As a fan of Sam & Max, I feel like it would be way funnier to go the complete opposite direction and just make it a bullet hose that couldn’t hit the broad side of a barn. The freelance police shoot first and ask questions while shooting
It would be pretty interesting to see a new Meta weapon in MvM for Heavy besides the Brass Beast and Minigun, would you rather have more mobility with Stock? A better way to deal with giants with the Brass Beast? Or the Ability to deal with groups better with the Iron Curtain concept?
to be honest i thought the robo-sandvich was just going to be a sandvich that instead of giving health gave ammo/metal but the robo-heavy thing is even better
Idk who said it before but spy is literally a more risky and worse sniper Edit: I love playing spy but he relies too much on the other team's bad communication and stupidity to actually be effective.
@@jentegeeraerts1119 this is TF2. unless they're actually friends, you're most likely to find bad communication, and unless they're a pro, they're most likely not that smart. (game wise, of course, not IRL)
@@aaaaaxo yeah but even against good players sniper can more reliably get a pick, and is safer while doing so. I love playing spy but I realise that how well I'm doing is much more dependant on how bad the enemy team is.
Okay, I’m gonna sound like a nerd here, but I feel like the Lugermorph should instead have less accuracy, but maybe even more power. After all, Max sucks at aiming with his Luger, which is what the Lugermorph is based on, however Max also uses a ton of heavy artillery and goes overkill on pretty much everything he does
The shooting star actually was so close to being perfect. Instead of doing less for every ricochet I think it should do *MORE*, but have 10% less damage by default. After all, you are not able to charge and it wouldn't be easy to land a ricochet headshot.
@@EndieGaming Minimizing negative stats on a weapon by altering your playstyle changes how you play, your counters, everything about the class and actively punishes you if you wont be playing around it.
I think if they give a weapon unique stats they'll add it to the random drop system. The red tape recorder, cleaver, sun-on-a-stick, etc, were all promotional items, but since they had unique stats, they were added to the random drop system anyways.
The Iron Curtain: -25% damage penalty - No random crits On hit: Seize the enemy's resources (their ammo refills your gun, their uber is given to your medic, their metal is distributed to nearby friendly buildings, their cooldowns are extended to reduce your own. Obviously it'd take a lot of fiddling to get the rates balanced, so I won't even bother trying here.)
@@joeyjonquantaviusjr9927 yeah but it would be good for defending an objective. Not that i think about it, it could also heal you after you kill someone, but thats it
dont mess with medic ubers, especially if it doesnt depend directly on the medic himself. that's how you make this thing unusable ammo on kill would be more in theme.
I think the time-peice should make a sound when you walk through someone. Just loud enough that the person you're inside of hears it. Wheatley should hack buildings to make them neutral. Sentries shoot both teams, dispensers heal both sides, teleporters go both ways and can be used by both teams, etc. The downside is that any damage dealt to the building is dealt to the sapper and both teams can attack it.
@@boppertron4929 I was inspired to make things neutral by how Wheatley helps you at first but ends up doing his own thing instead, against you AND Glados
The ap sap would quickly become annoyance because its very rare a dispenser is far from a sentry, and you can get near the dispenser if your getting shot at, this weapon would be a good troll for when a friendly engie is next to his sentry, plus the sentry would 80% of the time would kill you placing the sapper if you didnt have the deadringer. I feel like most would not use this weapon.
2:28 What you suggested there was basically the Engineer's Railgun in earlier version of Team Fortress, or something that sounds close to it. I'd imagine it function a lot like Fortress Forever's Engineer Railgun if it were in TF2, and I think that would be a really cool weapon to bring over.
Different idea for Wheatley: since he is ridiculously good at structure-wide failure, how about a sapper that saps all the engineers buildings at once? If sapped somewhere, it saps everywhere; if removed somewhere, it is removed everywhere. It is very easy to stop, like Wheatley, but if you give Wheatley too much control and too much free time, he blows up the entire facility.
@@professormeme6584 the bot hosters wouldnt spend an unnecessary amount of money when they can still ruin the game without the weapon. not enough reward for the price
my idea for the ap-sap is that it’s sort of rng the sapper. like you put it on a sentry, and because wheatley is incompetent, there’s a random chance that he buffs the sentry, but there’s also a chance that he instantly makes it blow up, or switches it to a sentry for your team, or something like that.
You're asking the most tryhard f2p community who hates RNG with a passion to the point where they beg Valve to remove Random Crits to rebalance a support weapon into the equivalent of building Russian roulette. It's genius. I'll take 5
I don't know what to feel about this. Like, it's in character for Wheatley, but it could also potentially be horrifyingly unfun to fight because RNG is usually universally hated in TF2.
I think for an ap-sap it would fit to make enemy buildings change teams for the duration of the sap the cost of having only one sapper active at a time, and maybe having an animation to deploy a sapper.
I completely agree, Ap-Sap should change the team of the building for the duration of the sap, then destroy it afterwards, but only allowing 1 sapper to be active at a time.
@@TacoTurkey Maybe reduce rate of fire by 25% while getting hacked? Or make it prioritize further targets rather than near targets so that way the engie has a chance to fight the spy and repair the sentry before it turns on him, but the spy still gives some support to his team through the sentry.
That transition is smoother than pressing tab and seing your whole team being named doeshotter and your stats of tf2 and a message saying "been kicked by system"
oh ha hahahahhahahahahahaha i am bursting out in laughter from this incredibly thought out and original comment on greatl blues video: "I gave more TF2 Reskins Different Stats"
With the Lugermorph it would make sense to reduce the magazine capacity to 9. Because thats the max amount a real Luger would hold. And then just increase the damage or smth idk.
a cool alternative idea for the Ap-Sap would be (since he "hacks" stuff) to be able to highjack enemy buildings after a decently long delay, so if a team ignores the sapper the sentry they forgot about becomes one of the enemies (cannot be upgraded, ammo refilled, or healed, and destroys itself when it runs out of ammo)
for the robo sandvich I was thinking have it overheal you (not grant bonus HP like the chocolate bar) up to 50% base HP, as well as healing you, but it took 6 seconds to eat (instead of 4) and applied a bleed effect (cause eating metal would definitely cut your gums badly) for a fixed 25 seconds (no removing it with mediguns, dispensers, supply cabinets or healthpacks). It restores the typical 300HP, recharges in 30 seconds and is sharable for a medium healthpack.
@@potato1341 Afterburn practically negates healing from all sources. The reason you don't notice is because healing removes afterburn, and then proceeds to heal normally. But if you can't take off the 25 seconds of bleed... I don't think I have to explain this any further. A potential fix would be making bleed infinite, but removable, and adding another downside.
Yeah when I heard that he said engineers one of the worst class if not the worst class I was like the fuck? Engie is super strong lol but I think he meant engineer without his buildings because without his buildings he's kind of poo poo
One time me and some randoms made a f&cking colony of sentries below their base in double cross. Not even an ubered hevy could rip us apart, even a spy as a pybro was there
Ap-sap should be able to prevent wrangling on both friendly and enemy sentries because Wheatley would try to take control of the sentry, he would flip the sentry side for as long as he is on it and for friendly sentries he will provide a buff that could be 3 times the firing speed but with a 50% damage vulnerability to make it comparable to the wrangler
I feel like the robo sandvich should have a longer cool down then all other lunchbox items, since when you eat it you effectively turn into a mini boss with 0 consequences other then the sapper. Another fix I would add is either give the robo only 3, uses, encouraging heavies to be smart about when to eat it and not just plow through every single class, or put a mark on the robo heavy the alert enemies of a incoming robot so they can prepare, would be a nice little reference to mvm as well. If we want, we can take out the only 3 uses per life trade off and replace it with that the heavy takes longer to chew through the sandvich, sinces it metal.
Here's an interesting alternate downside- can only be healed by an engineer rather than a medic during it's effect and therefore also cannot be ubercharged, making it more a solo heavy option than a team playing option- at least in competitive
What if the player takes mini-crits when the effect ends so they will be punished for being in a bad position when the effects end and will be forced to waste robot mode finding a good place to turn back
@thegunnitgamer5716 Maybe let's also stun the heavy when the effect ends for 3 seconds? In MVM, when bots capture a gate, they get stunned for awhile. Of course they gain crits after the stun ends, but I honestly think combining these would actually make fighting the robo-heavy conceptly-wise, more fair.
I think you should make it so that the Ap-Sap confuse enemy sentries, make them damageable by both teams, and make them shoot the enemy for 5-10 seconds after the sapper has been put on, and then disable the sentry and kill it. Make it do like 50-75 percent less damage to buildings, and steadily damage the sentry while it is confused.
I like the idea you had for the Ap-Sap as I feel that it would be interesting if there was a 'Spy-bro' playstyle that the spy could use to help the engineer. Mostly since, if the two were practically counters to each other, wouldn't it make sense for the spy to have something that could help the engineer or vice-versa. I dunno, but I do find the concept interesting since, while you rarely see those two classes interacting with each other in a friendly manner, they are quite possibly the 2 smartest classes on their teams, with medic and sniper coming in at a close second, and heavy a very hard 3rd
Ap sap could make enemy buildings friendly for a short time, becoming more corrupt the longer it’s on a building. It could be removed by any class, and the friendly spy can pick up the sapper whenever.
The Big Kill idea is honestly kinda fun and would be a nice way to introduce some scout-like aspects to the Spy, considering their relation. Like father like son, but with a bigger gun
For the batsaber, it could be cool if it was able to "pocket" a single projectile temporarily and able to reflect it at will whenever. It costs a quarter or a "force" bar to do so and he could only hold one at a time. It could help against his hard counters, but not as much as an infinite-but-smaller airblast
"The only source material I could reference for this one would be communism itself, but having a weapon that prevents heavy from consuming any food items wouldn't be fun to use so I'll have to make something else up instead" That is an amazing line made all the more better by being said in a completely monotone voice, 10/10
"The mutated milk has a lot in common with another popular creature in a jar covered in mad milk." You have indeed given me something to think about in the middle of the night. Thanks for reminding me about that.
The Big Kill could actually be even more OP, while removing the ability for the Spy to use his knife. This could then create a potential subclass that you'd couple with Your Eternal Reward.
12:51 id give it a 2 max sapper. so that you can use it on either two sentry or sentry and a dispenser.. and allow it to also be used on enemy building +100% sapper health and enemy building affected will be 60% less effective by reducing their healing rate, firing speed and turret turning rate. teleporter recharge significantly slower, dispenser replenish much slower etc -100% damage on enemy building Sapper will gradually lose health over time the idea with me is that this is a purely utility sapper that cannot directly stop an enemy usage of building but it can still be used for assisting in general.
for the AP-Sap- destroying a building with it attached spawns a little mini-sentry that attacks everything it can see, regardless of team? giving spy a little sabotaging chaos.
For the Lugermorph I'd probably make it semi-auto like the revolver and also change the weapon model so that when you shoot it the action bit on the back would move up like it's real life counter part.
13:55 maybe it could also switch buildings when struck and at random intervals, making it harder to remove since it won't stay on any one building for very long.
My idea for the ap-sap : -50% firing speed while on sentry -unable to be removed - sentry can now take critical hits and afterburn -sentry can target disguised spy’s - sapper only works with the sentry -sapper doesn’t do damage
not to be that guy but it's pronounced "geeger" counter. its a pun that references H. R. Giger, an artist responsible for a lot of the xenomorph/Alien movie designs.
I first started playing tf2 around Invasion and Tough Break and unboxed both the Capper and the Shooting Star in my first 2 crates, then remember selling them for like 50 cents because I was disappointed to see they wasn't any mechanical difference from their counterpart. What a fool I was.
IMO engineer is not even close to being the worst lol. I think heavy,spy and (let's be honest for a sec) pyro are worse than him. We all know his defensive capability. He can still use offensive weapons like FJ,widowmaker,Panic attack, stock shotgun and gunslinger. His lack of weapons seems bad at first till you realise that because of this he Objectively has the most consistent lineup of any class. Like he has only one bad weapon and we all know what it is. I can understand that spy being the worst but engineer,hell no!
@@ilikemusic3856 yeah i can agree with this, at least with engie you can just sort of slap down your area denial and then go be a slighly slower scout, and you also have teles and dispensers, the only real advantages heavy and pyro have is and easier time moving that area denial and maybe burst damage or uber denial (but the wrangler also exists)
For the ricochet for the shooting star, make it so the sniper is vulnerable to his own ricochets. It would be so funny watching a sniper aim straight at you miss the shot and get himself instead
your ap-sap idea is way off mark. also "engineer is the worst class in the game as is" 12:50. Wheatley is a moron, not a tech genius. He doesnt hack things he breaks them. having Wheatley buff friendly engineer buildings makes no sense. rather have the ap-sap roll a dice every second its applied to an engineer building where it does a random ammount of damage to it between 5 and 60. giving it a chance to be quicker than the sapper or slower. It also would match Wheatley being a bumbling idiot and randomly mashing buttons (or levers in the case of re-awakening GladOS).
My idea for the Apsap was that when placing it on an enemy building, it switches teams. The sapper would still damage the building so that it wouldn’t last forever. That means sentries would fire at the other team, your teammates could use enemy teleporters, and dispensers will heal you. The downside is that only one can be active at a time, and when you use it, you would undisguise automatically, you can’t switch weapons for 5 seconds, and your invisibility watch would be on cool down for also 5 seconds.
Cool idea, but the downsides are so bad no one would use it as they’d die for playing a class how it’s meant to be played, effectively making it a one use per life weapon.
Possible idea for the Black Rose is that since the blade is serrated, it can cause bleed damage with regular hits. The idea being that if you fail a backstab, you can still try to cause enough damage to the target to cause them to bleed out. Dunno what the drawback would be though. UPDATE: I may also add a 10% damage resistance when equipped, just to give you that little bit of extra survivability when up close. Also, i think a -15% or -20% attack speed is good for this since the knife is better suited for general close quarters combat than backstabbing. The damage resistance would likely be able to compensate for the speed when in a melee fight. UPDATE AGAIN: Another penalty I thought of that could work is a weakness to melee damage.
Wheatley’s “hacking” is actually just him breaking things, like when he “hacks” the docking station or “hacks” the door to the turret template room, other than that great video, portal two is just my favor game ever so had to correct you
The Ap-Sap could have a stupid long sap time, but instead of destroying the building, it could make it a friendly building instead, controlled by Wheatley. It can't be healed, it starts passively deteriorating after a successful "hack", only 1 sapper at a time, and the accuracy of sentry guns is greatly diminished.
2:06 well, looking at the Luger pistol IRL, we can see that it has an 8 round magazine, is one of the most accurate pistols to date, used higher caliber bullets than that used by most US pistols at the time, and has a slower fire rate at 116 RPM compared to the stock pistol's 540 RPM. So your stats are mostly accurate; just replace the slower reload with a 33.3% reduced clip size.
I like the Snack Attack idea; sure, you as a Spy aren't destroying buildings *faster* , but you're *wasting the engie's time* longer/more (like you said, its basically a sentry-nest time waster). That means he's gonna spend less time repairing and more time fighting the [harder to remove] Monster Sapper. I think this idea puts it between Stock Sapper and Red-Tape Recorder.
@@MindOfGenius Sapping a level 1/2/3 from full would take 3/3.6/4.32 seconds. The jag hits every 0.68 seconds, which means it takes 2.04 seconds to remove a sapper. This means the time a jag engineer has for a level 1/2/3 sentry to deter a re-sap, or simply get to their building is 0.96/1.56/2.28 seconds. This seems a little low compared to the 3.96/5.16/6.6 seconds that a normal sapper would allow. I think you're right, +100% damage would be busted. At +50% damage, the engine would have 1.96/2.76/3.72 seconds to prevent a re-sap. I think this is a little high still because you have less time to save a level 3 with this than a level 1 without it. At +40% the times are 2.2/3.1/4.1 . to me this looks balanced, especially at level 3, where you have around 4 seconds to deal with the spy and get to your sentry before beginning repairs. Remember a spy could not attack near a sentry when using this sapper because they would get killed by it still. Maybe +30% would be more balanced and not as OP. Also it might be better against the other buildings (crucial dispenser picks)
The fact you didn't go all out with zany stuff for the Lugermorph tells me you have to play more Sam and Max! If you inverted the stats (but made the damage decrease lower) you could definitely replicate Max's highly energetic and sociopathic personality.
I think a good way to make it is just have it be a stock pistol with less damage, a higher fire-rate, and to top it all off, no reloading, your entire ammo stock is in your clip. this would also fix the fact that there is no clip model on the lugermorph, thus fixing my largest pet peeve of the weapon
My idea for an Ap-Sap: Go all-out with... what happens to Wheatley in Portal 2. He turns on you. +Sapped buildings slowly converts enemy buildings to your side +Converted buildings will become susceptible to friendly-fire -100% damage penalty -Sapper can be removed by any weapon -Sapper will self-destruct in X seconds after converting building -Only 1 sapper can be applied at a time
@@mechakirby9576 literally anything would be better than this moron's content. He's too incompetent to do simple research, but fine. I'll bite. +25% Clip Size +10% Increase in firing speed -10% less damage Doing damage builds up "Banang Meter", which when full can be activated and last for 10 seconds. While In Banang Mode: +Small-Radius explosive bullets +25% more damage -10% slower firing speed I could really do anything though and it would be better. This guy spent a total of a minute thinking about these weapons I bet.
tct could be like pac man in smash bros: one of his atacks make a movemet of pelets and you wouldnt move but when cloked you can move you telaport to your last save pelet and 20% swing speed
Stock Melee items already have their own stats: a crit rate that only seems to show up when you're trying to stop that stinking demopan or the sign pyro. Also, your outro music is really boss, is there a full version somewhere?
I kinda like the idea of the bread bite instead being that scout bat I forgot the name of, the bred boi bites the enemy on hit which deals bleed as well as the damage but if you miss the lil fella accidentally noms on your arm instead dealing small bleed to yourself, if additional linger damage becomes too OP you can throw a unholter speed penalty to it so he can't just do a bleed to shotgun combo to outshine a minigun deploy on weaker targets. Also it would be cool for the shooting star to deal afterburn
As a fan of Sam & Max, I feel like it would be way funnier to go the complete opposite direction and just make it a bullet hose that couldn’t hit the broad side of a barn. The freelance police shoot first and ask questions while shooting
just like the real police lmao
@@telmoth no the real police don’t bother asking questions at all
@@grukmccrymyselftoosleep7098 let's not go in this direction
@@Destroyer_Jayy yeah let's not
the flamethrower of gun
The Brass Beast is already the reverse Tomislav. The Iron Curtain reskin would essentially become a better BB.
i think more of a sidegrade
@@bruschetta7711 more like Stalingrade
There are also weapons like that already. Same except for like 1 gimmick or same but better
It would be the new MVM Meta
It would be pretty interesting to see a new Meta weapon in MvM for Heavy besides the Brass Beast and Minigun, would you rather have more mobility with Stock? A better way to deal with giants with the Brass Beast? Or the Ability to deal with groups better with the Iron Curtain concept?
That Robo-Sandvich idea is actually a stroke of genius. You have a real knack for this kind of thing.
After seeing a bazillion randomly made stats, he has become enlightened to what makes them great
Terminator Heavy is something i didn't know i wanted
to be honest i thought the robo-sandvich was just going to be a sandvich that instead of giving health gave ammo/metal but the robo-heavy thing is even better
@@bridgemaker6105 I'm not toxic but that's stupid
No it should be recharge 20% slower only heal 200 health but spawn 2 mvm heavy/medic robot where he is at it should be good
"Engineer is probably the worst class in the game right now."
He says as he's talking about spy.
i think he said this because it would make engi more frustrating to play
Idk who said it before but spy is literally a more risky and worse sniper
Edit: I love playing spy but he relies too much on the other team's bad communication and stupidity to actually be effective.
I think he just meant to say spy.
@@jentegeeraerts1119 this is TF2. unless they're actually friends, you're most likely to find bad communication, and unless they're a pro, they're most likely not that smart. (game wise, of course, not IRL)
@@aaaaaxo yeah but even against good players sniper can more reliably get a pick, and is safer while doing so. I love playing spy but I realise that how well I'm doing is much more dependant on how bad the enemy team is.
Okay, I’m gonna sound like a nerd here, but I feel like the Lugermorph should instead have less accuracy, but maybe even more power. After all, Max sucks at aiming with his Luger, which is what the Lugermorph is based on, however Max also uses a ton of heavy artillery and goes overkill on pretty much everything he does
that's good 🗿👍
He literally keeps a bazooka up his inventory (arse)
DEATH FROM ABOVE!
So basically for balance, more damage more bullet spread but fires faster with kess ammo
@@ToppHatt_8000That's Sam's gun. The Lugermorph is Max's.
The shooting star actually was so close to being perfect. Instead of doing less for every ricochet I think it should do *MORE*, but have 10% less damage by default. After all, you are not able to charge and it wouldn't be easy to land a ricochet headshot.
Ahh yes, give a weapon a negative that does effectively nothing because of something else the weapon does/the play style it encourages. Great idea.
@@EndieGaming Minimizing negative stats on a weapon by altering your playstyle changes how you play, your counters, everything about the class and actively punishes you if you wont be playing around it.
@@EndieGaming You underestimate how hard it is to get a ricochet headshot mid-fight.
@@footisman2059 You overestimate how hard it is to get a ricochet headshot mid-fight.
this would make the gun entirely niche, extremely overpowered, or absolute garbage because calculating angles mid-fight is hard.
The Enthusiast's Timepiece sounds like the funniest shit ever made with this game, imagine tf2 spy ragdoll just appear inside you in t-pose.
Maybe if this video ever comes true this should be an achievement weapon so we can see noob spies decloaking inside of everyone and dying.
Imagine a whole team of spies just appearing out thin air and dying
I am already laughing just the thought
You can do that in the actual game right now just killbind when invinsible in front of somebody from opposite team lmao.
@@davisdf3064 Yeah t-pose heavy just stands there while a cascade of spies decloak on him and die
Give the enemy heart attacks lmao
I think if they give a weapon unique stats they'll add it to the random drop system. The red tape recorder, cleaver, sun-on-a-stick, etc, were all promotional items, but since they had unique stats, they were added to the random drop system anyways.
The Iron Curtain:
-25% damage penalty
- No random crits
On hit: Seize the enemy's resources
(their ammo refills your gun, their uber is given to your medic, their metal is distributed to nearby friendly buildings, their cooldowns are extended to reduce your own. Obviously it'd take a lot of fiddling to get the rates balanced, so I won't even bother trying here.)
I think "on kill = refills ammo" would be more balanced and make more sense
@@usernametaken017 but u can just pick up the ammo box?
-10000% secondary recharge rate (if secondary is a lunchbox)
@@joeyjonquantaviusjr9927 yeah but it would be good for defending an objective. Not that i think about it, it could also heal you after you kill someone, but thats it
dont mess with medic ubers, especially if it doesnt depend directly on the medic himself. that's how you make this thing unusable
ammo on kill would be more in theme.
I think the time-peice should make a sound when you walk through someone. Just loud enough that the person you're inside of hears it. Wheatley should hack buildings to make them neutral. Sentries shoot both teams, dispensers heal both sides, teleporters go both ways and can be used by both teams, etc. The downside is that any damage dealt to the building is dealt to the sapper and both teams can attack it.
I like the Ap-Sap idea.
Well, Wheatley's version of "hack" involves breaking it into pieces but yeah I like the odea
@@boppertron4929 I was inspired to make things neutral by how Wheatley helps you at first but ends up doing his own thing instead, against you AND Glados
@@garrettbates9124 I understand. That makes more sense
The ap sap would quickly become annoyance because its very rare a dispenser is far from a sentry, and you can get near the dispenser if your getting shot at, this weapon would be a good troll for when a friendly engie is next to his sentry, plus the sentry would 80% of the time would kill you placing the sapper if you didnt have the deadringer. I feel like most would not use this weapon.
2:28 What you suggested there was basically the Engineer's Railgun in earlier version of Team Fortress, or something that sounds close to it. I'd imagine it function a lot like Fortress Forever's Engineer Railgun if it were in TF2, and I think that would be a really cool weapon to bring over.
"Fortress Forever?"
Fard
@@sundae1795 we must be told what it is as that sounds interesting
It's like the Coilgun they put in TF2C
Different idea for Wheatley: since he is ridiculously good at structure-wide failure, how about a sapper that saps all the engineers buildings at once? If sapped somewhere, it saps everywhere; if removed somewhere, it is removed everywhere. It is very easy to stop, like Wheatley, but if you give Wheatley too much control and too much free time, he blows up the entire facility.
I was thinking a sapper that swaps the team of a sentry gun but can do damage and has 30 heath
@@crudbeans8905 yea, I thought about something like a Hacking Sapper that turns enemy buildings into friendly buildings aswell.
@@liamhagie7988don’t forget to make it keep the og team color to fool new players >:)
8:03 That would be so broken for bots. Imagine bots knowing the maps geometry that would be ridiculous.
Local bots casually dupe expensive item in order to nail everyone at once
what bot would afford a shooting star XD
What bot wouldnt
I mean the hosters still think there joke of killing tf2 is funny
@@professormeme6584 the bot hosters wouldnt spend an unnecessary amount of money when they can still ruin the game without the weapon. not enough reward for the price
my idea for the ap-sap is that it’s sort of rng the sapper. like you put it on a sentry, and because wheatley is incompetent, there’s a random chance that he buffs the sentry, but there’s also a chance that he instantly makes it blow up, or switches it to a sentry for your team, or something like that.
You're asking the most tryhard f2p community who hates RNG with a passion to the point where they beg Valve to remove Random Crits to rebalance a support weapon into the equivalent of building Russian roulette.
It's genius. I'll take 5
I don't know what to feel about this. Like, it's in character for Wheatley, but it could also potentially be horrifyingly unfun to fight because RNG is usually universally hated in TF2.
You mean you're installing russian roulette into a sapper? That's the most frustrating weapon idea I've heard in a while. I still like it though.
@@skeptic_lemon Yeah, it's unfun but still likable because it's in character.
@@thestealer63214 Yup. Agreed.
I think for an ap-sap it would fit to make enemy buildings change teams for the duration of the sap the cost of having only one sapper active at a time, and maybe having an animation to deploy a sapper.
@@YesMan66 I guess, maybe a little shorter though
I think that would just be the subjective sabator
I completely agree, Ap-Sap should change the team of the building for the duration of the sap, then destroy it afterwards, but only allowing 1 sapper to be active at a time.
no way, that is so op. imagine a level 3 sentry and a spy against a poor engie. the engineer has so little health he'd be dead in seconds.
@@TacoTurkey Maybe reduce rate of fire by 25% while getting hacked? Or make it prioritize further targets rather than near targets so that way the engie has a chance to fight the spy and repair the sentry before it turns on him, but the spy still gives some support to his team through the sentry.
1:42
Intentional or not, that transition was really smooth. Made me stop for a few seconds to think "I thought he was just playing Scout?"
That transition is smoother than pressing tab and seing your whole team being named doeshotter and your stats of tf2 and a message saying "been kicked by system"
Weapon reskins in TF2 have always seemed like a strange case to me
Same
We were on the verge of greatness, we were this close.
On one hand, if you like how a weapon works......
But hate how it looks
oh ha hahahahhahahahahahaha i am bursting out in laughter from this incredibly thought out and original comment on greatl blues video: "I gave more TF2 Reskins Different Stats"
the headless horseless headmanns headtaker should have a taunt that can spook all enemys infront of them
The taunt: The scotsmans looker
A taunt were demo man covers his face, and a giant eyeball jumpscares anyone in front of them
With the Lugermorph it would make sense to reduce the magazine capacity to 9. Because thats the max amount a real Luger would hold. And then just increase the damage or smth idk.
Realistic magazine size and tf2 have never been great with one another.
*Cough cough* Grenade launchers *cough cough*
@@icetide9411 I mean the grenade launcher used to have 6 pills and the loch-n-load used to have 2, but they were changed due to balance reasons.
@@icetide9411 loch and load says hi
@@icetide9411 i mean shit if you already make a weapon thats based on a real gun and is named after it...
heh *max* amount
3:26 also it should have a special taunt kill where scout force chokes someone to death
YES
YES
YES
CALL GABEN
YES
YES!
Scout does the hand choking thing then he lunges forward and fucking strangles them
a cool alternative idea for the Ap-Sap would be (since he "hacks" stuff) to be able to highjack enemy buildings after a decently long delay, so if a team ignores the sapper the sentry they forgot about becomes one of the enemies (cannot be upgraded, ammo refilled, or healed, and destroys itself when it runs out of ammo)
I thought that maybe it could speed up Friendly buildings and slow down enemy ones
6:00 red tape recorder turns roboheavy into robobabyheavy
for the robo sandvich I was thinking have it overheal you (not grant bonus HP like the chocolate bar) up to 50% base HP, as well as healing you, but it took 6 seconds to eat (instead of 4) and applied a bleed effect (cause eating metal would definitely cut your gums badly) for a fixed 25 seconds (no removing it with mediguns, dispensers, supply cabinets or healthpacks). It restores the typical 300HP, recharges in 30 seconds and is sharable for a medium healthpack.
Holy shite, that would kill you really quickly.
@@skeptic_lemon yeah metal would indeed kill a person. But heavy has an iron stomach
@@potato1341 No, I mean 25 seconds of bleed damage. That's one serious detroment to one of the core skills of heavy: durability.
@@skeptic_lemon yeah but it can still be healed through. Also I was gunna make the bleed count higher but thought it would've been too much.
@@potato1341 Afterburn practically negates healing from all sources. The reason you don't notice is because healing removes afterburn, and then proceeds to heal normally. But if you can't take off the 25 seconds of bleed... I don't think I have to explain this any further. A potential fix would be making bleed infinite, but removable, and adding another downside.
Engineer is arguably one of the strongest classes in the game, I think you meant to say Spy is the worst class
Yeah when I heard that he said engineers one of the worst class if not the worst class I was like the fuck? Engie is super strong lol but I think he meant engineer without his buildings because without his buildings he's kind of poo poo
Well it is the worst class without its buildings but who's ever going to do that
Edit:I forgot that battle engie is a thing
One time me and some randoms made a f&cking colony of sentries below their base in double cross. Not even an ubered hevy could rip us apart, even a spy as a pybro was there
i think he meant worst class as most annoying to deal with
@@certifiedmoron6348 "the sniper has entered the chat"
Ap-sap should be able to prevent wrangling on both friendly and enemy sentries because Wheatley would try to take control of the sentry, he would flip the sentry side for as long as he is on it and for friendly sentries he will provide a buff that could be 3 times the firing speed but with a 50% damage vulnerability to make it comparable to the wrangler
ah yes, friendly spy walks up and places it on you building just before it gets hit with a rocket, thanks spy
maybe the friendly spy cant sap your sentry if its wrangled
Me listening to the purpose of the Iron Kurtain rework:
"So, basically, the Brass Beast?"
What great blue basically said I’m going to change the iron curtain from a stock minigun reskin to a brass beast reskin
I feel like the robo sandvich should have a longer cool down then all other lunchbox items, since when you eat it you effectively turn into a mini boss with 0 consequences other then the sapper. Another fix I would add is either give the robo only 3, uses, encouraging heavies to be smart about when to eat it and not just plow through every single class, or put a mark on the robo heavy the alert enemies of a incoming robot so they can prepare, would be a nice little reference to mvm as well.
If we want, we can take out the only 3 uses per life trade off and replace it with that the heavy takes longer to chew through the sandvich, sinces it metal.
Here's an interesting alternate downside- can only be healed by an engineer rather than a medic during it's effect and therefore also cannot be ubercharged, making it more a solo heavy option than a team playing option- at least in competitive
@@thegunnitgamer5716 Oh yeah, that would make sense too, sense the robo heavy is basically a mobile sentry.
@@zizzR That was exactly the idea I was going for.
What if the player takes mini-crits when the effect ends so they will be punished for being in a bad position when the effects end and will be forced to waste robot mode finding a good place to turn back
@thegunnitgamer5716 Maybe let's also stun the heavy when the effect ends for 3 seconds? In MVM, when bots capture a gate, they get stunned for awhile. Of course they gain crits after the stun ends, but I honestly think combining these would actually make fighting the robo-heavy conceptly-wise, more fair.
12:00 You’ve hear of pybro now get ready for spy bro
I think you should make it so that the Ap-Sap confuse enemy sentries, make them damageable by both teams, and make them shoot the enemy for 5-10 seconds after the sapper has been put on, and then disable the sentry and kill it. Make it do like 50-75 percent less damage to buildings, and steadily damage the sentry while it is confused.
I like the idea you had for the Ap-Sap as I feel that it would be interesting if there was a 'Spy-bro' playstyle that the spy could use to help the engineer. Mostly since, if the two were practically counters to each other, wouldn't it make sense for the spy to have something that could help the engineer or vice-versa. I dunno, but I do find the concept interesting since, while you rarely see those two classes interacting with each other in a friendly manner, they are quite possibly the 2 smartest classes on their teams, with medic and sniper coming in at a close second, and heavy a very hard 3rd
I'd use the Robo-Sandvich, negating random crits is a plus in my book
plus using the brass beast, you are truly the sentry now
If you use it with the brass beast you get a brass skin
@@doctorhealsgood5456yes.
Dew it
Plus vaccinator medic and you become a wrangled level 2 sentry
*points at the Metal cap from SM64*
"This is good*
*Points at the different robo-sandvitch*
"But I like this."
I think the Batsaber should make you unable to use guns, since Jedi or Sith generally do not use guns or blasters.
I'd like to think, scout would be a horrible jedi and not only use his saber but also use guns, cause he wouldn't care bout honor
“So uncivilized”
- _Obi-Wan Kenobi, Jedi Master, Connoisseur of the High Ground™️_
Imagine RED Scout and BLU Scout re-enacting the High Ground scene.
Just remembered that I used to have a headless horseman head taker, but scrapped it because of limited backpack space when I was F2P...
B R U H
That really hurt me to read. D:
😐
you
*WHAT*
NOÒÔÓÖÕØŐŒ
yeah f2ps really dont get much backpack space
10:20 i was relaxing at my desk watching this when i look to my right and see a mouse looking back at me.
now i have a mouse trap behind my screens
Thanks for letting me lend you my batsaber and capper lol
Ap sap could make enemy buildings friendly for a short time, becoming more corrupt the longer it’s on a building. It could be removed by any class, and the friendly spy can pick up the sapper whenever.
You should only be able to replace it by placing something else on the building
Never played tf2 but yea
9:23 you could say it would be a _big shot_
No stop I don’t need spamton stuck in my head
weapon reskins in tf2 are a neat concept that’s not really used to its full potential
4:56 AHAHAHAHA THIS IS GENIUS
The Big Kill idea is honestly kinda fun and would be a nice way to introduce some scout-like aspects to the Spy, considering their relation. Like father like son, but with a bigger gun
'engineer is the worst class in the game as it is'
with the wrangler equipped he can literally triple his sentry's health by pressing 2
For the batsaber, it could be cool if it was able to "pocket" a single projectile temporarily and able to reflect it at will whenever. It costs a quarter or a "force" bar to do so and he could only hold one at a time. It could help against his hard counters, but not as much as an infinite-but-smaller airblast
"The only source material I could reference for this one would be communism itself, but having a weapon that prevents heavy from consuming any food items wouldn't be fun to use so I'll have to make something else up instead"
That is an amazing line made all the more better by being said in a completely monotone voice, 10/10
"The mutated milk has a lot in common with another popular creature in a jar covered in mad milk."
You have indeed given me something to think about in the middle of the night. Thanks for reminding me about that.
5:02 makes heavy say “comrade” after every kill
Your pitch for the enthusiast’s timepiece is literally just the Le’Phantome custom weapon.
The Robo-Sandvich stats is what i hoped for the Bufalo Steak
The Robo-Sandvich idea is actually really cool
The Big Kill could actually be even more OP, while removing the ability for the Spy to use his knife.
This could then create a potential subclass that you'd couple with Your Eternal Reward.
how would you couple it with YER if you cant use a knife
12:51 id give it a 2 max sapper. so that you can use it on either two sentry or sentry and a dispenser.. and allow it to also be used on enemy building
+100% sapper health and enemy building affected will be 60% less effective by reducing their healing rate, firing speed and turret turning rate. teleporter recharge significantly slower, dispenser replenish much slower etc
-100% damage on enemy building
Sapper will gradually lose health over time
the idea with me is that this is a purely utility sapper that cannot directly stop an enemy usage of building but it can still be used for assisting in general.
4:09 solarlight be like: YESSSSSSSSSSSSSS
for the AP-Sap- destroying a building with it attached spawns a little mini-sentry that attacks everything it can see, regardless of team? giving spy a little sabotaging chaos.
For the Lugermorph I'd probably make it semi-auto like the revolver and also change the weapon model so that when you shoot it the action bit on the back would move up like it's real life counter part.
The enthusiasts timepiece seems like a direct upgrade to stock
13:55 maybe it could also switch buildings when struck and at random intervals, making it harder to remove since it won't stay on any one building for very long.
For the robo-sandvich the down side would be only heals 20% of your health and the regeneration for it would take 75% slower
0:01 he said it
What
Kneecon
My idea for the ap-sap :
-50% firing speed while on sentry
-unable to be removed
- sentry can now take critical hits and afterburn
-sentry can target disguised spy’s
- sapper only works with the sentry
-sapper doesn’t do damage
not to be that guy but it's pronounced "geeger" counter. its a pun that references H. R. Giger, an artist responsible for a lot of the xenomorph/Alien movie designs.
nobody cares
I first started playing tf2 around Invasion and Tough Break and unboxed both the Capper and the Shooting Star in my first 2 crates, then remember selling them for like 50 cents because I was disappointed to see they wasn't any mechanical difference from their counterpart.
What a fool I was.
5:10 ah yes, how the Brass Beast is supposed to be used
Imagining standing next to your engineer’s dispenser as weatly tries to talk to you, making idle, awkward conversation until you move on is excellt
i think the ap-sap should convert enemy buildings to the team you are on until it is either destroyed, or the sapper destroys the building
Love the Turbo Dismount OST playing in the background.
12:10 what about, the ap sap changes the sentries team colour while still sapping it
Mutated Milk immediately makes me think of an inverse Mad Milk mechanic where damage done by enemies coated in it deals damage to them
"engineer is the worst class as it is"
You know this guy pissed off so many engineer by saying that.
Uncle Dane fans noises
spy is right there too i dunno how he think engineer of all things is the worst class lmao
He’s not though. I think you could say he’s the worst on offense for most game modes, but if you’re playing defensively, Engineers are vital.
IMO engineer is not even close to being the worst lol. I think heavy,spy and (let's be honest for a sec) pyro are worse than him. We all know his defensive capability.
He can still use offensive weapons like
FJ,widowmaker,Panic attack, stock shotgun and gunslinger.
His lack of weapons seems bad at first till you realise that because of this he Objectively has the most consistent lineup of any class. Like he has only one bad weapon and we all know what it is. I can understand that spy being the worst but engineer,hell no!
@@ilikemusic3856 yeah i can agree with this, at least with engie you can just sort of slap down your area denial and then go be a slighly slower scout, and you also have teles and dispensers, the only real advantages heavy and pyro have is and easier time moving that area denial and maybe burst damage or uber denial (but the wrangler also exists)
For the ricochet for the shooting star, make it so the sniper is vulnerable to his own ricochets. It would be so funny watching a sniper aim straight at you miss the shot and get himself instead
12:59 i think htat the ap-sap should make enemy buildings attack everyone
And talk in robo-voice while doing so.
@@admiraltonydawning3847 YES
3:03 general grevious: (laughs) you serious?
your ap-sap idea is way off mark. also "engineer is the worst class in the game as is" 12:50.
Wheatley is a moron, not a tech genius. He doesnt hack things he breaks them. having Wheatley buff friendly engineer buildings makes no sense.
rather have the ap-sap roll a dice every second its applied to an engineer building where it does a random ammount of damage to it between 5 and 60. giving it a chance to be quicker than the sapper or slower. It also would match Wheatley being a bumbling idiot and randomly mashing buttons (or levers in the case of re-awakening GladOS).
My idea for the Apsap was that when placing it on an enemy building, it switches teams. The sapper would still damage the building so that it wouldn’t last forever. That means sentries would fire at the other team, your teammates could use enemy teleporters, and dispensers will heal you. The downside is that only one can be active at a time, and when you use it, you would undisguise automatically, you can’t switch weapons for 5 seconds, and your invisibility watch would be on cool down for also 5 seconds.
Cool idea, but the downsides are so bad no one would use it as they’d die for playing a class how it’s meant to be played, effectively making it a one use per life weapon.
Possible idea for the Black Rose is that since the blade is serrated, it can cause bleed damage with regular hits. The idea being that if you fail a backstab, you can still try to cause enough damage to the target to cause them to bleed out. Dunno what the drawback would be though.
UPDATE: I may also add a 10% damage resistance when equipped, just to give you that little bit of extra survivability when up close. Also, i think a -15% or -20% attack speed is good for this since the knife is better suited for general close quarters combat than backstabbing. The damage resistance would likely be able to compensate for the speed when in a melee fight.
UPDATE AGAIN: Another penalty I thought of that could work is a weakness to melee damage.
Less heath
@@tamsuemomwife two of the five knives already have that debuff
Make it so it does slightly less damage and swings slower
Or one or other
@@EvanSakaguchi I'd say a -15% attack speed seems right. I mean, it's probably more tricky to slash using a serrated blade anyways.
Wheatley’s “hacking” is actually just him breaking things, like when he “hacks” the docking station or “hacks” the door to the turret template room, other than that great video, portal two is just my favor game ever so had to correct you
4:20 wortox dont starve
The Ap-Sap could have a stupid long sap time, but instead of destroying the building, it could make it a friendly building instead, controlled by Wheatley. It can't be healed, it starts passively deteriorating after a successful "hack", only 1 sapper at a time, and the accuracy of sentry guns is greatly diminished.
2:06 well, looking at the Luger pistol IRL, we can see that it has an 8 round magazine, is one of the most accurate pistols to date, used higher caliber bullets than that used by most US pistols at the time, and has a slower fire rate at 116 RPM compared to the stock pistol's 540 RPM. So your stats are mostly accurate; just replace the slower reload with a 33.3% reduced clip size.
6:33 this idea would make heavy into REAL fat scout and i love this idea.
0:51 bro its bread, those sharp teeth are MADE of bread, how can bread deal any phisical damage to someone?
Something tells me no one has ever beaten you with a baguette
They are sharp
Weapon reskins in TF2 are a neat concept that’s not really used to it’s full potential.
So I know that this video is 10 months old, but does anyone know what Blue is talking about at 1:32?
I assume he's referring to some guy who put a My Little Pony figure in a jar and added the "mad milk" over time. Honestly nasty
These are really fun vids to watch! Love your creative ideas for these, even if they are pretty damn unbalanced!
4:48 bro... Since when is Great Blue based?
I like the Snack Attack idea; sure, you as a Spy aren't destroying buildings *faster* , but you're *wasting the engie's time* longer/more (like you said, its basically a sentry-nest time waster). That means he's gonna spend less time repairing and more time fighting the [harder to remove] Monster Sapper.
I think this idea puts it between Stock Sapper and Red-Tape Recorder.
It'd be interesting if there was a sapper that didn't disable buildings but did double damage
@@finpospilil9621 that might make the Jag too slow to deal with it...
@@MindOfGenius Sapping a level 1/2/3 from full would take 3/3.6/4.32 seconds. The jag hits every 0.68 seconds, which means it takes 2.04 seconds to remove a sapper. This means the time a jag engineer has for a level 1/2/3 sentry to deter a re-sap, or simply get to their building is 0.96/1.56/2.28 seconds. This seems a little low compared to the 3.96/5.16/6.6 seconds that a normal sapper would allow. I think you're right, +100% damage would be busted.
At +50% damage, the engine would have 1.96/2.76/3.72 seconds to prevent a re-sap. I think this is a little high still because you have less time to save a level 3 with this than a level 1 without it.
At +40% the times are 2.2/3.1/4.1 . to me this looks balanced, especially at level 3, where you have around 4 seconds to deal with the spy and get to your sentry before beginning repairs. Remember a spy could not attack near a sentry when using this sapper because they would get killed by it still. Maybe +30% would be more balanced and not as OP. Also it might be better against the other buildings (crucial dispenser picks)
8:17 nah just increase the charge time by 200 percent
The fact you didn't go all out with zany stuff for the Lugermorph tells me you have to play more Sam and Max! If you inverted the stats (but made the damage decrease lower) you could definitely replicate Max's highly energetic and sociopathic personality.
I think a good way to make it is just have it be a stock pistol with less damage, a higher fire-rate, and to top it all off, no reloading, your entire ammo stock is in your clip.
this would also fix the fact that there is no clip model on the lugermorph, thus fixing my largest pet peeve of the weapon
8:37 i cant believe the pyro doesnt like jews
WEAPON RESKINS IN TF2 HAVE ALWAYS BEEN A STRANGE CASE TO ME
Weapon reskins in tf2
My idea for an Ap-Sap:
Go all-out with... what happens to Wheatley in Portal 2. He turns on you.
+Sapped buildings slowly converts enemy buildings to your side
+Converted buildings will become susceptible to friendly-fire
-100% damage penalty
-Sapper can be removed by any weapon
-Sapper will self-destruct in X seconds after converting building
-Only 1 sapper can be applied at a time
Have you considered doing a reverse of this, with workshop skins?
12:00 When Spy tired for being called weeb trickstab,so he decided to became Spybro
Ah, yes, no good source material for the Lugermorph. Not like you have a collection of comics, a television show, and three games to choose from.
Well then what stats can You think?
@@mechakirby9576 literally anything would be better than this moron's content. He's too incompetent to do simple research, but fine. I'll bite.
+25% Clip Size
+10% Increase in firing speed
-10% less damage
Doing damage builds up "Banang Meter", which when full can be activated and last for 10 seconds.
While In Banang Mode:
+Small-Radius explosive bullets
+25% more damage
-10% slower firing speed
I could really do anything though and it would be better. This guy spent a total of a minute thinking about these weapons I bet.
@@sammyday9743 geez did the video really tick you off?
@@T_PTSD it's not the video, it's the guy making them that can't do simple research.
@@sammyday9743 are you getting pissed off by some random guy on the internet talking about a virtual gun?
tct could be like pac man in smash bros: one of his atacks make a movemet of pelets and you wouldnt move but when cloked you can move you telaport to your last save pelet and 20% swing speed
Stock Melee items already have their own stats: a crit rate that only seems to show up when you're trying to stop that stinking demopan or the sign pyro.
Also, your outro music is really boss, is there a full version somewhere?
The outro music is linked in the discription
You also forgot that engies have an insanely high crit rate that seems to show up every time a spy is nearby or causing trouble.
Holy fuck, your idea for the Big Kill sounds amazing. The cool stab potential is incredible.
I kinda like the idea of the bread bite instead being that scout bat I forgot the name of, the bred boi bites the enemy on hit which deals bleed as well as the damage but if you miss the lil fella accidentally noms on your arm instead dealing small bleed to yourself, if additional linger damage becomes too OP you can throw a unholter speed penalty to it so he can't just do a bleed to shotgun combo to outshine a minigun deploy on weaker targets.
Also it would be cool for the shooting star to deal afterburn
Those are some excellent weapon ideas for these reskin weapons mate. Nice work.