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).
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.
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.
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.
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
@@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?
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!"
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.
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'
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
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.
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
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.
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
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.
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.
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.
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)
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
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
19:00 I think a cleaners carbine type thing could also be pretty cool, whenever you deal enough damage to fill the meter up, you can pop it and get a speedboost for like 5 seconds
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.
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.
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
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.
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
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.
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 :)
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.
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.
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.
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.
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
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.
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.
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.
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
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 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.
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
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 :))
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
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.
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
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.
@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.
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.
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.
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
I think that throwable sapper could work like this: You can alt fire to throw the sapper across the floor. The sapper will function as a projectile and will only be active for 3 seconds. Any buildings hit by the sapper will be disabled for 5 seconds, but not take any actual damage. This sapper cannot be removed when it is thrown. The alt fire throw has a cooldown of 8 seconds, and the sapper cannot be used while this cooldown is active. The base fire works the same as a regular sapper, but removes health 2x slower. Basically, it encourages a playstyle where you infiltrate nests and take them down with your entire arsenal, instead of a mere stab & sap.
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
Ideas i've got : A movement minigun for heavy Knocks you back, less damage or none, can knock ennemies back, you can make huge jumps if used mid-air, using a shotgun would be advised, maybe reduces max health A new cloak watch for spy Instant decloak, long cloaking time and uncloak if bumped or shot while invisible. Seems cool to me but it will be overpowered so maybe backstabs no longer instant kill but almost kill Balance ideas : People have been complaining at the syringe guns because the crossbow heals so it's objectively better. Why not make the syringe guns heal for long range healing but no overheal and über build ? At least stock, the other would have a healing penalty
Ummm I have a lot of hours on engineer , I suggest adding a mini Despenser make it like a mini sentry and speaking of engineer I suggest a new pda . So the new pda will work like this if you destroy your building it will give you 25% of the metal back but only 5 to 10% for mini building (I think it would be op if you can get 25% metal if you destroy your building) but also change the stock so it wouldn't be like the bone saw (a useless weapon). Last on engineer is a new pistol ,I think the rescue ranger is not good when your teammates don't help you in battle (like in public servers) . So I think adding a more powerful pistol to engineer would be great. On medic make the stock melee good. I suggest adding more damage. Hear me out on this idea , if you use the bone saw and you hit your teammates make it so you can heal them (You can make my suggestion on medic Melee buff, or add a new weapon). Last on medic is you can add a new weapon (idk what to call it) a medi gun you can make the Uber like a aoe effect but not the full invincibility effect like healing effect only and 5% damage mitigation (or just don't add the 5% damage mitigation it think it would be to much). On pyro make the melee good, like adding damage . You can Also add like a buff to the stock weapon or make a new one . adding to the stock or adding a new weapon Helps an engineer upgrade his building but only 20% of the stock . (I'm not good at suggesting on bad stock weapon sorry) I hope you like my idea . Can't wait for a TF2 update .
Side note, remove some glitch on the hit box, balance the weapons (make all the weapon good), I don't know how to say this but make it so the community can make some weapon and cosmetics and have a voting system or if you don't like voting system make a like person in charge (a tf 2 player) approve a weapon or cosmetic upload (also make it like a voting system to like a person in charge have a certain amount of time on charge of uploading , i think in this way tf 2 will last longer. That's all HAHAHA I hope you like my suggestion if not I hope you can grab inspiration on my idea. TF2
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.
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.
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
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 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.
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
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
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
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.
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
Another idea for the Unholy Rib: +On swing: X% base speed increase +On hit: deals knockback and removes speed increase +X% damage -X% swing speed -X% deploy speed -On miss: marked for death, idiot -On miss: removes speed increase (The X’s mark where it can be balanced in different preferred ways) It’s basically a risk-reward style, you trade in damage resistance for heavy damage and knockback. Your speed increases to make it harder for enemies to just… *leave* while you swing, don’t forget that heavy holds it like a baseball bat.
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
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.
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.
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.
I have an idea for a scout melee “The Homerunner” using your primary fire allows you to reflect projectiles making them become minicrits. It would have a 100% slower firing speed.
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.
My ideas for some spy weapons: 1. Global Cloaking Device GCD: (instead of a watch, it is a box with a blue button), it makes nearby teammates invisible for a short duration-the time you can be invisible is shorter with every teammate in the radius. Additionaly the teammates see a blue circle of the area of effect on the ground. 2. Prop disguise device: you can disguise as some props, the props availible are different of every (or most) maps. Enemies cannot collide with you(they can walk trough you) and if you have this equipped, you cannot cloak. It also has a timer. I also had some ideas for enginner but I forgot them :)
I know nothing about TF2 but I can tell this was made by someone with a passion for the game and that's all that matters. TOP NOTCH EDITING INDII. VERY PROUD. GO TO BED.
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.
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.
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.
Get 20% OFF + Free International Shipping + 2 Free Gifts with my promo code INDII at manscaped.com/indii
Epik
"your balls will thank you"
Shaving mah balls
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).
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.
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
i will kiss whoever adds this at valve (if they add it) sloppy style
Welp, time to work for valve
No
What if they have a shotgun equipped?
@@PikaJim does nothing
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.
Funniest shit ive heard this year
АХАХАХАХАХА Я ЩАС ЗДОХНУ
I absolutely lost it there.
Bro predicted Koth_Megaton
So would it do exactly 299 damage so that only heavies survive? I wonder why they’d be spared.
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.
if you know the jumpers are harmless, you should know what the only 2 jumpers are.
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
Yeah but imagine putting it on the wrangler or the detonator
@@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?
@@Matcha_Biscuit But the issue is if someone uses the jumper sking to make a stock rocket/sticky launcher look like a jumper.
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!"
the memory of having updates is actually starting to fade away, i dont remember exactly how it was anymore..
Watch the video
I’ve never had that memory as I started playing after the last one was but a distant memory
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.
For the throwable sapper, the name ‘Le Saboteur’ fits perfectly.
He will join 'Létranger' in the most hard names to pronounce in the game.
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'
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
there's "hedgehog's cat!" as an exclamation, but I don't think it fits the fish vibe a whole lot 😂
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.
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
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.
6. Demoknight. Removal
(this is what the rebalances in the description state i'm serious)
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
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.
0:17 YOU MONSTER
unforgivable
ugh! youre a monster!
As a demoknight main I’m only mildly offended
TC2 annihilator sound
YOU DARE USE ANHIKNIGHT'S SCREAM ON DEMOKNIGHT?? I SHALL FEAST ON YOUR SOUL
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
that would be insanely fun to use in x100 servers
so just doom or wolf3d movement then
If I learn what ever is going on with the game’s spaghetti code could I make this into a custom weapon?
bro wants the fuckin Pythagorean theorem implemented into the game
@@mongodroid4842 PDA for the engineer, allows him to build shields in the shape of a isosceles triangle
17:16 basically the engineer emp grenade from zombie infection
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.
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.
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)
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
0:19 Demoman didnt drink for a day. Thats how he sounds like when he isnt drunk.
Actually it’s the charge sound effect from the roblox fan game “Typical Colors 2”. 🤓☝️
@@UnusualSandvichTF2 but annihilator isn't drunk tho
@@WayneTheAsianGuy I never said he did.
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
19:00
I think a cleaners carbine type thing could also be pretty cool, whenever you deal enough damage to fill the meter up, you can pop it and get a speedboost for like 5 seconds
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
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.
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.
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.
Bro forgot FoS
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
0:18 is that the TC2 Annihilator charge?
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.
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
I will never forget the MANSCAPED AD, "WE NEED TO TALK ABOUT YOUR BALLS" 💀
"I love my balls"
-scout picking up the sandman ball
Heavy needs a powerful shotgun in his primary so fat scout is actually viable
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.
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 :)
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.
The fish should be called,”The Moby,” to reference Moby Dick.
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.
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.
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.
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
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.
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.
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.
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
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.
That sounds overpowered asf
@@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.
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
In this comment section ive read some of the most TERRIBLE weapon ideas I've ever seen. Never cook again
+25 bullet speed
…make a video on it👀
@@colinsweeney273 unfortunately, I have no microphone (it's broken and I kinda forgot what I read, hopefully I don't read them again tho)
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 :))
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
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.
Omw to equip the fists of steel and become immune to healing and snipers
@@weepingdiscord6969 Hell yeah
Maybe even make it so health packs are effected by the 50% nerf but not food items, creating the ultimate melee heavy
A reverse direct hit that rewards splash damage but self damage takes 75% of your health and has 300% self knock back
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.
Let Sandvich be usable in the primary slot
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
Give Heavy a different slot for sandwich, so he can have both shotgun and sandwich
19:43 this would cause literal hell if paired with the KGB, imagine a speeding heavy just bulldozing an rnemy team with crits
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.
I like to imagine he pulls out a perfectly good knife to sharpen the pencil instead of just using the knife itself
@@lamb6276 haha, that's good I didn't think about that!
there would be genuinely no reason to run the pencil over stock knife. way too many downsides without any good upsides.
@@Large_Vince I know, I couldn't think of anything good.
@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.
10:19 ITS TIME FOR THE 'the weapons'
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.
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
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.
she final on my update til i tf2
5:51 liquid snake reference
The Nest Best Thing- Engineer and Pyro Cosmetic, with Pyro having an Egg, and Engi wearing a nest like a tutu
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
With the name i thought that was gonna be a medic item since "Mannometer" is a sort of exclamation in german
@@nettalie4435 thats thing that is used to measure preassure in tires or smth
I think that throwable sapper could work like this:
You can alt fire to throw the sapper across the floor. The sapper will function as a projectile and will only be active for 3 seconds. Any buildings hit by the sapper will be disabled for 5 seconds, but not take any actual damage. This sapper cannot be removed when it is thrown. The alt fire throw has a cooldown of 8 seconds, and the sapper cannot be used while this cooldown is active. The base fire works the same as a regular sapper, but removes health 2x slower.
Basically, it encourages a playstyle where you infiltrate nests and take them down with your entire arsenal, instead of a mere stab & sap.
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
0:18 thats the tc2 annihilator charge scream
Ideas i've got :
A movement minigun for heavy
Knocks you back, less damage or none, can knock ennemies back, you can make huge jumps if used mid-air, using a shotgun would be advised, maybe reduces max health
A new cloak watch for spy
Instant decloak, long cloaking time and uncloak if bumped or shot while invisible. Seems cool to me but it will be overpowered so maybe backstabs no longer instant kill but almost kill
Balance ideas :
People have been complaining at the syringe guns because the crossbow heals so it's objectively better. Why not make the syringe guns heal for long range healing but no overheal and über build ? At least stock, the other would have a healing penalty
Ummm I have a lot of hours on engineer , I suggest adding a mini Despenser make it like a mini sentry and speaking of engineer I suggest a new pda . So the new pda will work like this if you destroy your building it will give you 25% of the metal back but only 5 to 10% for mini building (I think it would be op if you can get 25% metal if you destroy your building) but also change the stock so it wouldn't be like the bone saw (a useless weapon). Last on engineer is a new pistol ,I think the rescue ranger is not good when your teammates don't help you in battle (like in public servers) . So I think adding a more powerful pistol to engineer would be great.
On medic make the stock melee good. I suggest adding more damage. Hear me out on this idea , if you use the bone saw and you hit your teammates make it so you can heal them (You can make my suggestion on medic Melee buff, or add a new weapon). Last on medic is you can add a new weapon (idk what to call it) a medi gun you can make the Uber like a aoe effect but not the full invincibility effect like healing effect only and 5% damage mitigation (or just don't add the 5% damage mitigation it think it would be to much).
On pyro make the melee good, like adding damage . You can Also add like a buff to the stock weapon or make a new one . adding to the stock or adding a new weapon Helps an engineer upgrade his building but only 20% of the stock . (I'm not good at suggesting on bad stock weapon sorry)
I hope you like my idea . Can't wait for a TF2 update .
Side note, remove some glitch on the hit box, balance the weapons (make all the weapon good), I don't know how to say this but make it so the community can make some weapon and cosmetics and have a voting system or if you don't like voting system make a like person in charge (a tf 2 player) approve a weapon or cosmetic upload (also make it like a voting system to like a person in charge have a certain amount of time on charge of uploading , i think in this way tf 2 will last longer. That's all HAHAHA I hope you like my suggestion if not I hope you can grab inspiration on my idea.
TF2
I forgot, make some stock weapon got . Byeee
Team Fortress 2 is now around 26 Giga Bytes in Size...
How much of that Do You guys think it is just Cosmetics?
0:18 loved how he used roblox tf2's demoman charge sound here lol
as a french guy, I can confirm you did not pronounce "the désactivation" correctly
FRENCH!!!!!
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.
NOOOOOOOOOOOOOOOOOOOOOOOOOO I DONT WANT DAILY COMMISSIONS IN TF2!!!
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.
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"
Idea for heavy: The Salad
Upon being eaten:
- Heal 50 HP
- Speed boost for 15 seconds
i think that heavy should get to hold another secondary so that i can run a chocolate banana
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
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"
Agreed with all but remove wrangler shield is meh idea
@@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.
@@PlatinumAltaria Bro it's not 2015 anymore, the wrangler is a bit powerful yeah. But it's not the damn tank it was before
Have you ever played against a half decent scout? Charging a shot would be literally impossible
Maybe make a new wrench that will enables wrangler shield ability. Also this will cut out annoying mini-sentry + wrangler combo.
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
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
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
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.
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
Another idea for the Unholy Rib:
+On swing: X% base speed increase
+On hit: deals knockback and removes speed increase
+X% damage
-X% swing speed
-X% deploy speed
-On miss: marked for death, idiot
-On miss: removes speed increase
(The X’s mark where it can be balanced in different preferred ways)
It’s basically a risk-reward style, you trade in damage resistance for heavy damage and knockback. Your speed increases to make it harder for enemies to just… *leave* while you swing, don’t forget that heavy holds it like a baseball bat.
I think the heavy fish should have a damage bonus instead of a penalty
Bruh. It's fish. What did you expect
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
Your ideas for the contracts and Contracker are really great, I wish we'd have something like that ingame...
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.
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.
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.
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.
Make it so that it doesn't affect Ubered players. That was pretty much the only reason it was nerfed.
The Sandman affecting Ubered players was removed in 2009. This version wouldn't re-add that.
I have an idea for a scout melee
“The Homerunner” using your primary fire allows you to reflect projectiles making them become minicrits. It would have a 100% slower firing speed.
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.
That blood money idea is gold - idk wht valve haven’t done it
My ideas for some spy weapons:
1. Global Cloaking Device GCD: (instead of a watch, it is a box with a blue button), it makes nearby teammates invisible for a short duration-the time you can be invisible is shorter with every teammate in the radius. Additionaly the teammates see a blue circle of the area of effect on the ground.
2. Prop disguise device: you can disguise as some props, the props availible are different of every (or most) maps. Enemies cannot collide with you(they can walk trough you) and if you have this equipped, you cannot cloak. It also has a timer.
I also had some ideas for enginner but I forgot them :)
spy should get a broken wine glass that causes bleed if you hit someone normally but the backstab scream noise will be louder
I know nothing about TF2 but I can tell this was made by someone with a passion for the game and that's all that matters. TOP NOTCH EDITING INDII. VERY PROUD. GO TO BED.
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.
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.
Honestly, I can tell you had fun with this. I like hearing sensible weapon ideas or quality of life tweaks. And shoutouts to "The Legendaries". =]
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
Idea: could make the Ullapool Caber (demo melee) charge meter or charge when kill someone?
14:47 HEY YOU WROTE MAN INSTEAD OF MANN
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.