Post here tf2 ideas that you have but feel arent completed yet to gain feedback and advice.
another weapon idea that might be to over powered: The Saboteur. For spy.
- replaces sapper for spy
- can be attached only to enemy Teleporters
- teleporting does 20% slowly dealt bleeding damage to all enemies who use the teleporter.
- remains attached indefinitely until engineer destroys it like a sapper.
Questions I have:
- should it be attachable to both teleporter exit and entry?
- is 20% to high? Maybe lower?
- should it be visible to the engineer, or he has to notice it by observing bleeding teammates who exit the teleporter, or they telling him?
I actually really like this I feel like ifs balanced as it is cause and engineer could notice the problem quickly and blow it up and place another or there will be times when the bleed is worse than denying the enemy teleporting altogether.
But it aint to weak either cause it would give spy access to at times some serious group damage when many enemies get fooled
Great idea overall! But yeah I think the engineer should not be able to detect the sapping in his radar or else it would be pretty underpowered…however I also think the engineer can also remove the sapper by wacking any of the two teleporters to not make it too bullshit either. It is hard to balance but I like the idea
I have an idea for an smg that inflicts afterburn but I really dont know how to keep it from being too op while not feeling terrible to use. Maybe it deals less initial damage?
by afterburn you mean the pushing away with right-click on pyros main weapon?
Nope afterburn is the effect of players burning over time taking more damage until the effect passes or they get extinguished
Pyro primary with airblast only
I like it! Maybe it can provide mobility and a lot more ammo to compensate for the lack of fire
This might go well with a buff to fall damage caused by the airblast + marked for death on the victim.
Was thinking of trying to create a full on new class called the detective a light class with 125 health and faster than pyro but slower than spy and medic with no mobility options, they are all about providing short range wall hacks to himself and allies with a radar as a secondary weapon, has a pda called detective tools that allows it to hear footsteps better, lets you placed trackers on enemies and allies to know their location and can analize corpses to tell what kill them.
The problem is that he sounds pretty damn situational, great in some situations but pretty underpowered usually… especially cause I cant think of what weapon to give him besides the spy revolver which wouldnt be very impressive damage…
I want him to be especially good against snipers but I aint sure how to do that.
He dooes at least get a passive ability though: he can see enemies life points just like the spy. With that and his ability to track down enemies he can pick up low health targets and help others pick low health targets… pretty cool but right now he really isnt that much good at anything else…he needs a change
Maybe an equipment idea: Scouts flippers:
- scout looses 10% movement speed on land
- scout swims 20% faster under water
- scout can hold his breath longer +100%
- replaces pistol slot of scout.
Is a swim speed integrated into tf2 code? Of course would only be useful on maps with water, like 2fort. Or loooong fort. But in general are there any water maps? It depends on map design how useless/useful this is.
Ooh! I really like this one! Yeah its really map dependent but there will be more maps added soon if the new fan update is turned into a official update.
I think it should make you resistant to fire though to grant it a small buff (and it fits the theme)
yeah but only once you have gotten wet? Or maybe the buff is not strong enough?
That could work, but it could be too weak if you dont have a way to wet yourself though