Tier Listing the New and Improved TF2 Weapon Generator
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- Опубликовано: 16 окт 2024
- Legend tells that Deathwood's original random weapon generator had been reforged into something greater. After a long journey of clicking through Reddit posts on the TF2 sub, I have discovered the artifact for myself. This update actually makes the generator quite a bit better, so feel free to check it out and play with it yourself!
Random generator by Acer9011: orteil.dashnet...
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this weapon generator: "Time to make everyone scout"
Scout, military scout, bomb scout, healing scout, fat scout, mildly overweight texan scout, headshot scout, fire scout, bad scout.
@@TeakCrayfish26 SUS SCOUT SUS SCOUT
Because when everybody is scout, nobody is.
@@TeakCrayfish26 scout's dad
souts father
I think #7 is WAY overpowered. I would never use anything else because of the 75% increased movement
Let's see..
103% + 75% = 178%
A BFB scout at full boost is 173%
You're faster than a BFB scout at full boost
And you have a double jump too...yeah that's going in op as frick
And the extra overheal would combo with the Uber
Meaning you could be overhealing your entire team right before a push
But still, the lack of a super powerful Uber hurts a lot
Sucks for comp tho lol
@@fortnitesexman
I mean it's got potential for king of the hill maps
#7 be like
Grass grows
Sun shines
Birds fly
And brotha,
I heal people
I'mma soul of nature
@Helva
If you were from where I was from, you'd be fuckin alive
@@hybrid8229 hallelujah!!
@@hybrid8229 *feeding heavy his sandvich*
@@hybrid8229 *aggressive healing noises*
Actually, regular flare gun has a small blast radius. If you look at a wall diagonally you can actually hit yourself with this radius. Basically, spaghetti code
It's actually dependent on the walls position relative to your projectile hurtbox, since the hurtbox is surprisingly static.
“I am the scout here!”
-Everyone, apparently
Your pfp gives me pain
My favorite game: Team Scout 2! Featuring characters such as Scout, Military but not really Scout, Bomb Scout, Overweight Scout, Somewhat overweight YEEEHAW Scout, Inverted Scout, Scout that headshots, Scout that Burns, and the Scout that left!
#20 makes my imagination run wild holy shit.. imagine coming around the corner, healing and ubering an unsuspecting teammate, launching them into the vision of the enemy team on an open map.. LMFAO
Why wasn't that in the "Literally does nothing" category?
On second thought: *trolldiers would freaking love this thing*
#20 basically makes me want to play it like a Dragoon class in Final Fantasy series
One word: Mantreads
@@doomyboi *Insert Soldier with Red glowing eyes and eagle screeching american fanfare sfx*
@IDontWannaBeJudgeByMyName 《TM》
That might be the new battle medic meta:
Build Über, run in, charge that one enemy heavy, wait for him to jump, and laugh as he yeets himself into orbit.
Ironic, the guy who fixed the spelling mistakes made spelling mistakes in the post telling us how he fixed spelling errors. He could save others from spelling errors but not himself.
"I guide others to a treasure I cannot possess"
Is it possible to learn this grammer?
@@Wiseguy909 Not from an English teacher.
Ah yes, the tragedy of Darth Acer9011 the corrector. Its not a story the illiterate would tell you.
16:01 THE NEW meta fat scout mini gun now jump like scout
TERRIFY THE EMEMYS FROM THE SKY
I was laughing my ass off the entire time just imagining more and more of the implications of what the minigun meant
Edit: Heavy fly like butterfly before sting similar to bee.
and the minus jump hight is only while diployed so it's literally just fat scout, especially with gloves of running quickly
Can you imagine that with the last medigun in this vid. The heavy will finally properly represent the Russian space program.
13:30 That movespeed increase makes the medic faster than a max boost Baby Face Blaster scout.
So that means he will outrun his hitbox...
Combine it with an overdose and you can time travel into the 80's
@@jakubgrono9070 that was a myth.
Imagine number 20 with the ability to heal enemies. It wouldn't do very much healing because it barely heals and has like no overheal, but you pop uber and hook up to an enemy to make them pretty much instantly die if they jump and don't have something above them to stop their ascent to space.
That could be a really nice primary for medic. Just a usual syringe gun and on alt fire, you use 10% uber to make an enemy explore Uranus.
Yeah. Syringe gun that can alt-fire a syringe full of powerful stimulants, making allies or enemies move faster and jump further (perhaps it would make enemies slide a bit on the ground, as though they're on ice while boosted to mess with them a bit, but that might be going a bit far.)
Maybe fall damage resistance on allies and fall damage vulnerability on enemies? Hmm...
@@pie6029 Magine that on a x1000 server
That last medigun had me dying. Just... uber the scout and he go nyoom. Pretty sure that medigun is solely designed for highertower
Yeah. It is
Im still crying from laughter
Imagine 5000% jump height on a 10x server
@@davisdf3064 "He can jump higher than a skyscraper!"
@@ruskah0307 The German space program: Scouts can now go to Pluto and return within 20 seconds or 4 minutes of Uber building.
Engineer and Medic Double jumping is something i never knew i needed.
And Heavy triple jumping is something i need RIGHT NOW, now i can finally be the fat scout i was meant to be.
Heavy has began the process of losing weight, and has regained his abilities to triple jump.
Heavy almost becomes mario
@@lordpumpkinhead265 regained? does that mean that heavy was actually scout after his prime days?
#7 is basically Medic going "Experience tranquility" when he Ubers.
Imagine if in Meet the Medic instead of getting ubered Heavy just flies into the stratosphere
On kill: Restores player to full health
-65% damage vs players
Perfection.
Someone should make a server that has random weapons in it
There is, but idk the name
@@ancsuther randomizer
@@RayanfhoulaBR no that’s weapons already in the game
@@catchara1496 Some of them have custom weapons,like a modified original that only has one powerful shot in it's clip
@@RayanfhoulaBR that’s not random though, that’s a set stat.
I didn't even realize this was made using an Ortiel tool. So fun fact, the script that lets these guys make these generators was made by the same guy who made cookie clicker and lots of other fun stuff :P
For #11, if stun is anything with the glue foot icon, you could pair this with the force-a-nature to send meatier classes into the air (pyro, demo, soldier) and then fully kill them with your pistol (due to the knock back making it hard to two shot those classes), which would give the force-a-nature some viability!
Anything for combo stuff to be back on scout
Just realized that number 2 the 40% fire damage resistance including the Darwin’s danger would equal to 90% fire damage resistance including after/burn immunity
I see the German space program has taken some... interesting turns
#20 is terrible and I fucking love it.
I can't help but think of just activating that uber with a friend that doesn't know what it does, looking him in the face, and just saying "weee" as I smack my head into the skybox
Perfect for highertower
#7 Medic is now Lucio and Mercy from Overwatch.
#8 Flying Pooter
#19 would be -25 health.
#8 = Ultimate Fat scout
13:35 You've seen Scout, you've seen Fatscout, now get ready for: Medscout
Don't forget mildly overweight scout
Instant click, instant like. Love this series!
yeah it is really good i know its just funny sometimes to
Me too man such golden content
@@Pleuros yeah
#1 would mean that spy would likely have enough jump height to stairstab off of flat ground as the lowest possible elevation you can do it from currently is a teleporter, that combined with the gun buffs make for a pretty aggressive spy loadout and id say its at least average overall tbh
if engi used number 3 with gunslinger he could have 200 health and double jump which is op as frick.
It would be a basically better fat scout at that point with the perk of mini sentrys
And scout would have 175 health
That means he can survive a quickscope headshot
triple jumping heavy sounds terrifying and I love it
15:20 I like this Minigun. I mean I imagined a long headed narrow, but big barreled Minigun, which has angel wings on it's side and the barrel is a huge red heart. The look of the weapon totally demonstrates how light and healthy a Heavy becomes just by wearing it, but he can only feel it's curses when he abuses the blesses of the fairies and angels giving to Heavy.
Imagine this: you're playing degroot keep and see an enemy heavy mow down on the buffalo steak sandvich. The same heavy also had this weapon equipped, so rapid fire mini-crit punches.
12:55 Medic becomes Lucio.
how about making on tier list on sets of randomized weapons for a class? and how broken they would all mix together.
we need a gamemode that uses this to create new weapons for you every time you spawn, to see what kind of CHAOS you could cause. someone, make it happen
Scout: look at me ima steal the medpak the medic needs while im at 124 health
#7 medigun medic: *i am speed*
Ich bin schnell!
I laughed so hard at the last weapon. 90% less heal rate & and 500% jump height is so hilarious.
#20
Blue: It's sends you to space every time you press the spacebar.
Me: So... How's this? "The Space Program"
31:58 imagine this weapon in x10 mode....
They wouldn’t even go into space. They would just straight up go into the shadow realm.
Spacebar = losing connection to server because you're physically out of it
It would be like when you throw a bouncy ball at full force
@@ThefifthBishopofGord more like scp-018
Video idea: commission a TF2 modder to hobble up the stats of some weapons from the generator throughout the series. The decisions on how many weapons, which stats, what video, etc can be made by you or a poll.
@L B good idea, but Jesus Christ that would be complicated.
The 2 extra heavy jumps should be on the brass beast so if you’re gonna be a sentry you can at least be a tactically positioned one
#3 should've been in the OP category, Scout is already considered overpowered with his kit, more health (225 if overhealed) and a third jump makes him way more powerful than the video gives credit
Engi with the pistol can tank a quickscope headshot and has an extra jump that is very versatile for combat and getting to some spots otherwise accessible via wrangler
I think you need a category between OP and Meta that's like "Broken Meta" or something like that
For #17 you could do a jag-effect style thing where you build your building with the jag then switch to the turtle wrench and carry the buildings to the turtling location.
But wait a second, engineers buildings disappear when you change your wrench, don't they?
@@kaschey6145 nope, only if you switch off of engie, maybe mini sentries/leveled if you switch off/on the gunslinger though.
I really would like to see more weapon design videos for you using this program on the first one is really cool and like your design
Watching the footage reminded me of something: once i encountered someone who was spawncamping, and they were mad at the other team because of the fact his team was spawncamping.
19:00: #10 (rocket launcher with the double jump) could be an interesting choice for Trolldier, assuming the double jump doesn't cancel the "blast jumping" status
I think it does remove the blast jump status
13:55 holy shit, you'd be over 40% faster than the scout lmao
Also, overheal stats (your health is more than doubled, it's increased by 117.5%)
Scout, engineer, sniper, spy: 272 health
Soldier or (approximately) health-altered demoknight: 435 health
Pyro or normal demoman: 381
Medic or battle engi: 326
Heavy: 653
I think #2 could be quite the annoyance in sniper duels. It ignites on hit meaning that with a bodyshot you could easily throw off an enemy sniper's aim.
#3: Imagine trying to backstab a turtle engineer then they just double jump away, clueless to your existence
#3 ... can you imagine having a 200 HP gunslinger engineer lmao
Or a 175 hp scout, how is that not op
7:15
OK, I hear you.
Counterargument: 175hp Scout.
The sniper rifle is nice because afterburn slows healing and forces the medic to spread heals. It's like the "a soldier injured is 3 off the field but a soldier dead is 1 off the field"
Wait
Wouldn't #10 actually allow you to completly change direction of your jump instead of stopping you?
Holy Shit. It’d be the Beggars Bazooka but better.
3:47 That #2 weapon + Darwin Danger Shield = F YOU,ALL PYRO MAIN!
7's overheal would more than double people's max hp. Heavy would get like 700 hp from that. Definitely OP.
With the jump height revolver, since it's on wearer you can also use it with the Sapper, which would let you sap some Engie nest spots from unexpected angles, allowing you to sap and get out without also making it obvious exactly who just sapped the thing, or to sap while an Engie is out of position more easily in some spots. It's still very much "too situational", but at least that's a more common situation than just trickstabbing.
The jump rocket launcher might also be something for Trollders? I'm not entirely up to speed on how the Market Gardner's damage bonus works, but I imagine having that kind of mid-air control would make it much easier to land trowel hits or mantreads stomps.
The 7 second afterburn sniper rifle is absolutely OP as all hell. -20 max health and - weapon switch speed really doesn't affect a Sniper all that much at all, and with 54 afterburn damage you now kill Scout and Engie with an unscoped body shot, all classes except Soldier and Heavy with uncharged headshots, and all classes except Soldier and Heavy with fully charged body shots. Considering how oppressive a good sniper can be already, that's a LOT of power to give Sniper. Manmelter pyros would love it though.
The overwatch comparison actually really helped but into perspective how strong 7 is
I love how the rocket launcher with no reserve ammo has increased reload speed in exchange
21:00 the pistol is useful for engies specifically to counter bonk after the scout walks past your sentry
4:30
there's this game called Risk of Rain 2 and there's a mod for it called SniperMod by Rein (I promise this is related)
Within the mod, you can use a special ammo type called Plasma rounds that makes you deal no instant damage (when you click), and instead turns all your damage into "DOT" or Damage Over Time.
I think it would be very cool if there was a sniper rifle for the sniper similarly in this vein. I noticed this specific one dealt with fire, so let's just use that as an example
Pros:
+100% damage
On hit: Ignite enemies for 5 seconds, dealing damage based on the rifle shot
On Critical Strike: Ignite enemies for 10 seconds, dealing damage based on the rifle shot
+40% fire resistance on wearer
Cons:
0 damage on click
-50% reserve ammo
If you don't completely understand what this means, take it like this:
>shoot an enemy
>enemy catches on fire
>they take burn damage
>hitting them again gives them more burn time and more damage
(This allows for you to attack multiple targets at once and dealing a huge amount of damage, just over time, and actually nerfing sniper a bit if the enemy is next to a health kit of getting healed by a medic)
>cool team work with pyro now
>can actually make the manmelter viable.. but probably not
Manmelter is already viable because of the Scorch Shot. Takes a Pyro to beat a Pyro.
@@alexdavidson239 um.. pyros don't take afterburn
@@dexterity494 yeah but the scorch shot sets the rest of your team on fire, which you can then extinguish for free crits.
@@alexdavidson239 so what you're saying is you
a) need a pyro on the enemy team
b) need them to be using a long range weapon (so they can set your team mates on fire)
c) need them to hit their shots, but also for you to be close by
d) need to not die to get said free crits
it's just a more complicated frontier justice conundrum. I would much rather there be more items for all classes that deal afterburn or some related DoT that can be taken advantage of by multiple classes
@@dexterity494 correct on all accounts but at least scorch shot spamming assholes are common enough
24:29
You have 185 health, the same as an overhealed light class.
You'd only need to take 28 explosive damage to die (or 42 damage while overhealed)
When rocket jumping:
Without gunboats: Half the time, you'd survive, and have anywhere between 69 health (nice) to like, 4 health. And the other half of the time you will die. (unless overhealed, then you'll be left with at least like, 16 health)
On average, you'll either just barely die or be on the verge of death, unless you can master minimizing splash damage to yourself. (or if overhealed, you'd be left with about 90 health)
With gunboats: You'll be left with anywhere between 24 health and 112 health. (if overhealed, add 93 health)
On average you'll be left with 69 health (nice) (if overhealed, add 93 health)
Though hey, at least you won't have to worry about fall damage!
Or reloading! (most of the time, if you can kill, at least)
Also remember you'll be left with a speed of 96% (reverse nice) (of the speed of a sniper, engineer, pyro, etc. for reference, or just in general)
And for firing speed- I hope you enjoy firing every 4 seconds!
34:10
The generator likely generates the pros before the cons, so what he may have done is added a condition where if a certain positive attribute is applied (i.e - increased max health) - the same attribute cannot be selected as a downside (likely by checking if the any of the attributes match and forcing the program to reselect the downside if the attributes do match). That may be why you don't receive any conflicting/overlapping stats in this version.
This is just a guess, though, I've never looked at the program itself.
except the one weapon generated with plus max hp once and minus max hp twice
21:47 Sniper: "Can I copy your homework?"
Cracked Shots Strix: "Yes, but don't make it obvious."
When the tuber is talking about Radius Healing in Overwatch but doesn't bring up your main, Lucio
7:51 *The Suicidal Friendly Killer*
Number 3 and the Gunslinger is literally a perfect combo.
4:23 Pretty sure the Classic actually has a stat where it gibs players on a no-scope charged shot, however that doesn't mean it one-shots anything in a charged shot, it is indeed just aesthetic.
Next time a tier list like this comes up, you should have a “For the Memes” tier. Why else do you think people use the pan? XP
But the pan is easily the best weapon
@@burritoman2k I mean, you ain't wrong.
@@burritoman2k +25% chance to spook the person behind the screen
13:28 That makes Medic run slighty faster than a Scout with Baby Face Blaster at 100% Boost
A way to make the bleed, ignite, mad milk, jarate, and whatever on hit effects work:
Make it UP TO X seconds of that effect. This means they only last for how much damage you do, so 3 damage chip across the map is 0 seconds while around a little higher than base damage gives you max effect uptime. Like using the flamethrower, you only get a short flame if you tap but building it up makes you do quite a bit more damage over time.
I personally feel like #8 wouldn't be *quite* overpowered as frick, but I think it'd be a really interesting concept- you have about a overhealed scout's worth of health when it comes to bullet damage, but you can regain half your health on a kill- I feel like if the concept of being able to do many smaller jumps, and being able to regain health on kill for the trade-off of being really weak to bullet damage, were seperated, it'd be a lot more interesting/potentially balanced
That melee damage increase in #3 would suckkkkk for engineer as face stabs become more leathal, however being able to tank a quick scope headshot would be godly. Not to mention a battle engie with 200 health would be a scary sight. Like, even if I was on defense, I still think I'd set down the rangeler, as I have a double jump on (battle) engine.
#10 sounds awesome for garden soldiers.
#11 might let engineers be where they shouldn't be lol.
#12 can technically one shot a soldier on body. I think that's worth the health loss. Not to mention the scorch shot sucks partly because it consumes all the health on the map, or a medic's time. I think a fire dealing rifle for sniper kinda like the sleeper would be cool.
#20 over agressive battle medics. Your Uber is a get me out of here, and a good "oh shit heavy run" tool. I kinda like it actually.
2:22 it might pair well with the Widowmaker since being bale to heal more from health packs means you more effectively raid bases. To you can get most of your metal for the higher upgrade cost from said raiding.
Number 7 is overpowered as hell. You would walk at 182% speed. That’s like 40 more than the scout. You also have a double jump and more overheal. Even though the Uber is not good, in public matches, no one cares about tryharding like hell so you can just mess around. The melee vulnerability wouldn’t matter as you can run away faster than a scout and double jump. You can also get back to your team extremely quick. You can clutch and push the cart when there’s a few seconds left on payload. There are so many possibilities. The only downside is the Uber but that can be overlooked if you don’t need to push against the enemy team.
#4 should be called "The friendly buster"
The Cripple Capper
#10 would be for spam directly next to a dispenser since the speed allows you to continuously fire very fast at stock dmg.
i will note that number 2, the sniper rifle, will make you take around 80 damage from an uncharged body shot instead of 50
Number 20 would be amazing as a battle medic. It would pair well with the ubersaw and overdose.
Gunslinger + number 3 = 200 hp, double jumping engineer. Or number 3 for scout = 175 hp, and triple jump.
19:00 I'd like to see this same concept but w/out a double jump and -60% max reserve ammo so you get 3 clips worth of ammo instead of 6.
#17 would finally give the Red Tape Recorder a reason to exist!
Keep this series up please
Ignoring all the other busted stats that #7 has, I think it'd actually be a really cool and balanced medigun? Your Übercharge is basically pocketing your entire team as they make a push, so it's pretty much "strength in numbers" rather than "this particular person just single-handedly wins the fight". Plus, your whole team has to take on their pocket role of defending you since you can still die mid-charge.
Ignite on hit for a sniper rifle means in a sniper duel you go for a body shot first so that the fire damage aim punch messes up the sniper's aim
Here's one that I got:
A new stickybomb launcher for the Demoman:
Pros:
On hit: Cause bleeding for 8 seconds
+20% damage vs players
+10 max health
-0.5 sec faster bomb arm time
Cons:
-70% projectile speed
-15% reload speed
+90% bullet damage vulnerability while deployed
That bullet vulnerability is pretty devastating...
But extra damage AND bleeding damage on top of that makes this weapon pretty enticing.
#3 would be absolutely crazy for battle engies, pairing it with gunslinger would give you 200 health, and the double jump mobility is great
Pair 3 with the Gunslinger and you have a 200 hp double jumping engie with access to crits thanks to Minis.
My idea of A name for #6 is "The Close Shave" because it's good at close range, but also has the melee vulnerability
Also, I was dicking around with a weapon generator and got a medigun that, on Über, let the medic and teammate FLY, Got Uber 16% faster, and deployed 38% faster. *What the fuck?*
2:50 I feel like this concept *might* be good on a more aggressive spy, like spy tends to have a considerable amount of jumping for traversing to places unnoticed and un-bumped and open up faster shortcuts, and reaching hard-to-reach places (like over *that* dispenser on upward), and the larger ammo would again, suit a somewhat more aggressive spy, along with the shorter cloak doing the same thing.
Though, this is just a commentary more-so on the concept of more bullets per round and more jump height for less cloak, and keep in mind I'm mostly going off of the hypothetical ability based off youtube videos and less on experience lmao.
But even still, yeah, I could see it being too situational, even if it was supposed to support a sub-class like gunspy, or just a more aggressive spy.
That rocket launcher at 18:22 is actually somewhat interesting. You are trading rocket jumping for extra jumps, so you dont need a wall and dont damage yourself. This would be a really interesting tradeoff weapon if it had extra reverse ammo to actually fire from above or the jumps acted like blast jumps with the same height and speed.
15:00 a medic with Scout's mobility and the ability to not only heal his entire team at once, but for 45% more overheal for each teammate, sounds pretty broken to me.
Do you often spawn camp headshot as spy? Is that what the meta's become in the several years I haven't been playing TF2?
Gibbing an enemy could help stop sight with the blood particles and maybe trick them into thinking there's a soldier, demo. So overall slightly better than not having it
The 8 is excellent to fat scout or boxing heavy because you always get the extra jumps and the health kit bonus and the cons only affect when deployed so if you play some heavy subclass that doesn't use the minigun is a direct upgrade and there would be no reason to not use it
24:40 i believe this would go on the average tier near meta, it's like you're supposed to only use it for rocket jumping (+85% explosive damage vulnerability While Deployed) and kill with your other weapon but at the same time you could use it by shooting the last rocket to kill the enemy and fully reload the weapon you used to damage the enemy and leave him at enough health to kill him with a rocket
about #17, you can actually switch your wrenches while in spawn without destroying your buildings, so i think that this works really well with the eureka effect during setup. Still would be super annoying to fight though.
another thing for 17, it would make the red tape actually kinda usable as a normal sapper would have no chance with a good engie player because they can quicly repair the sentry after killing you when you fail your ePiC 580 aRoUnD tHe CoRnEr tRiCkStAb. But if you use the red tape and manage to distract them they would have to upgrade their building in the field and that would require a lot more metal and therefore making them much weaker.
Melee damage vulnerability is a simplified way of saying "+/- x% damage from melee sources while active (or not active)"
source: the fists of steel.
I will make a lego weapon to go with #3 cause that sounds interesting. Maybe a revolver cause it would have six shots.
Something I want to mention is that #8 is hard deleted by the panic attack. And basically any enemy heavy as well will annihilate you.
You end up having to rely on healing from kills and health kits. Hell, you cant even kill sentries since they annihilate you, snipers are also more annoying to fight. Its in general REALLY good but also REALLY easy to get annihilated. Because the extra 45% damage taken from bullets HURTS.
#3 would basically be the new default secondary for battle engie. Combined with the Gunslinger, you'd have 200 health, a double jump, and if you use the Widowmaker, theoretically unlimited ammo. Does that not sound just a little bit broken?
For the soldier one #10, change the reserve ammo to clip size so you only have 1 rocket and then it would be decent. That if the air just, kept all your speed from rocket jumping. And like Great Blue said some sort of way to cancel momentum
.
The sniper that ignites players would be hilarious in one singular use: Lighting enemies on fire for a Sun-On-A-Stick scout. Long range ignite followed by an instant crit would be hilarious, and would make the SOAS a bit useful