Weapon/Item Suggestions

  1. Re: Weapon/Item Suggestions

    #1599
    VoiDeD wrote View original post
    How many crossbow bolts does the medic get?


    30+ I think.
  2. Re: Weapon/Item Suggestions

    #1652
    I've been thinking, the High Five taunt is pretty much the best taunt in the game for acquiring crits on command. Maybe making all taunts push to hold somehow would be the way to balance it so all players have the same advantage. Just a thought.
  3. Re: Weapon/Item Suggestions

    #1653
    jay50jay wrote View original post
    I've been thinking, the High Five taunt is pretty much the best taunt in the game for acquiring crits on command. Maybe making all taunts push to hold somehow would be the way to balance it so all players have the same advantage. Just a thought.


    Crits would be everywhere. Rockets, stickies, grenades, bad hales would be destroyed.
    It wouldn't be much of a game, it would be a more of a slaughtering.
    The natural balance would be upset, hales would become extinct, and cease to exist.
  4. Re: Weapon/Item Suggestions

    #1669
    Antie97 wrote View original post
    Crits would be everywhere. Rockets, stickies, grenades, bad hales would be destroyed.
    It wouldn't be much of a game, it would be a more of a slaughtering.
    The natural balance would be upset, hales would become extinct, and cease to exist.

    So either its a mild for of pay2win for the people who do have the items/money to afford a high-five taunt, or grossly unbalanced if the mechanic is available to everyone. Seems like taunt for crits is rather broken. Of course, this isn't like FINALDESTINATIONNOITEMSFOXONLY.  If its fun it shouldn't matter. I'd just to see a way so its fun for everyone, not just a certain percentage of the player base.
  5. Re: Weapon/Item Suggestions

    #1670
    for some reason i want to see heavies gain a small buff of thier own based on MvM

    Remember the Rage effect heavies can get and use on taunt?
    apply that to them, but only if you can apply the 'airblast gives rage' to hales on the recieving end of this as well...
    come to think of it, we could also let FaN scouts have thier knockback back in full swing if we do this to them as well.
  6. Re: Weapon/Item Suggestions

    #1671
    I don't think it's possible to modify existing taunts so you can hold them down.

    In other news though, I buffed the huntman's arrow count to 20 total. I wanted to make it 25, but apparently the game itself limits it to 20.

    Rukrio wrote View original post
    for some reason i want to see heavies gain a small buff of thier own based on MvM

    Remember the Rage effect heavies can get and use on taunt?
    apply that to them, but only if you can apply the 'airblast gives rage' to hales on the recieving end of this as well...
    come to think of it, we could also let FaN scouts have thier knockback back in full swing if we do this to them as well.


    This seems like an interesting mechanic. I've never actually seen what that upgrade did in MvM, so I'll look into it.
  7. Re: Weapon/Item Suggestions

    #1677
    VoiDeD wrote View original post
    In other news though, I buffed the huntman's arrow count to 20 total. I wanted to make it 25, but apparently the game itself limits it to 20.



  8. Re: Weapon/Item Suggestions

    #1680
    Tried using the attributes for the rage bar and got nowhere, might be tied to the MVM game mode.
    Gonna try some more set ups for it.

    Onto other business, ideas for the silenced smg or if we should make it like the default smg.
    Cozy camper maybe getting 2 or 3 hp per second, might not seem like alot but it would be an offset to the bushwacka.
    getting rid of the cannot collect ammo from the beggars bazooka, opinions?
  9. Re: Weapon/Item Suggestions

    #1682
    Using this page for the item attributes:  http://optf2.com/tf2/attributes


    Amputator

    361 become fireproof on hit (1 sec)  For anti-cave loadouts, since Amputator already helps heal teammates.


    Flamethrower/Rainblower/Festive Flame

    367 - Ext earns crits.  Anti-Cave loadouts that would reward pyros for staying close and being a team player.  Degreaser isn't used for dmg so it seems pointless to give it ext crits, dunno.

    Silenced SMG

    106 - (15% more accurate)

    5 - (15% slower firing speed)

    Dunno about that one, but can't think of anything else for it :p  The smg accuracy is kind of annoying though.

    Holiday Punch

    176 - Can't be killed with headshots.  Anti-CBS loadout that lets hoovies stay in the open at the cost of the running speed from GRUs.



  10. Re: Weapon/Item Suggestions

    #1713
    please buff silenced smg, really like it and would like to use it in saxton hale.
  11. Re: Weapon/Item Suggestions

    #1716
    Miaumon wrote View original post
    Tried using the attributes for the rage bar and got nowhere, might be tied to the MVM game mode.
    Gonna try some more set ups for it.

    Onto other business, ideas for the silenced smg or if we should make it like the default smg.
    Cozy camper maybe getting 2 or 3 hp per second, might not seem like alot but it would be an offset to the bushwacka.
    getting rid of the cannot collect ammo from the beggars bazooka, opinions?


    beggars bazooka buff, do it because it encourages the kind of gameplay the weapon already encourages.
  12. Re: Weapon/Item Suggestions

    #2151
    A little Beggars buff I was thinking about was increasing the amount of rockets that can be held, because as of right now, its rather shit in Hale.
  13. Saxton Hell weapons buff/nerfs

    #2188
    So I was looking back on my old topic on how you could use the Market Gardener to deal 1500 damage if you got a successful garden.

    And jay_ said >Weapon suggestion thread

    Well, I got bored and here it goes.

    Just wondering if you think there are any weapons that could be buffed/nerfed, ex: Soda Popper dealing 10% more damage or something like that.
    Post below, of course.

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