Autismo
Member
- Joined
- Mar 19, 2023
- Messages
- 45
This is more or so taking pre-existing ideas from a other server I used to play in.
starting from first class to last
scout:
Stock bat
+50% secondary ammo
Force a nature
-50% primary ammo (because it's a crutch)
Shortstop
+15% faster reloading speed
+10% damage bonus
Soldier:
Rocket launcher/original
+10% reloading speed (compared to the direct hit, it's not really a contest)
Buff banner
+10% ammo regeneration
Stock shovel:
+25% primary ammo
Gunboats
70% damage resistance from blast jumps to 75% (because crutchtreads)
+10 max additive bonus health
Pyro:
Dragon's fury (there's already a existing change but I don't care if this causes a kneejerk reaction, dragon's fury only works currently against hales with +30% knockback resistance and if you've taunt crited, plus losing your secondary will ultimately spell death for a pyro)
-100% secondary ammo
100% critical hit vs burning players
-25% damage penalty
+100% airblast cost increased (3 airblasts instead of 7, you can't airblast even if you have the correct amount of ammo needed to reduce the clip to 0 upon doing so)
Fireaxe
+20% max primary ammo
+15% max secondary ammo
Demoman: (you won't like some of these)
All primary launchers:
+15% damage bonus changed to -27% damage penalty (so basically a constant +60 damage per pipe as compared to the current formula)
minicrits become crits
Grenade launcher/iron bomber
+5% reloading speed
Loose cannon
grenade launcher motor mode to 2 instead of 1 (this will increase the required charge time to 2 which is to nerf cannon jumping primarily because who even uses the cannon to double donk when you can't even double donk)
whilst weapon is active:
-5% movement speed
loch n load
instead of -27%, -14% damage reduction
plus it's +25% projectile speed (yes the attribute isn't on the weapon, fix it)
bootlegger
+60% damage reduction from blast jumps
all other attributes are removed (health additive being the focus)
Charge n targe
+200 max health additive
-100% primary ammo
-75% overheal penalty (mult_patient_overheal_penalty_active)
on hit: gain up to 80+ hp
-20% healing received penalty
Quickiebomb launcher
it's a glock now
280 : 1 (overrides to bullets)
647 : 1 (tracer bullets)
4 : 5 (40 ammo clip)
78 : 7.5 (180 ammo)
97 : 0.17 (-83% reload time decreased)
1 : 0.10 (I don't know if bullets change the damage values, but if not then it should be 42 damage per headshot)
6 : 0.10 (+90% firing speed)
51 : 1 (crits on head shot)
Bottle:
+25% max primary ammo
+25% max secondary ammo
Heavy:
Killing gloves of boxing
+20% damage bonus
Fists:
+20% max primary ammo
+20% max secondary ammo
Engineer:
Jump pad (this fucking thing)
Only one of each pad can be placed at a time (I.E only one jump pad and only one speed pad) or +3.75s pad recharge time
Medic:
Crusader's Crossbow
On hit: +11% ubercharge added
Sniper:
Kukri
+20% max primary ammo
+30% max secondary ammo
Spy:
Knife
+35% max primary ammo
All class:
Ham shank:
whilst weapon is active
on miss: hit yourself, idiot.
-20% self dmg push force decreased
on hit: gain up to +30 hp
(damage value for self hitting should be capped at 41)
Frying pan, objector, saxxy, freedom staff, memory maker, Bat outta hell, Necro smasher, Crossing guard, prinny
+25 max health additive
oh and also remove random bullet spread.
starting from first class to last
scout:
Stock bat
+50% secondary ammo
Force a nature
-50% primary ammo (because it's a crutch)
Shortstop
+15% faster reloading speed
+10% damage bonus
Soldier:
Rocket launcher/original
+10% reloading speed (compared to the direct hit, it's not really a contest)
Buff banner
+10% ammo regeneration
Stock shovel:
+25% primary ammo
Gunboats
70% damage resistance from blast jumps to 75% (because crutchtreads)
+10 max additive bonus health
Pyro:
Dragon's fury (there's already a existing change but I don't care if this causes a kneejerk reaction, dragon's fury only works currently against hales with +30% knockback resistance and if you've taunt crited, plus losing your secondary will ultimately spell death for a pyro)
-100% secondary ammo
100% critical hit vs burning players
-25% damage penalty
+100% airblast cost increased (3 airblasts instead of 7, you can't airblast even if you have the correct amount of ammo needed to reduce the clip to 0 upon doing so)
Fireaxe
+20% max primary ammo
+15% max secondary ammo
Demoman: (you won't like some of these)
All primary launchers:
+15% damage bonus changed to -27% damage penalty (so basically a constant +60 damage per pipe as compared to the current formula)
minicrits become crits
Grenade launcher/iron bomber
+5% reloading speed
Loose cannon
grenade launcher motor mode to 2 instead of 1 (this will increase the required charge time to 2 which is to nerf cannon jumping primarily because who even uses the cannon to double donk when you can't even double donk)
whilst weapon is active:
-5% movement speed
loch n load
instead of -27%, -14% damage reduction
plus it's +25% projectile speed (yes the attribute isn't on the weapon, fix it)
bootlegger
+60% damage reduction from blast jumps
all other attributes are removed (health additive being the focus)
Charge n targe
+200 max health additive
-100% primary ammo
-75% overheal penalty (mult_patient_overheal_penalty_active)
on hit: gain up to 80+ hp
-20% healing received penalty
Quickiebomb launcher
it's a glock now
280 : 1 (overrides to bullets)
647 : 1 (tracer bullets)
4 : 5 (40 ammo clip)
78 : 7.5 (180 ammo)
97 : 0.17 (-83% reload time decreased)
1 : 0.10 (I don't know if bullets change the damage values, but if not then it should be 42 damage per headshot)
6 : 0.10 (+90% firing speed)
51 : 1 (crits on head shot)
Bottle:
+25% max primary ammo
+25% max secondary ammo
Heavy:
Killing gloves of boxing
+20% damage bonus
Fists:
+20% max primary ammo
+20% max secondary ammo
Engineer:
Jump pad (this fucking thing)
Only one of each pad can be placed at a time (I.E only one jump pad and only one speed pad) or +3.75s pad recharge time
Medic:
Crusader's Crossbow
On hit: +11% ubercharge added
Sniper:
Kukri
+20% max primary ammo
+30% max secondary ammo
Spy:
Knife
+35% max primary ammo
All class:
Ham shank:
whilst weapon is active
on miss: hit yourself, idiot.
-20% self dmg push force decreased
on hit: gain up to +30 hp
(damage value for self hitting should be capped at 41)
Frying pan, objector, saxxy, freedom staff, memory maker, Bat outta hell, Necro smasher, Crossing guard, prinny
+25 max health additive
oh and also remove random bullet spread.