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
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
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
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.
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?
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.
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.
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.
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.
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 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.
@@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
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.
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.
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
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.
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.
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"
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).
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.
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.
"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
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)
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 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.
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
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
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.
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.
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 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.
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)
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.
Make robo-sandvich heal 150 and give all ammo back. Throwing to teammates gives them medium health kit and large ammo pack This would incentivise heavy-bro.
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 batsaber could have a damage based charge, uses the whole meter, filling it 25% lets you do a weak push, 100% is a strong push. Also 2 engies could really mess with a spy using the Snack Attack by just making teleporters repeatedly.
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
@@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.
So if they add stats to these expensive reskins, the price of these expensive reskins will go very down to like $0.02 to not make it into pay2win game and reskins that aren't tradable like: Iron Curtain would make it tradable but still the price will be $0.02.
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 Wheatley idea is cool, but what if it was taken a step further. What if instead of buffing friendly buildings Wheatley could temporarily "hijack" enemy ones? You put Wheatley on an enemy dispenser, then it will start providing your team with heals and ammo, and provide less heals and ammo to the enemy. If you put Wheatley on a Teleporter, then then when enemies try to TP, then have 4 different possible outcomes, 1: they just teleport normally, 2: they get Teleported to a random spot on the map/any TP exit, friend or foe, 3: They TP through but telefrag all allies in range, 4:They make it through but get telefragged the moment they reach the other side. And finally, if a sentry gun get's Wheatley stuck on it, then it will begin shooting randomly at friends and foes until it runs out of ammo, and is unable to reload, just making clicking noises as it tries to shoot to no avail (like the broken turrets in portal 2). As for the other stats, I feel that one that would serve as both a blessing and a detrement, would be that Wheatley takes much longer to fully sap a building, nearly 2 times as long, this way while the building lasts longer, it also will spend more time acting as a detriment to the enemy team. Another stat could be that Wheatley is invisible to all players except the spy who placed it, the spy's team, and the engineers who are on the team that is getting sapped, making it so the enemy team is more likely to fall for the malfunctioning TP and Sentrygun. As for the downsides on the weapon, the first I think would be key is for Wheatley to be able to be removed by any wrench instantly, even the Jag can take him out in 1 or 2 swings. The second downside obviously being his voice, enemy teammates can (occasionally) hear Wheatley speaking, and might be able to tell if a building near them has a Wheatley on it. The final downside being that the buildings technically remain functional while being sapped, there is still a 1/4 chance that a TP will work properly, the dispenser still heals and gives ammo to the enemy, rather than stopping entirely, and the sentry gun can still shoot your team (when not killing it's own team), so Wheatley causes more chaos than the normal sapper, but is not as good at destroying an enemy nest. I feel that this version of a Wheatley sapper could cause a great deal of funny moments, and confusion amongst the enemy team. And all it would take to counter, is a team that listens for the sound of Wheatley, or an engineer who is good at warning their team. What do you think of this idea? Any proposals to improve it?
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 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.
The Ap-Sap should have slower sapping speed, but it re-programs enemy buildings to be on the user's team! Sentries start targeting their own team, and maybe teleporters reverses teleporters! Imagine if Red tele exits became Blu entrances so Blu could use them to teleport outside red spawn lololol
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.
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.
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
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
Idea for The Bread Bite: +15% Faster firing speed +Poison your enemies for 3 seconds on hit +Gain health on hit (Eating the enemy, Gain 60% of your damage as health, Can overheal up to 450) -30% Fire resistance (Burnt bread) -25% Explosive resistance (bread isn't really strong) -Lose 33% of remaining health after teleporting (Teleporting bread is dangerous) *Poison:* Makes the enemy have blurred screen and lose 3 hp per second
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
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.
Ap-sap should instead of damaging enemy buildings it would just weaken them, like lower the firing speed of a sentry or make a teleporter revharge slower
Tbf, while making this video you should just ignore the economy aspect. For the sake of art, let's pretend stuff like Laser Bat doesn't cost our entire life savings
I hope if they make this true, make all currently existing reskins genuine quality (maybe even create a separate quality, just in case the reskin has both genuine and unique and they are both expensive af) and make unique ones that can be randomly dropped, or crafted, that way they are much cheaper and therefore not p2w
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
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
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.
"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.
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?
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
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.
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
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.
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.
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 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.
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
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.
@@mitrion301 and then he sucks at running things so it blows up after 30 seconds
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.
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"
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.
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
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"
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
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).
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
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™️_
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
0:01 he said it
What
Kneecon
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.
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'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
"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
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
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
"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)
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
12:00 You’ve hear of pybro now get ready for spy bro
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.
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.
6:00 red tape recorder turns roboheavy into robobabyheavy
Thanks for letting me lend you my batsaber and capper lol
Weapon reskins in tf2
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
12:59 i think htat the ap-sap should make enemy buildings attack everyone
And talk in robo-voice while doing so.
@@admiraltonydawning3847 YES
9:23 you could say it would be a _big shot_
No stop I don’t need spamton stuck in my head
4:48 bro... Since when is Great Blue based?
4:56 AHAHAHAHA THIS IS GENIUS
12:10 what about, the ap sap changes the sentries team colour while still sapping it
The Robo-Sandvich stats is what i hoped for the Bufalo Steak
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
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
4:20 wortox dont starve
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.
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
4:09 solarlight be like: YESSSSSSSSSSSSSS
8:37 i cant believe the pyro doesnt like jews
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 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
5:10 ah yes, how the Brass Beast is supposed to be used
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
'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
8:17 nah just increase the charge time by 200 percent
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)
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.
Why not make the ap-sap, instead of destroying enemy sentries, convert them to your team?
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
Make robo-sandvich heal 150 and give all ammo back. Throwing to teammates gives them medium health kit and large ammo pack
This would incentivise heavy-bro.
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.
weapon reskins in tf2 are a neat concept that’s not really used to its full potential
5:02 makes heavy say “comrade” after every kill
The batsaber could have a damage based charge, uses the whole meter, filling it 25% lets you do a weak push, 100% is a strong push.
Also 2 engies could really mess with a spy using the Snack Attack by just making teleporters repeatedly.
Or they could place mini sentries
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 have always seemed like a strange case to me 🤓
Have you considered doing a reverse of this, with workshop skins?
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
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?
So if they add stats to these expensive reskins, the price of these expensive reskins will go very down to like $0.02 to not make it into pay2win game and reskins that aren't tradable like: Iron Curtain would make it tradable but still the price will be $0.02.
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.
The Wheatley idea is cool, but what if it was taken a step further. What if instead of buffing friendly buildings Wheatley could temporarily "hijack" enemy ones? You put Wheatley on an enemy dispenser, then it will start providing your team with heals and ammo, and provide less heals and ammo to the enemy. If you put Wheatley on a Teleporter, then then when enemies try to TP, then have 4 different possible outcomes, 1: they just teleport normally, 2: they get Teleported to a random spot on the map/any TP exit, friend or foe, 3: They TP through but telefrag all allies in range, 4:They make it through but get telefragged the moment they reach the other side. And finally, if a sentry gun get's Wheatley stuck on it, then it will begin shooting randomly at friends and foes until it runs out of ammo, and is unable to reload, just making clicking noises as it tries to shoot to no avail (like the broken turrets in portal 2). As for the other stats, I feel that one that would serve as both a blessing and a detrement, would be that Wheatley takes much longer to fully sap a building, nearly 2 times as long, this way while the building lasts longer, it also will spend more time acting as a detriment to the enemy team. Another stat could be that Wheatley is invisible to all players except the spy who placed it, the spy's team, and the engineers who are on the team that is getting sapped, making it so the enemy team is more likely to fall for the malfunctioning TP and Sentrygun. As for the downsides on the weapon, the first I think would be key is for Wheatley to be able to be removed by any wrench instantly, even the Jag can take him out in 1 or 2 swings. The second downside obviously being his voice, enemy teammates can (occasionally) hear Wheatley speaking, and might be able to tell if a building near them has a Wheatley on it. The final downside being that the buildings technically remain functional while being sapped, there is still a 1/4 chance that a TP will work properly, the dispenser still heals and gives ammo to the enemy, rather than stopping entirely, and the sentry gun can still shoot your team (when not killing it's own team), so Wheatley causes more chaos than the normal sapper, but is not as good at destroying an enemy nest.
I feel that this version of a Wheatley sapper could cause a great deal of funny moments, and confusion amongst the enemy team. And all it would take to counter, is a team that listens for the sound of Wheatley, or an engineer who is good at warning their team. What do you think of this idea? Any proposals to improve it?
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.
Spybro playstyle Loadout:
_Non-reskin Ap-Sap
_Any revolver
_Any knife,except maybe YER Idk
_Cloak & Dagger (for spychecking while cloaked)
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.
The Ap-Sap should have slower sapping speed, but it re-programs enemy buildings to be on the user's team! Sentries start targeting their own team, and maybe teleporters reverses teleporters! Imagine if Red tele exits became Blu entrances so Blu could use them to teleport outside red spawn lololol
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.
Mutated Milk immediately makes me think of an inverse Mad Milk mechanic where damage done by enemies coated in it deals damage to them
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.
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
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
giving weapon reskins different stats has always been a strange case to me
For the robo Sandvich, if a teammate or enemy picks it up, they should turn into a robot
Idea for The Bread Bite:
+15% Faster firing speed
+Poison your enemies for 3 seconds on hit
+Gain health on hit
(Eating the enemy, Gain 60% of your damage as health, Can overheal up to 450)
-30% Fire resistance
(Burnt bread)
-25% Explosive resistance
(bread isn't really strong)
-Lose 33% of remaining health after teleporting
(Teleporting bread is dangerous)
*Poison:* Makes the enemy have blurred screen and lose 3 hp per second
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
12:00 When Spy tired for being called weeb trickstab,so he decided to became Spybro
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.
Ap-sap should instead of damaging enemy buildings it would just weaken them, like lower the firing speed of a sentry or make a teleporter revharge slower
when I hear you say "gijer" instead of giger, i become violently ill please take this into account the next time you choose to mispronounce giger
Tbf, while making this video you should just ignore the economy aspect.
For the sake of art, let's pretend stuff like Laser Bat doesn't cost our entire life savings
App Sap Wheatley could hack enemy buildings to switch the buildings team affiliation. Turning an Engineer's sentry to shoot its creator...
He missed a great opportunity of saying ‘tf2 weapon reskins have always been a strange case to me’
I'd like the Iron curtan to be renamed to the cart gun (forgot the name) Nerf the damage for 70%-80% normal speed when reved
I hope if they make this true, make all currently existing reskins genuine quality (maybe even create a separate quality, just in case the reskin has both genuine and unique and they are both expensive af) and make unique ones that can be randomly dropped, or crafted, that way they are much cheaper and therefore not p2w
The batsaber idea makes me wet my jimmies.
Tweak the lugermorph stats a bit
50% damage donus
50% more accurate
15% slower firing speed
10% slower reload speed