-1% Taunt Speed on wearer is the most memetastic stat I have ever heard. Imagine random crits get removed and instead of that downside we get "-1% Taunt Speed." I would laugh every time I saw a weapon with that stat kill me.
The concept for getting more health from packs on demo knight is actually super cool. It’s a nice way to reward the demo knight for getting a kill since you are always right on top of your enemy when you kill them allowing you to better chain kills and get a streak going without nesisraliy become if faster than a scout. But yeah it would also need some damage resistance
@@bbittercoffee that doesnt happen on normal games? huh. well maybe you could do it with ammo packs then. demoknight that would actully give demoknights a reason to collect ammo packs but that might be a little op since they could just camp out an ammo pack until they gain godly powers.
@@someepicnerd7821 no? Also, you could just equip the persian persuader, it gives you charge on picking up ammo, which pairs pretty nicely with the shield of the same set
@@TheUndeadShark Spy is meta in like, 3 waves out of all of them in MVM. That’s it, but it means that Spy has enough of a niche that many people consider him the best option in very specific scenarios.
19:15 Jesus that would be such a toxic weapon. Sniper already has lots of ammo and having more overheal with that regen means a sniper with a pocket just wouldn't fucking die or ever need to leave his sniping spot.
I can just imagine a big 100+ weapon generator livestream or something lmao, where you choose a random generator then tierlist the weapon- or maybe you have to do that whenever you die in a tf2 game? I'm not sure. You don't go to heaven or hell, you go to the purgatory of weapon generator ranking
The engie pistol is a great pair with a PyBro. Which also basically means it's a back up weapon. Pyro airblast targets up. You shoot them. Set them on fire. you shoot them.
When an engineer becomes crit boosted, their sentries also crit. That wrench would be SSSS+ Tier, giving your sentry 10 seconds of crits when you kill someone with a wrench.
Woah. 19 seconds is just rediculous. It should only be 2 seconds; the standard crit period for rapid-fire weapons. And only one critical rocket launch.
Hey, Great Blue, can I suggest something? How about making a tier list of weapons made by viewers in the comments, instead of random generators? That way, the weapons will have more interesting designs, with a proper vision behind them instead of random stuff that only occasionally comes together as some kind of unified design.
I would do for that Sandvich that has a 1 health heal when holding it and 2 damage heal for 10 seconds after eating with 2 second eating time before that, which would swap automatically to your minigun after eating. However, when under either effect of the sandvich, you take double damage.
Also, the fists on 6:08. Like, with the healing, speed boost, and crit resistance, with a non-existent downside in DeGroot, would allow for some extreme combos. Imagine an army of Heavies, all punching the shit out of other enemies, and healing each other while doing that, even surviving the bullcrap the Crit Engi is giving them.
28:35 As weird and useless of a stat as "+25% damage from behind" is on a Spy knife, wouldn't this technically have some utility against giants in MVM? Granted it's been literal years since I've played the mode so I have no idea what its Spy meta is, but that's at least a circumstance where it does SOMETHING.
I mean hey, on this stickybomb, 13:16, with max ramp-up with the 5% damage bonus you can one-shot a medic lmao- and that combined with the extra damage when at low health and enemy slow... it would probably be good as a hit and run stickybomb launcher as silly as that sounds? lmao
honestly, i'm kinda surprised that projectile speed on stickies seems so ambiguous to you. stickies are already launched at variable speeds, and each level of charge has its own arc. plus they're full-on physics objects _and_ ... well, actual physical objects in-universe. a launcher with altered gravity on its stickies wouldn't be anything i'd blink at, but also i'd expect it to have it as an explicit stat hell, that even has precedence: both the loch and the loose cannon fire pipes that are significantly faster than stock, and subsequently have a significantly different arc because the projectiles don't compensate with altered gravity. feel like stickies would be more inclined to follow those examples than the manmelter
@@llmkursk8254 that's old _lady_ to you and, also, what do you call the "+20% projectile speed" that makes up like half of the blue text in its statblock then
@@llmkursk8254 hi! welcome to confidently incorrect! Where we look at people that think they know what they're talking about, but actually don't at all!
24:50 If they don't include a "when eaten" effect, I would just assume some/all effects are when eaten for "some amount of time" (suggested 8 seconds, stock Uber, unless another makes more sense). So this sandwich opts for regen instead of direct health: let's say it's an equal 150 heal (+5 for 30 seconds, similar to the Dalokohs Bar) and also allows for overheal up to 420 health. I'd say that's a pretty good deal depending on the situation; swap the deploy speed for "eating speed" and I would definitely want it.
Also have to realize what it is on, egineer, he uses the pistol with 200 reserve ammo, and mostly for chipping at a distance and at that range the 8 damage turns into 7 damage, not a big deal
9:16 I think this would be good for somewhat countering demomen with the sticky jumper and loose cannon. Double donks would do less damage and the sniper could have a chance to kill the demo.
8:13 projectile speed modifiers don't directly affect the projectile speed. Rather they affect the amount of push force they receive when fired. For gravity-bound projectiles, this means they'd be fired with less force, ergo won't travel as far.
Hmm, if you're looking for new content, maybe you could take weapon ideas from your community (say, Discord) and evaluating how well they'd do in the game's meta? This way, instead of a computer generating weapon ideas, it's a person.
Demoknight swords also have 75% slower deploy and holster speed. Its only about 1 to 1.5 seconds to switch to, so its not that bad on this grenade launcher unless both the sword and the grenade launcher is equipped, I think it'd be around 2 to 2.3 seconds. referring to around 23:00
That sandvich would be like... a bag of chips. You pull it out and get that passive regen, as though Heavy is snacking on his chips. Clicking is just a taunt.
6:30 with critical hits, according to the wiki, they are classified as a separate damage type from their original damage type, and so the bullet damage vulnerability wouldn't come into effect on a headshot.
25% damage boost from behind on the knife is an excellent MvM knife At full armor penetration, it does 938 damage. Add that with 25% damage boost, it becomes 1172.5, rounded up to 1173. At full swing speed upgrade, that gives spy an attack interval of 0.48, meaning 2346 damage per second. Robots usually take 4 swings before turning around, meaning spy can deal a full 4692 damage before a giant turns around. Compare that to the damage numbers we have now, so 938 times 2 coming to 1876, again times 2 for the giant reaction coming to a total of 3752 damage before a giant turns around. That's a difference of 940 damage, aka an extra normal swing. I personally think that's very useful, even more so on boss giants that tends to ignore the spy stabbing it.
7:30 You really ignoring that demoman's projectiles are affected by gravity, which means they fly less if given less speed. And not all projectiles coded the same way, demoman's don't have arc.
I think a reroll request, where you share the abomination you were saddled with, and if enough players agree that's bs, you get a new load out, could fix the worst of it. Prevent those -5 health per second on wearer, -50% damage dealt on wearer weapons from bringing someone to tears.
7:04 these fists would be op on medival tf2 Crit damage resistance would make you live even when shoot with arrows(the only shooting weapon in medival) and arrows arent bullets they are projectiles like stickies so bullet vulnerability dont work Speed boost is op +15% health is op too 45hp for every kill as heavy
I really like the theming on that revolver that burns its own ammo. Have it have some name like The Arsonist's Assistant or something and a bright color scheme and it wouldn't seek out of place next to other weapons. It wouldn't make it any more usable, but it would look cool.
Tried the generetor, and the VERY first thing I get is a SMG that has so overheal doesn't decay, no damage falloff over distance, +25% blast vulnerability on wearer and *-525%* *DEPLOY* *AND* *HOLSTER* *SPEED*
the revolver with 8 ammo drain every five seconds is so funny. Imagine one that has like instagib powers but it just runs out of ammo within seconds of you spawning.
honestly at this point I'm half expecting someone to train up GPT-2 with a list of TF2 weapons + maybe some good generator output to increase the dataset to create the high-tech weapon generator of the future
fully charged machina is either 172.5 (which would be half of heavy's new health so thats obviously not what you meant) or 517.5, which is exactly as much as a regular medigun overheal would be (Machina: 150 x 1.15 x 3 Heavy: 300 x 1.15 x 1.5) so unless damage rounds down and health rounds up which would be kinda silly it would kill the heavy
I think that the lunchbox item would work so that while at full charge you get +5% health back per second but can throw it to heal someone. Would be cool if it was 5 health per sec and you throw a large health pack or multiple medium/small and have a long cool down.
For the 10th item I don't see the ammo drain as much of a down side, after any kill you get enough ammo to shoot peeps around the stab target so assuming you pick a heavy in a medic heavy combo you get a gun with a damage bonus vs a medic sure you have to reload but spy reloads fast enough that I think its balanced if at the weaker end of it. Plus it lets you stay in cloak and steal metal from engi.
Spy weapon idea: An emergency first-aid kit that replaces the sapper, that way you can temporarily keep yourself or your allies alive just long enough to get them to a medic; it would provide temporary health that drains over time (a la the painkillers in Left4Dead), as well as bleed resistance, knockback resistance and crit resistance (crits become mini-crits). Alternatively, you can place it on enemy buildings or throw it into a room full of enemies to make your foes just start tripping balls. Hallucinations, reduced movement speed and accuracy, etc.
i managed to get this\ bat for the scout 25% of damage healed on hit +25% movement speed while deployed +25% bullet damage vulnerability on wearer -30% health from healers on wearer Level 5 Syringe gun for the medic +25% bullet damage resistence on wearer +25% of damage healed on hit +5 Health drained per second on wearer +5% damage penalty Level 22 Rocket laucher for the soldier +25% extra damage versus buildings +25% damage when at
Wouldn't the Loch n Load be a better precedent for the sticky launcher than the Manmelter? The Loch n Load has more range due to its faster projectile speed. Also, charging the sticky bomb launcher makes the sticky bomb fly faster, resulting in more range.
That engineer shotgun sounds like it'd pair well with the southern hospitality, with fire damage resistance and vulnerability cancelling each other out
Here's something that I got from the TF2 weapon generator. Your weapon is a new secondary for the Engineer! THE COMMON HERO! PROS: ignites enemies for 10 seconds. damaging enemies increases your charge meter, which makes you immune to backstabs for 2 minutes when filled. +40% jump height. CONS: Your sp*rm/egg count will be halved. -30% firing speed. No minicrits.
i don't like how many of these generators make stats that are so pointless, like the small overheal bonuses or minor damage bonuses with strict conditions
I have a meme idea for Heavy "The Speedsters imitation" Slot: Primary +15% Movement speed increased +10% Jump height increased +10% Movement speed & +5% Jump height per kill on wearer(stacks 5 times) -Replaces minigun (An ideal pick for a "fat scout" loadout, replacing heavies primary source of damage for staggering mobility for experienced fat scout players!)
So far I have gotten: stickybomb launcher that had no damage falloff and -200% less healing from health packs (health packs now kill you lol) bat for scout with 5 second speed boost on hit and 10 seconds of crits on kill for +25% fire damage vulnerability and 90% less healing from healers (Killing Gloves of Boxing but better) a bonesaw that had 25% damage resistance to nearby players while you're holding it, crits against airborne and "wet" enemies, but 425% damage penalty towards buildings (Vaccinator but better) a minigun that causes overheal to not decay 25% of damage done is returned as health to the user, but -570% bullets per shot (yes, a minigun that can't fire bullets) a pyro axe that crits burning enemies, has +25% movement speed while deployed, inflicts 10 seconds of bleed, but makes you take double damage from bullets (Axtinguisher but Glass Cannon) and a kukri with no damage falloff over distance (wtf this is a melee), 25% damage boost when hitting enemies from behind, -15% max health, -125% damage penalty vs buildings (sniper but he's actually a spy)
You can observe projectile speed effect on stickies directly. Just charge the god damn sticky launcher! Charging it = +Projectile Speed Also, spy mains to every noob spy that only uses the knife: USE THE GUN, YOU KNOW YOU GOT THE GUN? Great Blue, on the Level 13 Revolver for the Spy: Just use something else than your gun, like a knife or something
the stickybomb launcher at 7:23 sounds pretty interesting, like a mine layer or something, maybe a less blast radius too to make up for it (like direct hit for stickies) and slower arm time also the knife at the very end would be very neat in MVM, crit penalty would be awful but more damage on backstabs to giants would be great
I mean if you wanna set higher damaging sticky traps just use the quickiebomb launcher because it is the only sticky launcher of the 3 to deal more damage than stock
weapon idea: The Bombinom Bash (demo sheild) stats: +35% explosive damage resistance +50% less self damage +shield bashes cause and explosion that deals and extra 40 - 60 damage depending on the charge time -10% longer charge recharge -explosion must be recharge by picking up ammo (3 medium ammo packs) Now the caber can finally be used again.
A revision of #7. Immunity to fall damage on wearer Firing noise reduced by 50% +35% Damage when below 130 HP -15% Damage Stickies take 6 seconds to arm before they can be detonated Another idea would be mini-crits when under the hp amount instead of 35%.
-1% Taunt Speed on wearer is the most memetastic stat I have ever heard.
Imagine random crits get removed and instead of that downside we get "-1% Taunt Speed." I would laugh every time I saw a weapon with that stat kill me.
Honestly, I'd like +90% crit speed on a weapon that set a non-lethal taunt, just to spam it.
300% longer taunt
a damage boost on backstabs for a Knife is a close contender though
@@CatsLeMatts bigger number better item
You should have a "straight upgrade but still bad" tier
Third degree
@@secondBAR Literally just about to say that
@@lnlproductions8412 literally was going to say that as well
why, that seems like a very specific situation which is already filled out by the pretty bad tier
@@mrfishman9016 ok, but have you listened to ewbaite by weezer?
The concept for getting more health from packs on demo knight is actually super cool. It’s a nice way to reward the demo knight for getting a kill since you are always right on top of your enemy when you kill them allowing you to better chain kills and get a streak going without nesisraliy become if faster than a scout. But yeah it would also need some damage resistance
That would only help you on medieval mode where you actually get a health-pack upon killing an enemy.
would be nice as another primary instead of having 2 stat-identical weapons
@@bbittercoffee Yep
@@bbittercoffee that doesnt happen on normal games? huh. well maybe you could do it with ammo packs then. demoknight that would actully give demoknights a reason to collect ammo packs but that might be a little op since they could just camp out an ammo pack until they gain godly powers.
@@someepicnerd7821 no?
Also, you could just equip the persian persuader, it gives you charge on picking up ammo, which pairs pretty nicely with the shield of the same set
28:58 Maybe the extra backstab damage on the knife could be useful in MVM?
It would allow you to deal a lot more damage to the bigger robots.
True,but who even plays spy in mvm? And why?
@@TheUndeadShark I didn't say that anyone does, I just pointed out the fact it could be useful *if* someone were to.
@@TheUndeadShark I do, and Sniper
@@TheUndeadShark Spy is meta in like, 3 waves out of all of them in MVM. That’s it, but it means that Spy has enough of a niche that many people consider him the best option in very specific scenarios.
Maybe you can kill a ubered enemy?
19:15 Jesus that would be such a toxic weapon. Sniper already has lots of ammo and having more overheal with that regen means a sniper with a pocket just wouldn't fucking die or ever need to leave his sniping spot.
Image this + cozy camper = Soo you thought you could have Fun HAHAHA I’m never leaving
I can just imagine a big 100+ weapon generator livestream or something lmao, where you choose a random generator then tierlist the weapon- or maybe you have to do that whenever you die in a tf2 game? I'm not sure.
You don't go to heaven or hell, you go to the purgatory of weapon generator ranking
managed to generate shotgun for the heavy that has no stat changes
no seriously it's just stock shotgun
Too op
pls neft
Reskins in nutshell
was it just
+10 max hp
-10 max hp
or
What?
The engie pistol is a great pair with a PyBro. Which also basically means it's a back up weapon.
Pyro airblast targets up. You shoot them. Set them on fire. you shoot them.
When an engineer becomes crit boosted, their sentries also crit. That wrench would be SSSS+ Tier, giving your sentry 10 seconds of crits when you kill someone with a wrench.
no
when an engineer is minicrit boosted the sentries minicrit
You are both correct.
Woah. 19 seconds is just rediculous. It should only be 2 seconds; the standard crit period for rapid-fire weapons. And only one critical rocket launch.
@@MrLozone999 sentries cannot crit
@@churrogang4778 oh... Heavy is stronger sentry!
Hey, Great Blue, can I suggest something?
How about making a tier list of weapons made by viewers in the comments, instead of random generators?
That way, the weapons will have more interesting designs, with a proper vision behind them instead of random stuff that only occasionally comes together as some kind of unified design.
that would be cool
I would do for that
Sandvich that has a 1 health heal when holding it and 2 damage heal for 10 seconds after eating with 2 second eating time before that, which would swap automatically to your minigun after eating. However, when under either effect of the sandvich, you take double damage.
yesyesyesyeyesyesyesyesyesyesyesyeyesyesyesyesyesyesyesyeyesyesyesyesyesyesyesyeyesyesyesyes
@@Rebateman cozy camper for heavy but straight up trash
@@Rebateman imagine the concheror
now take away the banner, half the passive healing, and add a +100% damage vulnerability on top of that
The DeGroot Keep meta would instantly turn from demoknights everywhere, to crit engie's everywhere if that crit wrench was a thing.
He would be A or at least B tier with that weapon. He'll be a KGB Heavy, but more vulnerable and with double the crit duration.
Also, the fists on 6:08. Like, with the healing, speed boost, and crit resistance, with a non-existent downside in DeGroot, would allow for some extreme combos. Imagine an army of Heavies, all punching the shit out of other enemies, and healing each other while doing that, even surviving the bullcrap the Crit Engi is giving them.
We gonna get more balanced than tf2 itself sometimes and more often at later versions
Thnx most likes I ever gotten
28:35 As weird and useless of a stat as "+25% damage from behind" is on a Spy knife, wouldn't this technically have some utility against giants in MVM? Granted it's been literal years since I've played the mode so I have no idea what its Spy meta is, but that's at least a circumstance where it does SOMETHING.
The demo shield would actually be great for hybrid knight. Faster switch speed between launcher and sword and bullet resist sounds great
The bullet damage weakness would be almost completely negated in medieval mode making the heavy fist proposal pretty good in that mode
huntsman projectile counts as bullet as i remember, so it will counter the heavy i guess
I mean hey, on this stickybomb, 13:16, with max ramp-up with the 5% damage bonus you can one-shot a medic lmao- and that combined with the extra damage when at low health and enemy slow... it would probably be good as a hit and run stickybomb launcher as silly as that sounds? lmao
The Trickybomb Launcher
Doesn't it say when above 50 hp? I swear that
Nooo, it "
Oh, thanks
@@Spiyra easy way I remember it is "2 is greater than 1"; so the side with 2 ends is greater than the side with 1 (2 > 1)
honestly, i'm kinda surprised that projectile speed on stickies seems so ambiguous to you. stickies are already launched at variable speeds, and each level of charge has its own arc. plus they're full-on physics objects _and_ ... well, actual physical objects in-universe. a launcher with altered gravity on its stickies wouldn't be anything i'd blink at, but also i'd expect it to have it as an explicit stat
hell, that even has precedence: both the loch and the loose cannon fire pipes that are significantly faster than stock, and subsequently have a significantly different arc because the projectiles don't compensate with altered gravity. feel like stickies would be more inclined to follow those examples than the manmelter
Loose Cannon hasn’t had a projectile speed bonus in years, old man.
@@llmkursk8254 that's old _lady_ to you
and, also, what do you call the "+20% projectile speed" that makes up like half of the blue text in its statblock then
@@llmkursk8254 hi! welcome to confidently incorrect! Where we look at people that think they know what they're talking about, but actually don't at all!
24:50 If they don't include a "when eaten" effect, I would just assume some/all effects are when eaten for "some amount of time" (suggested 8 seconds, stock Uber, unless another makes more sense).
So this sandwich opts for regen instead of direct health: let's say it's an equal 150 heal (+5 for 30 seconds, similar to the Dalokohs Bar) and also allows for overheal up to 420 health. I'd say that's a pretty good deal depending on the situation; swap the deploy speed for "eating speed" and I would definitely want it.
Imagine a tf2 randomized server but instead of guns it's stats from a generator like this
That would be hella fun
21:17 this basically has a 6% damage boost lmao
Worth
Also have to realize what it is on, egineer, he uses the pistol with 200 reserve ammo, and mostly for chipping at a distance and at that range the 8 damage turns into 7 damage, not a big deal
9:16 I think this would be good for somewhat countering demomen with the sticky jumper and loose cannon. Double donks would do less damage and the sniper could have a chance to kill the demo.
as if sniper wasn't annoying enough already, now he would have less counters
Waiting for Uncle Dane to contact Great Blue saying "Pyro's don't affect us because we AIM"
Thank you for making these hilarious tf2 generator videos.
8:13 projectile speed modifiers don't directly affect the projectile speed. Rather they affect the amount of push force they receive when fired. For gravity-bound projectiles, this means they'd be fired with less force, ergo won't travel as far.
Hmm, if you're looking for new content, maybe you could take weapon ideas from your community (say, Discord) and evaluating how well they'd do in the game's meta? This way, instead of a computer generating weapon ideas, it's a person.
Can’t wait for the 200th weapon generator video
He stopped at 17
Demoknight swords also have 75% slower deploy and holster speed. Its only about 1 to 1.5 seconds to switch to, so its not that bad on this grenade launcher unless both the sword and the grenade launcher is equipped, I think it'd be around 2 to 2.3 seconds. referring to around 23:00
19 would combo perfectly with candy cane, it would effectively form two straight upgrades
Would be nice to have a video on good ideas for new stats for weapons.
I've been on binge with these this last week, seems like both a nice coincidence and nice time to subscribe with the release of this.
That sandvich would be like... a bag of chips. You pull it out and get that passive regen, as though Heavy is snacking on his chips. Clicking is just a taunt.
11:12 that shotgun makes the southern hospitality almost a direct upgrade
no random crits is a big deal
6:30 with critical hits, according to the wiki, they are classified as a separate damage type from their original damage type, and so the bullet damage vulnerability wouldn't come into effect on a headshot.
25% damage boost from behind on the knife is an excellent MvM knife
At full armor penetration, it does 938 damage. Add that with 25% damage boost, it becomes 1172.5, rounded up to 1173.
At full swing speed upgrade, that gives spy an attack interval of 0.48, meaning 2346 damage per second. Robots usually take 4 swings before turning around, meaning spy can deal a full 4692 damage before a giant turns around.
Compare that to the damage numbers we have now, so 938 times 2 coming to 1876, again times 2 for the giant reaction coming to a total of 3752 damage before a giant turns around.
That's a difference of 940 damage, aka an extra normal swing. I personally think that's very useful, even more so on boss giants that tends to ignore the spy stabbing it.
Perfect timing Great Blue! Thanks for the content!
Feel free to do these more often!!
The speed that a projectile is fired at is independent from the speed applied by gravity while it is airborne.
Great blue: 15% firing speed = noticeable
Tomislav mains: 20% firing speed = non-existent, 10% damage penalty = weapon is trash
Me: 10% damage penalty = unnoticeable, 20% firing speed = lower damage
7:30 You really ignoring that demoman's projectiles are affected by gravity, which means they fly less if given less speed. And not all projectiles coded the same way, demoman's don't have arc.
for number 19 the blast resistance can cancel out the candy cane's vulnerability so it's gonna be quite SS+
You know, a randomizer mod plug-in that gives you three randomly-generated weapons would be extremely interesting, although probably not too fun
I think a reroll request, where you share the abomination you were saddled with, and if enough players agree that's bs, you get a new load out, could fix the worst of it.
Prevent those -5 health per second on wearer, -50% damage dealt on wearer weapons from bringing someone to tears.
7:04 these fists would be op on medival tf2
Crit damage resistance would make you live even when shoot with arrows(the only shooting weapon in medival) and arrows arent bullets they are projectiles like stickies so bullet vulnerability dont work
Speed boost is op
+15% health is op too 45hp for every kill as heavy
I really like the theming on that revolver that burns its own ammo. Have it have some name like The Arsonist's Assistant or something and a bright color scheme and it wouldn't seek out of place next to other weapons.
It wouldn't make it any more usable, but it would look cool.
Ah shit here we go again
number 6 would be nice for when a scorch shot pyro is spamming in your general direction.
gonna say this, the revolver that consumes ammo per 5 seconds, make the eternal reward not only disposse of the body but the ammo pack as well
25:44 Maybe the Holster Speed is the consumption benefit?
even if it was, it would be too weak, just not worth it
Tried the generetor, and the VERY first thing I get is a SMG that has so overheal doesn't decay, no damage falloff over distance, +25% blast vulnerability on wearer and *-525%* *DEPLOY* *AND* *HOLSTER* *SPEED*
the backstab boos on number 20 could be good for mhm where spy doesn’t one shot everything with a backstab
the revolver with 8 ammo drain every five seconds is so funny. Imagine one that has like instagib powers but it just runs out of ammo within seconds of you spawning.
The spy gets cornered, whips this bad boy out, and cries as the last few bullets drop out of the clip.
speed is applied when projectile spawns therefore it 0.5x speed should result in decresaed distance, for the arc thing it was prob a bezier curve
honestly at this point I'm half expecting someone to train up GPT-2 with a list of TF2 weapons + maybe some good generator output to increase the dataset to create the high-tech weapon generator of the future
fully charged machina is either 172.5 (which would be half of heavy's new health so thats obviously not what you meant) or 517.5, which is exactly as much as a regular medigun overheal would be (Machina: 150 x 1.15 x 3 Heavy: 300 x 1.15 x 1.5) so unless damage rounds down and health rounds up which would be kinda silly it would kill the heavy
also at 6:30 resistance is spelled with 3 Es make sure to mention that to them
the more you use an item/modify it the higher the level gets, all weapons have base levels
6:07 This would be the best medieval mode weapon for heavy.
13:20 Absolutely OP, take a bit of damage, pussy out, put stickys on point/ other obj, profit.
I think that the lunchbox item would work so that while at full charge you get +5% health back per second but can throw it to heal someone. Would be cool if it was 5 health per sec and you throw a large health pack or multiple medium/small and have a long cool down.
How I woulda said the lunchbox for heavy woulda worked is it's a small healthkit like the chocolate but after eating it applies the health regen
The. SMG would let snipers survive direct hits and double donks.
For the 10th item I don't see the ammo drain as much of a down side, after any kill you get enough ammo to shoot peeps around the stab target so assuming you pick a heavy in a medic heavy combo you get a gun with a damage bonus vs a medic sure you have to reload but spy reloads fast enough that I think its balanced if at the weaker end of it. Plus it lets you stay in cloak and steal metal from engi.
No.19 can be exploited by using the candy cane because now you are back as a normal scout with no explosion damage and a buff on killing sentry.
Spy weapon idea: An emergency first-aid kit that replaces the sapper, that way you can temporarily keep yourself or your allies alive just long enough to get them to a medic; it would provide temporary health that drains over time (a la the painkillers in Left4Dead), as well as bleed resistance, knockback resistance and crit resistance (crits become mini-crits).
Alternatively, you can place it on enemy buildings or throw it into a room full of enemies to make your foes just start tripping balls. Hallucinations, reduced movement speed and accuracy, etc.
25:31 Eating gives the Deploy and Holster speed!
i managed to get this\
bat for the scout
25% of damage healed on hit
+25% movement speed while deployed
+25% bullet damage vulnerability on wearer
-30% health from healers on wearer
Level 5 Syringe gun for the medic
+25% bullet damage resistence on wearer
+25% of damage healed on hit
+5 Health drained per second on wearer
+5% damage penalty
Level 22 Rocket laucher for the soldier
+25% extra damage versus buildings
+25% damage when at
7:35 cleverly hidden burp
This was the first video I immediately click after reading the title, wow
11:12 this shotgun would make the southern hospitality a direct upgrade, besides no random crits but that’s not a huge deal.
Damage boost on hit from behind on a knife is too op :-; pls nerf
Wouldn't the Loch n Load be a better precedent for the sticky launcher than the Manmelter? The Loch n Load has more range due to its faster projectile speed. Also, charging the sticky bomb launcher makes the sticky bomb fly faster, resulting in more range.
19:13 paired with the cozy camper makes the 'lone wolf' sniper.
"I don't need these 'health packs' or 'teammates', I'm the SNIPER.
9:20
that gives sniper an effective 200 health
would be interesting if it was a primary instead
16 really makes you commit
13:06 T-pose scout slidin on by
taunt speed nerf would make you scare, and stun (sandman or holiday punch) WAY longer
29:56 with crits resistances this knife would be a direct UPGRATE for mvm
#15, make it a shotgun, give it to pyro, tweak a bit, boom it’s a pybro secondary
Love this series. Fun food for thought
oh boy
regeneratoes
my favorite
pairing ammo regen with the cozy camper = super good ngl
Portable dispenser
Does anyone know the surf map because that shit looks incredibly fun
the airborne damage bonus actually makes sense for the engineer considering his sentries fire people into the air
im sorry but those fists in medieval mode
Doesn't the Loose Cannon have an increased projectile speed stat?
I think it used to have that
That engineer shotgun sounds like it'd pair well with the southern hospitality, with fire damage resistance and vulnerability cancelling each other out
My initial reaction exactly. As a SH user, I'd be interested in something similar.
20:00 probably the best weapon for jailbreak
Here's something that I got from the TF2 weapon generator.
Your weapon is a new secondary for the Engineer! THE COMMON HERO!
PROS: ignites enemies for 10 seconds. damaging enemies increases your charge meter, which makes you immune to backstabs for 2 minutes when filled. +40% jump height.
CONS: Your sp*rm/egg count will be halved. -30% firing speed. No minicrits.
The #20 spy knife would be beneficial MvM
"25% more damage on backstabs"
It simply just went in deeper.
Thats what she said
Peen
Great blue and weapon generators is like mutahar and virtual machines😂😂
10:30 this weapon would be great for me since I am a gun spy main
i don't like how many of these generators make stats that are so pointless, like the small overheal bonuses or minor damage bonuses with strict conditions
What is the remix in your end screen called
I have a meme idea for Heavy
"The Speedsters imitation"
Slot: Primary
+15% Movement speed increased
+10% Jump height increased
+10% Movement speed & +5% Jump height per kill on wearer(stacks 5 times)
-Replaces minigun
(An ideal pick for a "fat scout" loadout, replacing heavies primary source of damage for staggering mobility for experienced fat scout players!)
Number 20 would be good for gun spies
So far I have gotten:
stickybomb launcher that had no damage falloff and -200% less healing from health packs (health packs now kill you lol)
bat for scout with 5 second speed boost on hit and 10 seconds of crits on kill for +25% fire damage vulnerability and 90% less healing from healers (Killing Gloves of Boxing but better)
a bonesaw that had 25% damage resistance to nearby players while you're holding it, crits against airborne and "wet" enemies, but 425% damage penalty towards buildings (Vaccinator but better)
a minigun that causes overheal to not decay 25% of damage done is returned as health to the user, but -570% bullets per shot (yes, a minigun that can't fire bullets)
a pyro axe that crits burning enemies, has +25% movement speed while deployed, inflicts 10 seconds of bleed, but makes you take double damage from bullets (Axtinguisher but Glass Cannon)
and a kukri with no damage falloff over distance (wtf this is a melee), 25% damage boost when hitting enemies from behind, -15% max health, -125% damage penalty vs buildings (sniper but he's actually a spy)
You can observe projectile speed effect on stickies directly.
Just charge the god damn sticky launcher! Charging it = +Projectile Speed
Also, spy mains to every noob spy that only uses the knife: USE THE GUN, YOU KNOW YOU GOT THE GUN?
Great Blue, on the Level 13 Revolver for the Spy: Just use something else than your gun, like a knife or something
the stickybomb launcher at 7:23 sounds pretty interesting, like a mine layer or something, maybe a less blast radius too to make up for it (like direct hit for stickies) and slower arm time
also the knife at the very end would be very neat in MVM, crit penalty would be awful but more damage on backstabs to giants would be great
I mean if you wanna set higher damaging sticky traps just use the quickiebomb launcher because it is the only sticky launcher of the 3 to deal more damage than stock
weapon idea: The Bombinom Bash (demo sheild)
stats:
+35% explosive damage resistance
+50% less self damage
+shield bashes cause and explosion that deals and extra 40 - 60 damage depending on the charge time
-10% longer charge recharge
-explosion must be recharge by picking up ammo (3 medium ammo packs)
Now the caber can finally be used again.
A revision of #7.
Immunity to fall damage on wearer
Firing noise reduced by 50%
+35% Damage when below 130 HP
-15% Damage
Stickies take 6 seconds to arm before they can be detonated
Another idea would be mini-crits when under the hp amount instead of 35%.
#2 is on wearer, so that bullet vulnerability is 24/7. That's a heavy downside