with mini-crits or something-
Hmmmm.... all of these stats together make it pretty bad, but I do think it has some *really* interesting effects- especially if like, this was on a spy knife instead or something- specifically, when you had your knife out, you couldn't move for shit, so you had to make sure it'll backstabe *before* you backstab- but even if you hit but miss the back, you still mess with the enemy, and in the time they're slow, you can probably try to run away with your pistol or melee them or something, while they may not realize you're a statue- and the mini-crit resistance would be interesting against jarate for exaomple.
Idk, I feel like on that particularly weapon it's not all too good, but I definitely think that the weapon itself can sprout out other *much* more interesting weapons if you look over it-
Syringe gun i got from the generator: pros: on hit: player becomes crit boosted for 2 seconds. +15 max health. Regenerate 3 health points per second
Cons: -50 max health
-55% accuracy while deployed
“This gun is 55% more accurate when you don’t shoot it” this is the best gun ever
"Ze healing is not as rewarding as ze hurting"
I think in general what would be interesting is more support-based sniper rifles, like ones that do less damage, but give effects like the mad milk, or marking them for death, or giving them heavy bleed, or dousing them in piss from a distance, or anything like that.
Or some sort of meme weapon, like a jarate slingshot- where it does a *lot* less damage, if any, and- well, the makers can decide on the refill/reload/whatever it is time, but it allows you to basically douse people at a *long* range, perhaps even allowing aiming. The main con is that it replaces your major damage-dealing sniper rifle, so your main form of support would be sling-shotting piss from a considerable range.
If that idea is overly OP in any respect, it even have a system where you automatically have a bottle fill timer, even when a jarate isn't equipped; and so it has a similar time-refill as the normal jarate, but if you have the jarate slingshot in the primary, and a jarate in the secondary, it basically becomes a choice between using your jarate at long range or short range, because they both have a cooldown whenever one of them is used. (or they could just cooldown whenever one is used, but one has a shorter cooldown compared to the other) like, if they both technically cooldown at the same time, but there is still a reload time on the slingshot.
I think it would also be interesting, because it would join the huntsman in being a projectile weapon rather than a hitscan weapon for a sniper primary-
(I also got an idea for heavy which regarded minigun bullet speed in a way; where, heavy could either have a weapon where it's bullets shot out slower, but with much less spread and with more damage (but still an automatic gun, just with more concentrated fire) or, on the other hand, did even less damage than the minigun, but shot even *faster*, and maybe even had more spread, kinda like the sentry at 2nd level and above?)
(Oh shit, I just got the idea of a building-destroyer heavy- where basically, they come up with a kind of build that allows the heavy, when given the oppurtunity, to rip off the head of a sentry gun when the sentry is on really low health, and use that as a weapon- (and other times their primary would be empty of course)- while that may be hard to balance, I definitely think it'd be *really* cool if they managed to.)
I'mma be honest, that rocket launcher (10) was quite interesting. It's like an Air Strike but it needs constant ammo supply. It could be fixed if on picking ammo you reloaded the clip to base full (4 rockets) and the had to manually reload the others back to the new max. Something like that
6:10 Ah yes, T A N K engineer
that ball and chain thing sounds so fun to use, even if just to meme sometimes.
Could be fun for the madmilk sniper that instead of not being able to shoot unscoped, it would do no damage unscoped, therefore still covering them in mad milk for your team to leech of of them
The stickiebomb one is not how you think it is.
Yesh
yeah, the range of the stickies is just kinda ass, also the closest attribute to the 8 max layed stickies is +8 so i guess it would just be for sticky traps
+8 max stickies* god i'm so tired
Loved how his brain stopped functioning when he read "Guaranteed mini-crit damage on Jarated players"
21:48 is the anti BFB, and is also the best friendly killing weapon.
Won't lie, killing that A-Posing/T-Posing Heavy rubs me the wrong way
15:27 I would call this “The Texas Hell”
Bruh imagine killing a friendly in Hightower.
Even worse: in highertower
it's a no friendly server I think
Its 1000x
17:42
SMH my head, not every siungle weapon in team defense fortress too has the stat of mini-critting jarate'd players, the Bushwacka deals critical hits to Jarate'd players, which are compeltleuy different frfom mini crit
s
dousing someone you have already killed with mad milk is so useful
Imagine tf2 having that many weapons, you can't even remember what all of them do and just getting confused in game every time like "WHAT IS HAPPENING???"
moar pls also +bonus healing makes it so the medigun heals you more same for the dispenser and other healing sources
I dub the 17th Scattergun:
“F**k Hoovys”
FUCK FRIENDLIES ME AND THE BOYS ARE SWEATY
7:28
finally, the full zatoichi
7:50 the *full* zatoichi
I have no knowledge of TF2, but this is such an interesting concept
Same
2:31 sniper goes from throwing his own piss at people to throwing something else
Milk?
Seaman
I love how some of these were ‘Pros: +max health Cons: -max health’
I just got this:
A new sword for the Demoman:
Pros:
Guaranteed critical hits on croutching players
Cons:
+80% melee damage vulndurability on wearer
-55% melee range while deployed
-40 max health
So, in exchange for being a horrible demoknight, you can kill friendlies better
I've met many tryhard demoknights, but holy crap
Edit: also got this:
A new pair of gloves for the Heavy Weapons Guy:
Pros:
+100% bonus healing while deployed
Cons:
-90% movement speed on wearer
+95% arrow damage vulndurability on wearer
In exchange for being praticaly instanly healed, you will move slower than the payload cart
Incredible
Next goal: use a random tier generated to generate the tiers in the tier list
Dude, somebody should make a workshop weapon from number 18
Loved this! Please feel free to make more
17:55 rip hoovy
I got an natasha for the scout i was like: dont
i got this lol
A new SMG for the Sniper:
Pros:
+10 max health
Cons:
-5 max health
S tier for me
@@ConwayFreelanceDetective yea lol
@@ConwayFreelanceDetective its just the stock but you get 5 more hp
A new medigun for the Medic: The superprottector
Pros:
Overheal 50% Higger (Up to 175% Of the players max health)
Overheal Lasts twice as much time.
Übercharge charges 20% faster to non overhealed players
Cons:
Übercharge charges 20% slower to overhealed players
10% damage vulnerability on wearer.
Übercharge: grants your allies with permanent overheal, whixh regenerates to 5hp/s UNTIL You don't have overheal (also capped at 175% Max health)
Achievement: "Better prevent than healing" Make 10 heavies survive a fully charged headshot using The Superprottector.
11:47 Ok, so, Spy just becomes Sniper