Elcark 288 Posted July 6, 2018 (edited) So to catch everything up in one place, to replace the playpoints system that used to give bonuses to players on the freak fortress server, we are construction a number of special weapons. These function as typical unique tf2 weapons with new attributes that are already in place when equipping one of them. A number have been completed already (listed below) but to make them feel a bit more finished we are asking for any ideas for a few more you would like to see added. Now in principle, these weapons shouldn't just be taking any old tf2 weapon and increasing it's stats to make it stronger. Ideally they should be somewhat gimmicky and the more unique the better. They should definitely be powerful to warrant using them, but not so universally better that it is a must to take them over any other weapon. They are more idealistic to offer an alternate play style or make a less viable play style more worthwhile. It is also a goal to prevent the ability to use more than one of any of these weapons at a time. Lastly, it's important to note at this time rocket launchers are not working with custom attributes. Don't be afraid to suggest any, but don't expect any to be added just yet (We already have a few ideas for some once/if we can). Current weapons Warrior's Spirit (hyper heavy) Grants a speed boost Removes primary and secondary ammo The Gas Passer Explode's on ignite The Thermal Thruster Stuns when landing near the boss Splendid Screen and Tide Turner (Nearly) Instantaneous recharge No health from external sources while shield is active (medics/health packs) The Ambassador Fires a single round that does large critical damage on headsots Much slower reload speed The Classic Fast firing uncharged body shots Less overall damage The Family Business (fat scout) Basically the old panic attack, but better Hold fire to load and hold shells in a clip, release to fire them all at once Gain a speed boost on hit Removes primary ammo The Shahansha (Discout kukri jump) Grants an increased jump when active Drains health while held and takes 50 health to holster (Can't be holstered with less than 50 health) Edited July 29, 2018 by Elcark (see edit history) Share this post Link to post Share on other sites
KSPlayer1337 83 Posted July 6, 2018 i have several ideas The Hot Hand +ridiculous knockback on hit -really low fire rate (1 swing per second) -75% lower damage The Original +really high rocket damage +large blast radius -1 rocket per clip -low rocket speed -low reload speed The Gunslinger +high melee damage +25% more speed -can't build anything The Holy Mackarel +100% faster swing speed -99% lower damage -no crits The Frying Pan +/-louder pan noises +30% more damage -low swing speed (1 swing per second) Share this post Link to post Share on other sites
Tatost 604 Posted July 6, 2018 7 minutes ago, KSPlayer1337 said: The Hot Hand +ridiculous knockback on hit -really low fire rate (1 swing per second) -75% lower damage would hitting the boss cause a huge increase in rage just as an airblast does? 8 minutes ago, KSPlayer1337 said: The Gunslinger +high melee damage +25% more speed -can't build anything is the 125% speed only active while the gunslinger is out, or is this a passive effect? 8 minutes ago, KSPlayer1337 said: The Holy Mackarel +100% faster swing speed -99% lower damage -no crits this might be a meme since the mackerel is already trash, but this isn't a very good idea. 9 minutes ago, KSPlayer1337 said: The Frying Pan +/-louder pan noises +30% more damage -low swing speed (1 swing per second) you should never even think of increasing pan volume. I don't have anything to really contribute because I rarely play FF2 : ( 1 YeEternalTuna reacted to this Share this post Link to post Share on other sites
KSPlayer1337 83 Posted July 6, 2018 53 minutes ago, Tatost said: would hitting the boss cause a huge increase in rage just as an airblast does? is the 125% speed only active while the gunslinger is out, or is this a passive effect? hot hand will increase rage highly on hit and gunslinger speed is passive Share this post Link to post Share on other sites
Blizzard 85 Posted July 6, 2018 It'd be cool to rework engie's short circuit mouse 2 into an anti-rage utility weapon Short Circuit -50% universal metal intake (Passive) -25% holster speed Primary Fire +No longer consumes ammo (My thoughts on m1 not taking up ammo is that the main use of the short circuit would be it's altfire mechanic and by default short circuit's m1 ability has the same exact functions as a normal pistol without any of the range) AltFire +Same capabilities as its default states (consumes 65 metal per shot, destroys projectiles), however on hit now reduces the boss' rage by 5 percent (trying to find a balanced percentage) The anti rage mechanic serves as a more utility based weapon for engie that would encourage more so on focusing metal intake into reducing rage percentage instead of finding an area to camp in and set up a nest. The debuffs on holster speed and metal intake is to reduce the ability to quickly take out the weapon, spam shots, gain metal from a dispenser, and repeat. The idea is to compliment this weapon with the gunslinger (Build a minisentry and still be able to fire 2 alt-fire shots) as the the drastically increased time to create a lvl 2 sentry with a default wrench would be ineffective to set up a nest. Gunslinger +15% speed boost when active +30% less metal required to build a minisentry +160% Build Speed (1.5s to 1.35s) +Sentry Bullets now cause after burn effect +10% Knockback on minisentry bullets +No Longer gives speed debuff on building hauling +Default Stats (+25 hp) In general using a mini sentry over a normal wrench already sacrifices a lot of dps potential and is a disadvantage in ff2 as the small increase to hp serves little to no difference in survivability. So I want to make the mini sentry more so an annoyance to the hale rather than pure dps. The speed buff gives the ability to move quicker and offers a better survivability tool. The idea is to incite the opposite play style of a normal ff2 engie, build an annoying mini sentry and be able to forget about it and focus on other means instead of being confined to a single area Share this post Link to post Share on other sites
Red 198 Posted July 6, 2018 Cleaner Carbine : we should make it so that instead of shooting bullets we shoot rockets 1 1 1 Caleb956, Elcark and Tatost reacted to this Share this post Link to post Share on other sites
Brunche 2 Posted July 7, 2018 (edited) You could have a version of the wrap assassin that bonks the boss, similar to the jetpack, but the bleed lasts longer, let's say 20 seconds at max range, and 7 point blank if that's doable. With a really high recharge time. (Also this is unrelated, but is the dead ringer ambassador reload speed glitch fixed?) Edited July 7, 2018 by Brunche (see edit history) Share this post Link to post Share on other sites
Blizzard 85 Posted July 7, 2018 1 hour ago, Brunche said: You could have a version of the wrap assassin that bonks the boss, similar to the jetpack, but the bleed lasts longer, let's say 20 seconds at max range, and 7 point blank if that's doable. With a really high recharge time. (Also this is unrelated, but is the dead ringer ambassador reload speed glitch fixed?) This essentially would just be a better sandman, I'd say just give the the wrap assassin heavier bleed dmg, a slightly bigger aoe radius, and longer effect status (as you said). Just in terms of general buffs Share this post Link to post Share on other sites
Elcark 288 Posted July 7, 2018 3 hours ago, Brunche said: You could have a version of the wrap assassin that bonks the boss I'd rather not see anything that involves giving a buff to scouts movement or scout hindering the bosses. That class already has enough of an advantage in regards to that Share this post Link to post Share on other sites
Tatost 604 Posted July 7, 2018 (edited) I don't know if this is already a thing, but an x% slow down on the boss when afflicted with Jarate would be a pretty nice attribute considering you drop SMG/Razorback. It would give people more of an incentive to not be the nerd who relies heavily on Razorback to tank damage, also would encourage more team-play. This slow effect could possibly save the sniper and/or teammates by allowing them to get away from the boss while he's being held back. I have no clue what would be considered OP or anything in FF2, so I'm just going to leave it to someone else to choose a fair value. It's not a scout hindering, it makes the mini-crits easier to hit for obvious reasons and isn't brain-dead easy to aim unless at close range. Edited July 7, 2018 by Tatost (see edit history) 1 Elcark reacted to this Share this post Link to post Share on other sites
mrnutty12 184 Posted July 7, 2018 9 hours ago, Tatost said: I don't know if this is already a thing, but an x% slow down on the boss when afflicted with Jarate would be a pretty nice attribute considering you drop SMG/Razorback. It would give people more of an incentive to not be the nerd who relies heavily on Razorback to tank damage, also would encourage more team-play. This slow effect could possibly save the sniper and/or teammates by allowing them to get away from the boss while he's being held back. I have no clue what would be considered OP or anything in FF2, so I'm just going to leave it to someone else to choose a fair value. It's not a scout hindering, it makes the mini-crits easier to hit for obvious reasons and isn't brain-dead easy to aim unless at close range. As far as I am aware the vsh plugin removes the jarate/milk status effects from bosses immediately; reducing their rage percentage in the process. Because of that if the jarate did apply a slow it would end up being a pretty short one that is generally not worth considering. 11 hours ago, Blizzard said: This essentially would just be a better sandman, I'd say just give the the wrap assassin heavier bleed dmg, a slightly bigger aoe radius, and longer effect status (as you said). Just in terms of general buffs With regards to buffing the wrap assassin, keep in mind that it gets permacrits and a second ball to launch because ff2 also has some stat changes. For reference, each ball does ~50 damage (yay crits!) + bleed (non self-stacking) and recharges a couple seconds slower than the cleaver. 1 Elcark reacted to this Share this post Link to post Share on other sites
Elcark 288 Posted July 29, 2018 On 7/7/2018 at 11:13 AM, mrnutty12 said: As far as I am aware the vsh plugin removes the jarate/milk status effects from bosses immediately; reducing their rage percentage in the process. Because of that if the jarate did apply a slow it would end up being a pretty short one that is generally not worth considering. This effect does prevent much to be done with jarate (doesn't exist on mad milk, that works like normal) but could probably be removed if that was desired since it doesn't seem that useful and not many people use it in the first place. On 7/6/2018 at 3:38 PM, Blizzard said: +Sentry Bullets now cause after burn effect Weapons igniting targets on hit is something I've hoped to add for a few different ideas as it seems like a very fun concept to play with, but regrettably doesn't function properly since the jungle inferno update due to the changes to afterburn. 1 Blizzard reacted to this Share this post Link to post Share on other sites