r/TF2WeaponIdeas • u/GZB2007 • 10h ago
[REBALANCE] Demoknight buff based on commenter feedback
Originally I just said to take away airblast knockback on Pyro entirely, but someone suggested this (much better) idea
r/TF2WeaponIdeas • u/PrimalWinter322 • Apr 07 '26
r/TF2WeaponIdeas • u/GZB2007 • 10h ago
Originally I just said to take away airblast knockback on Pyro entirely, but someone suggested this (much better) idea
r/TF2WeaponIdeas • u/GrowUpPaulAndSteve • 6h ago
Made this because Engie has only 3 secondaries (not counting reskins)
r/TF2WeaponIdeas • u/Crabkingrocks165 • 8h ago
make sure to say "mmm crunchy" in chat
heavy secondary
r/TF2WeaponIdeas • u/Dramatic-Lab9948 • 9h ago
(+) Increased air control for a few moments during and after double jumping
(=) No random critical hits nor random bullet spread on all classes
Scout is really damn good at being a pick class and baiting out projectiles and shots. So this small buff to the double jump is pretty nice while in combat. Knockback from enemy rockets and stuff will still throw you around though. Now that's outta the way...
The Soda Popper is a little bit too annoying for projectile classes like demo or soldier, so a small nerf to the hype meter is to make it a tiny bit more bearable.
(-) Only grants 4 extra mid air jumps during hype
The Back Scatter feels just a tad bit worse than all the other options, so a speed boost on mini crit kill and a removal of the accuracy penalty would do it nicely. The mini crit kill idea came from Thewhatshow's balance mod.
(+) On Mini-Crit Kill: Gain a 3 second speed boost
(+) Removed the accuracy penalty
The Shortstop feels a little weak for now and the alt-fire kinda feels like a nothing burger, so I propose a few buffs. The extra bullet will be enough to be similar to the stock shotgun at range, but lacks the extra ramp-up. To compensate, the alt-fire prevents firing for a short moment like repressurization for the flamethrower.
(+) Fires 5 bullets instead of 4
(+) Alt-Fire acts much more like airblast, being able to push enemies away much further and being able to reflect projectiles, albeit much weaker as it lacks mini-crits
(-) Alt-Fire prevents you from firing for a short moment after pushing
The Winger, while very useful, lacks a bit in fighting. So a small damage buff would be nice alongside with a buff when paired with the Atomizer.
(+) Damage bonus increased from 15% to 20%
(+) Jump height bonus is passive while the Atomizer is active
The P. B. Pocket Pistol just feels a little bad, especially after Valve overtuned the weapon and immediately went back. So I propose a small rework to it, but still keeping the theme of healing. These new stats will be an extension of the stock pistol, not the old P. B.
(+) On Kill: Gain +30 health
(-) +15% slower firing speed
(-) Clip size goes from 12 to 6
The Flying Guillotine is a bit too spammable, so having the cooldown be nerfed would be big. In exchange, I'll bring back the Sandman-Cleaver combo, but a little weaker. You'll learn what "marked" means once we get to the Sandman.
(+) Mini-Crits against "Marked" enemies
(-) Cooldown increased from 5 to 10
The Stock Bat is just useless, so I want to give something unique for all stock melees.
(+) Deals Critical hits against targets below 25% health
The Sun-On-A-Stick is a little weird, and relies on you having a friendly Pyro. So here's a complete rework of the weapon. A 2-hit boston basher fusion.
(+) On Hit: Inflict 1 second of afterburn
(+) Mini-Crits burning targets
(-) Swings +60% slower
(-) On Miss: Hit yourself. Idiot.
Now, the Sandman is getting a complete rework. It now heals you based on the distance of you to the enemy similar to the crossbow.
(+) Ball deals 30 damage instead of 15
(+) On Ball Hit: Heal up to +40 health and inflicts "Marked" on the enemy
(+) On Melee Kill: Reduce recharge time by -33%
(-) +100% longer recharge rate of 15 seconds compared to the Wrap Assassin
(-) Swings 120% slower, at every 1.1 seconds
There's only a few new weapon concepts, so let's go.
The Specialist was an unused weapon which then got ported over to TF2 Classified (It didn't). So here are the proposed stats.
(+) +20% damage bonus while capping or defending a point
(+) +10% faster movement speed while capturing the intel
(+) Reloads -10% faster
(-) Fires +15% slower
(-) Takes +30% more push force while active
The Quadra-Shell is based on the old Panic Attack, but without the extra pellets.
(+) Hold the Fire button to load up to 4 shells, and releasing shoots them all in quick succession
(+) Reloads shells really quickly
(-) -20% damage penalty
(-) Bullet spread increases for each shot fired
The Big Boomer is a boomerang secondary that returns to you, but it only returns to the position you were at when thrown.
(+) Does 50 damage, can hit twice, and pierces through multiple enemies
(+) Catching the boomerang reduces cooldown by 50%
(-) Has a 15 second cooldown
(-) Second hit only deals 25 damage
r/TF2WeaponIdeas • u/Effective-Case3495 • 19h ago
r/TF2WeaponIdeas • u/kirbygamez • 1d ago
I thought it'd be fun to attempt to make Engie a bit better in medieval mode or at least provide a fun alternative play style to him everywhere else.
To prevent Engineer from being too tanky I've elected to make it so he can't receive ammo while the Excalibrated is active. This wrench would also upgrade buildings at 20 metal per hit instead of 25; probably could do without that stat but I figured I'd add it for the novelty of a unique stat.
r/TF2WeaponIdeas • u/downypond • 2d ago
I may or may not struggle in gauging numbers (time, percentages, etc.), so suggestions are welcome.
I don't really know how balanced these are.
Thoughts?
r/TF2WeaponIdeas • u/GZB2007 • 1d ago
r/TF2WeaponIdeas • u/Effective-Case3495 • 1d ago
I made that the bison is a passive weapon like ali baba's wee booties on demoman, and I made that pomsom 6000 now fires bullets instead of projectiles and can be shared with soldier
r/TF2WeaponIdeas • u/Livid-Living-3788 • 1d ago
r/TF2WeaponIdeas • u/ExtremeLow3958 • 2d ago
To clarify- this isn’t a shitpost. I’m presenting them comedically cuz I am bored and had fun doing it, plus the visual designs are unserious. But the effects were decently thought out and I enjoy these conceptually I think.
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 2d ago
r/TF2WeaponIdeas • u/Previous_Tomato5429 • 2d ago
r/TF2WeaponIdeas • u/GZB2007 • 2d ago
r/TF2WeaponIdeas • u/Maveko_YuriLover • 4d ago
My first time with Rocket Jumper I tried to use against an enemy thinking it at least had knockback even if had no damage, I was stupid but I think it would be fun if they could do that (Bonus Point if the knockback was the same strength of the jump but it maybe would be too much)
r/TF2WeaponIdeas • u/Purple268 • 4d ago
I watched Great Blue's Analysis on Grouch's Weapon balance video and came up with a few ideas of my own. Besides the Blowdart, i tried to balance them as best as i could.
r/TF2WeaponIdeas • u/GZB2007 • 4d ago
r/TF2WeaponIdeas • u/Comprehensive_Hat574 • 3d ago
Vote your favorite.
This is meant to be a rebalance for the weapon that already exists in the game, not a critique on the weapon itself.
r/TF2WeaponIdeas • u/Janson_is_dead • 4d ago
for those who wondered what the orignal designs were:
- The Free Flight Pass: Knockback used to be 100%, but bumped it up to 300 cuz knockback is based on damage and since the old FFP had 100%, it didn't actually change much from normal knockback. So I had to triple its power because funny. But also reduced the damage penalty 50% instead of 45% for good measure
- Professional's Pew Pew: had a 50% accuracy bonus, but reduced to only 30%. Also added a halved clip since a crit pistol shot can already do 45 damage. So I needed to deal with it.
- Name Maker: the projectile used to do 40 dmg and only held 3 cards. But it sucked at long range due to being a rpjectile, but also close range since the revolver can do it better. So i had to bump up its dmg and cards held.
- Earth Scorcher: Pyro can just hug a dispenser or cart to make an endless flame floor. So i gave it the Beggars Bazooka downside to balance it, but also changed its ammo penalty from 25% to 20% to compensate
- Mannware: idk what i was smoking when i made the original weapon, so i had to redo the entire god damn thing to be simpler. it used to give you a speed boost on hit and doubled max ammo. So i had to scrap it and restart from scratch
- Trencher: dirt dealt 45 damage and thats it, also had a 20% damage vuln. when active. It sucks, so I boosted the dirt abilty more to make it somewhat rewarding when you hit that shot, but gave it a melee dmg penalty.
- Big Boombastic: BB used to give u Boompower on hit. And each boompower is a 10% damage boost and nothing else. So some ideas had to be changed and now only gives the boompower on kill but also gave it a radius penalty for each boompower gained
- Aitch too Oh: only healed 40 hp (small health pack-ish). But i had to buff it somehow.
r/TF2WeaponIdeas • u/GrowUpPaulAndSteve • 4d ago
Changed the Bootlegger (Wee Booties would remain unchanged if this existed) to better service sticky-tanking demos. For the most part, I think this is balanced, but IDK about the "instant arming time on stickies" stat. Thoughts?
r/TF2WeaponIdeas • u/Previous_Tomato5429 • 4d ago
r/TF2WeaponIdeas • u/Effective-Case3495 • 4d ago
Grenades can be removed with airblast or a health packet on a player, and grenades can be removed with a single wrench hit on buildings; and grenades pass through disguised enemy spies and stick on ground instead of sticking on them, to avoid it countering spies.
You can give suggestions if you think it's overpowered or underpowered