Difference between revisions of "User:Texaneer"
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{{note|-25% slower firing speed}} | {{note|-25% slower firing speed}} | ||
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− | {{ | + | {{note|No fire damage vulnerability on wearer}} |
− | {{ | + | {{note|No fire rate penalty}} |
{{nerf|-25% health from healers on wearer}} | {{nerf|-25% health from healers on wearer}} | ||
{{nerf|25% longer weapon switch}} | {{nerf|25% longer weapon switch}} | ||
Line 148: | Line 148: | ||
{{note|On miss: damage and bleeding to self}} | {{note|On miss: damage and bleeding to self}} | ||
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− | {{ | + | {{note|No self-damage and bleeding on miss}} |
{{nerf|-30% slower firing speed}} | {{nerf|-30% slower firing speed}} | ||
{{nerf|No random critical hits}} | {{nerf|No random critical hits}} | ||
Line 160: | Line 160: | ||
{{note|-20% damage penalty}} | {{note|-20% damage penalty}} | ||
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− | {{ | + | {{note|No damage penalty}} |
+ | {{nerf|No random critical hits}} | ||
| | | | ||
''It's a tool, not weapon.'' | ''It's a tool, not weapon.'' | ||
|- | |- | ||
− | | align="center" rowspan=" | + | | align="center" rowspan="6" | {{Icon class|class=soldier|link=Soldier}}<br/>[[Soldier]] |
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| align="center" | [[File:Item icon Liberty Launcher.png|100px]]<br/> | | align="center" | [[File:Item icon Liberty Launcher.png|100px]]<br/> | ||
<small>[[Primary]]</small><br/> | <small>[[Primary]]</small><br/> | ||
Line 209: | Line 187: | ||
{{buff|Mini-crits airborne targets}} | {{buff|Mini-crits airborne targets}} | ||
{{buff|-34% clip size}} | {{buff|-34% clip size}} | ||
− | |||
{{nerf|-20% damage penalty vs. non-airborne targets}} | {{nerf|-20% damage penalty vs. non-airborne targets}} | ||
| | | | ||
− | '' | + | ''Why not put reduced damage against non-airborne targets to make it more challenging?(read: hate me)'' |
|- | |- | ||
− | | align="center" | [[File:Item icon | + | | align="center" | [[File:Item icon Buff Banner.png|100px]]<br/> |
− | <small>[[ | + | <small>[[Secondary]]</small><br/> |
− | '''[[ | + | '''[[Buff Banner]]''' |
| | | | ||
''~'' | ''~'' | ||
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− | {{ | + | {{buff|Immune to effects of stun}} |
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− | '' | + | ''Idk'' |
|- | |- | ||
| align="center" | [[File:Item icon Escape Plan.png|100px]]<br/> | | align="center" | [[File:Item icon Escape Plan.png|100px]]<br/> | ||
Line 230: | Line 207: | ||
{{note|You are marked for death while active, and for short period after switching weapons}} | {{note|You are marked for death while active, and for short period after switching weapons}} | ||
| | | | ||
− | {{ | + | {{note|No self mark for death while active}} |
− | {{nerf|- | + | {{nerf|-50% damage penalty}} |
| | | | ||
− | '' | + | ''I'll be honest, I never used this weapon in combat(I had to use it if necessary) but only to run away to spawn.'' |
|- | |- | ||
| align="center" | [[File:Item icon Pain Train.png|100px]]<br/> | | align="center" | [[File:Item icon Pain Train.png|100px]]<br/> | ||
Line 288: | Line 265: | ||
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{{note|65% faster weapon switch time}} | {{note|65% faster weapon switch time}} | ||
− | |||
{{note|-10% damage penalty}} | {{note|-10% damage penalty}} | ||
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Line 294: | Line 270: | ||
{{buff|+25% burn duration}} | {{buff|+25% burn duration}} | ||
{{nerf|-20% damage penalty}} | {{nerf|-20% damage penalty}} | ||
− | |||
| | | | ||
''I know, they think that this weapon makes them more pro. But is that really necessary to run with axtinguisher while you could just take 2-3 shots from pump gun?'' | ''I know, they think that this weapon makes them more pro. But is that really necessary to run with axtinguisher while you could just take 2-3 shots from pump gun?'' | ||
Line 305: | Line 280: | ||
{{note|No critical hits vs. non burning targets}} | {{note|No critical hits vs. non burning targets}} | ||
| | | | ||
− | {{nerf|- | + | {{note|Damage formula tweak:}} |
+ | {{nerf|-25% damage penalty}} | ||
{{nerf|No random critical hits}} | {{nerf|No random critical hits}} | ||
+ | {{nerf|Increase in push force taken from damage and airblast while deployed}} | ||
| | | | ||
− | '' | + | ''Why not make it like [[Neon annihilator]]?'' |
− | |||
|- | |- | ||
| align="center" | [[File:Item icon Homewrecker.png|100px]]<br/> | | align="center" | [[File:Item icon Homewrecker.png|100px]]<br/> | ||
Line 320: | Line 296: | ||
{{buff|+30% reduction in push force taken from damage while deployed}} | {{buff|+30% reduction in push force taken from damage while deployed}} | ||
{{nerf|-25% slower firing speed}} | {{nerf|-25% slower firing speed}} | ||
+ | {{nerf|No random critical hits}} | ||
{{note|Maul can be purchased from mann.co store}} | {{note|Maul can be purchased from mann.co store}} | ||
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Line 375: | Line 352: | ||
{{nerf|Charge grants only mini-crits instead of full crits}} | {{nerf|Charge grants only mini-crits instead of full crits}} | ||
{{nerf|+50% increase in charge impact damage}} | {{nerf|+50% increase in charge impact damage}} | ||
− | {{note| | + | {{note|The strenght of knockback will depend on distance traveled. Will not cause knockback at all at short range.}} |
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''Chargin Targe is also good enough. I know that this one is more for offense, but they are going too damn far. At least I can just burn them as pyro, not like these with chargin targes.'' | ''Chargin Targe is also good enough. I know that this one is more for offense, but they are going too damn far. At least I can just burn them as pyro, not like these with chargin targes.'' | ||
Line 398: | Line 375: | ||
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{{buff|+25% damage bonus}} | {{buff|+25% damage bonus}} | ||
− | {{ | + | {{note|No move speed penalty}} |
{{nerf|No random critical hits}} | {{nerf|No random critical hits}} | ||
{{nerf|-25 max health on wearer}} | {{nerf|-25 max health on wearer}} | ||
Line 558: | Line 535: | ||
~ | ~ | ||
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− | {{note|Cannot destroy Cow Mangler | + | {{note|Cannot destroy Cow Mangler projectiles.}} |
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''That doesn't make any sense. Why they ever allowed to destroy projectiles from energy weapons?'' | ''That doesn't make any sense. Why they ever allowed to destroy projectiles from energy weapons?'' | ||
Line 592: | Line 569: | ||
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{{note|On hit: +3 health}} | {{note|On hit: +3 health}} | ||
+ | {{note|-2 health drained per second on wearer}} | ||
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{{note|No health on hit}} | {{note|No health on hit}} | ||
− | {{buff|On hit: Mad Milk applied to target for | + | {{note|No health drain on wearer}} |
+ | {{buff|On hit: Mad Milk applied to target for 3 seconds}} | ||
{{nerf|-25% slower firing speed}} | {{nerf|-25% slower firing speed}} | ||
+ | {{nerf|-20% damage penalty}} | ||
| | | | ||
''We didn't asked for Tank Medic.'' | ''We didn't asked for Tank Medic.'' | ||
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{{note|-10 max health on wearer}} | {{note|-10 max health on wearer}} | ||
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− | {{ | + | {{note|No max health penalty}} |
{{buff|On hit: +15 health}} | {{buff|On hit: +15 health}} | ||
{{nerf|-20% damage penalty}} | {{nerf|-20% damage penalty}} | ||
Line 675: | Line 655: | ||
{{note|-25% decrease in damage when health >50% of max}} | {{note|-25% decrease in damage when health >50% of max}} | ||
| | | | ||
− | {{ | + | {{note|Reworked damage formula:}} |
− | {{buff|+ | + | {{buff|+25% damage bonus}} |
{{nerf|+25% damage Damage vulnerability while deployed}} | {{nerf|+25% damage Damage vulnerability while deployed}} | ||
| | | | ||
− | ''This is probably the worst weapon for sniper ever exsisted | + | ''This is probably the worst weapon for sniper ever exsisted.'' |
|- | |- | ||
− | | align="center" rowspan=" | + | | align="center" rowspan="4" | {{Icon class|class=Spy|link=Spy}}<br/>[[Spy]] |
| align="center" | [[File:Item icon L'Etranger.png|100px]]<br/> | | align="center" | [[File:Item icon L'Etranger.png|100px]]<br/> | ||
<small>[[Primary]]</small><br/> | <small>[[Primary]]</small><br/> | ||
Line 691: | Line 671: | ||
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''Spy's guns should be more like "Suprise madafaka!". With exception for [[Ambassador]].'' | ''Spy's guns should be more like "Suprise madafaka!". With exception for [[Ambassador]].'' | ||
+ | |- | ||
+ | | align="center" | [[File:Item icon Diamondback.png|100px]]<br/> | ||
+ | <small>[[Primary]]</small><br/> | ||
+ | '''[[Diamondback]]''' | ||
+ | | | ||
+ | ~ | ||
+ | | | ||
+ | {{nerf|Reduced critical shot cap from 35 to 28}} | ||
+ | | | ||
+ | ''Now people went too damn far and I want to shut their mouths in any possible way.'' | ||
|- | |- | ||
| align="center" | [[File:Item icon Big Earner.png|100px]]<br/> | | align="center" | [[File:Item icon Big Earner.png|100px]]<br/> |
Revision as of 11:35, 1 January 2014
“ | You just ain't doin' it right.
Click to listen
— Texaneer about valve items.
|
” |
Texaneer | |
---|---|
Basic information | |
Icon: | |
Type: | Multiprupose |
Health: | 125 /185 150 /225 With gunslinger |
Speed: | "As fast as I can" |
Texaneer is a BLU engineer who likes to make some stuff. He's (not) known from making (not so good) gmod videos and playing only in trade_ maps. Except making stuff he likes also Fallout, Transformers, mechs,
Linkin Park, Coldplay, Queen and Minecraft. He also don't like colorful horse mutants(also known as ponies.) and he's sick of it because of their massive apperance and domination over TF2(but not only here. Also in Minecraft or deviantART). He represents ARC's Randomness element.
Contents
Empty Space of Nope.avi
Main Prupose of this page
It not only serves as user account but I want to show to valve how their weapons SUCKS and needs to be changed.
P.s.: Does not includes cookies.
Changes that I want them in TF2
Weapons
Weapons | ||||
---|---|---|---|---|
Class | Weapon | Current Stats | Change Suggestion | Comments/Notes |
Multiple classes |
~ |
The item is now obtainable by craft and drop |
~ | |
~ |
Pyro's Objector now uses Axe animations and Lollichop taunt |
no | ||
~ |
Added level: Level 31 Bat |
~ | ||
Scout |
+15% damage bonus |
No damage bonus |
You will hate me for this rework. But hey, it would be even better if they would make a stronger pistol for scout. Winger is just a tool. | |
+50% fire damage vulnerability on wearer |
No fire damage vulnerability on wearer |
This will probably work. Taking half more damage from fire is too ridiculous for my standards. I wanted also to slow down user's weapon switch rate because of, you know, sandman. And if they have more health, then we should cut his healing from healers a little bit. | ||
On kill: A small health pack is dropped |
No longer drops a health pack on kill |
Have you ever seen anyone with Candy Cane? | ||
On miss: damage and bleeding to self |
No self-damage and bleeding on miss |
I was thinking that Boston/Rune supposed to be a "Hit-n-Run" weapon, not ubercharge building device. | ||
-20% damage penalty |
No damage penalty |
It's a tool, not weapon. | ||
Soldier |
-25% blast damage from rocket jumps |
Deals mini-crits while the wielder is rocket jumping |
If this became real, put Gunboats on. Current LL is a dull weapon. Nothing but Better projectile speed, reduced self damage from rocket jumps and less damage. | |
Mini-crits airborne targets for 3 seconds after switch |
Mini-crits airborne targets |
Why not put reduced damage against non-airborne targets to make it more challenging?(read: hate me) | ||
~ |
Immune to effects of stun |
Idk | ||
You are marked for death while active, and for short period after switching weapons |
No self mark for death while active |
I'll be honest, I never used this weapon in combat(I had to use it if necessary) but only to run away to spawn. | ||
10% bullet damage vulnerability on wearer |
No bullet damage vulnerability |
Why not? If it looks like pyro weapon(and it supposed to be made for him too, if you take a look at early screenshot). | ||
On Hit Ally: Boosts both players' speed for 4 seconds |
On Hit Ally: Boosts both players' speed for 6 seconds |
They should run faster for longer than 4 seconds. It could be even more better for other classes if it will last 6 seconds so you don't have to hit teammate all the time. | ||
Pyro |
~ |
Has 0.5 second extended delay between airblasts |
We all know that pyro is OP. The real pyro player shouldn't spam with airblasts and should not have any goddamn chance to finish off with Flare Gun/Reserve Shooter or Axtinguisher. For short: You have made a big mistake. | |
+150% airblast cost |
+65% airblast cost |
If it says Backburner. Why still randomly crits?(Note: ariblast cost reduction would be implemented when airblast cost increase is applied) | ||
65% faster weapon switch time |
35% faster weapon switch time |
I know, they think that this weapon makes them more pro. But is that really necessary to run with axtinguisher while you could just take 2-3 shots from pump gun? | ||
-50% damage vs. non burning targets |
Damage formula tweak: |
Why not make it like Neon annihilator? | ||
-25% damage vs. playes |
No damage penalty vs. players |
Do they know that homewrecker is useless against buildings and people will use only to help engies with sappers? | ||
~ |
-30% damage taken from ranged sources while deployed |
Making Third Degree like Fists of Steel for pyro is more logical than being a fire axe upgrade with hard to use buff. | ||
-75% health from healers on wearer |
-50% health from healers on wearer |
~ | ||
Demoman |
+100% increase in turning control while charging |
No turning control bonus while charging |
We don't need a skin for Wee booties. We demand gunboats for demoman. | |
-6 max pipebombs out |
-4 max pipebomb out |
Dick move, Valve. | ||
+70% increase in charge impact damage |
Charge grants only mini-crits instead of full crits |
Chargin Targe is also good enough. I know that this one is more for offense, but they are going too damn far. At least I can just burn them as pyro, not like these with chargin targes. | ||
Unusual quality |
Haunted quality |
I don't see anything "unusual" in remodeled halloween eyelander | ||
+20% damage bonus |
+25% damage bonus |
It's just an eyelander, only stronger(and does not provide health and speed bonus on kill). | ||
+100% increase in charge recharge rate |
+60% increase in charge recharge rate |
Persian makes "Demoknight" way more annoying than usual. Just because normally it takes half time to recharge. Also player should get more health from ammo and less from Medics and Dispensers. And btw, Back Scratcher for demoman? Why not? | ||
-15 max health on wearer |
On kill: Fully recharges targe charge |
Claidheamh Mòr is like Liberty Launcher, it's a dull weapon. Nothing but extended charge distance. Player should be rewarded with restored charge so he can charge and kill players one by one. | ||
Heavy |
30% longer spin up time |
20% longer spin up time |
It spins too slow, so enemy scout has chance to kill you in seconds or two(especially when uses faggy Sandman + Flying Guillotine strategy). It needs to be reduced. Not much but reduced. | |
~ |
Immune to effects of knockback while deployed |
Since Valve removed the item set bonuses, we need to give something to brass. | ||
+10% faster barrel spin-up |
+25% faster barrel spin-up |
Old one was ok, but with that change than MAYBE spins 10% faster, it still spins with the rate of minigun. | ||
6 ammo consumed per second while deployed |
+30% fire damage resistance while deployed |
Yet another dull weapon in TF2. And let's be honest, fire is weak against fire eh? So why not give him fire damage resistance while deployed? | ||
~ |
Can be obtained by purchasing from mann co. store. |
We have Ap-Sap in store. Now we have to do the same thing with this. | ||
-15% damage penalty |
Half of damage done restores ammo for primary weapon |
Family Business is just an upgrade for stock Shotgun. How about that? A shotgun that gives ammo for your minigun every time you hurt? | ||
-40% damage from ranged sources while active |
-25% damage from ranged sources while active |
A little rework. Ok, I know. You hate me already. | ||
~ |
On hit: +20 health |
Just a little idea came to my mind. I think this will make more useful than current one. | ||
Engineer |
-50% max primary ammo on wearer |
-25% max primary ammo on wearer |
I know that this weapon serves as "Tool weapon" prupose, but it should be buffed. Not that much, but buffed. And the self mark should affect only when you pick up a building from long range. Not from any. | |
On Hit: Victim loses 10% Medigun charge |
On Hit: Victim loses 15% of charge |
Who needs medigun charge and cloak drain while you can drain Uber, Cloak and Rage at once? Also, we need to take random crits away. And make damage penalty to buildings shown | ||
~ |
Cannot destroy Cow Mangler projectiles. |
That doesn't make any sense. Why they ever allowed to destroy projectiles from energy weapons? | ||
~ |
Increased building health by 25 HP |
What about giving special bonuses to buildings? | ||
+30% faster building rate (bugged) |
+25% faster building rate (Fixed and literally 25%) |
I know, Valve will never change none of these weapons on my list. I perfecly know. Even they won't fix jag which instead of 30% build speed bonus we got about 18% bonus. | ||
Medic |
On hit: +3 health |
No health on hit |
We didn't asked for Tank Medic. | |
Movement speed increases based on ÜberCharge percentage to a maximum of +10% |
Movement speed increases based on ÜberCharge percentage to a maximum of +15% |
It needs something different to make it more challenging for user and for foe. | ||
Taunt heals 11 hp |
Taunt heals 30 hp |
It's not so much for heavily wounded medic, even health regeneration doesn't help much(Not that bad, but not so much). If player want fully restore health, then he/she/it should "get stoned" so much till health is 100% or die from filthy F2P scout's scatter gun. | ||
-10 max health on wearer |
No max health penalty |
Max health penalty is a too pointless downside of vita saw. If you think that my suggestion is bad. You can always tell me what you could change. | ||
Sniper |
Full charge: +15% damage bonus |
Full charge: +20% damage bonus |
Nothing personal. I just wanted to shut up those so called "Headshot-Only-pr0-1337-Unusual-Black Bill-Sniper" players. | |
~ |
Deals 15 damage both for attacker and user on backstab blocking |
Have you ever seen a guy who's using Razorback? | ||
On kill: 3 seconds of 100% critical chance |
On kill: 5 seconds of 100% critical chance |
Short crit chance time and slow firing rate makes this weapon UP, it needs a buff. | ||
+25% increase in damage when health <50% of max |
Reworked damage formula: |
This is probably the worst weapon for sniper ever exsisted. | ||
Spy |
-20% damage penalty |
-20% damage penalty while undisguised |
Spy's guns should be more like "Suprise madafaka!". With exception for Ambassador. | |
~ |
Reduced critical shot cap from 35 to 28 |
Now people went too damn far and I want to shut their mouths in any possible way. | ||
-25 max health on wearer |
No max health penalty |
Someone suggested this on steam forums. I must say, I approve his suggestion | ||
On Backstab: Absorbs the health from your victim. |
On Backstab: Absorbs the health from your victim and temporarily increase max health |
Another idea that came to my mind. It's just a cross between Kunai and Dalokohs Bar. The highest max HP has victim(Heavy, or demoman with 200 hp or more) the more health you get. |
Hats and miscs
Hats | |||
---|---|---|---|
Class | Hat | Changes | Reason |
All Class |
Can be obtained by craft and drop |
I don't like bills. Not because I don't have one. Just, don't, like, them. | |
Can be obtained by craft and drop |
~ | ||
The item is tradeable |
~ | ||
Misc |
Awesomenauts Badge, Vigilant Pin, Whale Bone Charm, Merc Medal, Mark of the Saint, Hitt Mann Badge, Croft's Crest, Heroic Companion Badge, Bolgan Family Crest, Companion Cube Pin and Atomic Accolade are no longer obtainable trough craft, mann co. store purchase and drop. |
It's a reward from game purchase, isn't it? | |
Soldier |
Changed from hat into misc |
It looks terrible as hat. | |
Demoman |
Can be also worn by Soldier and Pyro |
Whatever | |
Heavy |
One-Man Army is merged with Your Worst Nightmare headwear for sniper under the name One-Mann Army, which can be worn both by Heavy and Sniper. |
That makes no sense, have 2 identical hats for other classes that is not one hat. |
Tools
Tools | |||
---|---|---|---|
Class | Tool/s | Changes | Reason |
Tools | Tools |
All team paints can be obtained by drop. |
~ |
Tools |
Pink as hell, A colour similiar to Slate, Dark Salomon Injustice, A bitter taste of Defeat and Lime, The Color of a Gentlemann's Business Pants, Drably Olive, Mann's Mint, After Eight, A Distinctive Lack of Hue and An Extraordinary Abundance of Tinge are obtainable by dropping. |
~ |
P.s.: Screw your economy. It's all about the goddamn gameplay, not trading. If you reeeally want to trade, then trade cards just like in old times or spend time with your friends, I dunno, drinking beer, playing football, etc.
Suggestion zone
My head is full of (Sometimes) good ideas. Here we can see my suggestions(Meh-LON):
Robots
Robot Ideas | |||||
---|---|---|---|---|---|
Robot | Name/Image | Weapon | Hat | Misc | Notes / Abilities |
Scout |
150px Major Scout |
Scattergun |
Hermes |
None |
3000 HP |
150px Knight Scout |
Three-Rune Blade |
Spiral Sallet |
None |
1.4x larger in size | |
Wrap Assassin |
Wrap Assassin |
Big Elfin Deal |
Bootie Time |
+85% faster recharge time | |
Soldier |
150px Space Marine |
Righteous Bison |
None | None |
Fires penetrating energy bolts |
150px Super Space Marine |
Cow Mangler 5000 |
None | None |
1.4x larger in size | |
150px Giant Space Marine |
Cow Mangler 5000 |
None | None |
3800 HP | |
Pyro |
150px Firefighter |
Flare Gun |
Firewall Helmet |
None |
1.9x larger in size |
150px Pyro Runner |
Powerjack |
Hottie's Hoodie |
None |
1.4x larger in size | |
Heavy |
150px Heavy Slowdown-On-hit |
Natascha |
None | None |
100% chance to slow target |
150px Giant Heavy Slowdown-On-hit |
Natascha |
Pilotka |
None |
5000 HP | |
150px Heavy Brawler Type 1 |
Eviction Notice |
Hound Dog |
None |
1.4x larger in size | |
150px Heavy Brawler Type 2 |
Eviction Notice |
Hound Dog |
None |
1.4x larger in size | |
Engineer |
150px Repairman |
Jag |
Data Mining Light |
None |
Can take sappers off the giant robots |
Sniper |
150px Railgun Sniper |
Machina |
None | None |
1.4x larger in size |