Autismo
Well-Known Member
- Joined
- Mar 19, 2023
- Messages
- 181
A lot of classes and I mean a lot of classes have set meta loadouts that define the class, some sub classes or off meta ones but you will see specific loadouts used due to their strength, so I wanted to suggest some that might make playing (X) class with (X) loadout fun.
to start:
scout weapon suggestion
Cleaver.
recharges quickly already and a nice option if you prefer to use an expendable projectile, the suggestion is to make a main use weapon with no cd at all but at the cost of your primary being disabled.
Cleaver's a fun weapon, that's all.
Heavy weapon suggestion:
Huo-long heater
an absolute garbage weapon currently that doesn't really do much, it's mostly a rework for this one.
This was something I saw long ago and was really fun to use, very weird to handle but just in general fun.
Demoman weapon change suggestions.
Head count changes via equipped melee weapon (will require a sourcemod plugin to be made).
Currently demoknights are fodder and don't really do much, fullknights in specific and I'm not going to turn them into speed demons or so on but give them something better for people who tackle hales head on.
Yes I am giving demoman eyelanders universally because this is the easiest way to make everything "fun", not balanced but hey what can you do with most of the weapons when they're garbage without throwing some wild ideas around.
Soldier weapon suggestion:
Air strike
this is an alright weapon, a bit niche but still good, this is to make it a little bit more of what it already is.
This probably won't fair as well in many an eye but it's a more fun take from having experienced something of the sort
Pyro weapon suggestion:
dragon's fury
you know this weapon, I do, I know this thing brings back a lot of good memories for a few people and here's an idea from the people who orbit the secret freak club with their all so special ideas
not mine, theirs, I'd give this thing what it did before and then some but people aren't built like the freak fortress 2 players a decade ago were and just aren't ready for 100% pyro gameplay so here's the new FF2 player ideas on the front.
Bonus suggestion:
Jumper weapons suggestion (demoman/soldier)
need I say more, these weapons were enabled for a period and saw their antics be used for ill practices (rarely) whilst those same practices till being doable today even without these weapons being in, so here's the proposal.
scared that these might delay rounds, well probably not when they have to go and hit the hale to heal but I expect negative press from people who don't even use these weapons to begin with whilst there being much worse kits that exist already.
those are the suggestions, yes that means they'll have to be an additional round for the jumper suggestion as a result.
More terrible FF2 suggestions will be coming soon, stay tuned!
to start:
scout weapon suggestion
Cleaver.
recharges quickly already and a nice option if you prefer to use an expendable projectile, the suggestion is to make a main use weapon with no cd at all but at the cost of your primary being disabled.
| Change suggestions: | changes |
| Positives: | +Recharges nearly instantly after throwing one |
| Negatives: | -Primary weapon disabled |
Cleaver's a fun weapon, that's all.
Heavy weapon suggestion:
Huo-long heater
an absolute garbage weapon currently that doesn't really do much, it's mostly a rework for this one.
| Change suggestions: | Changes |
| Rework: | Huo-long heater now fires rockets instead of bullets, fire ring disabled, self damage and knockback from said rockets are reduced but still provide a noticeable boost from using it for rocket jumping |
This was something I saw long ago and was really fun to use, very weird to handle but just in general fun.
Demoman weapon change suggestions.
Head count changes via equipped melee weapon (will require a sourcemod plugin to be made).
Currently demoknights are fodder and don't really do much, fullknights in specific and I'm not going to turn them into speed demons or so on but give them something better for people who tackle hales head on.
| Suggestions: | |
| Eyelander/golfclub | Restores shield by having having 12 heads and consumes said heads in the process, any other existing heads are accounted for and not consumed in the process meaning you can stack this. |
| HHH's headtaker | Turns the player into the Headless Horseless Horsemann after getting 12 heads instantly; whilst the HHH is deployed the demoman couldn't be healed; in HHH mode the demoman can't heal whatsoever. |
| (HHH stats) | 500 hp flat, +20% damage, no healing from any sources, movement speed would be a full demoknight's plus 4 heads with +10% extra movement speed. heads slowly deplete overtime until it hits 0 |
| Skullcutter | Can now obtain heads on hit, -75% primary ammo, -20% slower firing speed, -10% additional slower movespeed on wearer, +10% damage to the already existing damage this weapon can do |
| persian persuader | restores shield for every 8 heads and consumes said heads, on hit: recharges 50% of the recharge meter, -25% damage, -50 max hp on wearer |
| Claidheamh Mòr | +10s of charge time, +50% shield turn control, vulnerability is removed, -100% primary ammo on wearer, restores shield for 15 heads and consumes them, -15% movespeed, on hit: recharges 20% of the charge meter |
| Half-Zatoichi | Marks enemies for death for 3.5s, damage boost on hit for 2s, 1s of speedboost on hit |
Yes I am giving demoman eyelanders universally because this is the easiest way to make everything "fun", not balanced but hey what can you do with most of the weapons when they're garbage without throwing some wild ideas around.
Soldier weapon suggestion:
Air strike
this is an alright weapon, a bit niche but still good, this is to make it a little bit more of what it already is.
| Change suggestions: | |
| Positives: | Increased maximum rocket capacity from +4 to +12, firing speed whilst jumping from 65% (185% faster firing speed) to 85%, +25% faster reload speed, -30% damage from rocket jumps |
| Negatives: | -50% maximum overheal, -30% healing from all healing sources (kits, medics/dispensers), -35% damage |
This probably won't fair as well in many an eye but it's a more fun take from having experienced something of the sort
Pyro weapon suggestion:
dragon's fury
you know this weapon, I do, I know this thing brings back a lot of good memories for a few people and here's an idea from the people who orbit the secret freak club with their all so special ideas
| Change suggestions: | |
| Positives: | speedboost on hit for 2.5s |
not mine, theirs, I'd give this thing what it did before and then some but people aren't built like the freak fortress 2 players a decade ago were and just aren't ready for 100% pyro gameplay so here's the new FF2 player ideas on the front.
Bonus suggestion:
Jumper weapons suggestion (demoman/soldier)
need I say more, these weapons were enabled for a period and saw their antics be used for ill practices (rarely) whilst those same practices till being doable today even without these weapons being in, so here's the proposal.
| Change suggestions | |
| Positives: | Reenabled, stock stats |
| Negatives: | No healing whatsoever from all and any sources outside of self sources: look below. -100% health overheal decay rate (rtd related) |
| Additional weapon changes | Market gardener: 25+ hp on hit, scottish handshake: +20 hp on hit, -25% slower firing speed |
those are the suggestions, yes that means they'll have to be an additional round for the jumper suggestion as a result.
More terrible FF2 suggestions will be coming soon, stay tuned!