How I Made TF2's Final Update

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  • Опубліковано 13 вер 2024

КОМЕНТАРІ • 641

  • @_indii
    @_indii  6 місяців тому +61

    Get 20% OFF + Free International Shipping + 2 Free Gifts with my promo code INDII at manscaped.com/indii

    • @Connor-lq3hq
      @Connor-lq3hq 6 місяців тому +1

      Epik

    • @BallsBlaster69
      @BallsBlaster69 6 місяців тому

      "your balls will thank you"

    • @maozedong69420
      @maozedong69420 6 місяців тому

      Shaving mah balls

    • @forzotv6792
      @forzotv6792 6 місяців тому

      yo i just wanna comment somewhere where you see this nerdy comment: "-100% reload speed means it wont reload, -50% reload speed is the thing you are going for when you say it will reload twice as long" (btw i also corrected zhain on his custom weapons channel for this).

    • @SpinosaurusStudios_
      @SpinosaurusStudios_ 6 місяців тому

      I feel like a lot of classes weapons literally get no use and are always isolated to one class even though multiple could benefit from using them while also NOT breaking the game. Here's what I thought of so far for a "Sharing is Caring! update":
      Scout should get the thermal thruster
      Soldier gets jarate and cleaver
      Pyro gets mad milk
      Demoman gets the frontier justice for primary (crit given on melee kill)
      Heavy gets the razorback
      Engineer gets the airstrike and bonk atomic punch
      Medic gets the cow mangler
      Sniper gets the sticky jumper
      and Spy gets the gas passer
      this would make tf2 fun and in absolutely no way break anything since it'll all be balanced.

  • @ghostlysmith8542
    @ghostlysmith8542 6 місяців тому +553

    Heavy should get a melee that's 2 giant chicken legs, it doesn't do a lot of damage, but when it hits someone, his food bar is replenished

  • @mahuba2553
    @mahuba2553 6 місяців тому +109

    the memory of having updates is actually starting to fade away, i dont remember exactly how it was anymore..

    • @VEE0034
      @VEE0034 6 місяців тому

      Watch the video

    • @thecluckster3908
      @thecluckster3908 6 місяців тому

      I’ve never had that memory as I started playing after the last one was but a distant memory

    • @Generic_Phantom
      @Generic_Phantom 5 місяців тому

      I never had that memory in the first place. When they made the TF2 Summer 2022 update with saxton hale I felt like I was on several illegal substances.
      That's how it must feel.

  • @kayoh9364
    @kayoh9364 6 місяців тому +324

    Can't say I think the Jumper skins would be a good idea. They're specifically designed to signal that a weapon isn't harmful; tf2 is already having a rough time with recognition as it is. The other skins look nice though.

    • @Matcha_Biscuit
      @Matcha_Biscuit 6 місяців тому +3

      if you know the jumpers are harmless, you should know what the only 2 jumpers are.

    • @jokerofspades-xt3bs
      @jokerofspades-xt3bs 6 місяців тому +24

      i can imagine that would be really hard with the rocket launcher specifically
      picture the following scenario, a soldier with what appears to be the rocket jumper blast jumps over to you and swaps to the market gardener, you get out of his way only for him to shoot you with his rockets after he lands and he blast jumps away

    • @Yellomelon
      @Yellomelon 6 місяців тому +1

      Yeah but imagine putting it on the wrangler or the detonator

    • @kayoh9364
      @kayoh9364 6 місяців тому +9

      @@Matcha_Biscuit Futureproofing in case of future jumper weapons (ironic on a video about the LAST tf2 update i know), ensuring that new players have an easier learning curve, and making sure rocket/sticky jumpers actually communicate the thing they're supposed to
      Those reasons arent enough?

    • @Nicoder6884
      @Nicoder6884 6 місяців тому +2

      @@Matcha_Biscuit But the issue is if someone uses the jumper sking to make a stock rocket/sticky launcher look like a jumper.

  • @crontogr822
    @crontogr822 6 місяців тому +110

    Some balance changes:
    1. Liberty Launcher. Make it holster 30% faster and reduce the damage penalty from 25% to 20%. Liberty Launcher is a part of The Airborne Armaments set, which also consists of The Reserve Shooter, so making it holster faster would make using this combo more viable, similar to The Degreaser and The Flare Gun.
    2. The Ullapool Caber. Now it regenerates after explosion in 12 (or 10) seconds and its minimal explosion damage is set to 125. The Spy-Cicle melts upon getting set on fire, but it doesn't force the player to go all the way back to spawn...
    3. The Red-Tape Recorder. After being removed, 'turns off' previously sapped building for 2.5 seconds. The whole point of this weapon is to make enemy's buildings worse/useless, but it's pretty weak on its own as it does 0 damage, so disabling enemy buildings similarly to The Cow Mangler's special attack would make it not so useless.
    4. The Diamondback. Gives guaranteed mini-crits instead of crits. In my opinion, it is ridiculous that spy gets crits for just doing his job.
    5. The Bazaar Bargain. Now weapon's charge rate increases by 20% up to 150%. It's just a straight upgrade, so it needs to be nerfed.

    • @nettalie4435
      @nettalie4435 6 місяців тому +16

      For the bazaar bargain, how about introducing a mechanic that lets you spend the heads you accumulate for charge instead of just an increase in charge rate? I think thatd be more fun and probably more balanced than what we have rn

    • @wingbeat4037
      @wingbeat4037 6 місяців тому +10

      What if the bazaar bargain couldn't kill light classes with a quickscope? Something like 33 base damage so a scoped headshot does 99, forcing snipers to actually feel the downside of lower charge rate before they get the payoff.

    • @endarkenedgd
      @endarkenedgd 6 місяців тому +2

      6. Demoknight. Removal
      (this is what the rebalances in the description state i'm serious)

    • @Rylainecchi
      @Rylainecchi 6 місяців тому

      I'm thinking about splitting the liberty launcher into 2 weapons. Liberty launcher as a combo weapon with that faster deploy/holster speed and bigger knockback, but removing the faster projectile and +1 clip

    • @LuLurret
      @LuLurret 6 місяців тому +5

      7. Afterburn immunity on Danger darwin shield is either toned down or removed. There is no reason for sniper to have a better afterburn immunity than Pyro. You can't even do dmg with the dragon's fury on DDS snipers yet you can on Pyros.

  • @AnotherDaveMiller0
    @AnotherDaveMiller0 6 місяців тому +129

    0:17 YOU MONSTER

    • @aviowl
      @aviowl 6 місяців тому +8

      unforgivable

    • @gaebreeuhl
      @gaebreeuhl 6 місяців тому +5

      ugh! youre a monster!

    • @JordanWilliam4
      @JordanWilliam4 6 місяців тому +10

      As a demoknight main I’m only mildly offended

    • @FranchoMT
      @FranchoMT 6 місяців тому +19

      TC2 annihilator sound

    • @minitoonspiggyyt5085
      @minitoonspiggyyt5085 6 місяців тому +6

      YOU DARE USE ANHIKNIGHT'S SCREAM ON DEMOKNIGHT?? I SHALL FEAST ON YOUR SOUL

  • @TheEpicplushgod
    @TheEpicplushgod 6 місяців тому +36

    Translation of the spy at 11:36
    [Мистер Сидр]: If the match is um, moving to stalemate, I would... add a Tsar Bomba that destroys everything. Except for Russians, so Ukrainian forces must move quickly before Tsar Bomba will be at them. And after round, of course, there will be the detonation that, on uh red team... forms a bomb, but not Tsar Bomb, its a, liberal bomb.
    [End]
    Hopefully this helps you to understand what he is trying to say.

    • @cesarcastillo7129
      @cesarcastillo7129 6 місяців тому +7

      Funniest shit ive heard this year

    • @AdskoeDrislo
      @AdskoeDrislo 5 місяців тому

      АХАХАХАХАХА Я ЩАС ЗДОХНУ

    • @ArbitraryOutcome
      @ArbitraryOutcome 5 місяців тому +1

      I absolutely lost it there.

  • @cars0mega
    @cars0mega 6 місяців тому +53

    For the throwable sapper, the name ‘Le Saboteur’ fits perfectly.

    • @mrenderman4844
      @mrenderman4844 6 місяців тому +7

      He will join 'Létranger' in the most hard names to pronounce in the game.

    • @Elfflix
      @Elfflix 2 місяці тому +1

      ik it would mess up the 'french name' thing a lot of spies weapons's have, but i think it would be neat if it was purposefully misspelled as 'Le Sappoteur'

  • @danielszilagyi9112
    @danielszilagyi9112 6 місяців тому +37

    I think as a final update I would personally go for something that wraps everything up in a nice bow. Fix some of the issues that weaker classes have like the spy for example, trying to fix bad weapons and rebalance those that are broken. Sniper could also use some changes. After this, yeah new weapons would be nice that would add even more variety, but also try to not get too overbored with them and add in things that feel good to use rather then just simply being goofy.
    I would defenietly do a lot of testing with early versions of the rebalances and weapons and listen to feedback on what to change.
    If anyting else big, I really like your contracker idea, I think it's amazing. And also, some of the custom offical mods that got added like Saxton Hale and the zombie mode would have a lot more polish to make them feel offical. Like let's say, the merceneries getting new voice lines by the offical voice actors, same with Saxton Hale. For soldier, we would need a new audition who sounds incredibly close to him (Rest in peace Rick May). Jazzyjoeyjr have an amazing soldier impression, with a good director, he could have lines that are almost as perfect as Rick May's preformance.
    if workshop items, I would have defenitely chosen something else. But if this is really a final final update, I wouldn't restrict them down to only cosmetics that are hidden in crates. And the number of cosmetics would also be a lot bigger. Other then that, I would bring back in skins for that only apply for a couple guns. Warpaints can go onto almost anything but is less quality driven, while skins are more quality, but restricted to a couple weapons.
    I would also do a lot of fixes, many of them being community fixes, not to mention handling the bots and a better anti cheat system.
    In short, there is a lot to go through, but if I was a developer, I would just announc that there is a big final update coming that might take a long time for it to come out, but it is happening.
    Oh and also mvm, the loot should be on all the missions, not just weapon drops on most of the missions, and there would be a some new mission, and the closure of tf2 through the tf2 comics.
    The theme, outside of it being part of the heavy update (I wish that could be seperate) it would be the grand finale, where tf2 officaly ends.

    • @Landjrin
      @Landjrin 6 місяців тому +8

      I think regardless of what happens, if there is another major update, we *need* the final comic to drop.
      It's been far too long, and with how likely that the next major update, if it ever happens will be the last, it's now or never.

  • @Nanomachines69
    @Nanomachines69 6 місяців тому +12

    I think we need new voice lines too. Domination lines for medic and heavy when they kill an enemy together would be really cool or when you make assists the characters should say things like "Ah come on! He was mine!"

  • @mateusgameomaneiro6151
    @mateusgameomaneiro6151 6 місяців тому +33

    0:19 Demoman didnt drink for a day. Thats how he sounds like when he isnt drunk.

    • @UnusualSandvichTF2
      @UnusualSandvichTF2 6 місяців тому +11

      Actually it’s the charge sound effect from the roblox fan game “Typical Colors 2”. 🤓☝️

    • @WayneAsianBoi
      @WayneAsianBoi 6 місяців тому

      @@UnusualSandvichTF2 but annihilator isn't drunk tho

    • @UnusualSandvichTF2
      @UnusualSandvichTF2 6 місяців тому

      @@WayneAsianBoi I never said he did.

  • @lom3r241
    @lom3r241 6 місяців тому +14

    I really like the idea of reviving contracts. Especially I want an option to nullify contract packs progress for completing them again in other way(diff class and weapons that you had to choose once)

  • @Peht-official
    @Peht-official 6 місяців тому +107

    there should be "bishop's booties" when you move straight forward, left, right, or backwards, you go slower, but you go faster moving in diagonals

    • @inside.5051
      @inside.5051 6 місяців тому +8

      that would be insanely fun to use in x100 servers

    • @kellymountain
      @kellymountain 6 місяців тому +3

      so just doom or wolf3d movement then

    • @deez6683
      @deez6683 6 місяців тому +3

      If I learn what ever is going on with the game’s spaghetti code could I make this into a custom weapon?

    • @mongodroid4842
      @mongodroid4842 6 місяців тому +1

      bro wants the fuckin Pythagorean theorem implemented into the game

    • @deez6683
      @deez6683 6 місяців тому +1

      @@mongodroid4842 PDA for the engineer, allows him to build shields in the shape of a isosceles triangle

  • @redtrakinasanimacoes7318
    @redtrakinasanimacoes7318 6 місяців тому +11

    I like how the soldier just says "maggot" in the background and then an engi dies at 18:43

  • @lucasribeiro-vg7jy
    @lucasribeiro-vg7jy 6 місяців тому +18

    S Scout melee idea:
    The Sandman but it shoots granades
    Edit: to be more specifc, it works like a demoman pipe but it give more damage, knockback

    • @LazyBuddyBan
      @LazyBuddyBan 6 місяців тому +1

      Or just increase the ball count from 1 to 3.
      I mean, if they removed the stun from from reason why players used that thing, we can at least have the ball-busting.

  • @icefire4814
    @icefire4814 6 місяців тому +37

    In this comment section ive read some of the most TERRIBLE weapon ideas I've ever seen. Never cook again

    • @likability6288
      @likability6288 3 місяці тому +1

      +25 bullet speed

    • @colinsweeney273
      @colinsweeney273 3 місяці тому

      …make a video on it👀

    • @icefire4814
      @icefire4814 3 місяці тому

      @@colinsweeney273 unfortunately, I have no microphone (it's broken and I kinda forgot what I read, hopefully I don't read them again tho)

  • @daviddimitrov3696
    @daviddimitrov3696 6 місяців тому +6

    If i wete in charge, I'd make a heavy update and give back free to plays the ability to talk, id like to add veriety to heavy since people seem to think that he's boring

  • @horatiofuruta8855
    @horatiofuruta8855 6 місяців тому +4

    weapon idea for a scout primary: The Boston Massacre: A well crafted 16th century blunderbuss -5 shots in the clip, 30% slower reload speed, each pellet deals 3x normal damage.

  • @zadenbacon8563
    @zadenbacon8563 6 місяців тому +3

    Baby faces blaster buff: instead of you being hit or you double jumping and getting all your boost taken away, it will have 300 dmg meter and will drain 4 dmg from it per second, making it a vampire sort of effect, where you have to always be fighting someone to get the full boost constantly and making you able to use scouts double jump and generally making this weapon a lot more fun to play and to play against

  • @aslegger
    @aslegger 6 місяців тому +3

    17:16 basically the engineer emp grenade from zombie infection

  • @Bonnie07237
    @Bonnie07237 6 місяців тому +3

    I was thinking that spy gets a sapper that doesn’t harm the buildings, but the enemy team. Basically if a red spy saps a blue sentry it becomes a red sentry and harms the enemy team. I’m thinking the name should be “Slight of Sap” or “The swappers sap” for stats it has a slower deploy speed (the time it takes for you to take out the sapper), it still needs two hits to destroy it. And it takes 10 seconds to swap teams.

    • @UnusualSandvichTF2
      @UnusualSandvichTF2 5 місяців тому

      That sounds overpowered asf

    • @Bonnie07237
      @Bonnie07237 5 місяців тому

      @@UnusualSandvichTF2 now that I look back at it, kinda. I would make the sapper a bright color. (Like lime or neon yellow) and any class can remove it with any melee. So now the spy has to defend his sapper, and the enemy team has to work with their engineer a bit more. The sapper can’t deal damage to buildings, but it still disables it. I’m thinking it should make a special sound so it’s distinguishable to everyone. I’m also thinking of wether or not friendly engineers can upgrade the sapped building or not, but that makes it feel over powered so I think that part should be left out.

  • @LAAB-0
    @LAAB-0 5 днів тому +1

    Ok here me out, medic needs more mediguns. The Doppelt (doppelt is double in German) it basically has 2 barrels and can over heal up to 1.8x their normal health, but the medic is more vulnerable to damage and you build up undercharge 25% slower and overheal 10% slower

  • @miskolinaccc
    @miskolinaccc 6 місяців тому +5

    I think one weapon that would be really transformative to the game is a primary for heavy that isn't a minigun. Maybe a backpack or something like that that grants you speed to make shotgun heavy actually viable or something else completely, heavy definitely needs something to make it another subclass.

    • @iminumst7827
      @iminumst7827 6 місяців тому

      The problem with the Heavy-subclasses is that they are just more dumbed-down versions of existing classes or subclasses. Fat scout is just a more boring scout. Boxing Heavy is just a more boring demoknight. So a primary wearable that just buffs heavy's stats won't make Heavy more interesting to play, but he will be more annoying to fight.

  • @Spoon80085
    @Spoon80085 3 місяці тому +1

    20:20 Holy Mackerel's an expression in Boston (which is kind of how they got most of the ideas for items in TF2), so if there's any animal based expression in Russia, that'd make a nice pairing

  • @Nerdtendo6366
    @Nerdtendo6366 4 місяці тому +1

    I’ve heard that in games like Team Fortress Classic that the Nail Gun is pretty good at dealing with Sentry Guns, so why not lean into that. Give Scout the Nail Gun as a secondary to replace the pistol, make it work like the Syringe Gun, and make it deal like 10% more damage to buildings

  • @BoyOHBoy123
    @BoyOHBoy123 5 місяців тому +1

    I got Ideas
    Automatic Assault:
    A multiclass shotgun that's just the original Panic Attack.
    Jumpers Side-Kickers:
    Solider & Demo boots that take away fall damage.
    Shotgun Shell-out:
    A Heavy Primary that exchanges the Minigun for more: shotgun ammo, health, speed and eating speed (medieval mode).
    Thy Konstruktor:
    A engineer PDA that's for medieval mode. I don't know what the buildings could be.
    Ammtainor:
    A Medi Gun that replaces ÜberCharge with a Alt-Fire that dispenses Ammo.
    Outback Outlaw:
    Sniper Bow that does Explosive Damage, giving him more mobility.
    Heart Breaker:
    Sniper Bow that does Bleed Damage.
    Touch and Go / Finishing Touch (Cut weapon from The Urban Professional set):
    A Sniper Melee that's a flat version of the Escape Plan, like how the Shahanshah is a flat version of the Equalizer.
    Stats:
    +25% faster move speed on wearer when health

  • @zadenbacon8563
    @zadenbacon8563 6 місяців тому +3

    The bullet stopper: the heavy secondary give him a 50% resistance to all sniper shots. That’s it. I’m just tired of being headshot by sniper mains.

  • @Elfflix
    @Elfflix 2 місяці тому +1

    Personally I'd change up the 'unholy rib' quite a bit:
    Firstly; I'd change it's design to be based off of the Hucho Taimen (large fish native to Siberia), and rename it to the "Siberian Sea-Sledge".
    Secondly; I'd lower the swing speed penalty, but give it the 'higher range but slower deploy and holster' stat that the sword's have.

  • @MrETF2
    @MrETF2 6 місяців тому +3

    The fish should be called,”The Moby,” to reference Moby Dick.

  • @CakeOnBake
    @CakeOnBake 6 місяців тому +3

    I will never forget the MANSCAPED AD, "WE NEED TO TALK ABOUT YOUR BALLS" 💀

    • @UnusualSandvichTF2
      @UnusualSandvichTF2 5 місяців тому

      "I love my balls"
      -scout picking up the sandman ball

  • @IronVigilante451
    @IronVigilante451 6 місяців тому +4

    Engineer pda, that replaces the teleporters with alarm triggers. I imagine these would activate when a enemy player walks by, and emmit a loud sound, stunning the enemy team and highlighting the enemies to all the team for about 20 seconds. They would explode and deal damage if destroyed.

  • @BlRD47
    @BlRD47 6 місяців тому +2

    A reverse direct hit that rewards splash damage but self damage takes 75% of your health and has 300% self knock back

    • @hugazao
      @hugazao 6 місяців тому

      I thinked that too. But it takes a long time to charge and it fires like a nuke that has huge splash damage and knockback.

  • @sul2784
    @sul2784 6 місяців тому +2

    Here's a idea for a more supportive gun for the spy.
    Name: Sabotour
    Upsides
    Can cycle through three different debuffs, one will apply mad milk, one will apply jarate, one will apply a outline through walls on target.
    -debuffs last for 5 seconds (walls last twice as long)
    Downsides
    -Clip size penalty, you hold one bullet per clip. (you will have to reload after every shot)
    -weapon does 33% less damage.

  • @drdan6443
    @drdan6443 6 місяців тому +4

    A pencil for spy, it does good damage on first non-backstab although it gets really weak as you keep using it, you can't cloak unless it is fully sharp. Backstabbing, however doesn't reduce the sharpness. When unsharpened spy will sharpen it instead of cloaking.

    • @lamb6276
      @lamb6276 6 місяців тому +4

      I like to imagine he pulls out a perfectly good knife to sharpen the pencil instead of just using the knife itself

    • @drdan6443
      @drdan6443 6 місяців тому

      @@lamb6276 haha, that's good I didn't think about that!

    • @BigVince80bce
      @BigVince80bce 6 місяців тому +1

      there would be genuinely no reason to run the pencil over stock knife. way too many downsides without any good upsides.

    • @drdan6443
      @drdan6443 6 місяців тому

      @@BigVince80bce I know, I couldn't think of anything good.

    • @BigVince80bce
      @BigVince80bce 6 місяців тому

      @drdan6443 hmm... there was a concept for a knife I heard years ago that focused on disguises. Your disguise kit starts as locked with each backstab unlocking the subsequent class you kill. The upside of the knife was to actually give you a benefit associated with the class you disguised as, like heavies health, scouts speed, or medics self-healing. The class related buffs would need to be fleshed out a lot more, but I could definitely see it working out and being fun.

  • @i_drewproductions
    @i_drewproductions 6 місяців тому +2

    australian here, im glad that out servers were able to provide you with some great ideas.
    Also that one guys idea about a new engie pda sounds awesome.

  • @coltonhughes2724
    @coltonhughes2724 6 місяців тому +3

    i have a idea for something diffrent the throwable sapper would do
    upon hitting a enemy building the sappers damage will ramp up damage from 0 to 80%
    over the span of a few seconds if not repaired by the engineer

  • @Fremek
    @Fremek 6 місяців тому +2

    Mannometer
    Secondary for pyro
    It increases airblast power by 25%
    No secondary
    Dont work with airblastless flamethrowers
    Weaker afterburn
    It needs to charge for 0.5 second

    • @nettalie4435
      @nettalie4435 6 місяців тому

      With the name i thought that was gonna be a medic item since "Mannometer" is a sort of exclamation in german

    • @Fremek
      @Fremek 6 місяців тому

      @@nettalie4435 thats thing that is used to measure preassure in tires or smth

  • @bruhemian
    @bruhemian 6 місяців тому +4

    she final on my update til i tf2

  • @thewall915
    @thewall915 6 місяців тому +1

    Finally someone who gets heavy needs a suit cosmetic that isn’t the Russian one we already have also I have a weapon idea for the big guy it will be below give thoughts on it if you want :)
    The heavy grappler
    Has 3 styles
    Boxer: shorts red or blu
    Loco: Rey mysterio mask and speedo for funny’s
    Lone fighter: gives heavy a backwards hat if he doesn’t have a hat on and jeans and sunglasses
    +35 move speed on wearer
    +50 health on kill
    -50 base health on wearer
    Heavy cannot be overhealed by a medigun when this is equipped
    Press alt fire when the gauntlets are ready and heavy will launch forward and grab his enemy if he hits a wall while he’s got an enemy grabbed the enemy will be hit against the wall lose 65 health along with the base hit of the charge which will be equal to a regular melee hit and be slowed and unable to see color for 5 seconds if he doesn’t hit a wall with them he will throw his enemy if they hit anything while being thrown they will take 35 damage and heavy will be given a speed boost like the disciplinary action and the big earner for 3 seconds when shotgun is equipped with this heavy cannot grab someone when it is out
    Des:
    These gauntlets were made from pure concentrated uranium from walls workshop to put onto your body Wall corp OH GOD MY EYES ARE ON FIRE (wall corp is not responsible for burning eyes bleeding scalp broken legs accidentally cooking soup or any other injuries or occurrences you may get from our inventions :))

  • @PlatinumAltaria
    @PlatinumAltaria 6 місяців тому +34

    Other people: actually play TF2 regularly
    Me, an intellectual: "Make the sapper a throwable AOE (ie. Gas Passer) to mitigate engie stacks and make Spy less cringe, make Sniper's charge mechanic require tracking an enemy hitbox instead of staring at a wall, remove the Wrangler shield, remove stacking Vaccinator shields"

    • @sus_joe1698
      @sus_joe1698 6 місяців тому

      Agreed with all but remove wrangler shield is meh idea

    • @PlatinumAltaria
      @PlatinumAltaria 6 місяців тому +1

      @@sus_joe1698 I just think it's pretty op to triple the effective health of the sentry by pushing 2 on your keyboard. A wrangled mini-sentry has more health than a fully upgraded sentry gun! The downsides (less healing on buildings and temporary deactivation) don't really do anything, so it's basically all upsides. It's not even a primary weapon, so you can still have a shotgun or rescue ranger! It would still be Engie's best secondary without the shield.

    • @royalgarcia2050
      @royalgarcia2050 6 місяців тому +2

      @@PlatinumAltaria Bro it's not 2015 anymore, the wrangler is a bit powerful yeah. But it's not the damn tank it was before

    • @HeDronHeDronHedron
      @HeDronHeDronHedron 6 місяців тому +2

      Have you ever played against a half decent scout? Charging a shot would be literally impossible

    • @ERROR-cg9io
      @ERROR-cg9io 6 місяців тому +2

      Maybe make a new wrench that will enables wrangler shield ability. Also this will cut out annoying mini-sentry + wrangler combo.

  • @megawl2086
    @megawl2086 6 місяців тому +6

    Give Heavy a different slot for sandwich, so he can have both shotgun and sandwich

  • @Johnny31323
    @Johnny31323 6 місяців тому +1

    If I was to change anything, I'd give Spy a complete overhaul, along with the weapons added suggested from this video.
    By complete overhaul of spy, I would mean that first of all, the game's Tickrate would be changed to 132, since 66+ 66 is 132, and 66 is the tickrate of TF2, if I am not wrong.
    The reason for the tickrate change is so the backstabs would be more consistent, but would also help all other classes too, but Spy i think, would get the most out of the tickrate.
    Another thing i would change is for the Spy's disguises. First of all, the reload animation should be allowed when disguised, even if you don't have to reload your weapon, Also make a Function that could be toggled on/off, that allows the spy so that when he is switching his weapons, they instantly change to the corresponding slot of the class he is disguised as, this would also be made so that it only works for the Secondary and Primary, not the knife, Because if it worked for the knife, it might be too obvious you're a spy.
    I would fix the bug for the console, where by typing some command i can't remember, something to do with the demo replay, you can see the cloaked spies.
    I would also remove the downside on YER (your eternal reward) where you can't use the disguise kit, and make the disguise kit completely available to the spy, without any downsides apart from the cloak charge downside which is already "really" punishing.
    For the guns, I would make the revolvers more accurate, And add another Weapon alongside all the revolvers, don't know the name, but it would act something similar to the mccree from Overwatch.
    Here are the stats:
    Upsides:
    Mini-Crits on Headshot
    On Right Click, Shoot out a 3 round burst,
    Shooting each round with a delay of 0.05ms
    with a delay of 0.4ms between another burst.
    +35% Faster Reload time
    +25% Faster Holster Speed
    Downsides:
    +25% More spread when
    shooting from the hip. or rather using right click.
    -15% Damage per shot
    Each bullet must be
    reloaded into the chamber
    Individually
    Hidden Stat:
    Spread after the first shot
    is changed to 0
    Damage Decreases
    over Distance including
    for Mini-Crits
    These upsides may seem "too good", but remember how the Letranger gives spy more cloak, and basically has only one downside of -15% Damage per shot, so no, this is not OP in any way, it would just give a spy another Sub-Class to play, without it being too OP, or just plain'ol bad.
    Also would add a Cloak that allows you to pass through Enemies when cloaked. Also give it a Damage Resistance Buff, with More Cloak Time, but Slower Recharge time, making it more of a Cloak that would actually be interesting to use, instead of majority of Spies using the Dead Ringer.
    Also* i would buff the dead ringer... just give it back the ammo boxes so the cloak could be resupplied, but maybe only 25% of the ammo box would be used for the recharge time. Also would fix the dead bodies, Among with many other bugs that exist.

  • @Rafael-vy5vg
    @Rafael-vy5vg 6 місяців тому +6

    as a french guy, I can confirm you did not pronounce "the désactivation" correctly

  • @creativegamer_03
    @creativegamer_03 6 місяців тому +2

    to that person who suggested that crossbow weapon idea for Sniper, thank you so much. I had that kind of idea too and I'm glad someone thought of so that it gets heard on a video :)

  • @SamHammie
    @SamHammie 6 місяців тому +3

    Swordfish and Barnacle-covered Metal Shield cosmetic for Demoman. XD
    Shield could have a cosmetic included separately in the update that makes it look like it came from the Titanic.
    Also a squid mask for Demoman that has one of its eyes facing front and center and the eye on the other side of its head replaced with a little cartoony X.
    It's literally just got his head stuffed up the squid's butt mouth beak thing because he's drunk and it's funny.

  • @rainwobrain
    @rainwobrain 5 місяців тому +1

    a new wrench for engineer
    it allows engineer to build 2 sentries, sadly they deal less damage, less than mini sentry, but it would be nice to defend 2 sides at the same time

  • @slazlo766
    @slazlo766 6 місяців тому +2

    I have an extremely faint memory of pre-2017 TF2. I remember playing Casual on a foundry level going uphill, with a team of players with mics and we got 5 heavy’s at once

  • @BlaixenU_
    @BlaixenU_ 6 місяців тому +1

    i love the throwable sentry so much. its the perfect thing for spy to combat turtle engies and/or uninspired engie build spots and gives him an actual option against stalemates

  • @zadenbacon8563
    @zadenbacon8563 6 місяців тому +3

    War horn: banner for soldier, secondary slot. After you have dealt 300 dmg, you get a free crit on your next attack, at the cost of that now the next attack that hits you, will be automatically turned into a crit.

  • @aidenbrown7458
    @aidenbrown7458 6 місяців тому

    3 heavy primary ideas
    1. A fat scout/ melee heavy enabler, could be a plate of body armor or a mad milk type thing, or just more damage
    2. Jet pack joyride mini-gun think force of nature
    3. A mini-gun that is just a large cannon. Her name could be Mariya, a name that relates to the ocean. This would be a gun that would be good for big hits, not prolonged fire. This is my favorite idea here

  • @BlaixenU_
    @BlaixenU_ 6 місяців тому

    for the groznangun, i also suggest a stat where doing a certain amount of damage (70% of non-rampup damage) will let you switch to the minigun and have the minigun rev up significantly faster
    it needing you to shoot means you cant do a sort of inverse steel fists holster speed workaround, and the requirement of doing a certain amount of damage means you cant just pepper your enemy then soar in with the minigun revved up instantly

  • @cabinet4740
    @cabinet4740 6 місяців тому +1

    Another weapon idea, Brezhnev's Bronya:
    A primary for heavy that gives him armour, effectively doing the opposite of being marked for death by decreasing all damage taken by 35% and leaving a marker above his head, but slowing all weapon actions by 15% and removing overheal and decreasing all healing by 50%. Would be a cool way to incentivise shotgun/melee builds and pushing heavies to lessen reliance on medics and food items.

    • @weepingdiscord6969
      @weepingdiscord6969 6 місяців тому +1

      Omw to equip the fists of steel and become immune to healing and snipers

    • @cabinet4740
      @cabinet4740 6 місяців тому +1

      @@weepingdiscord6969 Hell yeah

    • @weepingdiscord6969
      @weepingdiscord6969 6 місяців тому

      Maybe even make it so health packs are effected by the 50% nerf but not food items, creating the ultimate melee heavy

  • @xyn000
    @xyn000 6 місяців тому +2

    Back when I played TF2 daily I thought it was a huge missed opportunity that there wasn't a Battering Ram melee that could break ubercharge, but maybe have a very slow weapon change time.

  • @simplesimon031
    @simplesimon031 3 місяці тому

    The Medic should get a new Primary Weapon called 'The I in team', giving him a glock19 for when they inevitably end up abandoned by their pocket

  • @colingaul9579
    @colingaul9579 6 місяців тому

    One thing to note about the crossbow for sniper idea: the huntsman already pierced targets. There is an achievement for killing a heavy medic pair in one shot with the huntsman. I think the crossbow idea could use some work. Maybe it is always fully charged, like an actual crossbow, so it does a lot of damage, but it also only mini crits on headshot? Something along those lines. It needs something else, because the huntsman already pierces.

  • @Raikuthedragon
    @Raikuthedragon 6 місяців тому

    Weapon ideas for spy as he really needs more weapons to have fun (sappers especially).
    Le saboteur:
    + Place a bomb on a building that exploses after a while (15 seconds) or if the building where the bomb is placed is destroyed.
    + Explosion destroys all buildings and deal big dmg to enemies as well in his range
    + Engie gets the sap feedback 5 seconds after the bomb gets placed.
    - only one bomb can be placed at once and has cooldown
    The "tiny stalker" :
    + Places a device (can be placed on the ground and even walls and ceilings) that reveals position of all enemies and enemies buildings in a small range to your entire team. Reload key while holding the item to manually destroy it.
    + Buildings takes 20% more dmg while in range
    + Has 300 HP and Can be repaired by friendly engineers
    + Can be placed anywhere on the map
    - can be destroyed by every class
    - doesn't sap buildings
    - only one can be placed at a time and has a cooldown
    Some balance ideas
    Homewrecker : now requires 3 hits to destroy sappers.
    Red tape recorder: +50% hp
    Also, A rework on all useless weapons and classes in mvm for example:
    Gas passer: requires 10 times more effort to fill the bar in mvm.
    Huntsman: now has a ricochet upgrade , arrows will bounce from enemies to enemies up to 5/8/12 targets (only works on headshots)
    Mans treads/market garden: now has AOE upgrades
    Spy: has now has some money collection upgrades. To increase his range for example or to have effects while he collects it, he can also share HP with scouts.
    YER: no longer bugged to chains stabs easily.
    Red tape recorder: can now be placed on the ground and slows all enemies warming in it's range. It lasts for 20 seconds and ofc has a cool down.
    Ambassador: now also have an explosive headshot upgrade but weaker
    All knives: attack rate can be upgraded further.
    Kunai: each consecutive stabs deals more and more dmg to tanks/giants robot up to 300% after 8 consecutive stabs.
    Big earner: chaining 5 backstabs in a row makes the next stabs and onwards explosive that deals 100% to 200%(fully upgraded) regular stab dmg

  • @pewpow-rp7yj
    @pewpow-rp7yj 6 місяців тому +2

    Idea: could make the Ullapool Caber (demo melee) charge meter or charge when kill someone?

  • @Eclipse-bj9no
    @Eclipse-bj9no 6 місяців тому +1

    Sandman Rebalance Concept:
    Pros:
    Alt-Fire: Launches a ball that bonks opponents. (Bonked opponents move 33% slower and have blurred peripheral vision. Bonk effect recycles visuals and voicelines from stun effect.)
    On Moonshot: Ball critical hit (Removed 50% increased ball damage on Moonshot.)
    Cons:
    30% slower firing speed
    -15% damage penalty
    This rebalance intends to make the Sandman annoying but not overpowered, making it an actually useful utility melee rather than a death sentence. Also, the blurred peripheral vision would be noticeable but not crippling.

    • @Dannybythebanana
      @Dannybythebanana 6 місяців тому

      Make it so that it doesn't affect Ubered players. That was pretty much the only reason it was nerfed.

    • @Eclipse-bj9no
      @Eclipse-bj9no 6 місяців тому

      The Sandman affecting Ubered players was removed in 2009. This version wouldn't re-add that.

  • @KarelMartin-vs6xc
    @KarelMartin-vs6xc 6 місяців тому

    A new wrench for engineer. Its kind of a plier wrench crossover. upsides: Alt fire attaches the wrench to any engineer buildings in your range. Its kind of a autoheal for sentrys and dispensers. downsides: Metal cost is 1.5 times higher, 25% slower firing speed, 20% slower repairing time

  • @lamMeTV
    @lamMeTV 6 місяців тому +3

    Giving the spy a throwable knife and not ... making it his knife ... is a waste. Make it a throwing knife held at the blade and let him backstab from afar with a spycicle esque cooldown.

  • @maxbradley9788
    @maxbradley9788 6 місяців тому

    here's a neat weapon idea, actually a set for soldier.
    "The Deadshot" (primary) Projectile Damage increases based on distance the projectile has traveled. Speed projectile speed increases while projectile is airborne (up to a maximum or 200%. -33% damage -33% blast radius No random critical hits.
    The Grave Digger: (melee) 25% damage increase, 30% farther reach, 20% slower holster speed, 30% slower swing speed
    '"those maggots will not be laughing when they are cold and buried BY ME!"
    "The Banner of the Fallen" (secondary) build up rage to activate it's affect. When you deal 250 damage as soldier, you may activate call of the fallen. You gain 50% of your health back upon activation, you and your teammates nearby are healed for 5 every half a second for 10 seconds.

  • @Wizard_Cat
    @Wizard_Cat 6 місяців тому

    19:43 this would cause literal hell if paired with the KGB, imagine a speeding heavy just bulldozing an rnemy team with crits

  • @griffinhunter3206
    @griffinhunter3206 6 місяців тому +1

    i think that heavy should get to hold another secondary so that i can run a chocolate banana

  • @rakesiar
    @rakesiar 19 годин тому

    One idea I’d have is a new sapper for the Spy, it’d be similar to the red tape recorder.
    It does less damage to its targets, however drains their ammunition and gives it to the spy and teammates near him (ammo from sentries, metal and health from dispensers).
    This idea probably sucks, but hey! Support spy’s funny!

  • @seagull4026
    @seagull4026 6 місяців тому

    I think it's neat that you crowdsourced your ideas! Despite the 6 hours you spent interviewing people, it shows that there are still plenty of creative ideas out there among us.

  • @daddystoned2226
    @daddystoned2226 6 місяців тому

    first thing that came to mind with the heavy shotgun was a either 1 to 2 shot shotgun that would deal alot of knockback not only to enemies but to himself aswell, it would have a damage penalty of course, but I find heavy having not only a good melee for horizontal speed but also having vertical movement would be nice aswell. I dont know what the balance changes would be for it but the concept is there

  • @TommatPL
    @TommatPL 6 місяців тому

    When it comes to the fish melee for heavy, I’d make it a giant, two handed tuna fish or a hammer shark that has:
    •big knock back
    •slow swing speed
    •slow switch speed
    •big damage bonus to compensate the slow hit speed and knock back
    That would make sense for me

  • @Mushroom38294
    @Mushroom38294 6 місяців тому +2

    I think the heavy fish should have a damage bonus instead of a penalty

  • @bjmax3045
    @bjmax3045 6 місяців тому

    The throwing knife gave me an idea
    Have it be melee, a thrown knife with a heavy arc so that spy doesn't have to get SO close, but so he doesn't have an op projectile
    The downside?
    0 damage to the front
    It does 50% of their max health, so it always takes two hits (might need more stats in order to guarantee a two-shot)
    Also you have to RELEASE left click to fire, like the throwing knife from Apex Legends, but don't add any damage scaling with charging
    Overall: an alternate spy knife with just a little bit of range, but requires a 0.5 second "charge", and takes two backstabs

  • @Froucher-bi8cq
    @Froucher-bi8cq 2 місяці тому

    Idea for heavy: The Salad
    Upon being eaten:
    - Heal 50 HP
    - Speed boost for 15 seconds

  • @Shonazzz
    @Shonazzz 6 місяців тому

    At 4:39 was the moment I realized I wasn't watching some big TF2uber I had just never heard about but in reality a relatively small content creator. I was under the impression you had like 100k dawg 💀 You're really killin though, great video

  • @henrybarnes1842
    @henrybarnes1842 6 місяців тому +2

    i feel like the sapper is just a cowmangler, maybe since the actual sapper can perma destroy buildings, this can perma disable them, until the engi hits them? it would have to be obvious as well.

  • @NickLikesSkateboarding
    @NickLikesSkateboarding 6 місяців тому

    Scout should have an item that was literally just running shoes. It would make him faster (and maybe even give him a triple jump), but the drawback would literally be just taking your secondary weapon away.

  • @zekinler
    @zekinler 6 місяців тому

    I think the new thrown sapper should live for 4 seconds before self-destructing, damaging enemy buildings in an area. It can't be destroyed by an Engineer or Pyro. It'll do 216 damage over that period of time if there's only one building, doing 20% less damage for each building in the area of effect; 180 to each building if there's two, 150 to each building if there's three, 125, etc. The Engineer can still repair the building while the sapper is in effect, or move it out of the AoE of the sapper, but this will discourage turtling and Engi nests and putting every building in one spot.

  • @onecupofflour
    @onecupofflour 6 місяців тому

    The contracts idea is good but I have an different idea for it
    1_2-3 daily contracts for the blood money you talked about
    2_Weekly or even monthly contracts can be worth more than the daily ones
    The idea for the shop is good
    3_Older cases or crates could be bought for a limited time in the shop but would come back
    4_The last thing is maybe a bot cosmetic that changes the player model to a bot from MVM

  • @LazyBuddyBan
    @LazyBuddyBan 6 місяців тому +1

    Medic main here: i wish syringe guns weren't just bad when Crusaders Crossbow exist. (whoever says they supposed to be are an actual brainlets)
    Here some my balance changes, with focus on fun:
    Just generally increasing projectile velocity for Syringe-guns by 20-30% would be great, so its no longer needlessly difficult even with huge experience.
    Also, Auto-Reload should be a default ability to ALL primaries, its too absurdly essential for a class like medic and cant imagine why only already good Crossbow would later get it.
    I also think there should be more On-Hit theme in primaries:
    Let Default Syringe-Gun heal allies on hit too, making it a short-range-focus crossbow variant (aka FINALLY A REASON FOR PLAYERS TO USE IT)
    Ability for TheOverdose to speed boost allies on hit (maybe a 1-active ally limit if its too powerful, also a 20% switch-speed bonus so its less annoying to use)
    The BlutSauger would be alright as it is with new changes, just remove the health regeneration downside, since it would already have one by being the only one unable to assist allies, focusing on own survivability.
    Now the Crossbow is still good as it was, just no longer a "the one and only good choice" mentality.

  • @Vynalith
    @Vynalith 6 місяців тому

    For a serious weapon, it'd be cool to give spy a primary that lets him play any shooting animations of whatever class he's disguised as. No idea if the source spaghetti code would allow this to work even remotely, but it'd be nice. Whenever he shoots while disguised, play the firing animation and add a muzzle flash. Probably wouldn't work with projectile weapons, but it would make disguising look a lot more convincing. Stats could be something like having a huge damage penalty while disguised or even potentially dealing no damage while disguised, shots not breaking your disguise, lower ammo total, and maybe not being able to reload while disguised. Almost like a reverse-enforcer. Depending on how it's balanced, I think it has the potential to be a pretty fun side-grade to the revolver, where you're trading damage for a better disguise. And it'd give players wanting to play spy like a spy and not like spring-heeled jack an alternative to the only other stealth-focused gun, the l'etranger.
    For another joke weapon, if we're giving out fishes to the other classes, I think it'd be pretty funny to give demo a literal swordfish. No idea what it'd do, but treat it like a sword and let it decapitate people and I'd be happy. It'd probably be better as a reskin of the claidheamh mor than being a unique weapon, since marlin are known for swimming and dashing incredibly fast and that's kinda what the claidheamh mor does with its extended charge. Probably call it the claidheamharlin or something similar. There's definitely a good marlin, sailfish, or swordfish pun somewhere there.

  • @joonashaav6531
    @joonashaav6531 6 місяців тому

    Weapon ideas:
    Spy:
    1. A zapper that doesn’t damage the sentry but rather takes control over it. It would for a short amount of time act like your own sentry (or when zapping other buildings switches their team for a short amount of time). Can only place one zapper at a time.
    2. A spy mele that would be a bomb. You could “backstab” a player and it places a bomb on them. This doesn’t remove your discuise. Then you could walk away and then detonate it when at a short distance. Then it would blow up and also do splash damage do the people around. Can’t backstab while the bomb is active.
    Engineer:
    The wrangler rebalances- it would be split into two weapons. The wrangler what is just the normal wrangler without the shield or the shooting buff. The other weapon would be a small devise you could place on a building or a teammate (including yourself and disguised spies) and would give them an extra 50 temporary health that can’t be healed. It wouldn’t decay like overheal (maybe if it is to op it could negate overhealing for the player.) it could have a sidegrade that increases their speed (sentries would shoot faster, dispensers would make medal faster and also heal faster and players would move faster and so on.

  • @pyromaster7341
    @pyromaster7341 6 місяців тому

    This is for engineer is called the Texas fire and it shoots fire it lingers for 3 seconds but it has a 25% damage penalty it is ment to catch spy’s then I have a second one for a wrench. The wrench is called Pyro stick end it can only upgrade to level two, but it has a flamethrower attached with one machine gun barrel. The downside is that the flamethrower eats up ammo

  • @laj657
    @laj657 6 місяців тому

    Amazing video, loved it. I was thinking for the heavy big fish it could alternatively be a massive bass fish and be named "The Bass Line"

  • @thisisfine1766
    @thisisfine1766 6 місяців тому

    New rocket launcher for Soldier: would have 4 rockets fire at the same time, cannot crit, slow reload, less ammunition, and less accuracy. Also the model would look similar to the black box and a M202.

  • @Javier-po3lu
    @Javier-po3lu 6 місяців тому

    Alternative idea for the throwing knifes could be weapon melee would be like spycicle
    Basically throwing knife will make you unable use it to backstab or ever use it by some time (some what like 20 seconds)
    However picking ammo or supply cabinet or dispensers would short this cool down
    Knife cannot hit builds
    On hit: Poisons the victim and slow them deals +50 dmg last 10 seconds (not stackable or reset the time if get hit again)
    If you hit some body in the back poison will last until they die or get heal (execpt heavy sandwich on eaten butstill will cure teammates , dispenser will take some time to cure depending on level) poison will look like when you are bleeding but there will be a skull with timer over somebody if in case is the "permanently lasting poison")
    Once use will swap to your revolver

  • @LoudYapper
    @LoudYapper 6 місяців тому

    I also had an idea for a Throwing Knife for Spy but my idea is a bit different. It is just a regular ass knife, but you can throw it to backstab at a range, but there is a damage falloff potentially making it unable to one-shot a target if its too far away. Maybe like the damage falloff of the Amby. Once thrown it would also have a recharge speed in which time you have no knife which cannot be replenished by ammo pickups but can be replenished by the locker. I would say the say recharge speed as it takes for the Spycicle to come back.
    I also thought of a Silenced Pistol for the Spy. It has 9 bullets isteadyof 6, does like 15% less damage but it allows you to shoot while you are disguised without dropping your disguise.
    In terms of Balances, one massive one is making the Sniler Rifles for Sniper have a clip with 5 bullets. They still have the potential to quickscope but incr they run out of bullets they have a much slower reload speed to get 5 more bullets in the barrel, maybe like 1 second. I also would make the Ambys damage fall off less prominents and make the Diamond Back store Mini Crits instead of full on crits. I would also change the Kunai to give you a max overheal if 195 instead of 210 and the minimum hp it can give you on a backstab is 55. So with a staring hp of 70 with one backstab you reach normal spy level of tankyness and with a full overheal you almost reach the soldier. I would make the Gasspasser more viable by redusing its recharge time and making it rechargable by ammo pick ups. I would make the Loch'N Load just have a 20% damage bonus instead of just against buildings, and the Ulapool Caber have a minimum damage it can do of 125 so you can one-shot light classes. Ouu yeah also thr BFB should be made to require more damage to completely reducr the meter to 0, so maybe doublung it to 200 would be best.

  • @CiggyMan
    @CiggyMan 6 місяців тому

    10:19 ITS TIME FOR THE 'the weapons'

  • @rottenroads1982
    @rottenroads1982 6 місяців тому

    I have idea: Medi-Gun, but not just any Medi-Gun, but a Medi-Gun that combines the Kritskreig and the Normal Medi-Gun together.
    Here is how this weapon would work: When you are Healing a Target, your spear is either increased or Decreased depending on which class you are healing. If you are healing Scout, you speed matches Scouts speed. When healing a Heavy, your speed is reduced to the speed of that heavy, also, the speed at which your Uber Charge grows is also dependent on the class you are healing. If you are healing scout, the Uber charge speed is 1.5 times faster, while healing heavy makes it 0.5 times slower.
    After you have Fully filled up on Uber and you release the Uber. You and Your Healing Partner are Granted Crits, Immunity, and a Speed Boost to the Maximum TF2 speed for a whopping 20 Seconds, and after the Uber wears out, their is a 15 second cool down before you can start recharging your Uber (and No, using the BloodSaw will not fill up your Uber rate while the Meisterheilung 10000). When equipping the Meisterheilung 10000, your Maximum health is reduced by 50 to only 100 health, similar to how Two of Spy’s knives drops his health. Also, after the Uber runs out, you and your healing partners health are immediately reduced by Half and you become more vulnerable to attack.
    Essentially, the Meisterheilung 10000 (which is the name for this ultra Medi-Gun) is a weapon that punishes you for using it by reducing your normal max health by a Third (and taking away another third after using your Uber), but the Pay off is you and your healing partner can run at top speed for 20 seconds along with invulnerability and crits.
    The Appearance of the Meisterheilung 10000 is like a Normal Medigun but it has a Thicker barrel and the barrel has Rotating gears that spin slowly while you heal a target, and spins rapidly while you are in Uber mode. At the end of the barrel, their is a grilled end, similar to the grills of sewer duct. Their is also more electrical wires, and the Backpack the medic wears when equipping the Meisterheilung 10000 is more similar to a cylindrical Gas canister similar to the Pyro but with a squared middle section.
    In short, this New MediGun is designed to have both major power output, but consequences after releasing such power, and the Cooldown of the Uber combined with the removal of half of Medic’s Already 2/3’s health is a drastic.
    Medics normal health is 150. When he equips the Meisterheilung 10000, he loses that 50 health and so now his Maximum health is only 100 health, similar to the spy with the Big Earner when he loses 25 of his normal health. So medics new max health with the Meisterheilung 10000 is only 100 health. But wait, after his Uber charge is over, now their is a 15 second cool down (which doesn’t end if Medic dies and he has to respawn), but Medic along with his Ubered partner looses 50% of their health. So medic, already having only a max health of 100 when equipping the Meisterheilung 10000, now looses another 50 health after losing that health with the end of the Uber.
    Essentially, the Trade off for Having Invulnerability, Crits, and Maximum Speed for 20 seconds is loosing so much health in the process that you become vulnerable.
    It’s a High Risk, High Reward weapon in summery.

  • @goatrsuper6614
    @goatrsuper6614 5 місяців тому

    Baby Face's Blaster could get balanced by making an extra meter that gets filled with 300 damage causing the scouts speed to be unchangeable expect for on death for 45 seconds.

  • @Torchpirate99
    @Torchpirate99 6 місяців тому +1

    I would give engi an aperture (from portal) pda. So the sentry gun is now a turret,the telaporters are portals on small pads and the dispenser would just be an aperture styled one. So the telaporters would be instant but the sentry can not move. Is the idea dumb? Yes. Would I want it in game? Yes.

  • @nendra4829
    @nendra4829 6 місяців тому

    -Give the Disciplinary Action to Heavy. Heavy only has his lunchboxes to aid his team.
    -AOE Low Dmg Fire Molotov for the Scout to finally pair the Sun-on-a-Stick. (Most of the dmg comes from the Afterburn dmg -afterburn time. to make it balance and not annoying. Fills up by dmg)
    -Gaspasser Considered WET to dosed Enemies. -Removed extinguished on allies
    -Return back our boi Eviction Notice.
    -Riot Shield primary/or secondary for the Heavy. (Primarily in the primary slot so his weapons on his secondary would actually have a use.) maybe add a shieldbash extremely short dash that short stuns if players get too close.
    -Add a Low Opacity Laser (same as the wrangler but low opacity) When ever sniper scopes in. this gives other sniper rifles another stat to play with like the Classic considering you can still charge while scoped/unscoped. Or on another Rifle, just have it High to Low Opacity. with distances like "1000 units" just cannot be seen.
    That's all, feel free to criticize or add more.

  • @Voided01
    @Voided01 6 місяців тому

    How bout a disguise kit that disguises enemy’s/enemy builds nearby? If you disguise an enemy it’s forced to disguise as a teammate but only your team sees them for who they are. Their sentry’s and team do not. So sentry’s will target and might even kill em. If you disguise a sentry it won’t attack your team but theirs. (But they go through it and you don’t) they won’t be able to disable it by attacking, only if the spy who through it attacks or dies (they cloak if main spy cloaks) and it would have one simple upside, it can disguise them as themselves. Then if you cloak while he is disguised, his team will see him as a spy and try to attack, remember when disguised his team can attack him. This weapon will have the downsides of not being able to disguise yourself, takes longer to disguise, and takes a quarter of cloak charge

  • @mizublackriver7021
    @mizublackriver7021 6 місяців тому +1

    Honestly, i want a primary powerful shotgun for Heavy.
    Be like a super shotgun or a massive.fuck off semi auto shotgun

  • @Boomblox5896
    @Boomblox5896 6 місяців тому

    I have a weapon idea for Heavy.
    Replace the Minigun with a Battering Ram that allows Heavy to charge forward like a Demoknight, but he does not stop on the first Mann. He PLOWS THROUGH ENTIRE CROWDS until the duration of his charge is over. All targets hit by the incoming charge will be knocked back considerably and hit for more damage than Demo's shield charge. He can only turn his charge slightly, as if he were a Demoknight with booties, but as an exchange for giving up his primary, Heavy gets a percentage of all ranged resistance (exact numbers up for debate).
    The Battering Ram could be used in Medieval Mode, allowing him to eqquip all three weapon slots in that mode.
    Another idea for Heavy is to add something I like to call "The Juggernaut's Jugs"
    He holds a pair of jugs full of DRINK that he uses to punch people with, but he can also drink from his jugs to increase melee speed, heal a small amount, but lower melee damage because his jugs are now lighter. So now you can lunchbox with a shotgun and run Fat Scout. Pair this with the Battering Ram and this could be a pretty broken (and silly) build... maybe...

  • @theprimegamer7086
    @theprimegamer7086 6 місяців тому

    i like the unused engineer buildings, being a mini dispenser and speed pads instead of teleporters. it would defo allow for engi to be part of a big push by giving his teammates a short speed boost while quickly being able to move around a dispenser in more agressive spaces
    additionally the pda for this could provide passive benefits akin to the gunslinger, perhaps not giving an additional health boost but a slight movement speed buff?
    i do also imagine the pda being an arm/wrist mounted cuff similar to a pip-boy to play into the idea of using it quicker
    i also like the idea of more sentry types, perhaps a heavy/artillery sentry that fires slower, has a restricted angle it can shoot (so it cant pull a 180 spin) but has a focus on hitting harder, perhaps even lobbing projectiles like pipes. or maybe a flamethrower sentry with a shorter range but wider spread of damage so its easier to spam out from a range but even more effective against spies trying to sneak in close

  • @That_one_guy_on_yt
    @That_one_guy_on_yt 6 місяців тому

    spy should get a broken wine glass that causes bleed if you hit someone normally but the backstab scream noise will be louder

  • @LawsofLuke
    @LawsofLuke 6 місяців тому

    I have a new Sapper suggestion:
    The Frenchmen's Aid
    Level X Sapper
    Positive: Heals the spy with a medium health pack
    Negative: -25% Sapper damage

  • @Nedoiko
    @Nedoiko 6 місяців тому

    I might be crazy but hear me out, I'd like to support heavy using secondary and melee focus loadouts. My idea would be a backpack for the heavy that replaces the mini gun, in exchange the heavy gets twice as much ammo on his secondary, or can hold up to 2 charges of his secondary, by taunting with it, the heavy would "make a sandvich", and instantly recharge his lunchbox item if equipped
    I think that'd be it, tough tweaking here and there, it could have other passive buffs, like since you're not carrying a mini gun weighting you down, you could get an increased firing speed on your melee

  • @Arcticgreen
    @Arcticgreen 6 місяців тому

    I've been working a whole list of things to update to TF2, so many and so controversial, that I called it the TF2.5 Experiment. Amongst other things, it features a 4th weapon slot for mostly non-damaging weapons like the Thermal Thruster, the sandvich, scout's sodas, ect.

  • @typeracer2096
    @typeracer2096 6 місяців тому

    the highlight of the vid was defiantly the fish for heavy. couldn't stop thinking about the potential to fish-jump off somebody when smacking them.

  • @kaseyrein8878
    @kaseyrein8878 6 місяців тому

    I would love a engi secondary that allows you to either carry 2 buildings or shoot while hauling a building, and a medigun that makes you and the healtarget faster as well as lower your gravity on uber

  • @notatall226
    @notatall226 2 місяці тому

    A revolver for spy
    Pros:
    -Last player hit is marked(wallhack + info)
    -Disguising as a marked player is Imidiate with no particles
    Cons:
    -no random crit
    -20℅damage vulnerability
    A marked player will never scream on backstab

  • @Underqualified_Gunman
    @Underqualified_Gunman 6 місяців тому

    for the throwable sapper just make it so it has normal sapper damage but it get's dived based on number of building effected.