Airblasting a sapper away would be so cool and there would be a new rarest killfeed icon for destroying an enemy building as pyro with a reflected sapper.
have the sapper deal 1 damage to whoever it hits, and it could have an even rarer kill (dying by reflect sapping a player) though it would still be just a reflected sapper kill icon
I think it would be cool if the sapper, instead of just attaching to the building it's chucked at, it just saps things in an area around it. As long as the sapper is lying nearby it's disabling the building and damaging (though maybe slower than the normal sapper). That way you can sap a entire engy nest at once. The trade-off might be that the sapper can also just be destroyed with regular guns.
It also causes enemy Spies and Solemn Vow Medics to "see" their health going down, but it's all an act. I though about letting it give Feign to an ally if you "kill" them with it, but that opens up too many tricky questions and the possibility of griefing.
Here's one that can't possibly go wrong: Let engineers pass their creations into other teammates' arms. Suddenly, scouts and spies are doing stealth missions to place teleporters in the dumbest places.
Throwable sappers are...actually perfect? It's easy to see them coming, but that's fine when Spy has an unlimited supply of them, and it can force Engie to fight at range...if only he had some kind of interesting projectile weapon to address that...
@@especiallystrangethings6757 ...why not the Pomson? Just replace the Uber drain with that, and make it a little faster, and not disappear upon hitting teammates, and.......
@@especiallystrangethings6757 It's not a bug. The Pomson projective used to penetrate players, including allies, but that feature got removed like 11 years ago for no real reason (as far as I know). Now it just fires regular projectiles, which always get stuck on allied players. That's just normal projectile behaviour. Even the most basic weapons like the stock rocket launcher work this way. Only projectiles that penetrate enemies (like the Dragon's Fury fireball) don't disappear on hitting allied players.
I would make the Pomson have the uber and cloak drain as a MVM upgrade and bring back the penetration as a default ability as well as speed up the projectile speed. maybe something like the alt fire is a Energy explosive shot? all the other Dr Grodbort weapons need improvements as well, the Bison with faster projectiles, more penetration and more damage plus a alt fire that is maybe a minicrit super shot? Manmelter needs a crank or a animation of the Pyro fiddling with the knobs on the side fof the Manmelter for the "reload" of it and a option for a grenade shot when you press R to change fire modes. the Dr Grodbort weapons need to be better.
Imagine a sapper that's just a block of C4. It doesn't stop building from functioning when placed until it explodes, has a flashing red light and beeping noise, but nor does it show up on engineer's HUD like regular sappers
how about, any enemies (not restricted to engies and pyros) can remove the C4 but its either remotely detonated or on a timer also spy can place it anywhere like a sticky trap
Someone already made that, but it's dynamite. It does disable sentries and explodes after 5 seconds, dealing 150 damage to everyone & everything around it but it has a cooldown so it can't be spammed. As I probably can't link to it just search for "TF2 Spy dynamite sapper" ;)
That's pretty much the same idea I had years back. A silent sapper that doesn't halt buildings, but when it finishes priming it blows up the building and anything close by. But it would look like the internals of the MvM tank bomb, where the outer dial of the nuclear logo slowly rotates until it finishes one rotation. It would be like if a sentry buster spawned in. It could discourage large engie nests in cramped spaces, as 1 nuke could be placed somewhere, and then blow up the whole nest. Maybe balance it so that the spy can only deploy 1 at a time with a recharge, meaning 1 spy can't spam them onto every building quickly.
The way he described it is the default way of me playing sticky jumper + loch n load loadout, but making it possible with the stickies would be an interesting alternative. And probably will make this playstyle more accessible for inexperienced players (not sure if it's a good thing though)
The way you made the sapper throw made me think, what if you just added the smoke grenade from cs as a spy secondary? Sentry's couldnt see through it, so it still kind of fills the same role and i hope it could allow spy to be more of a support class.
This could be kinda griefy if done wrong. Smokes in cs are pretty griefy already and you're hard limited on how many you carry. Maybe a semi opaque smoke effect like the gas passer's haze, or a chaff and flare sparkle colored to the team to better reflect the anti sentry utility. Maybe dropping it directly onto the sentry disables it and increases damage vulnerability, and does a small amount of damage in general, replacing the sapper's slot. This would also give the wrangler a big utility upgrade, allowing you to aim past the countermeasures yourself until the effect dissipates.
@@DerUberStern The smoke should disipate immediately if the spy goes to a respawn locker and throws another one too obviously, or have the cooldown not reset by respawn lockers. You could make it easier to see through for your own team too.
@@DerUberSternHell, depending on how many you're allowed without having to stop by your own Engie's building, you could sneak close to an Engie nest, disable all of it with a couple of smoke bombs, and let your more damage-oriented teammates break the whole thing while you slip away. Call it the Saboteur's Smokebomb.
@@DerUberStern at that point id just replace it with an emp grenade, which also doesn't seem bad. make it balanced by only doing a set amount of damage at a time for each grenade instead of the sapper's... sapping.
Give Pyro a vacuum cleaner. You can make so mouse 2 stores anything thrown at you and then it can be used against your opponents with mouse 1, or that mouse 2 gives you knockback like force-a-nature so you can airblast jump.
@@SakuyalzayoiTheMaid Maybe it does damage based on the level. If you have a fully built nest, someone (or the engi) destroying it would mean doom for them, but just placing down a tele for 50 metal would do like.. 10 damage
Honestly, instead of the minigun making you fly, it could be a secondary weapon of a bunch of balloons on heavy’s back, making him able to jump higher and also fly with said minigun, with a downside being no sandvich and the balloons being able to be shot down
have played most of these weapons on tf2c custom weapon servers the heavy mini gun in that server had much more firerate so you could jump and then shoot to fly if you were on ground it didn't have much knock back the down side was that you ate through ammo really fast which wasn't a problem for most pro players it was kinda op they nerfed it with even less ammo😂
Oh, that sounds fun. The interesting thing with the flying minigun is that heavy gets mobility. but at the cost of not seeing where you're going and not being able to shoot where you go. Imagine some sick play with 5 heavies jumping behind enemy lines. The chaos would be fun.
I was thinking of slapping Force-a-Nature properties on it. Slower firing speed, slightly higher damage (base spread is the same), gives you some decent horizontal KB when airborne, or when hit by its bullets.
New joke weapon duelling: the Balloon Fighter. If someone physically jumps on your balloons and pops them, you get sent to the ground at mach speed and instantly die.
That would actually enable a great defensive playstyle if the flames stayed on the ground to block areas. Self-damage would prevent it from being a direct upgrade as he wouldn't be able to push forward without sacrificing health.
Heres a suggestion: heavy can holster his minigun at any time during spin down. Its a feature from the original TFC that wasnt carried over and as you noted, makes it incredibly difficult to use your shotgun reliably. We had tested it on our rebalance server, and its a feature in TF2 Classic as well, and we noted it definitely helps make Heavy more mobile and flexible when repositioning.
@@gilbertfry5539 if you think about it, the GRU and the Eviction Notice are the Heavy's Counter Strike Knife out running speed. My suggestion is, why not give the Heavy a core class passive I call Rushing Slav that gives him a little boost when you holster the minigun, meaning Shotguns/food items and melees make you faster when active and the Gru and Evi Noti even more fast, as in Rushing Slav and GRU and Evi Noti stack. Rushing Slav does not give you Scout speed, you get a speed increase when running while you minigun is holstered by plus 15% in stats terms, which is 77% base Heavy speed plus 11% for 88% movement speed with other item slots active, which stacks with the speed boosters. this simple change not only makes Heavy faster with Shotguns out, but you get melees that are even better utility tools.
7:18 Would say make the sapper fly in the air a bit slower while the sapper retains full speed if sliding on the ground. That would help enable pyro and engie do those plays against spies that do those CS2 levels of yeeting.
engineer artillery piece/mortar with a long max range but a minimum range that makes it defenseless up close. the shells should make a whistling sound on their way down and have a very visible trail of smoke to make it easier to track it down from a distance
i’m not sure how it would take buildings and obstacles into account so if that’s a problem i’d just have it fire straight up into the skybox and it later spawns in the skybox above its target
@@frostedsnow7634Yup, Battlefield has the same thing, yeah. I think the downside isn't really a downside either, since a sentry is also nearly defenseless up close.
Give spy a knife that attaches an explosive on a target: - on backstab, does 0 damage, and plants an explosive on the target -the target will shine and beep for 5 seconds, and then explode, taking 150 damage. All nearby ennemies take 75 damage
I love this idea. I have some feedback. First, I believe that the explosive damage should instantly kill the enemy and all enemies around them when they explode. It would be very underwhelming to backstab a soldier, have him walk into a large group, and nobody be killed, for example. Second, the person who is backstabbed should not be able to hear the beeping sound. Otherwise, they would never go next to their teammates. If they were backstabbed, then it is perfectly deserved that they die without warning after the five seconds. However, a subtle beeping noise that can only be heard by teammates seems fair. Key word: subtle. It should not be loud enough that it can be heard easily over the gunfire. All in all, this would be a great side-grade the spy's other knives that would reward the spy for predicting an enemy to move towards other enemies while also giving the backstabbed player time to kill the spy.
@@MatthewLeBlanc-mo9gw that's a little bit op to insta kill like 5 enemies ide you should be able to airblast or homewrecker the explosive to remove it
The heavy minigun thing reminded me how comes Valve never added an artillery cannon for Heavy as a primary, it could let him explosive jump maybe do like detonator and increase self-damage for doing that or give reduced self-knockback.
Make the Huo-Long heater work like DRG’s Hot bullets; Firing the minigun fills up a heat meter and once it’s over 50% full, bullets ignite enemies. The minigun gets disabled for a short time if the meter ever gets to 100% and the meter slowly decreases as the heavy isn’t firing. This way the heavy can trigger the damage bonus independent of his team.
Could also have the aggressive venting reusing the Huo's fire burst on overheat, but buffed for the considerably rarer use. Basically a trap card againt being rushed (include a range expansion at least) maybe add fire particles over the gun so other players know its over 90% heat or something
Overheating should: Set yourself on fire Disable the minigun for 10 seconds (can switch) Cause any enemy within 10 feet to be set on fire Cause any enemy within 5 feet to receive max afterburn, and take 50 damage Cause any enemy within 1 foot to instantly turn to dust
Hey, that's actually a solid idea! A minigun with overheat mechanic that also forces heavy to balance his firing capabilities in order to maximize damage output, seems really interesting!
why not a simple switch between "Press r to change between a when revved up and firing create a ring of fire for 4 ammo or bullets now do ignite on hit for 4 seconds and make your shots cost 4 ammo more" as a improvement to the Huo Long Heater?
Give medic a medigun that heals 30% less but increases rate of fire by 15% On ubercharge: grants 30% fire rate and infinite ammo to the beam target for the charge duration (so no reloading while active). Charge duration: 8s Feel free to tweak numbers a bit but I like this concept.
I like this idea. It encourages skill-based rampages, similar to the kritzkreig. However, since this isn't as potent as the kritzkreig, I recommend having increased ubercharge build rate and/or increased ubercharge duration. I'd personally go with the latter and slap on a 100% increased uber duration. Also, is the 30% increased fire rate during ubercharge additive to the passive 15%, making it a total of 45%? That would make it a bit more useful in general instead of being specialized.
@@Diamond-vs9lr I think what is trying to be said is that ammo isn't consumed. For example, you could keep firing as scout with the scattergun infinitely while the ubercharge lasts.
Engineer should get a revolver secondary. Call it the Big iron or something. Its primary fire shoots bullets that deal more damage than Spy's revolver shots but with a greater cooldown time between shots. The shots have slightly tighter dispersion compared to Spy's revolver. Its secondary fire has the Engineer "fan" the revolver, firing shots quickly but with worse dispersion. To compensate for all this, this revolver weapon must be reloaded one bullet at a time. Whether this gun can headshot or not will be left up to whoever is making the weapon.
A medoieval mode siege engine for engineer. It throws darts or rocks or something, and mist be manually operated (you must hit it with the wrench for it to work at all.) and doesn't upgrade. The projectiles it shoots put on some sort of special debuff that is much more significant outside of medieval mode to compensate for its weakness.
All weapon slots with shotguns can equip smgs or pistols, and the sniper can use shotguns. I'm curious if the three weapon types are equally powerful (or not), and how giving many short ranged classes a long-mid range option (and sniper a close ranged option) would work out. Also, how classes might try to use the utilities of the non stock variants. Edit: added pistol to the mix, removed the bit about smg not having damage falloff because it does.
@@goodbyemychannel Huntsman with a shotgun sounds like a funny loadout combo. You trade the higher mobility, survivability, and damage of scout for the ability to perform at long range. I don't see it being overpowered.
First of all, the SMG does have damage falloff. Second of all, the shotgun would be better in every situation, mostly because the DPS is higher and the SMG still suffers from spread. Lastly, do you want spies to have a harder time vs sniper? You can just two tap a spy (factoring in some damage ramp) with a shotgun, that's faster than 3 no scopes, using the SMG, or trying to land 2 melee hits...though jarate is still better than a shotgun. Heck, the pistol does more dps than the SMG and has the same falloff and spread.
4:44 Oh hey mine got in! To be honest, I'm not surprised it wasn't extremely impactful, I always just thought having a bat that could hit projectiles felt fitting. These are all awesome though. These tests are consistently some of the best TF2 content on here.
if I remember right, one of Valve's abandoned concept weapons was a catcher's mitt that the Scout could use to catch an enemy projectile and throw it back
I had played with the idea of a long barreled shotgun for scout that he could swing like a bat with m2, reflects projectiles and knocks enemies away, and that minicrits airborne enemies.
though it might be a lot, a cool rework i thought of for the sun-on-a-stick would be having the ability to extinguish yourself or teammates which builds up a charge, where once it's filled up you could toss a fireball. any part of that idea can be extrapolated on but i feel like that weapon has so much potential that's never really discussed
oh hey, my idea to imporve the Sun on a stick by adding that FUNction to it. Plus the fire projectile is a flare gun stats shot and the SVF gets the Dragon's Fury shot for alt fire.
That is actually an AMAZING idea and would make for an interesting way to play the scout! i think that for the specifics the damage would have to be at least half that of the fireball spell though so you cant kill light classes with only the fireball and its afterburn. also being able to extinguish yourself with it might make it too op against pyros.
@@artition735 oh for sure, that would probably be a good tweak. I could also see self-extinguishing acting like the spy-cicle where if you equip it, it'll extinguish for a second but has a cooldown before it can again
tbh I think the basic idea of just letting it have a projectile that sets you on fire is already pretty good on it's own since it can now synergize with itself without external factors
@@shounic no problem. Glad to be of help! All I ask is that my suggestion is given consideration. Thank you for doing such incredible work over the years with your channel!
Pyro's flamethrower leaves flames on the ground. Could apply to other sources of fire like the cow mangler too. Up to you if you want to balance the ground fire between different flamethrowers and sources
How about a weapon that spawns a gasoline puddle at the player's position upon death. Puddle exists indefinitely until someone lights it up at which point it turns into a after-burn area of effect and lasts however many seconds before dispersing. Similar to the Gas Passer but different in that the gas does not stick to players, only the world surface and only affects players within it's bounds once activated with fire/explosives/etc.
I read that as 'a flamethrower that shoots flaming leaves on the ground' And now im imagining pyro with a Leaf blower that's been jankily repurposed to instead shoot out FLAMING LEAVES AND SHRUBBERY as fire shrapnel Seems like something Pyro would come up with ngl lmao
Idea 21 - Give Medic a Quick Fix that heals in a cone Heals all teammates within a cone in front of Medic (Recommend using Airblast hitbox) -30% heal efficiency compared to stock Medigun -20% Ubercharge rate, additional -10% reduced per additional target healed at once If possible, does not require primary heal target to activate (If a complete coding rework is required, make it do 'airblasts' at a rate of once per half second [or 0.5 sec fire rate] that heal teammates for like 8/16/24 HP every tick) Ubercharge: Quick-Fix Uber
The reduction per team mate thing you had on the uber charge might need to be applied to healing too? I'm not sure. It just feels like healing multiple people at once is stronger than people might realize even if it's worse healing.
@@Red_Bastion it's really not, since the Amputator exists and only really gets used by a second Medic. with multiple Medics, I could see this being pretty strong, but you would need multiple Medics and realistically that just doesn't happen.
A soldier rocket launcher that acts like a mortar. The rocket arcs fairly quickly so you can't really hit long-range targets anymore. The rockets deal -20% to +60% damage and have -10% to +30% explosion radius based on how long they were in the air, longer time = more damage/area. -1 max rocket can be loaded and they fire slower.
Medi gun for medic that has the following stats: +On ubercharge, make both the user and patient cloaked +On ubercharge, give both user and patient a speed boost +50% ubercharge duration +40% ubercharge charge rate -Patient cannot attack while cloaked This medi gun would allow power classes such as heavy, soldier, and demo to get behind enemy lines more easily and ambush enemies when the flank route is being watched by the enemy team.
Give Scout a protein shake that, when consumed, works like Popeye's spinach-transforming him into a fat Scout with 300 health and a slower walking speed.
Rocket Sentry for the Engineer, a sentry that only fires rockets like those turrets at the end of Portal 1. Can either exist in 1 or 2 levels, 1st level fires soldier-like rockets, 2nd fires lvl3 sentry rockets. The main concern would be the sentry's targetting, since it's firing a projectile, to that you can either: 1. Do nothing, as the sentry could be better at surprising than actually protecting a large area. 2. Give the projectile Direct Hit speeds. 3. Use the standard Soldier/Demo aimbot where they attempt to predict your movement. I'm interested in knowing what an alternative sentry style (aside from the mini sentry) would do to Engi's playstyle, both in offense and defense. Also I want to see it's interactions with the Wrangler as it gives Engineer a very easy access to explosive jumping.
this is an interesting idea but i learned to time airblasting level 3 sentry rockets as pyro already and i would just be able to do this even easier to a sentry that had no bullets, just rockets. even if the rockets were faster. it would nullify this sentry pretty fast
Give spies a gun that disguises the ''victim'' for 6 seconds into an allied player for the opponents and make them not be vulnerable to friendly fire. Example: Red spy shoots blue medic and blue medic turns into red scout, then blue pyro sees blue medic as red scout and kills blue medic.
My dumb idea: An Engineer Wrench that builds two bounce pads instead of a teleporter pair. The bounce pad, when stepped on, will catapult the player on a consistent, arcing path. The bounce pad charges faster than a conventional teleporter, and upgrading it significantly increases how quickly it will do so; level 3 bounce pads instantly launch players who step on it. The pads are not paired, and must be upgraded separately, but Spies will no longer destroy both buildings when sapping one. I could see a lot of reasons why this would be absolutely busted since it gives every single class vertical mobility, including the engie himself, but on the other hand bounce pads are fun.
now that you mention it, let's say the Heavy gets a core class melee ability where pressing both mouse 1 and 2 and holding it for a bit is a melee lunge, how would that affect the Heavy playstyle?
@@drivanradosivic1357On paper, quite a bit of Heavy's kit would balance out from this - Stock is still arguably the worst option, because everything else also has the lunge - The KGB have better utility, since the extra movement means less dependance on your enemy to get close enough to you - The GRU has the least increased utility from this since it already was Heavy's best movement option, though still one of the better choices - The Warrior's Spirit becomes the true melee-only Heavy choice, with increased damage and health on kill, pair with Dalokohs for even more power - Fists of Steel become split between an offensive and defensive option, since now you can approach enemies with 40% resistance to ranged attacks - Eviction Notice - The Holiday Punch depends on what you meant by "lunge" whether it's more like a short demoknight charge, or more like a smaller rocket jump in the direction you're looking at; depending on which, it could go from a moderate buff to the most OP melee ever
@@concerningindividual for me, Lunge is a short range dash melee attack, Leap is the jump melee attack. also, we get a short cooldown. So, I think the Lunge would work well. I also have a idea for a Counter Strike like Passive called Rushing Slav, where Heavy is faster for 15% movement speed when holstering the main damage dealer the MINIGUN, this helps Heavy on all non primary slots meaning secondary and melee active mean heavy is faster. I also want the Stock melees to have some upsides, for the Heavy "on kill: plus 15% faster movement speed for 3 seconds" as a reason to use it. I also think the Buffalo Steak and Warrior's Spirit need improvements. First, Steak needs the Sandvich health gain, that can also give temporary health. This makes the Steak MELEE ONLY MODE better and more of a Classic Doom Berserker pack(you get healed and better damage) and that means survivability. Next improvement, 15HP on hit and 35HP on kill that can overheal as upsides for the Steak, and this makes the Steak good for comboing with other melees. Warrior's Spirit, 30% damage vulnerability is 15% damage vulnerability, 30% damage is 15% and 15% faster swing speed, no random crits for minicrits are crits and 15HP on hit and 50HP on kill that can overheal. This makes the Bear Claws good on their own and there is combos you can do with it now. the Health on hit and Health on kill of the Steak and Claws combo, meaning 30HP on hit and 85HP on kill that can overheal. this improvement makes the Buffalo Steak a viable option for Heavy Melee mode, the Warrior's Spirit good survivability melee and combo with the steak and more importantly you get to combo them together or mix and match loadouts.
A shield for demo that can parry. It can't charge and has no resistances, but right clicking will negate damage and reflect projectiles for 0.3 sec, If you manage to time it right and parry the attack, the cooldown is 1 sec, otherwise it's 5 sec. Also, if you parry a melee attack, your next melee attack will min-crit, but it wears off after 2 sec.
I feel like melee interactions would be fundamentally flawed due to how janky hit reg is with differing ping. So cool idea, I like everything else about it, but parrying melee hits would most likely just not work in practice.
You should see what happens if we replaced the engineer’s sentry gun with a stationary version of the medic’s mvm shield. This version of the shield would have hp and be projected from something like a dispenser.
An "Oil Can" for the engineer that applies an oil buff to one of your buildings. Oiled buildings perform all actions 10% faster but take 5% more damage and can be set on fire. You can only oil your own buildings and the effect lasts 1 minute. Feel free to change any of the variables if you feel like they are unbalanced.
Jetpack joyride heavy is a niche i desire to experience in many games, especially deep rock galactic. One way i see about doing it is that knockback only applies when airborne like the force a nature
There's a multiplayer game I used to play called robocraft. Use blocks you've earned to create a combat robot. Different parts weigh differently. So speed may be slow. But recoil exists. So yoy could somewhat control your movement through recoil. One joke robot I had was merely a powerful rifle on a single block. I'd go far just blasting everything, and I could hit other players and I'd be too small to hit.
@gemstonegynoid7475 I used to play robocraft non-stop in its early years. Took a break from it for a little bit, came back, and then some time later learned that some of the games servers were lost in a fire so they couldn't update it even if they wanted to. Aaaand robocraft 2 is nothing short of broken, missing features, and given a paid battle pass before it was even remotely finished, showing what the devs priorities were :/
@aydeeaychdee yep I only played robocraft in its first few months. Haven't touched it since. I have heard ill news about it but I didn't know they lost the servers to a fire, that's bad luck
What would happen if we let Soldier, Heavy, Pyro, and Engineer use Scout primaries in place of their stock shotguns? (example: Soldier using the soda popper's HYPE function to gain extra jumps then rain rockets from above, Heavy utilizing the speed increase from Baby Face's Blaster, Engineer using the FaN to reach new sentry spots, etc.)
@@june9914 I think letting Soldier have a Scattergun secondary, while Scout gets a Sandvich secondary, sounds like an even trade. banners are a hard "no", he has too much mobility and does too much damage to not have the Buff Banner active 24/7; but I can't see much wrong with Scout having an on-demand heal. he's always going to be held back by his own weak health pool, so even with something like the Dalokah's Bar (which gets overridden with overheal), he wouldn't be that much worse than he already is. and we could see a rise in bleeding Scoutknights if we give him the Buffalo Steak Sandvich!
How about a medigun that takes away enemies health? You can store up health reserves for you and your teammates ((by dropping food/medkits) 25 HP would be a small medkit, 75 would be a medium, etc.) or you can save up enough for an ubercharge for yourself and up to three teammates around you ((let's say, probably around 750 - 1000 HP taken from enemies) plus, your teammates would have to stay within a couple feet of you). Special attack button would drop medkits, mouse 2 would activate Uber when charged. More HP stolen means more allies can be ubered at the same time. Disguised spies wouldn't be affected by the health sapping.
I really appreciate shounic's fair review of every suggestion, with a good-faith testing implementation, a serious look into how it affects gameplay for all involved, emergent strategies and tactics, tweaking opportunities, and of course, _style._ Bravo. Many "fan idea" reviewers simply make up a shallow opinion and proceed only in that key.
Rocket launcher that can guide rockets to wherever the cursor points like in half life 2. Rockets feed directly from ammo with no clip, and only one rocket can be controlled at a time. Maybe to counteract the loss in DPS the rocket (i guess its a missile now?) can have less or no damage falloff. Edit: Per suggestion from reply, making the missiles slower than stock just as they're fired and increase in speed the longer the missile is "alive" would be a good addition as well as reverse damage falloff (damage starts low and increases as the rocket gains speed)
Have the rocket constantly accelerate as it flies then have the damage be scaled with the final speed. Incentivizes long-range targets and non-optimal pathing which also gives the opposing players more time to notice and counteract them. Unlike regular rockets, a pyro airblast shouldn't reverse the missile's direction but instead cause it to slow down and/or shift direction based on the vectors of the airblast and missile.
@@ThePongles i think for consistency and predictability when reflected it should just go opposite of its vector and be uncoupled from the soldier's guidance. airblast in most instances negates blast projectiles or at least makes them inert for the pyro's teammates, and that behavior should be consistent. (i guess stickies are an exception)
Should make it a sapper that instead of destroying the building, "hacks" it. Could have it exist silently on the buildings to force the engie to have to do visual inspections of them.
An alternate medigun whose uber makes the person into a class-specific gundam (probably just implement Heavy where he gets a shed of HP and has 2 MGs, or soldier where click sends a rocket altfire is a shotgun)
An invis watch for spy that catapults him in an *almost* vertical arc, (with som air control) granting him increased vertical mobility and allowing him to reach new sneaky spots. The watch would launch spy somewhere between 256 and 512 hammer units. The watch would still retain its cloaking ability but with an increased delay, (1,5 seconds) and shorter duration (6,5 seconds). The spy would be fully invisible by the time the reaches the apex of the arc, and would end a few seconds after landing again (Depending on how long he was airborne). Additionally spy would receive reduced fall damage during his great escape. Fall damage wouldn't be calculated from the height of the arc, but rather from where he stood when he triggered the jump. This means that for him to take fall damage he would have to fall further than he jumped. (Extra notes: Invis watch can only be activated while grounded, Drains 50% invis charge upon activation)
One weapon I would like to see is some sort of weapon for pyro that would allow for a play style similar to fat Scout, like a flamethrower that has a some sort of damage penalty while making airblasts more powerful or faster to fire, or a shotgun that has a faster fire and reload speed at the cost of reducing afterburn damage by a whole lot (even when holstered.)
a "super smg" (ppsh-41) primary for heavy, making him faster and not have to rev but deal significantly less damage and having to reload, while still having the fast fire rate of the minigun edit: another idea i had is giving heavy a dp28 lmg (dinner plate), maybe with sandviches on it or something dumb because tf2 lol, the dp28 would basically be a tomislav with no rev, even slower fire rate and it would need to be reloaded, having 47 round plates, keeping the high damage of the miniguns. ppsh-41 item name: "the papashka" dp-28 item name: "DINNER BLASTER"
The best concept I heard for this had: +67% more damage +20% more accurate -75% bullets per shot -33% move speed while active This weapon needs to reload This weapon does not need to be revved up 100 shots in the clip, 200 reserve ammo Maybe should be given a deploy speed penalty but maybe not
Ive seen people put that into practice in TF2C and its really well done/balanced, always offset by killing either bullets fired or dmg down, either way tho it works pretty well.
@@Beardedprof tf2c has lmgs from what ive seen, i imagine this as snipers smg, with the fire rate of the minigun, a 35 or 71 round mag (banana mag or drum) and maybe 10 base damage? (idk how ramp up works its confusing) maybe knock heavy's hp to 200 if needs be, because it makes the heavy not really suit the tank role anymore
Medic medigun: The Hydra (Alternative name: The Mastermind) Can connect to and heal up to 6 separate targets, range increased by 25% over stock medigun Uber when activated gives all attached players minicrits and damage resist similar to the Battalions Backup (Not quite as powerful though, 50% crit resist vs immunity entirely, 20% global and 33% sentry resist, respectively), duration 8 seconds (An alternative Uber gives a random Uber effect from other mediguns to each player, so one could get stock, another could get kritz, another quickfix, etc, and multiple attached players could get the same thing, but no more than 1 Uber effect at a time) Uber gain is reduced by 25% (although not 100% sure on this one) Any overheal given is divided by the number of players attached; a single player attached gives full 150% overheal, but all 6 attached gives a per-player overheal of just 108.33%. If a higher overhealed player is attached, their overheal drains 50% faster until in line with the new maximum. The Third Degree's Beam-riding damage effect for melee damage is permanently in effect regardless of who or what melees a member of the pack; Spy backstabs however do not transfer outside the initial victim (No you can't just instantly kill 7 people with a single backstab, its not happening) Players attached to a Hydra Medic cannot be healed or Ubered by other medi-beams, including dispensers. The beams will not connect. Pressing R or switching away from the Hydra disconnects all beams, and clicking on a new target to heal it disconnects the player connected longest.
@@MaxReallyDoesntCare Medigun heals multiple players instead of just one and over a greater distance, uber gives minicrits and damage resistances (or a random type of uber to each player), Uber gain is reduced, overheal weakens the more players are connected, incoming melee damage is duplicated to all players attached, healing from other medi-beams and dispensers is blocked. Basically, what if we took the pocket medic and gave him 5 more buddies?
@@Kittysu-the-kitsune It should not. Being able to do upwards of 455 damage on the first swing (65 base * 7 players all linked together) means that while the first hit is probably not going to be a crit, the second swing has a ~40% chance of being a crit, and the one after that is going to be a 60% chance to crit. A pyro who's got more balls and skill than sense can probably get the first two swings in and do significant damage, enough to guarantee anyone who doesnt have at least 125 health or so is going to die. If the 2nd swing crits, it's going to kill most of the players in the pack including the medic. The problem lies in getting close enough to melee before one or two members of the pack spots you and starts shooting. If theres 2 or 3 heavies in the pack, attempting the melee kill is going to end about the same way as most characters charging a sentry: One dead dumbass.
An engi secondary that gives him a sentry backpack, the gun is basically just a stock smg with slightly worse dps, but it has an alt fire which give you 1 level 3 sentry rocket on a charge meter
minigun that does not need to be revved, but needs to be reloaded when its held you will be slowed. this slow is equivalent to the speed you'd move at if you were revved with any other minigun a lot more accurate too (more than tomislav)
what about LMGs that give you a slight over all speed buff, still have a rev up(you walk around carrying it it and have to ready up for firing) but you are faster overall and reload the gun?
@@shadowfighter2461pretty sure it’s a joke referring to a really bad weapon concept for the minigun made by someone who admits they had never once played tf2 (it had stats that made absolutely no sense like increased bullet speed)
A melee for Demoman and Soldier that has the following properties: King's Blade This Weapon deals directional knockback similar to an explosion Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs -15% Damage Dealt This weapon is actually based on something specific that is technically TF2 adjacent. If you can figure out what that is and how, I'll be impressed. Both the name and who can equip it are functionally hints.
I think what would be cool would be an engineer melee that doubles the health and efficency of the buildings ( deploy time, sentry damage and range, dispenser healing and ammo, and teleporter charge time) at the cost of only having 25% of the normal damage (could be adjusted) causing sappers to be more of a pain. PS: i already have a different idea: the spy grappling hook, so pick your fav!
New Soldier Rocket Launcher: Fires vases that inflict a Bleed of infinite duration, I. E. you need to manually remove it with heal. No knockback, including to self, so goodbye rocket jumps.
@youtubeuniversity3638 Shit, missed this. Plague does not go away from medics or dispensers. You NEED a health pack or the resupply locker; any medpack size removes it. you can check it out in game by inputting "addcond 112" with sv_cheats set to 1 on a private server. Tf2 does not recognize it in it's auto fill, but it will give you the effect.
A minigun that lets heavy charge at enemies like he charges at the door in Meet The Spy. This charge is on cooldown, and knocks back enemies in the area of impact. To balance the increased mobility, we can make the gun do slightly less damage, or make heavy slightly squishier
a sniper rifle for sniper that mimics captain deadbeard from gw2, 12 bullets in the chamber, scoping lets you shoot a bullet that minicrits on headshot and does 50 damage per bullet. not scoping lets you shoot out a shotgun blast but consumes 2 bullets, 25% less pellets per blast compared to a normal shotgun. i imagine this would allow to a much more aggressive sniper play style and would allow you to be more mobile and dynamic
Idea: Make Jarate/Mad Milk soak into a players clothes, and can removed via Pyro's flamethrower (It would disolve the liquid.) You could also have Dispensers and Medi-beams "Remove harmful status effects" in this case. It would remove the Jarate/Mad Milk after about 4-5 seconds after the heal beam starts healing.
Medi gun for medic that has the following stats: -No ubercharge -Will disconnect if the patient is not in line of sight of the user +Infinite connect range +No disconnect range +40% heal rate +25hp This medi gun provides a consistent way to heal patients at long range, as well as reward good aiming. This takes away the safety of being able to turn 180 degrees while still healing your patient. It also comes at the cost of no ubercharge. It focuses on long term sustainability for your team rather than strong pushes that are typical in medi guns and the ubercharges they bring to the table.
@@kurage_medusa no, crusaders crossbow is a projectile. The crusaders crossbow can sometimes be a roll of the dice at longer ranges. This medi gun provides consistent healing at longer ranges. Also, overheal.
I still desperately want a Soldier rocket launcher that, instead of firing a projectile, causes a large explosion right in front of where you fire. It has reduced self-damage and heightened enemy damage (probably 25% both ways or smth) but the major benefit is that it allows you to rocket jump in the air on demand. This allows for absolutely insane movement with the downside being that you’re essentially a melee class now that is constantly hurting yourself. I think that this could be a REALLY fun weapon that’d probably not be competitively viable but would rule Casual.
Give Demo a football (soccer-ball) that can bounce and ricochet off of things, the more it ricochets the more momentum it builds up and the more damage it deals. To balance it can have a longer cooldown and a time-cap for how long each ball exists (with it maybe exploding once the limit is reached). In a nutshell, the ball from pass-time but it's a deadly weapon, wielded by a drunk Scotsman who's bored and wants to play football while at his job.
A spy sapper that doesn’t activate upon placement. Is invisible and unbreakable until activated. Pressing reload with the sapper equipped activates all sappers
@@kamasoutrek a sapper limit would hurt the concept, but them breaking in one hit (two with Jag) would not be a bad idea, because one Spy would be able to sap an entire nest at once and send the Engineers into a panic.
The video didn't quite make this obvious, but did you also try testing with a combination of these, or even all of them, at the same time? It didn't seem like that was the case and all of these tests were separate (which makes sense for testing purposes), so I wonder how all of these would interact with each other if all were applied together. I almost suggested not the Rocket Pipes weapon, but since Scout could also reflect those rockets w/ pipes in them I think just the prospect of people trying to kill someone w/ a reflected rocket pipe bomb could be reason enough to keep it with the rest.
Honestly just making a spy buff where he can throw sappers as an option in general should be a thing. Maybe add a new sapper specialized in throwing as well.
I've always wanted to see what the Huo Long Heater would look like if it fired Fireballs instead of bullets (the halloween spell would work perfectly). Bonus points if the fire rate goes up on successfully hitting a target like the dragon's fury.
Utility for heavy: instead of having a sandvich, he carries essentially a block of C4 that can be thrown like the sapper but has a cooldown like the sandvich. It's intended use would be as an anti-sentry weapon, as heavy is rather slow and pretty inaccurate at those distances. It would have a recharge time of 60 seconds, so you can't spam it, and it does a base damage of 90 while having the knockback of a sticky. I'm not sure whether it would be better to set it on a remote detonator like sticky bombs or on a timer, so whatever you think would be best balance wise.
A market gardener for demoman would be my suggestion. If this sounds overpowered for him, maybe give it a deploy penalty while not blast jumping (but if you are blast jumping it is normal)
I'd love to see that applied to the caber lol. Maybe make it work like the new mace from the latest Minecraft update where it scales the damage based on the height you fell from and blast you back in the air like the Wind Burst enchantment
A dispenser that vertically launches guided missiles at incoming projectiles first before engaging players with a adjustable miss rate, fire rate, and fixed range; basically the Arleigh Burke-class guided-missile destroyer's VLS cells if it were a dispenser, in this case a missile dispenser. Healing and/or ammo gain from said dispenser could be reduced or not available until level 3, seeing as it's a literal missile dispenser now maybe only the healing is reduced/removed. EDIT from feedback, in addition to not having healing from the dispenser: You can only upgrade your sentry to level 2, as the level 3 already has a 4 rocket burst, if truly balanced in the center the dispenser should act as the anti-projectile over player dmg variety of said level 3 upgrade, so equal in dps by dispenser level 3 (when the missiles are available for the dispenser)----just a different targeting set-up. The NEW level 2: To emulate the 5 in. naval artillery the Burke has in a smaller fashion ofc, I think using the "Artillery Sentry" model/mod on GameBanana (only level 1 and level 2 are accessible) could be used with a slower fire rate (approx. the same firerate as said naval artillery), but higher dmg and knockback for both levels.
Honestly, overpowered if left as is. It would feel like having two sentries for free. The normal sentry would have to be heavily nerfed for this to work. Perhaps it could force the regular sentry to be a mini-sentry. A weapon that features this would probably end up similar to the gunslinger in a few ways. However, instead of it making you more beefy, it could be focused on giving you two weaker buildings for dealing damage. In this case, it could be pretty fun.
Surely the missles would be the thing that's only available on level 3? I'd like it if the engineer's other buildings got some more love, like unlockable variants or abilities limited by level. A shield to protect players and buildings could be another cool ability to add to the dispenser.
@@MatthewLeBlanc-mo9gw Now that you mention it, I think it could not allow you to upgrade your sentry past level 2, as the level 3 already has a 4 rocket burst, if truly balanced in the center the dispenser should act as the anti-projectile over player dmg variety of said level 3 upgrade (equal in dps just a different targeting set-up). I edited my OP with some changes.
How about a banner for soldier that affects enemies within a certain range instead of your team? something like adding a highlight to them similar to how you see your team when respawning.
Something like... Earhart’s delivery Level 5 Honey Stash (+)+50% move speed while banner is active (+)+100% jump height while banner is active (-)Restricted to melee while banner is active Strip naked and cover yourself in honey, offensively debuffing nearby enemies with decreased move speed and accuracy. “Honey” increases with damage done.
Airblasting a sapper away would be so cool and there would be a new rarest killfeed icon for destroying an enemy building as pyro with a reflected sapper.
I mean makes sense, imagine getting smacked in the face by a fast flying sapper
Lmao imagine having to unsap your teamates after they get hit by a flying sapper
have the sapper deal 1 damage to whoever it hits, and it could have an even rarer kill (dying by reflect sapping a player)
though it would still be just a reflected sapper kill icon
I think it would be cool if the sapper, instead of just attaching to the building it's chucked at, it just saps things in an area around it. As long as the sapper is lying nearby it's disabling the building and damaging (though maybe slower than the normal sapper). That way you can sap a entire engy nest at once. The trade-off might be that the sapper can also just be destroyed with regular guns.
I think this is lore accurate to meet the spy too! For the spy, it'd be so fun opening up the 'sap and start shooting' strategy straight from lore
testing flying heavies was like performing a lobotomy on myself, lots of fun
when playing tf2 im a nascar raceist
I'm kind of a raceist myself
Bird heavy is now cannon.
Jeypack joyride heavy can be a option. what about crouching cancels the self knockback?
I'm literally cackling @@unpseudototalementnormal517
A spy revolver that lets you shoot your disguise's weapon, but deals no damage. Would be nice for mind games.
Either that, or only un-disguises when firing at enemies
also add the same damage penalty as the L'etranger
YES. THIS.
That could work as an alt-fire for such a gun.
It also causes enemy Spies and Solemn Vow Medics to "see" their health going down, but it's all an act.
I though about letting it give Feign to an ally if you "kill" them with it, but that opens up too many tricky questions and the possibility of griefing.
And this, is my jetpack
Ripped it straight from a lab I see.
Xd
Jetpack Joyride 😂
@@OdysseusofLethe sleeper agent spotted
@@Number1SinclairFan the Odyssey had a purpose...
I swear to god PM sleeper agents are everywhere
Here's one that can't possibly go wrong:
Let engineers pass their creations into other teammates' arms. Suddenly, scouts and spies are doing stealth missions to place teleporters in the dumbest places.
Or an overhealed heavy carrying a sentry across a chokepoint. Could be fun but I think it relies too much on direct communication.
you can't cloak or double jump with a toolbox
you also can't speed up the build
Omg YES! I want to do sikrit spi missions to put random teleporters everywhere!
Are you ****** ? Spy has no stealth with an sentry held
Don't forget trimping demoknights.
Throwable sappers are...actually perfect? It's easy to see them coming, but that's fine when Spy has an unlimited supply of them, and it can force Engie to fight at range...if only he had some kind of interesting projectile weapon to address that...
if it had to be added, a buff to rescue ranger so that it can shoot sapper could be good
@@especiallystrangethings6757 ...why not the Pomson? Just replace the Uber drain with that, and make it a little faster, and not disappear upon hitting teammates, and.......
@@ilmakopad the dissappear on teammate is because of a bug -x-
@@especiallystrangethings6757 It's not a bug. The Pomson projective used to penetrate players, including allies, but that feature got removed like 11 years ago for no real reason (as far as I know). Now it just fires regular projectiles, which always get stuck on allied players. That's just normal projectile behaviour. Even the most basic weapons like the stock rocket launcher work this way. Only projectiles that penetrate enemies (like the Dragon's Fury fireball) don't disappear on hitting allied players.
I would make the Pomson have the uber and cloak drain as a MVM upgrade and bring back the penetration as a default ability as well as speed up the projectile speed. maybe something like the alt fire is a Energy explosive shot? all the other Dr Grodbort weapons need improvements as well, the Bison with faster projectiles, more penetration and more damage plus a alt fire that is maybe a minicrit super shot? Manmelter needs a crank or a animation of the Pyro fiddling with the knobs on the side fof the Manmelter for the "reload" of it and a option for a grenade shot when you press R to change fire modes. the Dr Grodbort weapons need to be better.
Imagine a sapper that's just a block of C4. It doesn't stop building from functioning when placed until it explodes, has a flashing red light and beeping noise, but nor does it show up on engineer's HUD like regular sappers
Could be interesting to alert the engineer but also the c4 is also a danger to him if he tries to remove it too late
how about, any enemies (not restricted to engies and pyros) can remove the C4 but its either remotely detonated or on a timer
also spy can place it anywhere like a sticky trap
Someone already made that, but it's dynamite. It does disable sentries and explodes after 5 seconds, dealing 150 damage to everyone & everything around it but it has a cooldown so it can't be spammed.
As I probably can't link to it just search for "TF2 Spy dynamite sapper" ;)
That's pretty much the same idea I had years back. A silent sapper that doesn't halt buildings, but when it finishes priming it blows up the building and anything close by. But it would look like the internals of the MvM tank bomb, where the outer dial of the nuclear logo slowly rotates until it finishes one rotation. It would be like if a sentry buster spawned in. It could discourage large engie nests in cramped spaces, as 1 nuke could be placed somewhere, and then blow up the whole nest. Maybe balance it so that the spy can only deploy 1 at a time with a recharge, meaning 1 spy can't spam them onto every building quickly.
isn't that basically just stickybomb
that gunboats demoman was on a mission
It was to destroy the sentry. Duh!
The way he described it is the default way of me playing sticky jumper + loch n load loadout, but making it possible with the stickies would be an interesting alternative. And probably will make this playstyle more accessible for inexperienced players (not sure if it's a good thing though)
The way you made the sapper throw made me think, what if you just added the smoke grenade from cs as a spy secondary? Sentry's couldnt see through it, so it still kind of fills the same role and i hope it could allow spy to be more of a support class.
SMOKESCREEN! _whoosh_
This could be kinda griefy if done wrong. Smokes in cs are pretty griefy already and you're hard limited on how many you carry. Maybe a semi opaque smoke effect like the gas passer's haze, or a chaff and flare sparkle colored to the team to better reflect the anti sentry utility.
Maybe dropping it directly onto the sentry disables it and increases damage vulnerability, and does a small amount of damage in general, replacing the sapper's slot.
This would also give the wrangler a big utility upgrade, allowing you to aim past the countermeasures yourself until the effect dissipates.
@@DerUberStern The smoke should disipate immediately if the spy goes to a respawn locker and throws another one too obviously, or have the cooldown not reset by respawn lockers. You could make it easier to see through for your own team too.
@@DerUberSternHell, depending on how many you're allowed without having to stop by your own Engie's building, you could sneak close to an Engie nest, disable all of it with a couple of smoke bombs, and let your more damage-oriented teammates break the whole thing while you slip away.
Call it the Saboteur's Smokebomb.
@@DerUberStern at that point id just replace it with an emp grenade, which also doesn't seem bad. make it balanced by only doing a set amount of damage at a time for each grenade instead of the sapper's... sapping.
A second heavy has hit the hightower
16 days too late.
@@austinschmuck7814 you must be fun at parties...
The President: ua-cam.com/video/K7VV_FbYVMA/v-deo.htmlsi=u77V5rQJC64O2SGK
A third heavy has just hit valve hq
@@Lazare7782 $400 custom crafted cartridges cannot melt australium + no medic but soviet passports on uber
Give Pyro a vacuum cleaner. You can make so mouse 2 stores anything thrown at you and then it can be used against your opponents with mouse 1, or that mouse 2 gives you knockback like force-a-nature so you can airblast jump.
and make it so that you could do something like beggars bazzoka air jump withit
gravity gun
blunderbuss
You mean you could store projectiles, like issabelle in Smash Bros
So like the Ratchet & Clank Suck Cannon?
10:58 Its beginning to look a lot like Dustbowl...
Sentries everywhere...
@@Christian-o8t9n We are traped inside our spawn-
We have uber so move on
@@Christian-o8t9n There a lot of snipers so be 🎵aware🎵
Its beginning to look a lot like dustbowl
Engineer destruction PDA that makes buildings make an explosion that deals dmg
-10% bulding hp for it maybe?
Teleporters are now land mines to the enemy team, whether linked or unlinked.
so, instant sticky pile for engineer?
@@SakuyalzayoiTheMaid Maybe it does damage based on the level. If you have a fully built nest, someone (or the engi) destroying it would mean doom for them, but just placing down a tele for 50 metal would do like.. 10 damage
barricade engie
Nothing for Heavy. It makes him 30% faster and removes his primary.
Fat scout's wet dream
no, with the right loadouts this would make you a better demoknight
I instead insist on making family business a primary, so you can still use sandwich.
so the scout but with 300 health
I feel like having the sandvich be the primary in order to have 2 lunchbox items for the optimal friendly hoovey meta build is the best direction.
Honestly, instead of the minigun making you fly, it could be a secondary weapon of a bunch of balloons on heavy’s back, making him able to jump higher and also fly with said minigun, with a downside being no sandvich and the balloons being able to be shot down
have played most of these weapons on tf2c custom weapon servers
the heavy mini gun in that server had much more firerate so you could jump and then shoot to fly if you were on ground it didn't have much knock back
the down side was that you ate through ammo really fast which wasn't a problem for most pro players
it was kinda op they nerfed it with even less ammo😂
Oh, that sounds fun.
The interesting thing with the flying minigun is that heavy gets mobility. but at the cost of not seeing where you're going and not being able to shoot where you go.
Imagine some sick play with 5 heavies jumping behind enemy lines. The chaos would be fun.
I was thinking of slapping Force-a-Nature properties on it.
Slower firing speed, slightly higher damage (base spread is the same), gives you some decent horizontal KB when airborne, or when hit by its bullets.
New joke weapon duelling: the Balloon Fighter.
If someone physically jumps on your balloons and pops them, you get sent to the ground at mach speed and instantly die.
Nostromo napalmer that has flames that behave like napalm instead of propane
So they stay on the ground for a while?
is nice
hot take: all flamethrowers should have this as their primary damage source, with airborne flames dealing only falloff and afterburn
Imagine normal flamethrower that behaves like gasoline
That would actually enable a great defensive playstyle if the flames stayed on the ground to block areas.
Self-damage would prevent it from being a direct upgrade as he wouldn't be able to push forward without sacrificing health.
Heres a suggestion: heavy can holster his minigun at any time during spin down. Its a feature from the original TFC that wasnt carried over and as you noted, makes it incredibly difficult to use your shotgun reliably. We had tested it on our rebalance server, and its a feature in TF2 Classic as well, and we noted it definitely helps make Heavy more mobile and flexible when repositioning.
yeah i agree faster spin down time for heavy would be really beneficial to the class
Honestly that sounds like something that should be base kit if Valve ever remembers this game. Would make Heavy a lil more dynamic.
what about a Counter Strike like movement passive for the Heavy?
@@drivanradosivic1357 what
@@gilbertfry5539 if you think about it, the GRU and the Eviction Notice are the Heavy's Counter Strike Knife out running speed. My suggestion is, why not give the Heavy a core class passive I call Rushing Slav that gives him a little boost when you holster the minigun, meaning Shotguns/food items and melees make you faster when active and the Gru and Evi Noti even more fast, as in Rushing Slav and GRU and Evi Noti stack.
Rushing Slav does not give you Scout speed, you get a speed increase when running while you minigun is holstered by plus 15% in stats terms, which is 77% base Heavy speed plus 11% for 88% movement speed with other item slots active, which stacks with the speed boosters. this simple change not only makes Heavy faster with Shotguns out, but you get melees that are even better utility tools.
7:18 Would say make the sapper fly in the air a bit slower while the sapper retains full speed if sliding on the ground. That would help enable pyro and engie do those plays against spies that do those CS2 levels of yeeting.
Perhaps throw it on M1 and slide on M2, similar to the grenades in Half-Life.
engineer artillery piece/mortar with a long max range but a minimum range that makes it defenseless up close. the shells should make a whistling sound on their way down and have a very visible trail of smoke to make it easier to track it down from a distance
i’m not sure how it would take buildings and obstacles into account so if that’s a problem i’d just have it fire straight up into the skybox and it later spawns in the skybox above its target
Wouldn’t this turn the game into Battlefield lol
@@frostedsnow7634Yup, Battlefield has the same thing, yeah.
I think the downside isn't really a downside either, since a sentry is also nearly defenseless up close.
I like this idea but the skyboxes in this game are so wonky it would probably be hard to place
@@SyRose901A sentry isn't defenseless up-close at all. Only if you're right on top of it and know what you're doing
Give spy a knife that attaches an explosive on a target:
- on backstab, does 0 damage, and plants an explosive on the target
-the target will shine and beep for 5 seconds, and then explode, taking 150 damage. All nearby ennemies take 75 damage
I love this idea. I have some feedback. First, I believe that the explosive damage should instantly kill the enemy and all enemies around them when they explode. It would be very underwhelming to backstab a soldier, have him walk into a large group, and nobody be killed, for example. Second, the person who is backstabbed should not be able to hear the beeping sound. Otherwise, they would never go next to their teammates. If they were backstabbed, then it is perfectly deserved that they die without warning after the five seconds. However, a subtle beeping noise that can only be heard by teammates seems fair. Key word: subtle. It should not be loud enough that it can be heard easily over the gunfire.
All in all, this would be a great side-grade the spy's other knives that would reward the spy for predicting an enemy to move towards other enemies while also giving the backstabbed player time to kill the spy.
Hasnt this been done before
@@jimhongpingpong A similar concept- yes. The difference is that it rewards predicting where the player will go with more kills.
Alive sentry buster has entered the area!
@@MatthewLeBlanc-mo9gw that's a little bit op to insta kill like 5 enemies ide you should be able to airblast or homewrecker the explosive to remove it
The heavy minigun thing reminded me how comes Valve never added an artillery cannon for Heavy as a primary, it could let him explosive jump maybe do like detonator and increase self-damage for doing that or give reduced self-knockback.
Make the Huo-Long heater work like DRG’s Hot bullets; Firing the minigun fills up a heat meter and once it’s over 50% full, bullets ignite enemies. The minigun gets disabled for a short time if the meter ever gets to 100% and the meter slowly decreases as the heavy isn’t firing.
This way the heavy can trigger the damage bonus independent of his team.
Could also have the aggressive venting reusing the Huo's fire burst on overheat, but buffed for the considerably rarer use. Basically a trap card againt being rushed (include a range expansion at least) maybe add fire particles over the gun so other players know its over 90% heat or something
Overheating should:
Set yourself on fire
Disable the minigun for 10 seconds (can switch)
Cause any enemy within 10 feet to be set on fire
Cause any enemy within 5 feet to receive max afterburn, and take 50 damage
Cause any enemy within 1 foot to instantly turn to dust
This actually makes hulong an anti sniper minigun with its chip fire, dmg, but it does also can be exploited as Uber Farm, too
Hey, that's actually a solid idea!
A minigun with overheat mechanic that also forces heavy to balance his firing capabilities in order to maximize damage output, seems really interesting!
why not a simple switch between "Press r to change between a when revved up and firing create a ring of fire for 4 ammo or bullets now do ignite on hit for 4 seconds and make your shots cost 4 ammo more" as a improvement to the Huo Long Heater?
I like the interaction at 2:19 it looks like the medic quickly changed sides to betray the heavy.
Give medic a medigun that heals 30% less but increases rate of fire by 15%
On ubercharge: grants 30% fire rate and infinite ammo to the beam target for the charge duration (so no reloading while active).
Charge duration: 8s
Feel free to tweak numbers a bit but I like this concept.
I like this idea. It encourages skill-based rampages, similar to the kritzkreig. However, since this isn't as potent as the kritzkreig, I recommend having increased ubercharge build rate and/or increased ubercharge duration. I'd personally go with the latter and slap on a 100% increased uber duration. Also, is the 30% increased fire rate during ubercharge additive to the passive 15%, making it a total of 45%? That would make it a bit more useful in general instead of being specialized.
Infinite reserve ammo or magazine?
Worse than the Keira minigun
@@Diamond-vs9lr I think what is trying to be said is that ammo isn't consumed. For example, you could keep firing as scout with the scattergun infinitely while the ubercharge lasts.
Imagine ubering a Sniper with this.
Engineer should get a revolver secondary. Call it the Big iron or something.
Its primary fire shoots bullets that deal more damage than Spy's revolver shots but with a greater cooldown time between shots. The shots have slightly tighter dispersion compared to Spy's revolver.
Its secondary fire has the Engineer "fan" the revolver, firing shots quickly but with worse dispersion.
To compensate for all this, this revolver weapon must be reloaded one bullet at a time.
Whether this gun can headshot or not will be left up to whoever is making the weapon.
imagine just random crit instakilling a spy with a revolver
I don't think Engie is allowed to have an alt fire due to building pickup.
@@Appletank8 short circuit does!
(And the wrangler makes it fire its lvl 3 rockets I think?)
@@quest7314 Good point
@@mr_pigman1013 texas red had not yet leathered for a bullet "fairly" hit, and the rangers aim was deadly with the big iron on his hip
A medoieval mode siege engine for engineer. It throws darts or rocks or something, and mist be manually operated (you must hit it with the wrench for it to work at all.) and doesn't upgrade. The projectiles it shoots put on some sort of special debuff that is much more significant outside of medieval mode to compensate for its weakness.
Hmmmm, could be like a Sentry that only has 1 AMMO, but either fires a Loose Cannon-esque explosive, or a Huntsman projectile.
All weapon slots with shotguns can equip smgs or pistols, and the sniper can use shotguns. I'm curious if the three weapon types are equally powerful (or not), and how giving many short ranged classes a long-mid range option (and sniper a close ranged option) would work out. Also, how classes might try to use the utilities of the non stock variants.
Edit: added pistol to the mix, removed the bit about smg not having damage falloff because it does.
I think it's pretty obvious how giving a long range class a close combat option would be terrible. But yeah I'd like to see this happen
@@goodbyemychannel Huntsman with a shotgun sounds like a funny loadout combo. You trade the higher mobility, survivability, and damage of scout for the ability to perform at long range. I don't see it being overpowered.
@@fusrosandvich3738 Huntsman with shotgun probably wouldn't be too bad, but normal rifle with shotgun would be pushing it.
First of all, the SMG does have damage falloff.
Second of all, the shotgun would be better in every situation, mostly because the DPS is higher and the SMG still suffers from spread.
Lastly, do you want spies to have a harder time vs sniper? You can just two tap a spy (factoring in some damage ramp) with a shotgun, that's faster than 3 no scopes, using the SMG, or trying to land 2 melee hits...though jarate is still better than a shotgun.
Heck, the pistol does more dps than the SMG and has the same falloff and spread.
haha yeeah all-class shotgun, pistol, and smg. "The generic"
4:44 Oh hey mine got in! To be honest, I'm not surprised it wasn't extremely impactful, I always just thought having a bat that could hit projectiles felt fitting. These are all awesome though. These tests are consistently some of the best TF2 content on here.
if I remember right, one of Valve's abandoned concept weapons was a catcher's mitt that the Scout could use to catch an enemy projectile and throw it back
Feedbacker
I had played with the idea of a long barreled shotgun for scout that he could swing like a bat with m2, reflects projectiles and knocks enemies away, and that minicrits airborne enemies.
Did you got that idea from Yoshi Island? The slugger and baseball boy? Since slugger hits Yoshies eggs when Yoshi throws eggs at him
@@DJRiKTAI kinda just got the idea from baseball
I think this game's balance is so chaotic, that anything, even the stupidest ideas could work viably in casual
though it might be a lot, a cool rework i thought of for the sun-on-a-stick would be having the ability to extinguish yourself or teammates which builds up a charge, where once it's filled up you could toss a fireball.
any part of that idea can be extrapolated on but i feel like that weapon has so much potential that's never really discussed
oh hey, my idea to imporve the Sun on a stick by adding that FUNction to it. Plus the fire projectile is a flare gun stats shot and the SVF gets the Dragon's Fury shot for alt fire.
That is actually an AMAZING idea and would make for an interesting way to play the scout! i think that for the specifics the damage would have to be at least half that of the fireball spell though so you cant kill light classes with only the fireball and its afterburn. also being able to extinguish yourself with it might make it too op against pyros.
@@artition735 oh for sure, that would probably be a good tweak. I could also see self-extinguishing acting like the spy-cicle where if you equip it, it'll extinguish for a second but has a cooldown before it can again
+1 to this idea
tbh I think the basic idea of just letting it have a projectile that sets you on fire is already pretty good on it's own since it can now synergize with itself without external factors
Shoutout to that one Soldier in the end with the Rocket Jumper + Banner (11:21 on the right)
His goal is beyond our understanding.
@@MINICUBANThe wants the butter gardener
Dude probably wants to charge the banner only with Market Gardener damage lol
0:40 (Insert Prowler theme here)
“He’s right behind me, isn’t he.”
0:00 Intro
0:09 Gunboats Demoman
1:55 Flying Heavy
4:46 Projectile-reflecting Scout
5:34 Sapper-throwing Spy
7:28 Multi-bomb Soldier
8:15 SG-kicking Engineer
10:43 Conclusion
10:58 Extras: Multi-bomb Soldier
11:43 Extras: Flying Heavy
thanks i stole this and put it in the description >:)
@@shounic oh my gosh, he’s a thief 😨😨
@@shounic no problem. Glad to be of help! All I ask is that my suggestion is given consideration. Thank you for doing such incredible work over the years with your channel!
Pyro's flamethrower leaves flames on the ground. Could apply to other sources of fire like the cow mangler too.
Up to you if you want to balance the ground fire between different flamethrowers and sources
Deep rock galactic sticky flames 2 just dropped
How about a weapon that spawns a gasoline puddle at the player's position upon death. Puddle exists indefinitely until someone lights it up at which point it turns into a after-burn area of effect and lasts however many seconds before dispersing. Similar to the Gas Passer but different in that the gas does not stick to players, only the world surface and only affects players within it's bounds once activated with fire/explosives/etc.
i want to see this tested
I read that as 'a flamethrower that shoots flaming leaves on the ground'
And now im imagining pyro with a Leaf blower that's been jankily repurposed to instead shoot out FLAMING LEAVES AND SHRUBBERY as fire shrapnel
Seems like something Pyro would come up with ngl lmao
Fish on a stick's server kind of has this already
“sentry kicking”
buddy.
ever heard of the rescue ranger?
No need to switch to it nor is the Engie nearly as vulnerable while moving it
Idea 21 - Give Medic a Quick Fix that heals in a cone
Heals all teammates within a cone in front of Medic (Recommend using Airblast hitbox)
-30% heal efficiency compared to stock Medigun
-20% Ubercharge rate, additional -10% reduced per additional target healed at once
If possible, does not require primary heal target to activate (If a complete coding rework is required, make it do 'airblasts' at a rate of once per half second [or 0.5 sec fire rate] that heal teammates for like 8/16/24 HP every tick)
Ubercharge: Quick-Fix Uber
The reduction per team mate thing you had on the uber charge might need to be applied to healing too? I'm not sure. It just feels like healing multiple people at once is stronger than people might realize even if it's worse healing.
@@Red_Bastion it's really not, since the Amputator exists and only really gets used by a second Medic.
with multiple Medics, I could see this being pretty strong, but you would need multiple Medics and realistically that just doesn't happen.
@@Red_Bastion balance can be figured out once its modded in. As for the Uber, quick fix Uber is weakest Uber as is
Isn't the ariblast hibox a rectangle?
@@pedropradacarciofi2517 with a cone / trianglar prism in it, yes
Projectiles in the triangular prism are reflected
1:34 the ragdoll 😭😭😭
xD
Funnyragdoll:tm:
Weeeeeeeeeee
"I must go, my people need me."
@@ch1ppychipp “Tis I must go!” Ahh ragdoll
A soldier rocket launcher that acts like a mortar. The rocket arcs fairly quickly so you can't really hit long-range targets anymore. The rockets deal -20% to +60% damage and have -10% to +30% explosion radius based on how long they were in the air, longer time = more damage/area. -1 max rocket can be loaded and they fire slower.
Medi gun for medic that has the following stats:
+On ubercharge, make both the user and patient cloaked
+On ubercharge, give both user and patient a speed boost
+50% ubercharge duration
+40% ubercharge charge rate
-Patient cannot attack while cloaked
This medi gun would allow power classes such as heavy, soldier, and demo to get behind enemy lines more easily and ambush enemies when the flank route is being watched by the enemy team.
Speavy is real
@@mr_pigman1013 we must make the french heavy come to life
I present to you: Phlog Spyro.
May God have mercy on us all.
@@radomiami oh god i can already picture the mayhem
@@radomiami lmao
A medi gun for the Medic that works like the vaccinator but instead of 4 resistance charges it has 3 short mini-crit charges.
What the hell is a minicrit charge
Like battalions or buff?
Buff banner@@3_pancakes767
@@3_pancakes767 Like the Kritzkrieg, except with mini-crits and 3 small charges like the Vaccinator.
@@3_pancakes767 Gives the healed person a short mini-crit effect similar to the crit-a-cola or the buff banner.
Give Scout a protein shake that, when consumed, works like Popeye's spinach-transforming him into a fat Scout with 300 health and a slower walking speed.
We need a scout primary that bleeds
Finally. Triple Flava
Flava Enclav
Boston Basher Blaster
ALL THE FLAVA.
A shitty kids next door looking scattergun that just lobs rusty nails
Rocket Sentry for the Engineer, a sentry that only fires rockets like those turrets at the end of Portal 1.
Can either exist in 1 or 2 levels, 1st level fires soldier-like rockets, 2nd fires lvl3 sentry rockets.
The main concern would be the sentry's targetting, since it's firing a projectile, to that you can either:
1. Do nothing, as the sentry could be better at surprising than actually protecting a large area.
2. Give the projectile Direct Hit speeds.
3. Use the standard Soldier/Demo aimbot where they attempt to predict your movement.
I'm interested in knowing what an alternative sentry style (aside from the mini sentry) would do to Engi's playstyle, both in offense and defense. Also I want to see it's interactions with the Wrangler as it gives Engineer a very easy access to explosive jumping.
this is an interesting idea but i learned to time airblasting level 3 sentry rockets as pyro already and i would just be able to do this even easier to a sentry that had no bullets, just rockets. even if the rockets were faster. it would nullify this sentry pretty fast
Those take ages to fire, if Chell can avoid it easily then the TF2 cast can too
Give spies a gun that disguises the ''victim'' for 6 seconds into an allied player for the opponents and make them not be vulnerable to friendly fire. Example: Red spy shoots blue medic and blue medic turns into red scout, then blue pyro sees blue medic as red scout and kills blue medic.
11:47 ahh i love that time of year when the pootis birds migrate
My dumb idea: An Engineer Wrench that builds two bounce pads instead of a teleporter pair.
The bounce pad, when stepped on, will catapult the player on a consistent, arcing path. The bounce pad charges faster than a conventional teleporter, and upgrading it significantly increases how quickly it will do so; level 3 bounce pads instantly launch players who step on it.
The pads are not paired, and must be upgraded separately, but Spies will no longer destroy both buildings when sapping one.
I could see a lot of reasons why this would be absolutely busted since it gives every single class vertical mobility, including the engie himself, but on the other hand bounce pads are fun.
Somebody made this last year
@@weehoodommdie Nice! Was it a Shounic video?
This is in a mod called Team Fortress Classic
I feel like the throwable sapper would be a good tool for newbie spies who are nervous to sneak right into a engineer nest.
You can dash foward with the Huo-Long Heater:
- Dash is performed pressing space while reved up
- Dash sends you in the direction you are facing
now that you mention it, let's say the Heavy gets a core class melee ability where pressing both mouse 1 and 2 and holding it for a bit is a melee lunge, how would that affect the Heavy playstyle?
@@drivanradosivic1357On paper, quite a bit of Heavy's kit would balance out from this
- Stock is still arguably the worst option, because everything else also has the lunge
- The KGB have better utility, since the extra movement means less dependance on your enemy to get close enough to you
- The GRU has the least increased utility from this since it already was Heavy's best movement option, though still one of the better choices
- The Warrior's Spirit becomes the true melee-only Heavy choice, with increased damage and health on kill, pair with Dalokohs for even more power
- Fists of Steel become split between an offensive and defensive option, since now you can approach enemies with 40% resistance to ranged attacks
- Eviction Notice
- The Holiday Punch depends on what you meant by "lunge" whether it's more like a short demoknight charge, or more like a smaller rocket jump in the direction you're looking at; depending on which, it could go from a moderate buff to the most OP melee ever
@@concerningindividual for me, Lunge is a short range dash melee attack, Leap is the jump melee attack. also, we get a short cooldown.
So, I think the Lunge would work well.
I also have a idea for a Counter Strike like Passive called Rushing Slav, where Heavy is faster for 15% movement speed when holstering the main damage dealer the MINIGUN, this helps Heavy on all non primary slots meaning secondary and melee active mean heavy is faster.
I also want the Stock melees to have some upsides, for the Heavy "on kill: plus 15% faster movement speed for 3 seconds" as a reason to use it.
I also think the Buffalo Steak and Warrior's Spirit need improvements.
First, Steak needs the Sandvich health gain, that can also give temporary health. This makes the Steak MELEE ONLY MODE better and more of a Classic Doom Berserker pack(you get healed and better damage) and that means survivability. Next improvement, 15HP on hit and 35HP on kill that can overheal as upsides for the Steak, and this makes the Steak good for comboing with other melees.
Warrior's Spirit, 30% damage vulnerability is 15% damage vulnerability, 30% damage is 15% and 15% faster swing speed, no random crits for minicrits are crits and 15HP on hit and 50HP on kill that can overheal. This makes the Bear Claws good on their own and there is combos you can do with it now. the Health on hit and Health on kill of the Steak and Claws combo, meaning 30HP on hit and 85HP on kill that can overheal.
this improvement makes the Buffalo Steak a viable option for Heavy Melee mode, the Warrior's Spirit good survivability melee and combo with the steak and more importantly you get to combo them together or mix and match loadouts.
That solly is flabbergasted 1:00
“Safety” flamethrower, or “the airblaster”
Basically a flamethrower that cannot shoot flames, but has infinite air blasts.
Compressed air cannon.
Pyro with a centrifugal castle blower fan or a leaf blower to clean the autumn stickies up.
Call it the flame no-er
A shield for demo that can parry. It can't charge and has no resistances, but right clicking will negate damage and reflect projectiles for 0.3 sec, If you manage to time it right and parry the attack, the cooldown is 1 sec, otherwise it's 5 sec.
Also, if you parry a melee attack, your next melee attack will min-crit, but it wears off after 2 sec.
I feel like melee interactions would be fundamentally flawed due to how janky hit reg is with differing ping.
So cool idea, I like everything else about it, but parrying melee hits would most likely just not work in practice.
Let heavy equip the shotgun on Primary and Lunchbox on the secondary.
speed increase due to heavy not needing to lug around a minigun
Or if your not a coward just equip a second shotgun
@@thegreatgoobert5847 it's always faster to switch firearms than reloading
I'd say completely remove slot restrictions for heavy.
Three shotguns, two miniguns and a sandvich, anything goes.
@@solonimbus_ytGRU, Fists of steel, Holiday Punch
You should see what happens if we replaced the engineer’s sentry gun with a stationary version of the medic’s mvm shield. This version of the shield would have hp and be projected from something like a dispenser.
An "Oil Can" for the engineer that applies an oil buff to one of your buildings. Oiled buildings perform all actions 10% faster but take 5% more damage and can be set on fire. You can only oil your own buildings and the effect lasts 1 minute. Feel free to change any of the variables if you feel like they are unbalanced.
A crossbow that on headshot does 700000% more damage than the huntsman, and on bodyshot you fucking exe crash out of tf2.
You forgot each miss causes you to lose 10 FPS
No random crits
@@enn1924no, yes random crits, but each time it plays an incredibly loud sound effect that only the wielded can hear.
No… bleed in hit
(Buffed)
@@weehoodommdie not funny, didn't laugh, wrong meme
4:46 the feedbacker
Jetpack joyride heavy is a niche i desire to experience in many games, especially deep rock galactic. One way i see about doing it is that knockback only applies when airborne like the force a nature
There's a multiplayer game I used to play called robocraft. Use blocks you've earned to create a combat robot. Different parts weigh differently. So speed may be slow. But recoil exists. So yoy could somewhat control your movement through recoil.
One joke robot I had was merely a powerful rifle on a single block. I'd go far just blasting everything, and I could hit other players and I'd be too small to hit.
And then one plasma cannon one shots you.
@gemstonegynoid7475 I used to play robocraft non-stop in its early years. Took a break from it for a little bit, came back, and then some time later learned that some of the games servers were lost in a fire so they couldn't update it even if they wanted to. Aaaand robocraft 2 is nothing short of broken, missing features, and given a paid battle pass before it was even remotely finished, showing what the devs priorities were :/
@aydeeaychdee yep I only played robocraft in its first few months. Haven't touched it since. I have heard ill news about it but I didn't know they lost the servers to a fire, that's bad luck
What would happen if we let Soldier, Heavy, Pyro, and Engineer use Scout primaries in place of their stock shotguns?
(example: Soldier using the soda popper's HYPE function to gain extra jumps then rain rockets from above, Heavy utilizing the speed increase from Baby Face's Blaster, Engineer using the FaN to reach new sentry spots, etc.)
best idea!!!! -uncle dane wannabe/ in the balls
Pyro with the rescue ranger?
@@Preinstallable Pybro 2.0
This sounds horrifying and scout gets nothing out of this deal (unless you wanna let him use banners/lunchbox items/short circuit)
@@june9914 I think letting Soldier have a Scattergun secondary, while Scout gets a Sandvich secondary, sounds like an even trade.
banners are a hard "no", he has too much mobility and does too much damage to not have the Buff Banner active 24/7; but I can't see much wrong with Scout having an on-demand heal.
he's always going to be held back by his own weak health pool, so even with something like the Dalokah's Bar (which gets overridden with overheal), he wouldn't be that much worse than he already is.
and we could see a rise in bleeding Scoutknights if we give him the Buffalo Steak Sandvich!
How about a medigun that takes away enemies health? You can store up health reserves for you and your teammates ((by dropping food/medkits) 25 HP would be a small medkit, 75 would be a medium, etc.) or you can save up enough for an ubercharge for yourself and up to three teammates around you ((let's say, probably around 750 - 1000 HP taken from enemies) plus, your teammates would have to stay within a couple feet of you). Special attack button would drop medkits, mouse 2 would activate Uber when charged. More HP stolen means more allies can be ubered at the same time. Disguised spies wouldn't be affected by the health sapping.
I think a better option would be a health tank, where health stolen is stored and can be redistributed back to your team like a normal medigun.
0:40 *prowler theme intensifies*
Omg I see that XD
Banner Idea: The Full Spectrum
- Uses a random banner when activated
- Takes half as much damage to charge (250)
- Buff duration is half as long
maybe instead of that it makes the soldier autistic
gambling addiction
let's go gambling!!!
I really appreciate shounic's fair review of every suggestion, with a good-faith testing implementation, a serious look into how it affects gameplay for all involved, emergent strategies and tactics, tweaking opportunities, and of course, _style._
Bravo. Many "fan idea" reviewers simply make up a shallow opinion and proceed only in that key.
Rocket launcher that can guide rockets to wherever the cursor points like in half life 2.
Rockets feed directly from ammo with no clip, and only one rocket can be controlled at a time. Maybe to counteract the loss in DPS the rocket (i guess its a missile now?) can have less or no damage falloff.
Edit: Per suggestion from reply, making the missiles slower than stock just as they're fired and increase in speed the longer the missile is "alive" would be a good addition as well as reverse damage falloff (damage starts low and increases as the rocket gains speed)
I swear Shounic already did exactly this in a video before, but I don't remember which one.
Have the rocket constantly accelerate as it flies then have the damage be scaled with the final speed. Incentivizes long-range targets and non-optimal pathing which also gives the opposing players more time to notice and counteract them. Unlike regular rockets, a pyro airblast shouldn't reverse the missile's direction but instead cause it to slow down and/or shift direction based on the vectors of the airblast and missile.
@@ThePongles i think for consistency and predictability when reflected it should just go opposite of its vector and be uncoupled from the soldier's guidance. airblast in most instances negates blast projectiles or at least makes them inert for the pyro's teammates, and that behavior should be consistent. (i guess stickies are an exception)
Like half life rockets it should also be a projectile that can be shot out of the sky (like 20 damage)
Spy can build fake teleporter entrances that kill you and fake dispensers that hurt you and take your ammo
you mean evil engi
"fake teleporter entrances that kill you" is already a thing engineer can do on a lot of maps.
@@pyro-te9vb eeeeeeevil Engiii
Should make it a sapper that instead of destroying the building, "hacks" it. Could have it exist silently on the buildings to force the engie to have to do visual inspections of them.
@@ThePongles Aww that's a sick idea! Maybe the sentry keeps looking like it's functioning but the bullets do no damage lolol, CORRUPTOR SAPPER
An alternate medigun whose uber makes the person into a class-specific gundam (probably just implement Heavy where he gets a shed of HP and has 2 MGs, or soldier where click sends a rocket altfire is a shotgun)
An invis watch for spy that catapults him in an *almost* vertical arc, (with som air control) granting him increased vertical mobility and allowing him to reach new sneaky spots. The watch would launch spy somewhere between 256 and 512 hammer units. The watch would still retain its cloaking ability but with an increased delay, (1,5 seconds) and shorter duration (6,5 seconds). The spy would be fully invisible by the time the reaches the apex of the arc, and would end a few seconds after landing again (Depending on how long he was airborne). Additionally spy would receive reduced fall damage during his great escape. Fall damage wouldn't be calculated from the height of the arc, but rather from where he stood when he triggered the jump. This means that for him to take fall damage he would have to fall further than he jumped. (Extra notes: Invis watch can only be activated while grounded, Drains 50% invis charge upon activation)
so essentially the vsh saxton hale jump but less powerful?
3:33 heavy literally became an attack chopper
One weapon I would like to see is some sort of weapon for pyro that would allow for a play style similar to fat Scout, like a flamethrower that has a some sort of damage penalty while making airblasts more powerful or faster to fire, or a shotgun that has a faster fire and reload speed at the cost of reducing afterburn damage by a whole lot (even when holstered.)
a "super smg" (ppsh-41) primary for heavy, making him faster and not have to rev but deal significantly less damage and having to reload, while still having the fast fire rate of the minigun
edit: another idea i had is giving heavy a dp28 lmg (dinner plate), maybe with sandviches on it or something dumb because tf2 lol, the dp28 would basically be a tomislav with no rev, even slower fire rate and it would need to be reloaded, having 47 round plates, keeping the high damage of the miniguns.
ppsh-41 item name: "the papashka"
dp-28 item name: "DINNER BLASTER"
The best concept I heard for this had:
+67% more damage
+20% more accurate
-75% bullets per shot
-33% move speed while active
This weapon needs to reload
This weapon does not need to be revved up
100 shots in the clip, 200 reserve ammo
Maybe should be given a deploy speed penalty but maybe not
Ive seen people put that into practice in TF2C and its really well done/balanced, always offset by killing either bullets fired or dmg down, either way tho it works pretty well.
@@Beardedprof tf2c has lmgs from what ive seen, i imagine this as snipers smg, with the fire rate of the minigun, a 35 or 71 round mag (banana mag or drum) and maybe 10 base damage? (idk how ramp up works its confusing) maybe knock heavy's hp to 200 if needs be, because it makes the heavy not really suit the tank role anymore
Seeing Dinner Blaster always puts a smile on my face
That’s just the m249 from tc2 with less damage
The dp28 sounds like something valve would make as a joke weapon tho lol
Medic medigun: The Hydra (Alternative name: The Mastermind)
Can connect to and heal up to 6 separate targets, range increased by 25% over stock medigun
Uber when activated gives all attached players minicrits and damage resist similar to the Battalions Backup (Not quite as powerful though, 50% crit resist vs immunity entirely, 20% global and 33% sentry resist, respectively), duration 8 seconds (An alternative Uber gives a random Uber effect from other mediguns to each player, so one could get stock, another could get kritz, another quickfix, etc, and multiple attached players could get the same thing, but no more than 1 Uber effect at a time)
Uber gain is reduced by 25% (although not 100% sure on this one)
Any overheal given is divided by the number of players attached; a single player attached gives full 150% overheal, but all 6 attached gives a per-player overheal of just 108.33%. If a higher overhealed player is attached, their overheal drains 50% faster until in line with the new maximum.
The Third Degree's Beam-riding damage effect for melee damage is permanently in effect regardless of who or what melees a member of the pack; Spy backstabs however do not transfer outside the initial victim (No you can't just instantly kill 7 people with a single backstab, its not happening)
Players attached to a Hydra Medic cannot be healed or Ubered by other medi-beams, including dispensers. The beams will not connect.
Pressing R or switching away from the Hydra disconnects all beams, and clicking on a new target to heal it disconnects the player connected longest.
Simplify the concept to its core concept, so I can understand it please.
@@MaxReallyDoesntCare Medigun heals multiple players instead of just one and over a greater distance, uber gives minicrits and damage resistances (or a random type of uber to each player), Uber gain is reduced, overheal weakens the more players are connected, incoming melee damage is duplicated to all players attached, healing from other medi-beams and dispensers is blocked.
Basically, what if we took the pocket medic and gave him 5 more buddies?
@@speeddemon1092 thanks.
@@speeddemon1092 Would the third degree double-dip?
@@Kittysu-the-kitsune It should not. Being able to do upwards of 455 damage on the first swing (65 base * 7 players all linked together) means that while the first hit is probably not going to be a crit, the second swing has a ~40% chance of being a crit, and the one after that is going to be a 60% chance to crit. A pyro who's got more balls and skill than sense can probably get the first two swings in and do significant damage, enough to guarantee anyone who doesnt have at least 125 health or so is going to die. If the 2nd swing crits, it's going to kill most of the players in the pack including the medic. The problem lies in getting close enough to melee before one or two members of the pack spots you and starts shooting. If theres 2 or 3 heavies in the pack, attempting the melee kill is going to end about the same way as most characters charging a sentry: One dead dumbass.
An engi secondary that gives him a sentry backpack, the gun is basically just a stock smg with slightly worse dps, but it has an alt fire which give you 1 level 3 sentry rocket on a charge meter
minigun that does not need to be revved, but needs to be reloaded
when its held you will be slowed. this slow is equivalent to the speed you'd move at if you were revved with any other minigun
a lot more accurate too (more than tomislav)
does it also have increased bullet velocity?
what about LMGs that give you a slight over all speed buff, still have a rev up(you walk around carrying it it and have to ready up for firing) but you are faster overall and reload the gun?
@@SakuyalzayoiTheMaid i don't know why that would be important given how bullets are hitscan
@@shadowfighter2461pretty sure it’s a joke referring to a really bad weapon concept for the minigun made by someone who admits they had never once played tf2 (it had stats that made absolutely no sense like increased bullet speed)
does it have a speed boost after you reload
A melee for Demoman and Soldier that has the following properties:
King's Blade
This Weapon deals directional knockback similar to an explosion
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
-15% Damage Dealt
This weapon is actually based on something specific that is technically TF2 adjacent. If you can figure out what that is and how, I'll be impressed. Both the name and who can equip it are functionally hints.
I think what would be cool would be an engineer melee that doubles the health and efficency of the buildings ( deploy time, sentry damage and range, dispenser healing and ammo, and teleporter charge time) at the cost of only having 25% of the normal damage (could be adjusted) causing sappers to be more of a pain.
PS: i already have a different idea: the spy grappling hook, so pick your fav!
Test stickies that do less damage but send enemies into space with crazy knockback.
Skicky Jumper's stickies
"Sticky Jumpier"
Badwater space program
Sticky Bumpers.
I love how anytime the community is asked for updates someone will always ask for a projectile sapper like Meet The Spy... cmon Valve 😂❤
3:07 Imagine a swarm of these wearing the chicken kiev
New Soldier Rocket Launcher: Fires vases that inflict a Bleed of infinite duration, I. E. you need to manually remove it with heal. No knockback, including to self, so goodbye rocket jumps.
There is a effect called plague that is just bleed with infinite duration, totally doable weapon
@@lennybjorowitz4256Does it go away from sufficient healing like bleed does?
@youtubeuniversity3638 Shit, missed this. Plague does not go away from medics or dispensers. You NEED a health pack or the resupply locker; any medpack size removes it.
you can check it out in game by inputting "addcond 112" with sv_cheats set to 1 on a private server. Tf2 does not recognize it in it's auto fill, but it will give you the effect.
A minigun that lets heavy charge at enemies like he charges at the door in Meet The Spy. This charge is on cooldown, and knocks back enemies in the area of impact.
To balance the increased mobility, we can make the gun do slightly less damage, or make heavy slightly squishier
i dont play tf2 and just happen to really enjoy shounic's content, so i may be wrong on this, but...
...you want a heavy demoknight????
@@firewall5189 It would be different because the charge would be slower and knock back enemies in an area rather than direct damage
a sniper rifle for sniper that mimics captain deadbeard from gw2, 12 bullets in the chamber, scoping lets you shoot a bullet that minicrits on headshot and does 50 damage per bullet.
not scoping lets you shoot out a shotgun blast but consumes 2 bullets, 25% less pellets per blast compared to a normal shotgun.
i imagine this would allow to a much more aggressive sniper play style and would allow you to be more mobile and dynamic
Airblast knockbacks the pyro when fired on surfaces, essently giving pyro a slightly weaker rocket jump
Honestly tho throwable sappers should have been a thing from the start
Idea: Make Jarate/Mad Milk soak into a players clothes, and can removed via Pyro's flamethrower (It would disolve the liquid.)
You could also have Dispensers and Medi-beams "Remove harmful status effects" in this case. It would remove the Jarate/Mad Milk after about 4-5 seconds after the heal beam starts healing.
Medi gun for medic that has the following stats:
-No ubercharge
-Will disconnect if the patient is not in line of sight of the user
+Infinite connect range
+No disconnect range
+40% heal rate
+25hp
This medi gun provides a consistent way to heal patients at long range, as well as reward good aiming. This takes away the safety of being able to turn 180 degrees while still healing your patient. It also comes at the cost of no ubercharge. It focuses on long term sustainability for your team rather than strong pushes that are typical in medi guns and the ubercharges they bring to the table.
does crusader's crossbow not already fulfill this purpose
quake LG medigun, I would love to try this
@@kurage_medusa no, crusaders crossbow is a projectile. The crusaders crossbow can sometimes be a roll of the dice at longer ranges. This medi gun provides consistent healing at longer ranges. Also, overheal.
I still desperately want a Soldier rocket launcher that, instead of firing a projectile, causes a large explosion right in front of where you fire. It has reduced self-damage and heightened enemy damage (probably 25% both ways or smth) but the major benefit is that it allows you to rocket jump in the air on demand. This allows for absolutely insane movement with the downside being that you’re essentially a melee class now that is constantly hurting yourself. I think that this could be a REALLY fun weapon that’d probably not be competitively viable but would rule Casual.
The beggar's bazooka does this.
this is just overload jumping with the beggers
We don't need more market gardeners.
Local tf2 player discovers beggar's bazooka
Give Demo a football (soccer-ball) that can bounce and ricochet off of things, the more it ricochets the more momentum it builds up and the more damage it deals.
To balance it can have a longer cooldown and a time-cap for how long each ball exists (with it maybe exploding once the limit is reached).
In a nutshell, the ball from pass-time but it's a deadly weapon, wielded by a drunk Scotsman who's bored and wants to play football while at his job.
It'd make more sense to give this to Scout.
Yes but Demo is Scottish and probably supports Celtic, whereas Scout is too busy hitting things with a bat.
A spy sapper that doesn’t activate upon placement. Is invisible and unbreakable until activated.
Pressing reload with the sapper equipped activates all sappers
This is brilliant! It’s balanced too because if the spy dies, they can disappear, just like demo sticky bombs, and spy is easy to kill once spotted.
@@Vodkavsky yeah Spy's own weakness would balance this out, because he still is made out of French.
Great idea!
Maybe there's a 3 sappers limit and they break in one hit?
@@kamasoutrek a sapper limit would hurt the concept, but them breaking in one hit (two with Jag) would not be a bad idea, because one Spy would be able to sap an entire nest at once and send the Engineers into a panic.
@@TheDoc_K2 the more i think about it, the cooler it gets.
Activating them all at once and feeling like a sleek saboteur
The video didn't quite make this obvious, but did you also try testing with a combination of these, or even all of them, at the same time? It didn't seem like that was the case and all of these tests were separate (which makes sense for testing purposes), so I wonder how all of these would interact with each other if all were applied together. I almost suggested not the Rocket Pipes weapon, but since Scout could also reflect those rockets w/ pipes in them I think just the prospect of people trying to kill someone w/ a reflected rocket pipe bomb could be reason enough to keep it with the rest.
Honestly just making a spy buff where he can throw sappers as an option in general should be a thing. Maybe add a new sapper specialized in throwing as well.
3:42 Intercontinental ballistic heavy
I've always wanted to see what the Huo Long Heater would look like if it fired Fireballs instead of bullets (the halloween spell would work perfectly). Bonus points if the fire rate goes up on successfully hitting a target like the dragon's fury.
TF2c has a version of this right now with it's Anti-Aircraft cannon! That said, another interpretation of an explosive minigun could be cool.
Utility for heavy: instead of having a sandvich, he carries essentially a block of C4 that can be thrown like the sapper but has a cooldown like the sandvich. It's intended use would be as an anti-sentry weapon, as heavy is rather slow and pretty inaccurate at those distances. It would have a recharge time of 60 seconds, so you can't spam it, and it does a base damage of 90 while having the knockback of a sticky. I'm not sure whether it would be better to set it on a remote detonator like sticky bombs or on a timer, so whatever you think would be best balance wise.
11:52 this new star wars squadron game looks pretty good
A market gardener for demoman would be my suggestion. If this sounds overpowered for him, maybe give it a deploy penalty while not blast jumping (but if you are blast jumping it is normal)
What if the market gardener gets merged with the caber for demo?? Crit cabers while blast jumping sounds fkn hilarious >:)
@@S_P_A_C_E_DDthis and reload from ammo packs and it would be perfect
tbf the shields are the demoman variant of the market gardener, they depend solely on your melee weapon and movement mechanics
this would bring around even more tryhards with it than there already is lol
I'd love to see that applied to the caber lol. Maybe make it work like the new mace from the latest Minecraft update where it scales the damage based on the height you fell from and blast you back in the air like the Wind Burst enchantment
Got an idea:
A sandwich-style weapon for heavy. Dropping it turns it into a land mine which makes the opposing team explode when it's stepped on
A dispenser that vertically launches guided missiles at incoming projectiles first before engaging players with a adjustable miss rate, fire rate, and fixed range; basically the Arleigh Burke-class guided-missile destroyer's VLS cells if it were a dispenser, in this case a missile dispenser.
Healing and/or ammo gain from said dispenser could be reduced or not available until level 3, seeing as it's a literal missile dispenser now maybe only the healing is reduced/removed.
EDIT from feedback, in addition to not having healing from the dispenser:
You can only upgrade your sentry to level 2, as the level 3 already has a 4 rocket burst, if truly balanced in the center the dispenser should act as the anti-projectile over player dmg variety of said level 3 upgrade, so equal in dps by dispenser level 3 (when the missiles are available for the dispenser)----just a different targeting set-up.
The NEW level 2: To emulate the 5 in. naval artillery the Burke has in a smaller fashion ofc, I think using the "Artillery Sentry" model/mod on GameBanana (only level 1 and level 2 are accessible) could be used with a slower fire rate (approx. the same firerate as said naval artillery), but higher dmg and knockback for both levels.
Honestly, overpowered if left as is. It would feel like having two sentries for free. The normal sentry would have to be heavily nerfed for this to work. Perhaps it could force the regular sentry to be a mini-sentry. A weapon that features this would probably end up similar to the gunslinger in a few ways. However, instead of it making you more beefy, it could be focused on giving you two weaker buildings for dealing damage. In this case, it could be pretty fun.
Surely the missles would be the thing that's only available on level 3? I'd like it if the engineer's other buildings got some more love, like unlockable variants or abilities limited by level. A shield to protect players and buildings could be another cool ability to add to the dispenser.
@@MatthewLeBlanc-mo9gw Now that you mention it, I think it could not allow you to upgrade your sentry past level 2, as the level 3 already has a 4 rocket burst, if truly balanced in the center the dispenser should act as the anti-projectile over player dmg variety of said level 3 upgrade (equal in dps just a different targeting set-up).
I edited my OP with some changes.
@@h4724-q6j I edited the OP to account for your feedback, thanks.
Beggars bazooka but a chance one of the rockets fires backwards
it fires backwards AND can damage teammates
I have a very simple idea for a Sniper melee, less damage for more knock back. Mini-crits and crits increase knock back as well.
How about a banner for soldier that affects enemies within a certain range instead of your team? something like adding a highlight to them similar to how you see your team when respawning.
"Awareness banner is ready"
Takes less damage to charge? Like 350?
Democratic Demoralizer
@@exploertm8738 big fan of "Search and Destroy"
Something like...
Earhart’s delivery
Level 5 Honey Stash
(+)+50% move speed while banner is active
(+)+100% jump height while banner is active
(-)Restricted to melee while banner is active
Strip naked and cover yourself in honey,
offensively debuffing nearby enemies with
decreased move speed and accuracy. “Honey” increases with damage done.
1:02 i saw a demo zoom right into space