STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
605
PELISSÄ
4,366
PAIKALLA
Perustettu
19. kesäkuu 2015
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englanti
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United States 
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3,550
Suggestions for New Weapons (or New Attributes)
Everyone look here, ok? Good, I've got your attention
This is a post about weapon balance. This will help largely with making better weapon suggestions appear in this thread. If you're reading this then be prepared to have a dry mouth, it's a long post.
To begin, I'm going to be building a weapon along as we go along in this post.
Firstly:
The Stock weapons are a good starting point
The Stock weapons are the most situationally useful. Stock weapons make the original role of a class when put together. To use the Stock as a starting point, look at the weapon you are trying to make, then look at the Stock weapon, and try to base what your weapon does better. If you can't base anything either your weapon needs redoing or you have created a gimmick weapon.
For this post, I will be building a Stickybomb Launcher.

Find a specific role for your weapon
Going back to the stock. Find a role that the Stock does, then make your weapon do it better.
An example would be the the Loch-n-Load. The Loch-n-Load is good for destroying buildings and the faster projectiles will make it easier to hit things, but is overall less useful for damage output against players and requires good aim to use.
Or the Loose Cannon. Its ability to double donk allows the player to deal more damage than the Grenade Launcher, but it requires good timing to use properly, and it's not so great at destroying buildings because the projectiles don't detonate on direct hits.
For my Stickybomb Launcher, I will make it able to build a quick and temporary defense effectively, but will be ineffective for sticky spam and for setting up a permanent defense.

Make sure the role you chose isn't covered by another weapon
Now to take a break from the Stock. My Stickybomb Launcher is useful for setting up a 'sticky wall' as I call it, allowing you to ward enemies away from a position and forcing them to go another way, which is something that only the Stock does effectively so far. I don't mention the Quickiebomb Launcher because its sticky bombs fizzle, meaning that a 'sticky wall' that someone sets up will likely fizzle before you get to use it.

Make sure your weapon fits a certain playstyle(s)
My Stickybomb Launcher is built for my playstyle specifically, which is to ward enemies into going in a certain direction they don't want to go, then promptly destroy them either with my team or a random crit pill that I just launched. It does not fit an offensive sticky spammy playstyle, as I don't like to use sticky spam unless I'm attempting to throw another Demoman's stickies everywhere.

If your weapon does not fit a role, you have likely created a gimmick weapon
Gimmick weapons are weapons that don't fit a specific role, but rather require a whole new playstyle to use effectively. An example would be the Backscatter. You have to sneak up on enemies as the Scout and penetrate the Heavy infront of you with mini-crits and extreme buttsex. Sneaking around isn't something the Scout does most of the time, but rather getting into the enemys' face and blasting them with his Scattergun usually killing them with the first 2-3 shots if they are accurately aimed meatshots. This makes the Backscatter a weapon that requires a whole new playstyle to use, something that isn't bad sometimes, if the weapon is crafted carefully.
The Stickybomb Launcher I have created is rather a gimmick weapon, as it requires an almost totally different playstyle to use, but it's a playstyle I use most often, so it didn't appear so to me until making this part of the post.

And finally:
Polishing and the finished product
Polish your weapon to fit the role (or playstyle) you wanted. Make it good at the role you chose, while making it less effective at another role. My Stickybomb Launcher requires a Demoman to use his stickybombs to ward enemies away from certain areas, not as an offensive stickyspam weapon like the Quickiebomb Launcher or an effective defensive weapon like the Scottish Resistance.

This is the finished Stickybomb Launcher I've crafted across this post:
(+) Instant arm time (but not so that you can stickyjump off of the air)
(+) Instant bomb charge time (for continual firing)
(+) 25% Faster firing speed
(-) Stickybombs deal 80% less damage while in the air. This penalty will decay across one second once they hit the ground.
(-) -2 Maximum stickybombs out
(-) Stickybombs fly through the air slightly slower (to compensate for the instant charge time)

And that will hopefully help you with weapon balance, maybe allowing you to create better pieces of art than you could before.
Opinions on the Stickybomb launcher are welcome, it helps me get better at this.
155
Strategys/Weapon Combos/Loadouts for Custom Weapons
The SOLLY KNIGHT (better name to come (hopefully?))
Level 60 Demoknight Simulating Soldier loadout

Equipment:
Any Rocket Launcher of your choice
Berserker Mode
Escape Plan (Equalizer is yet to be tested)

Playstyle(s):
1. While you have more than 50 HP kill stuff with your Rocket Launcher of choice, not caring about whether or not they're to close. When at 50 HP or below, pull out your Escape Plan for absolute lightning speeds. Charge at foes with your buffs and deal absolute crap loads of damage and get your health back up. With this loadout you kinda have to play it like a Demoknight. You can't charge into a large crowd of enemies and expect to kill everyone, no. You have to go for vulnerable targets aka targets that have their backs turned, enemies that are alone or enemies that you know have low health.

2. Damage yourself with your Rocket Launcher. Charge in like a Demoknight and get sick Med picks. Try to keep your health up by dealing damage to counter the damage you will be taking, which is supported by the Mini-crit damage you deal, and you will take less damage thanks to the Battlion's Backup effect. And with the speed you can dodge stuff at about 500 H/U per second. Might be a bit hard, though. Also, this loadout is dominant in 1v1s.

I've tested the maximum speed with this loadout, and with maximum Escape Plan movement speed AND your Berserker buffs you will literally move faster than a Scout! Only if they use a Crit-a-Cola can they match your speed.

Abilities:
SOLLY LUNGE: While dashing at light speeds, jump, switch to your rocket launcher and perform a rocket jump like you normally would. This works best with a rocket launcher that deals less damage to you when you rocket jump. Performing this gives you a burst of speed, making it even easier to catch up to those pesky scouts!
MORE ABILITIES TO BE DISCOVERED.

Pros:
Usually dominant in 1v1 fights.
Great at getting some sick random picks, especially on Medics.
You can catch up to a Scout with maximum speed.
You can EASILY dodge projectiles, so long as you can keep up with the speed you're moving at.
You are the hardest thing to hit when it comes to Snipers and Spies (assuming you aren't moving backwards).
Pretty high damage output.

Cons:
Not much health from Medics.
No health from Health kits.
A Scout with Crit-a-Cola can match your speed, allowing him to keep pace with you and never allowing you to catch up with him.
You don't have as much damage resistance.
Requires you to be on low health.
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