"Mann Co. now makes WHO-approved toasters to prevent accidental death! (side effects may include not being able to crit, loss of every form of healing other than the toaster and general health issues) Mann Co: buy something and Get Out™ !"
Also a legitimately somewhat interesting stat combination, you heal in water but you also set enemies of fire when hitting them, essentially meaning you have to trade regen for better damage.
Given the recent shounic video mentioning that scrapped rocket launcher that could redirect, I figure that's what it would do in a flare gun case. Would be really cool actually!
"cons: you will be cyber bulled." Why hasn't Valve done this before? just make an OP weapon and have no downside other then "people will hate you." It's genus!
Maybe it means that you need a medic to heal you with his medigun but he doesn’t get Uber or even the stats from healing you. In other words it’s just a fuck you to your own medic
I guess unless they have something to nullify it like an air blast or karate or mad milk so yeah and ps the karate is a auto correct of j a r a t e so yeh funi no chopping gas.
@@RoboMirek thats fair, but 90% of players are too uncoordinated to think about using those while a pyro is literally in your face dealing your entire team crits
@@skin_lizard they're not nitpicking grammar, they're pointing out that it merely "competes" with the crossbow. despite literally killing the entire enemy team on hit.
My Lord, this is... Magnificent. You know what, we must have a random loadout server which would, instead of just giving people random weapons on spawn, give them weapons stats for which would be generated with this very algorithm. I'm all ready to sponsor this, and I'm as serious as one can get here.
I actually think that the “you die in 63 seconds” stat could be interesting with some retooling. Imagine this: While equipped, the player has a timer of 100 seconds displayed on their screen, with it ticking down (it doesn't start ticking until the setup time ends). Getting shot decreases the timer faster, but killing enemies increases the timer and gives you a passive bonus like health or an increase in speed.
Splendid concept there actually. Something like that would fit only some classes though, such as Scout and Soldier, as some other would end up just suffering horribly from it (like, say, Heavy or Engineer, a. k. a. quote-unquote passive-defensive characters).
That is basically the big earner. But you're right. I feel like in situations like stalemates it would be bad though, so maybe instead, as it lowers it lowers your max health 1hp every two or four seconds. I'm thinking a scout thing here because spy has the kunai, so don't make it end at a value lower than 75 maybe? But as you get kills it increases your meter by something close to 10 seconds. If already full, it goes higher but caps at 200 health. When over 125 though, the meter drains just a bit faster
*Longer Range:* for hitscan weapons, damage falloff occurs over a longer distance *Base Stats:* those inherent to the character rather than weapons. Health, move speed, and in Medic's case health regeneration *Lower Negative Status Effect Resistance:* negative status effects last x% longer. *Automatically Aims:* x% of shots fired are aimed perfectly for you aimbot-style *Using This Item Permanently Decreases your Health:* every time you swing that melee, shoot that gun or otherwise use that item, your health decreases by x% (resets upon respawn) *You Heal When Being Healed by a Medic:* a more loquacious way of saying you get healed more from medics, since being healed triggers the item to also heal you *You Have Mini-Crits When In the Enemy's Base:* you deal mini-crits any time there are at least 2 enemy buildings within 30 feet of you
@@EripmavsDYraid causes the general vicinity of the headshotted person to get very weird with time? Since it *rips a hole in space-time* a multitude of things can happen, the effect can be limited to the general vicinity of the target or it can affect the whole map, with effects (which are purely speculative) being something like changing the area to a certain point in time (headshot a person on 2fort bridge? Boom, the bridge now has no roof) or replacing the affected area with parts from other maps entirely.
Which means you are healed by your weapon and not the medics medi-beam. Which means quickfix is useless. And doesn't credit the medic... just fantastic.
4:20 status effect resistance probably refers to the fact that spy actually DOES have resistance to status effects WHILE CLOAKED. basically, you tick the timer for status effects quicker, so they deplete faster. I'd imagine this weapon would reduce that bonus. Definitely still weird and obscure.
Yes, this also can be viewed as you having 100% when in a Uber while regular players have 0%, meaning effects would last X% longer if you had negative.
This is honestly the hardest I've laughed for a while Spy's new knife, The Big Exploder letting you heal if you get healed by a medic, even though one of the cons says you cant be healed while using it is golden Some of the names are really cool, but then you get something like "The Hairy Pack" My favourite definitely has to be the the new syringe gun, the Siccero's Lasso, which has so much fucked up health stats paired with the fact you die after a minute regardless Also "siccero" apparently isnt even a real word?
10:35 This may be the generators top work. Taunting charges a meter for some reason Said meter gives you third person for 2 whole minutes when filled You can throw away your weapon which somehow makes you immune to melee attacks for 22 seconds Healing yourself (as spy) charges a meter This meter gives your attacks +11% slowness for 44 seconds, whatever that means. And as for cons You take triple melee danage (which you can negate by throwing your weapon) You deal way less damage And you just drop dead after a minute and a half. And to top it off, despite being called the potato *bat* it is neither for the scout nor a melee weapon.
So. 8:25 is basically "you have 10 health but sentries don't shoot at you and also you have 1 minute left to live" When your dodging skills are god-like as medic but sentries keep killing you every 30 seconds
12:10 ,,you get healed when healed by a medic" ,, you can not be healed by healing boxes" *you can't be healed while using this item* Might as well not even have the ability to heal.
Didn't it say you heal when healed by a medic? not "get healed", just "heal". I think that means you can also be a medic, but only if a medic is healing you, also the medic can't heal you. They can shoot you with the medi-gun, but your health doesn't go up. I think that would be kinda cool, like maybe if a medic healed you, you could heal ALL teammates in range. Also maybe add a stat where if you die, the medic dies too, and you've got a veeery... interesting weapon.
im actually dying laughing my ass off at these PFFFFFFFT "you will die in 63 seconds" "damaging enemies fills up your power meter, which does nothing" "you heal when being healed by a medic"
The best part about the latter is that its con states: "you cannot be healed while using this item". So you can heal while being healed by a medic. Too bad you cannot be healed at all.
The idea could be used in a scunt weapon, it could have a funny quirk like more pellets or something, but if you dont kill someone for "x" amount of time you start bleeding to dead.
"Steer bullets with the mouse" could be a poorly-worded way to describe a manual-control flare, which would be interesting combined with the other stats
There are 2 types of weapons in this generator: -You kill every enemy on map everytime you are breathing. Or -You have only 1 hp but you get a new bar meter that does nothing when it's full The best generator i've ever seen. These stats are crazy
Your weapon is a new primary for the Spy! THE SAWTOOTH PISTOL! PROS: makes you immune to headshots all minicrits become crits you have minicrits when in the spawn room CONS: all crits become minicrits you take 10x damage to headshots +4% fire damage vulnerability "Fyck that spawncamping sniper in particular" the gun. I love this generator. It is hilarious THE JOURNEYMAN'S BALL! PROS: headshots launches you into the air +45% faster firing speed the enemy is covered in gas on hit CONS: -100% damage penalty -35% ammo from ammo boxes using this item decreases your health by 68% That name. *Chefs kiss*
@@chriwehl7173 that first one has a loop in it where all minicrits become crits, and all cuts become minicrits, so any of either just loop back and forth between the two instead of ever choosing one, and probably crash the game because it has to infinitely switch between the two until it decides on one (which it can't), at which point it deals damage. And this would be happening a in one damage calculation. So basically instantly. This generator is so bad and I love it so much for that.
Also, "automatically aims up to X%" MIGHT mean that the game automatically makes your crosshair move X% of the shortest way to the, say, nearest enemy, maybe as soon as you get somewhat close to them or something. At least, were I to make an autoaim weapon in TF2 and then describe its stats in-game, that's how everything would look like.
@@The360MlgNoscoper Basically, but at least weapon which has this stat doenst allow you to kill people through sheer walking around, say, in spawn room.
I can't stop laughing at how the Cracked Barrel requires you to fill a meter by taunting, which *only when activated* gives you the ability to charge _another_ meter to increase your damage. What a weapon. Man, a real fun challenge would be to try and DRAW what these weapons might _look_ like based on their stats and name. Like what the fuck.
That gives me a weapon idea where you have to fill a meter which allows you to fill another meter which allows you to fill another meter, and it just keeps going for like, 8 meters, and then after you charge the final meter your primary is replaced with a davey crockett and your entire team gets crit boosted or some shit.
I tried the algorithm out, the second weapon I got had a downside that said “you will die after 6 seconds” which means you’ll be stuck in an infinite death loop trying to leave spawn with that weapon equipped. It also has a 32 second cooldown between use, which I assume means reloading since it’s a secondary for the sniper.
I think "allows you to steer bullets with mouse" would work somewhat like the Half-Life rocket launcher. However, for it to work, it would obviously need to be a projectile, as you explained.
What if it was a flare? Those are reasonably slow and might be interesting, shoot one off into the air and aim it right at a Medic so it rains pain. Also since this thing "Texas Grenade" also marks for death on hit, it could give your allies a target to focus. Its pretty balanced. No dispenser heals, less ammo, and no random crits. Also the 5% extra hp gives a reason dispensers cant heal (Pyro would have 178 hp). If you can aim with it, it could be bloody good.
@@kosakukawajiri5007 I think that we should delete the Scorch Shot and replace it with a flare gun which you can steer. Of course, there would need to be some MAJOR downsides, because the ability to steer a slow projectile after it's been fired is VERY powerful.
Flares are just fast enough that I think this wouldn't be TOO bad if you put it on a flare Like, it would reward good tracking Being focused down by minicrit afterburn tracking flares would absolutely suck tho
"if the health lands on a decimal point, I'm going to cry" I have good news. 125*0.56 (-44% max health) is 70, which is a whole number. don't know if this was done intentionally, but that's pretty epic
Jhonny's horn would actually be pretty funny, especially in those x100, x200 servers. Just imagine the guy your fighting randomly getting absolutely flung into the sun
Someone who knows about source and tf2, could you clear this up? Hitscan weapons don’t go on forever, right? If they did, the game would have to check waay off into the void for hitboxes when you fire into the air, and coords with big numbers are problematic, right? So if my idea of how this works is correct, hitscan weapons do have a max range, right? And you could increase and decrease this, right? If so, that’s what range would do for hitscan.
@@dnr-vs1lk well, yeah, but most hitscan weapons have spread (except for the Sniper rifle, which you actually *will* miss with if your target is far enough away) so if you're trying to hit something far enough away that your little eye laser bullets stop going, you probably won't notice and assume that you're not hitting any shots because of your spread (which would probably be true if hitscan extended infinitely)
I'd love to see a challenge where you use this to generate outrageous designs and then with those designs try to make coherent and semi-balanced weapons while remaining as true to the original generated designs as possible.
I used this generator and had stats like "+13% screen darkness", "-86% hitbox size", "you can shoot through walls that are 3" thick", "you can walk on water" ,"you can see your teammates' hp" and "you heal when in the spawn room"
For status resistance, I figured it out. It's talking about how long you are under the effects of things like jarate, mad milk, and the banners. Also I'm guessing it can be effected by overhead aswell since that's technically a status effect given its temporary
If the Silver Toaster was a real weapon, it would give the Engineer _70 Max HP_ and that frightens me. Also I'm imagining it to be literally just a toaster that shoots burning toast.
@@jackal8176 only problem with that is of course thw fact that the bullets literally instantly teleport to what you are aiming at in source, they are not projectiles.
i imagine "the gritty barrel" as being a 5-barreled handgonne/musket with the ammo drum being a powder keg, thus the bonus water damage (pirate) and fire vulnerability (most of it is black powder). also pirate heavy is amazing now he needs a blunderbuss/flintlock pistol secondary and a cutlass/anchor melee
the very first one i got was "The Silver Peashooter" and it is a new melee for Engi PROS: +57% cloak time heal when underwater killing enemies increases charge charge "poisons" enemies around you in an area of 3 feet when activated CONS: 54% less max health can't be healed in enemy base +9% spawn time
5:09 while decreased range on a melee would suck, seeing as how they're mostly utility for pyro anyway the third person effect could actually be really useful for ambushing. Would probably make airhlasting harder but still a pretty good idea!
10:43 This stat is likely worse than it seems, because the Candy Cane drops a small medkit, ahem, healing box on death, but it ALSO drops a medkit when you die. Which means you don't even have to kill someone to fire off the rockets, just killbind and collect your scoreboard points.
_"Immediately what's bothering me is that the numbers aren't rounded to the nearest five. TF2 rounds their numbers to the nearest five."_ [stares in the Axtinguisher's -33% damage penalty; the Vaccinator's +67% Übercharge rate; and the Short Circuit's _(hidden)_ -93% damage to buildings] ...I'm certain there are other instances, like clip sizes for shotguns / scatterguns, but you can absolutely see that it's not a hard-coded rule. By all means, aneurysm away. Aside from that: • the "Silver Toaster's" -44% health penalty is neat because it rounds perfectly to 70 HP (down from 125) or 84 (down from 150 with the Gunslinger). • the increased "range" on the "Gritty Barrel" might refer to damage falloff, since it's not on a melee which would imply swing range? Also, I love the redundancy of "you get minicrits underwater" and "all minicrits become crits"... probably to account for the Buff Banner or Jarate, but still. (Again, the health reduction would bring him to exactly 261.) • "All base stats" (for the Hairy Pack) probably means things like max health, speed, etc...? Likewise, the "negative status effect resistance" from the "Unopened Slicer" (which is a weird name for a revolver, when you think about it) could mean afterburn, bleed, maybe even 'marked for death' or Jarate / Mad Milk duration? • _[scratches out bullets; writes 'flares' instead]_ There, the "Texas Grenade" is now a -shotgun- _flare gun_ with a steerable projectile. • "The Studded Rifle - CONS: you get cyberbullied for using it." 🤣 Okay, I can understand that if you're playing on 2Fort; the Engies would absolutely hate you. • Okay, the "Iron Upgrade" is the best one yet. Just because of the _"all minicrits become crits become minicrits become crits become-"_ redundancy. Also, FUCK YOU, LMAOBOX-GET GOOD, GET THE IRON UPGRADE! • And I think my favorite of the lot of them... "So can I get healed when I'm holding the Big Exploder?" *_Well, yes, but actually no._*
5:50 I feel like this could honestly be reworked to be a homing flare gun. I'm thinking along the lines of a flare that's harder to hit, but much more rewarding when it does hit. Maybe a damage bonus, a larger explosion radius and slower projectile speed (maybe slightly higher than the stock Rocket Launcher), and a slower reload speed as to prevent from spamming it down a chokepoint (kinda like a reverse Scorchshot). As for the homing mechanic, I think that the flare itself would have a large radius around it that could detect enemy players (would not be able to detect cloaked or disguised spies). It would then lock on to that target and follow them until it connects. I'm not sure how balanced this would be, but it seems like a unique flare gun idea and Pyro secondaries are all over the place, so I don't see why not.
@@ArticianThe generator doesn’t specify whether or not “directly beneath you” counts as a direction, after all. It just sends you into the stratosphere with a “few” extra rockets for flair.
I love how half of the video is Blue getting angry at the generator for not understanding it and the other half is him getting the best laugh of his life for not understanding it.
3:00 probably means health, damage, speed and jump height 4:17 negative status effect resistance is probably like resistance to bleeding, jarate, marked to death, mad milk and wetness
Right, though as the game's coded now, there's no check for "does this player get _____'d"; it just happens immediately, 100%. So they'd have to restructure the debuff mechanic entirely if they wanted to make variable vulnerabilities to effects
1:00 The worst part is The health does not land into decimals (44% of 125 is 55, max health ends up being 70) *until you round it up to the nearest multiple of 5* (45% of 125 is 56.25, max health ends up being 68.75)
Honestly, this weapon generator has inspired me to make an Engineer weapon: "The Short Supply" Pros: Generate 2 Metal per second Tighter Spread +10% Damage Cons: Firing consumes 10 metal Dispensers have 75% max storage capacity (meaning they can't store as much ammo and metal) You Engineer mains can figure out what to do with a shotgun like this.
mine is 'the executive order'. it's a melee wrench that deals slightly less damage by marks someone for death. it also means the sentries prioritize them over all other targets where possible. The idea is, this is a boon and a downside, as it lets you single out people to die at cost of neglecting other targets.
With some weapons, I think the "range" stat means how drastically the weapon is or isn't affected by fall-off, since Sniper's rifles will always do 150 damage on an uncharged headshot, 50 on an uncharged bodyshot, ect. Whereas Scout's pistol deals 8 damage at some distances, 16 at others
Hit scan weapons in TF2 do have a maximum range. I found that out while experimenting with the hammer editor and making a very long map and realizing that snipers could not hit people at the far end even though they could see them. Hit scan weapons stop scanning after a certain distance. Or did a few years ago anyway. So while it would not be practical you can increase the range of hitscan weapons by increasing how far the hit scan scans.
4:00 i'd like to point out that rounding the health to +75% as it should be makes this weapon give you 219 hp. a battalions backup soldier with double spy's movement speed and a knife. also technically negative status effect resistance is a thing, so to speak, but more accurately the only thing that that stat could apply to would be reducing spy's ability to reduce status effect lengths when cloaked. so instead of status effect lengths being halved when cloaked, they would only be cut in half by a fourth. which doesn't fucking matter, this weapon is literally an upgrade to the stock revolver. yes, i said stock revolver. spy doesn't have a primary, the disguise kit is listed as a primary pda, the watches are listed as a second pda, and the sapper is listed as... building? i got that from the tf2 wiki, but presumably spy has no primary and uses anything other than his secondary and melee off the same base code that the engineer uses for his pdas and buildings??? anyways, the horrifying part about the revolver is that you can use it with any knife you want. wanna go trickstab people at light speed, being impossible to kill as long as you have backs to click on and aren't constantly getting knocked back into a wall while running 30% faster than a baby face scout? use the kunai. want to go EVEN FASTER? use the big earner, it'll basically have no downside. combine with dead ringer for similar invincibility to the combo with the kunai. this weapon is possibly the most imbalanced weapon concept ever generated besides that medic melee. this weapon would bring spy from the weakest class in the game to being the best class in the game, being the first truly overpowered class that isn't medic, but i mean way more broken than medic.
The funniest thing about the spy knife at 12:06 is that the "you heal when being healed by a medic" stat is redundant due to another stat that says "you can't be healed while using this item."
1:56 I think what increased range means is that damage fall off kick in until much later. I don't know how that would work if it is even possible, but sounds really interesting.
10:40 So, it’s a revolver called the Potato Bat, if you taunt too much, you’re locked into third person for 2 minutes, throwing it at someone makes you immune to melee attacks, healing yourself as spy makes it fire slower, it triples the damage melee attacks do when you aren’t immune, you do 73% less damage, and you die after a minute and a half? WHAT? Also, I ran this generator, and it gave me “you can be shot through walls that are 20 inches thick!”
"Range" probably means damage at range, so 76% less falloff or something. Base stats are the weapon's stats. That one was obvious. I assume the "status effect resistance" means that debuffs last longer.
- Will only reload after the current flare hits something. (Like Half-Life's RPG) - Switching weapons while guiding will cause the flare to harmlessly explode. (To discourage fire-and-forget tactics)
The Derailed Hand could actually be insane if it applied Bonk Atomic Punch (if it weren't for the over the top cons). Just need to hit them with splash to disable their weapons and stop them from being able to cap? If you have a close enough Pyro, they can just airblast them away somewhere else. On defense on any payload map, you just win
4:10 in my mind I guess this means you'll be 47% more vulnerable to stat debuffs, like the Natascha's slowdown, the Jarate's piss, the Mad Milk's cum and every weapon that marks you for death. Basically all of these will become 47% more effective, which sounds fair considering you'll be zooming through the map.
I used the generator and got a weapon with the con of "You can be seen through walls that are 15 inches thick". Edit: NVM, got one better, with the con "You can't stand next to pyros".
A gem i got "Your weapon is a new primary for the Engineer! THE IRON COWARD! PROS: your energy meter charges over time, which makes you immune to backstabs for 87 seconds when activated ignites enemies for 10 seconds +37% fire resistance CONS: -70% ammo capacity you burn for 7% longer -43% maximum health"
Status effect resistance actually is a thing in TF2. While cloaked as spy all debuffs on you (burning, jarate'd, marked for death, etc.) only last for 75% their normal duration, meaning you have a 25% resistance to them
11:45 i love how the only working upside for this is sick gamer clout, but the downsides are getting cyberbullied, a 15% damage penalty, and 30% less ammo from ammo boxes. you just have less damaging and overall less bullets as well as getting harassed in exchange for that sick gamer clout. anything for that sick gamer clout i guess
I was using this and found "you take double damage from backstabs" this is the best generator that can be created ever
That's 12x your current health! You might actually die, then.
I found an 8% backstab immunity lol ok👌
@@thegunslinger9707 8% chance for the backstab to miss
100% backstab resistance is one I got ;-;
@@EythanLee We can assume that, unlike GabeN, the creator of this generator's favorite class is NOT the spy.
The irony of a silver toaster healing you in water is simply magnificent
"Mann Co. now makes WHO-approved toasters to prevent accidental death!
(side effects may include not being able to crit, loss of every form of healing other than the toaster and general health issues)
Mann Co: buy something and Get Out™ !"
perfect for the lead filled waters of 2fort and not much else
Bro is made of rubber 💀
Also a legitimately somewhat interesting stat combination, you heal in water but you also set enemies of fire when hitting them, essentially meaning you have to trade regen for better damage.
New heavy hippo subclass if that was in tf2
0:46 the real crime is that the toaster heals you when put in water
5:55 I mean it only says it's a pyro secondary so it could be a flaregun
Sui*ide fortress
Gotta love flare guns shooting "bullets"
Given the recent shounic video mentioning that scrapped rocket launcher that could redirect, I figure that's what it would do in a flare gun case. Would be really cool actually!
@@johnnotsena9171 “off to hang myself!”
@@bowiethebuffoon4873 Watch and lear...
The idea of the Toaster healing you when you're underwater is actually pretty fitting for TF2
Oh, ohhhhh
12:13 the best part is that not only do you heal when being healed, *you cannot be healed when using this item*
*THE BIG EXPLODER*
Actually, it does make sense. You can't be healed with this item, but, you do heal when being healed by the medic.
@@imbob99999But you can't be healed by Medic.
@@saltygibus5746nah u see I think it's an exception. You only heal when being healed by a medic.
@@imbob99999 Ooooh....that makes sense.
"cons: you will be cyber bulled."
Why hasn't Valve done this before? just make an OP weapon and have no downside other then "people will hate you." It's genus!
Scorch shot
Gas passer on MVM
a new genus?
Machina
Gunslinger
Not even that op, just the scout mains don’t see anything smaller than a scout
you missed the real gold of THE BIG EXPLODER
"you heal when being healed by a medic"
"you cannot be healed when using this item"
maybe it means only medics can heal you
@@Underworlder5 maybe, but then isn't it also saying that you can't be healed by "healing boxes" redundant?
@@Vooman probably. just trying to make sense of it
Maybe it means that you need a medic to heal you with his medigun but he doesn’t get Uber or even the stats from healing you. In other words it’s just a fuck you to your own medic
Maybe using it means when you have it out
"damaging enemies increases your power meter, which does nothing when filled"
Hey! That's the gas passer!
And in MVM it removes enemys from existence and gives u inf credits.
Hey the gass passer is amazing with a heavy push and phlog
I guess unless they have something to nullify it like an air blast or karate or mad milk so yeah and ps the karate is a auto correct of j a r a t e so yeh funi no chopping gas.
@@RoboMirek thats fair, but 90% of players are too uncoordinated to think about using those while a pyro is literally in your face dealing your entire team crits
True
I love that "The Gritty Barrel" basically makes heavy a stationary pyroshark with near infinite range lmao.
Gritty barrel turns you into a warship
@@pepperypeppers2755 oh that's a good one too lol
but you drown
@@1mariomaniac green moment
@@scorp1on104purple moment
Honestly, the: "fire 80 rockets in all directions on kill" sounds the most broken if something like that could theoretically work in TF2.
R.I.P Source XD
It sounds like a Risk of Rain item lmao
well if it's 80 rockets for each direction i think the server would crash
So it's basically the beggars bazooka
Yea, that’s what I was thinking when he read that. Beggar’s Bazooka on a 10x server XD
As a Medic main, I'm so glad someone finally made a primary that can compete with the crossbow. I just hope it stacks with the solemn vow.
"can compete"
@@lucasdacarinha "Gramma Nazi" detected, ICBM launched.
@@lucasdacarinha Can compete is quite literally grammatically correct what do you mean
@@skin_lizard they're not nitpicking grammar, they're pointing out that it merely "competes" with the crossbow. despite literally killing the entire enemy team on hit.
Which is better
Killing all enemies in existence, making it so you effectively have to do nothing
Or
Crusader's Crossbow
I choose Crossbow.
My Lord, this is... Magnificent. You know what, we must have a random loadout server which would, instead of just giving people random weapons on spawn, give them weapons stats for which would be generated with this very algorithm. I'm all ready to sponsor this, and I'm as serious as one can get here.
Absolutely agree
This will be funniest sh*t EVER
Absolutely, shounic collab question mark?
Instead of that idea, it keeps the original stats of the weapon and just adds completely bullshit stats on top of that.
Also, imagine someone gets the hairy pack.
They're basically admin of the server now.
@@evangonzalez7732 well that's the idea... With my Hairy Pack.... I WILL BE UNSTOPPABLE!!!! NYEHEHEHE!!!!
I actually think that the “you die in 63 seconds” stat could be interesting with some retooling. Imagine this:
While equipped, the player has a timer of 100 seconds displayed on their screen, with it ticking down (it doesn't start ticking until the setup time ends). Getting shot decreases the timer faster, but killing enemies increases the timer and gives you a passive bonus like health or an increase in speed.
yea and lets make it so that when you die all of your team mates is ignited xD
Splendid concept there actually. Something like that would fit only some classes though, such as Scout and Soldier, as some other would end up just suffering horribly from it (like, say, Heavy or Engineer, a. k. a. quote-unquote passive-defensive characters).
@@poorknightofthehollowhills8489 a: if you're a cracked heavy main, kills don't matter.
B: Battle engineer.
You could probably just turn Health into that timer, then stick something like 90% damage resist on it.
That is basically the big earner. But you're right. I feel like in situations like stalemates it would be bad though, so maybe instead, as it lowers it lowers your max health 1hp every two or four seconds. I'm thinking a scout thing here because spy has the kunai, so don't make it end at a value lower than 75 maybe? But as you get kills it increases your meter by something close to 10 seconds. If already full, it goes higher but caps at 200 health. When over 125 though, the meter drains just a bit faster
*Longer Range:* for hitscan weapons, damage falloff occurs over a longer distance
*Base Stats:* those inherent to the character rather than weapons. Health, move speed, and in Medic's case health regeneration
*Lower Negative Status Effect Resistance:* negative status effects last x% longer.
*Automatically Aims:* x% of shots fired are aimed perfectly for you aimbot-style
*Using This Item Permanently Decreases your Health:* every time you swing that melee, shoot that gun or otherwise use that item, your health decreases by x% (resets upon respawn)
*You Heal When Being Healed by a Medic:* a more loquacious way of saying you get healed more from medics, since being healed triggers the item to also heal you
*You Have Mini-Crits When In the Enemy's Base:* you deal mini-crits any time there are at least 2 enemy buildings within 30 feet of you
Nice explanation
But what about headshots ripping a hole in space-time?
@@EripmavsDYraid causes the general vicinity of the headshotted person to get very weird with time? Since it *rips a hole in space-time* a multitude of things can happen, the effect can be limited to the general vicinity of the target or it can affect the whole map, with effects (which are purely speculative) being something like changing the area to a certain point in time (headshot a person on 2fort bridge? Boom, the bridge now has no roof) or replacing the affected area with parts from other maps entirely.
@@EripmavsDYraid Headshots open a Halloween portal for 5 seconds that transports you to a random place on the map.
@@Argonwolfproject That's actually a pretty cool idea. Same with the one above this comment.
The fun part about the weapon with: "You can be healed by a medic" is that it has a con of: "You can't be healed".
Which means you are healed by your weapon and not the medics medi-beam. Which means quickfix is useless.
And doesn't credit the medic... just fantastic.
4:20 status effect resistance probably refers to the fact that spy actually DOES have resistance to status effects WHILE CLOAKED. basically, you tick the timer for status effects quicker, so they deplete faster. I'd imagine this weapon would reduce that bonus. Definitely still weird and obscure.
Yes, this also can be viewed as you having 100% when in a Uber while regular players have 0%, meaning effects would last X% longer if you had negative.
4:20 man
Okay, we NEED a tier list for this generator! Even if its objectively a bad idea I think it needs to happen.
Absolutely
brawl minus but for tf2
Make it happen. Competition is good for the consumer (me). Become the second weapon generator based tf2ber.
I'm guessing that most of the weapons would probably either be ranked as ridiculously broken or useless as fuck. As demonstrated by this generator.
Half of the weapons would go to SSS+, the other half go to G-; there is no in between.
This is honestly the hardest I've laughed for a while
Spy's new knife, The Big Exploder letting you heal if you get healed by a medic, even though one of the cons says you cant be healed while using it is golden
Some of the names are really cool, but then you get something like "The Hairy Pack"
My favourite definitely has to be the the new syringe gun, the Siccero's Lasso, which has so much fucked up health stats paired with the fact you die after a minute regardless
Also "siccero" apparently isnt even a real word?
if that one was updated "recently" it may be from halflife google translated, where gordons name was changed to Siccero...
its a name
@@weberman173 his name got changed to a different spelling, cicero.
Cicero from Skyrim is all I can think of with a name like that.
@@zakwilson2606 cicero fryman
8:21 according to the stats, Medic has roughly 12 health. Thank god he can survive that sentry before splash damage from across the map kills him.
Also he dies after a minute of surviving.
The silver toaster is like a reverse toaster bath, a toaster that doesn’t kill you, but heals you when you are in water with it.
10:35
This may be the generators top work.
Taunting charges a meter for some reason
Said meter gives you third person for 2 whole minutes when filled
You can throw away your weapon which somehow makes you immune to melee attacks for 22 seconds
Healing yourself (as spy) charges a meter
This meter gives your attacks +11% slowness for 44 seconds, whatever that means.
And as for cons
You take triple melee danage (which you can negate by throwing your weapon)
You deal way less damage
And you just drop dead after a minute and a half.
And to top it off, despite being called the potato *bat* it is neither for the scout nor a melee weapon.
After a minute and a half spy just says FUCK IT and shoots himself in the back of the head due to how confusing half the stats in the generator are
it is flying kind of bat, the spy tamed a bat and throws it (it starts flying) to disrupt enemies melees.
Toaster than heals you when submerged is the best imo
Fun Fact! Putting a toaster in a bath while it’s plugged in heals you! Go try it!
I think the slowness means like the slow effect the Sandman's ball does
8:36 "You die." Not your character. You.
You. Yes you. You are *Dead!* Not big surprise.
Sounds like a good base for a tf2 creepypasta
@@nosock6870 I'd make that into a trollpasta
haha what the frick noone is going to use this weapon
So. 8:25 is basically "you have 10 health but sentries don't shoot at you and also you have 1 minute left to live"
When your dodging skills are god-like as medic but sentries keep killing you every 30 seconds
Actually, that makes sense. "Man, I could _slaughter_ the enemy team if it weren't for that stupid Sentry being literally unable to miss..."
This feels like a generator that was made using results from other generators
Anyone else think "The Breakneck Rake" goes hard af as a weapon name
I could see that name as a melee for almost everyone
That's literally the backscratcher
the b-rake-neck
12:10
,,you get healed when healed by a medic"
,, you can not be healed by healing boxes"
*you can't be healed while using this item*
Might as well not even have the ability to heal.
Hmm..depending on order of operations. "Can be healed by medic' might override "cant be healed" but u still cant be healed by anything wlae
Else*
Only thing you need to fix it is some combination of "on wearer" and "when deployed".
Didn't it say you heal when healed by a medic? not "get healed", just "heal". I think that means you can also be a medic, but only if a medic is healing you, also the medic can't heal you. They can shoot you with the medi-gun, but your health doesn't go up. I think that would be kinda cool, like maybe if a medic healed you, you could heal ALL teammates in range. Also maybe add a stat where if you die, the medic dies too, and you've got a veeery... interesting weapon.
The silver toaster's hp stat doesn't land on a decimal, it reduces HP to a fragile 70!
Edit, did math wrong, though it was 55 at first
Oh my god… TURTLE MODE GO!
im actually dying laughing my ass off at these PFFFFFFFT
"you will die in 63 seconds"
"damaging enemies fills up your power meter, which does nothing"
"you heal when being healed by a medic"
the
Why are you here
@@TheAmazingPyro99 hes always been here
The best part about the latter is that its con states: "you cannot be healed while using this item". So you can heal while being healed by a medic. Too bad you cannot be healed at all.
The idea could be used in a scunt weapon, it could have a funny quirk like more pellets or something, but if you dont kill someone for "x" amount of time you start bleeding to dead.
To be fair, the texas grenade thing was probably meant to be a guided missle flare gun thing
"Steer bullets with the mouse" could be a poorly-worded way to describe a manual-control flare, which would be interesting combined with the other stats
its on a minigun
@@Green24152 its on the pyro what minigun does the pyro have in the secondary slot?
@@Ashefault shotgun?
@@lgachaboyyt is the shotgun a minigun?
There are 2 types of weapons in this generator:
-You kill every enemy on map everytime you are breathing.
Or
-You have only 1 hp but you get a new bar meter that does nothing when it's full
The best generator i've ever seen. These stats are crazy
you forgot those that makes everyone in the game cyberbully you
or just “water”
@@davisdf3064 You also forgot "You die after 63 seconds"
Your weapon is a new primary for the Spy!
THE SAWTOOTH PISTOL!
PROS:
makes you immune to headshots
all minicrits become crits
you have minicrits when in the spawn room
CONS:
all crits become minicrits
you take 10x damage to headshots
+4% fire damage vulnerability
"Fyck that spawncamping sniper in particular" the gun.
I love this generator. It is hilarious
THE JOURNEYMAN'S BALL!
PROS:
headshots launches you into the air
+45% faster firing speed
the enemy is covered in gas on hit
CONS:
-100% damage penalty
-35% ammo from ammo boxes
using this item decreases your health by 68%
That name. *Chefs kiss*
@@chriwehl7173 that first one has a loop in it where all minicrits become crits, and all cuts become minicrits, so any of either just loop back and forth between the two instead of ever choosing one, and probably crash the game because it has to infinitely switch between the two until it decides on one (which it can't), at which point it deals damage. And this would be happening a in one damage calculation. So basically instantly. This generator is so bad and I love it so much for that.
Also, "automatically aims up to X%" MIGHT mean that the game automatically makes your crosshair move X% of the shortest way to the, say, nearest enemy, maybe as soon as you get somewhat close to them or something. At least, were I to make an autoaim weapon in TF2 and then describe its stats in-game, that's how everything would look like.
Legal aimbot lmao
@@The360MlgNoscoper
It's only 75%, not 100% though lol
@@The360MlgNoscoper Basically, but at least weapon which has this stat doenst allow you to kill people through sheer walking around, say, in spawn room.
I was thinking auto aim but not 100% accurate, or slow auto aim
I thought it meant it had aimbot tracking within 72 degrees of your crosshair, or maybe 72% of the 360 degree circle?
I can't stop laughing at how the Cracked Barrel requires you to fill a meter by taunting, which *only when activated* gives you the ability to charge _another_ meter to increase your damage. What a weapon.
Man, a real fun challenge would be to try and DRAW what these weapons might _look_ like based on their stats and name. Like what the fuck.
Actually the bar meter is about the demo knight charge, the death meter is filled by doing damage.
@@trentlindsey7401 Still hilarious that it has 2 meters
That gives me a weapon idea where you have to fill a meter which allows you to fill another meter which allows you to fill another meter, and it just keeps going for like, 8 meters, and then after you charge the final meter your primary is replaced with a davey crockett and your entire team gets crit boosted or some shit.
@@shrilleth call it the Grand Designs, because that's what you need to have to be willing to use that weapon
i love how weapons are either "kill everyone by sneezing, no random crits" or "take 90000 damage when walking, get minicrits when inside enemy spawn"
The toaster heals you when in water. Absolute top tier comedy
I tried the algorithm out, the second weapon I got had a downside that said “you will die after 6 seconds” which means you’ll be stuck in an infinite death loop trying to leave spawn with that weapon equipped. It also has a 32 second cooldown between use, which I assume means reloading since it’s a secondary for the sniper.
k o r e g a
Could be jarate
I got a die after 1 second
I wish you had the name, imagine if it was the Mercenary's Requiem.
I got using a weapon decreases health by 76%. And also does it by 100% permanently.
I think "allows you to steer bullets with mouse" would work somewhat like the Half-Life rocket launcher. However, for it to work, it would obviously need to be a projectile, as you explained.
What if it was a flare? Those are reasonably slow and might be interesting, shoot one off into the air and aim it right at a Medic so it rains pain. Also since this thing "Texas Grenade" also marks for death on hit, it could give your allies a target to focus. Its pretty balanced. No dispenser heals, less ammo, and no random crits. Also the 5% extra hp gives a reason dispensers cant heal (Pyro would have 178 hp). If you can aim with it, it could be bloody good.
@@kosakukawajiri5007 I think that we should delete the Scorch Shot and replace it with a flare gun which you can steer. Of course, there would need to be some MAJOR downsides, because the ability to steer a slow projectile after it's been fired is VERY powerful.
I like to think you just miss your shot when you're not standing still because it curves around the corner
Would make the bison actually useful
Flares are just fast enough that I think this wouldn't be TOO bad if you put it on a flare
Like, it would reward good tracking
Being focused down by minicrit afterburn tracking flares would absolutely suck tho
"if the health lands on a decimal point, I'm going to cry"
I have good news. 125*0.56 (-44% max health) is 70, which is a whole number. don't know if this was done intentionally, but that's pretty epic
Jhonny's horn would actually be pretty funny, especially in those x100, x200 servers. Just imagine the guy your fighting randomly getting absolutely flung into the sun
💀💀💀
🅱️anishment
I like how Medic’s syringe gun is called the “Hairy Pack.” And also it instant kills everyone on the map. Really shows that his pack is really hairy.
thats just the burly beast lol
I assume the range stat means damage fall-off and ramp-up for hitscan and projectile range for projectiles
i was thinking that too
Or maybe the projectile just stops after a certain point. Like Dragon's fury
With enough resistance and damage fall-off hit scan can actually deal 0 damage.
Someone who knows about source and tf2, could you clear this up? Hitscan weapons don’t go on forever, right? If they did, the game would have to check waay off into the void for hitboxes when you fire into the air, and coords with big numbers are problematic, right? So if my idea of how this works is correct, hitscan weapons do have a max range, right? And you could increase and decrease this, right? If so, that’s what range would do for hitscan.
@@dnr-vs1lk well, yeah, but most hitscan weapons have spread (except for the Sniper rifle, which you actually *will* miss with if your target is far enough away) so if you're trying to hit something far enough away that your little eye laser bullets stop going, you probably won't notice and assume that you're not hitting any shots because of your spread (which would probably be true if hitscan extended infinitely)
When it talks about “range” on a hitscan it probably means the effective range before damage falloff happens
I'd love to see a challenge where you use this to generate outrageous designs and then with those designs try to make coherent and semi-balanced weapons while remaining as true to the original generated designs as possible.
I used this generator and had stats like "+13% screen darkness", "-86% hitbox size", "you can shoot through walls that are 3" thick", "you can walk on water" ,"you can see your teammates' hp" and "you heal when in the spawn room"
Being healed in spawn would be good to combat campers
I like how it makes you jesus
healing yourself increase your ultimate meter,
which increases all base stats by 100% for 87 seconds when activated
“You can’t stop moving” is another one
For status resistance, I figured it out. It's talking about how long you are under the effects of things like jarate, mad milk, and the banners. Also I'm guessing it can be effected by overhead aswell since that's technically a status effect given its temporary
If the Silver Toaster was a real weapon, it would give the Engineer _70 Max HP_ and that frightens me.
Also I'm imagining it to be literally just a toaster that shoots burning toast.
Sanvich gun
Funny thing is spy actually has status effect resistance. He gains it when invisible.
"allows you to steer bullets with mouse"
I think that's called aiming?
Damn, I'm having one of those headaches with pictures when I hear that.
it's a shotgiun so that would mean perfect accuracy
No I think that means it's like the navigator power on warframe or the rpg in halflife where you literally guide the bullets
@@jackal8176 only problem with that is of course thw fact that the bullets literally instantly teleport to what you are aiming at in source, they are not projectiles.
@@The_WhitePencil which is why pyro mains hate bullets
7:22
“You get cyberbullied for using it”
W H A T
Game spams different sentences and bullies you (only visiblel on you)
I love the first weapon. "Silver toaster"
and the fact that it heals you when you are underwater makes it even better.
i imagine "the gritty barrel" as being a 5-barreled handgonne/musket with the ammo drum being a powder keg, thus the bonus water damage (pirate) and fire vulnerability (most of it is black powder). also pirate heavy is amazing now he needs a blunderbuss/flintlock pistol secondary and a cutlass/anchor melee
"Gritty Barrel" with a thick Russian accent would sound really funny
@@naranara1690 griddy barrel
the very first one i got was "The Silver Peashooter" and it is a new melee for Engi
PROS:
+57% cloak time
heal when underwater
killing enemies increases charge
charge "poisons" enemies around you in an area of 3 feet when activated
CONS:
54% less max health
can't be healed in enemy base
+9% spawn time
So a longer Cloak & Dagger made for 2Fort's water, with the charge turning said water into the next Chernobyl disaster.
@@randomdudewholikesmusic1640 its a wrench for engi
@@LunarSolar86 A wrench that can cloak and do radius damage.
so... i guess engie reverse engineered the invisibility watch and applied the effect to a wrench?
"cant be healed in enemy spawn" When is that gonna be relevant
5:09 while decreased range on a melee would suck, seeing as how they're mostly utility for pyro anyway the third person effect could actually be really useful for ambushing. Would probably make airhlasting harder but still a pretty good idea!
Aye.
There's a world where Pyro, Spy, and maybe Demoknight actually like third person cameras.
10:43 This stat is likely worse than it seems, because the Candy Cane drops a small medkit, ahem, healing box on death, but it ALSO drops a medkit when you die. Which means you don't even have to kill someone to fire off the rockets, just killbind and collect your scoreboard points.
“You will die in 63 seconds” I’m fully on board with this generator, I see no issues
The Texas Grenade could be a Flare Gun? Meaning since it's a projectile you could steer it with the mouse.
It's the stand The Emperor, but with fire.
_"Immediately what's bothering me is that the numbers aren't rounded to the nearest five. TF2 rounds their numbers to the nearest five."_
[stares in the Axtinguisher's -33% damage penalty; the Vaccinator's +67% Übercharge rate; and the Short Circuit's _(hidden)_ -93% damage to buildings]
...I'm certain there are other instances, like clip sizes for shotguns / scatterguns, but you can absolutely see that it's not a hard-coded rule. By all means, aneurysm away.
Aside from that:
• the "Silver Toaster's" -44% health penalty is neat because it rounds perfectly to 70 HP (down from 125) or 84 (down from 150 with the Gunslinger).
• the increased "range" on the "Gritty Barrel" might refer to damage falloff, since it's not on a melee which would imply swing range? Also, I love the redundancy of "you get minicrits underwater" and "all minicrits become crits"... probably to account for the Buff Banner or Jarate, but still. (Again, the health reduction would bring him to exactly 261.)
• "All base stats" (for the Hairy Pack) probably means things like max health, speed, etc...? Likewise, the "negative status effect resistance" from the "Unopened Slicer" (which is a weird name for a revolver, when you think about it) could mean afterburn, bleed, maybe even 'marked for death' or Jarate / Mad Milk duration?
• _[scratches out bullets; writes 'flares' instead]_ There, the "Texas Grenade" is now a -shotgun- _flare gun_ with a steerable projectile.
• "The Studded Rifle - CONS: you get cyberbullied for using it." 🤣 Okay, I can understand that if you're playing on 2Fort; the Engies would absolutely hate you.
• Okay, the "Iron Upgrade" is the best one yet. Just because of the _"all minicrits become crits become minicrits become crits become-"_ redundancy. Also, FUCK YOU, LMAOBOX-GET GOOD, GET THE IRON UPGRADE!
• And I think my favorite of the lot of them... "So can I get healed when I'm holding the Big Exploder?" *_Well, yes, but actually no._*
what
I mean 33% and 67% are somewhat reasonable, that is just 1/3 and 2/3
The fact that something called the silver toaster heals you in water is spooky
5:50 I feel like this could honestly be reworked to be a homing flare gun. I'm thinking along the lines of a flare that's harder to hit, but much more rewarding when it does hit.
Maybe a damage bonus, a larger explosion radius and slower projectile speed (maybe slightly higher than the stock Rocket Launcher), and a slower reload speed as to prevent from spamming it down a chokepoint (kinda like a reverse Scorchshot).
As for the homing mechanic, I think that the flare itself would have a large radius around it that could detect enemy players (would not be able to detect cloaked or disguised spies). It would then lock on to that target and follow them until it connects.
I'm not sure how balanced this would be, but it seems like a unique flare gun idea and Pyro secondaries are all over the place, so I don't see why not.
10:44 Con: Rockets are liberty launcher rockets
or Rocket Jumper rockets
@@ArticianThe generator doesn’t specify whether or not “directly beneath you” counts as a direction, after all.
It just sends you into the stratosphere with a “few” extra rockets for flair.
The Jhonny’s Horn seems like a fairly reasonable weapon aside from the “go to space” meter.
It also has a - jump high stat. So you can't really jump that well, but if you heal yourself enough the game jumps for you.
Also aside from the nearly doubled damage 😂😂
“+90% damage”
I love how half of the video is Blue getting angry at the generator for not understanding it and the other half is him getting the best laugh of his life for not understanding it.
Base stat is prolly movement speed, health, jump height. The basic class stats.
Maybe lump melee attack rate in there too
5:39 I'm pretty sure is supposed to be a flare gun, not a shotgun, which is actually a cool idea.
it says “bullets” not “flares”
@@thymecrafter I mean, shotguns don’t use bullets either, to be fair. It could still be either.
4:30 basically it means just like how pyro has some fire resistance, spy has that and its now lowered basically
3:00 probably means health, damage, speed and jump height
4:17 negative status effect resistance is probably like resistance to bleeding, jarate, marked to death, mad milk and wetness
Right, though as the game's coded now, there's no check for "does this player get _____'d"; it just happens immediately, 100%. So they'd have to restructure the debuff mechanic entirely if they wanted to make variable vulnerabilities to effects
more likely it refers to the reduction in duration of debuffs when cloaked.
i’d like to i imagine that it just makes debuffs more severe
1:00 The worst part is
The health does not land into decimals (44% of 125 is 55, max health ends up being 70)
*until you round it up to the nearest multiple of 5* (45% of 125 is 56.25, max health ends up being 68.75)
My guess with the " Steer bullets" stat is that it works like the Half Life 1 rocket launcher and the bullets become projectiles.
6:50 this could be very useful, make enemies invincible while not being able to cap would be very op in most gamemodes
that.. I don't think anyone else thought of that... The derailed hand is the underdog of the video!
8:28 the moment he loses his sanity
Honestly, this weapon generator has inspired me to make an Engineer weapon:
"The Short Supply"
Pros:
Generate 2 Metal per second
Tighter Spread
+10% Damage
Cons:
Firing consumes 10 metal
Dispensers have 75% max storage capacity (meaning they can't store as much ammo and metal)
You Engineer mains can figure out what to do with a shotgun like this.
if it were a pistol, i'd say it would be a perfect fit for the widowmaker
just absolutely beautiful synergy
mine is 'the executive order'. it's a melee wrench that deals slightly less damage by marks someone for death. it also means the sentries prioritize them over all other targets where possible. The idea is, this is a boon and a downside, as it lets you single out people to die at cost of neglecting other targets.
ditch it much like the Pomsom 6000 in favor of the Rescue Ranger
It has some good ideas for weapons, but struggles to generate actual weapons
With some weapons, I think the "range" stat means how drastically the weapon is or isn't affected by fall-off, since Sniper's rifles will always do 150 damage on an uncharged headshot, 50 on an uncharged bodyshot, ect.
Whereas Scout's pistol deals 8 damage at some distances, 16 at others
4:30. That is actually a thing while cloaked. You get 1/2 duration bleeds and burns
9:47
using this item PREMANENTLY decreases ur health by 96%
omg best stat X,DDD
Hit scan weapons in TF2 do have a maximum range.
I found that out while experimenting with the hammer editor and making a very long map and realizing that snipers could not hit people at the far end even though they could see them. Hit scan weapons stop scanning after a certain distance. Or did a few years ago anyway. So while it would not be practical you can increase the range of hitscan weapons by increasing how far the hit scan scans.
I found that out by playing 2foooooooooooooooooooort
I love how half the generated weapons have god tier stats that just get immediately trashed.
Headshots ripping a hole in the space time continuum is a pretty sweet sounding kill effect if nothing else.
"THE SILVER TOASTER"
"you will heal when submerged in water"
4:00 i'd like to point out that rounding the health to +75% as it should be makes this weapon give you 219 hp. a battalions backup soldier with double spy's movement speed and a knife. also technically negative status effect resistance is a thing, so to speak, but more accurately the only thing that that stat could apply to would be reducing spy's ability to reduce status effect lengths when cloaked. so instead of status effect lengths being halved when cloaked, they would only be cut in half by a fourth. which doesn't fucking matter, this weapon is literally an upgrade to the stock revolver. yes, i said stock revolver. spy doesn't have a primary, the disguise kit is listed as a primary pda, the watches are listed as a second pda, and the sapper is listed as... building? i got that from the tf2 wiki, but presumably spy has no primary and uses anything other than his secondary and melee off the same base code that the engineer uses for his pdas and buildings??? anyways, the horrifying part about the revolver is that you can use it with any knife you want. wanna go trickstab people at light speed, being impossible to kill as long as you have backs to click on and aren't constantly getting knocked back into a wall while running 30% faster than a baby face scout? use the kunai. want to go EVEN FASTER? use the big earner, it'll basically have no downside. combine with dead ringer for similar invincibility to the combo with the kunai. this weapon is possibly the most imbalanced weapon concept ever generated besides that medic melee. this weapon would bring spy from the weakest class in the game to being the best class in the game, being the first truly overpowered class that isn't medic, but i mean way more broken than medic.
The funniest thing about the spy knife at 12:06 is that the "you heal when being healed by a medic" stat is redundant due to another stat that says "you can't be healed while using this item."
1:56 I think what increased range means is that damage fall off kick in until much later. I don't know how that would work if it is even possible, but sounds really interesting.
Ambassador has that, so it's definitely possible.
2:40 “base stats” include things like maximum health, movement speed, and firing speed. It’s op as hell.
healing yourself increase your ultimate meter,
which increases all base stats by 100% for 87 seconds when activated
i got that once
10:40 So, it’s a revolver called the Potato Bat, if you taunt too much, you’re locked into third person for 2 minutes, throwing it at someone makes you immune to melee attacks, healing yourself as spy makes it fire slower, it triples the damage melee attacks do when you aren’t immune, you do 73% less damage, and you die after a minute and a half? WHAT?
Also, I ran this generator, and it gave me “you can be shot through walls that are 20 inches thick!”
>"the silver toaster"
>you heal when submerged in water
yeah, alright.
I'm convinced that this generator is a full-on neural network that read every TF2 weapon description (and maybe some fanmade ones)
And a few Yugioh booster packs.
@@aprinnyonbreak1290 And about water.
@@aprinnyonbreak1290 it’s a nekroz player
"Range" probably means damage at range, so 76% less falloff or something.
Base stats are the weapon's stats. That one was obvious.
I assume the "status effect resistance" means that debuffs last longer.
6:00
It seems like a "laser-guided" flare gun. You shoot a flare, and during flight the projectile follows your crosshair.
that would be awesome and stupidly op if used right
Anti Team Guided Flaresile
like the half life 2 rpg?
- Will only reload after the current flare hits something. (Like Half-Life's RPG)
- Switching weapons while guiding will cause the flare to harmlessly explode. (To discourage fire-and-forget tactics)
9:20 might be a very strong aim assist.
The Derailed Hand could actually be insane if it applied Bonk Atomic Punch (if it weren't for the over the top cons). Just need to hit them with splash to disable their weapons and stop them from being able to cap? If you have a close enough Pyro, they can just airblast them away somewhere else. On defense on any payload map, you just win
13:08 It also means you can't get healed by dispensers, since those are box-shaped.
Same with large health packs and resupply cabinets.
@@gwainexe9065 I checked yesterday and they were pumpkins
12:15 - Sounds like a weapon specifically designed for Delfy.
4:10 in my mind I guess this means you'll be 47% more vulnerable to stat debuffs, like the Natascha's slowdown, the Jarate's piss, the Mad Milk's cum and every weapon that marks you for death. Basically all of these will become 47% more effective, which sounds fair considering you'll be zooming through the map.
I used the generator and got a weapon with the con of "You can be seen through walls that are 15 inches thick".
Edit: NVM, got one better, with the con "You can't stand next to pyros".
A gem i got
"Your weapon is a new primary for the Engineer!
THE IRON COWARD!
PROS:
your energy meter charges over time,
which makes you immune to backstabs for 87 seconds when activated
ignites enemies for 10 seconds
+37% fire resistance
CONS:
-70% ammo capacity
you burn for 7% longer
-43% maximum health"
11:00
Nuclear fission.
Status effect resistance actually is a thing in TF2. While cloaked as spy all debuffs on you (burning, jarate'd, marked for death, etc.) only last for 75% their normal duration, meaning you have a 25% resistance to them
9:40 I think it's aimbot but it only activates if you're aiming close enough to an enemy
Its an aimbot but it only hits 72% of the time
@@lunchtime_mmmmmmm Or it auto aims 72% of the distance between your cursor and the enemy, which is calculated with Hammer Units.
So Halo aim assist?
11:45 i love how the only working upside for this is sick gamer clout, but the downsides are getting cyberbullied, a 15% damage penalty, and 30% less ammo from ammo boxes. you just have less damaging and overall less bullets as well as getting harassed in exchange for that sick gamer clout. anything for that sick gamer clout i guess
"tf2 rounds the numbers to the nearest 5"
Winger: you sure about that?