What If Every Class Had Jumper Weapons? [TF2]
HTML-код
- Опубликовано: 19 апр 2023
- GetSurfshark VPN at surfshark.deals/greatblue - Enter promo code GREATBLUE for 83% off & 3 extra months for FREE!
The Rocket Jumper and Sticky Jumper are conceptually great. Having weapons that do no damage in favor of letting you practice the basics of movement is a really cool idea, and even though they aren't completely optimal for learning the basics, they're still super fun to use. But considering how fun playstyles surrounding them have become, why are there only two? What if instead, EVERY class had access to a training weapon that let them skyrocket their mobility to the heavens? Well, I mean that's what this entire video is about, why did you click on it if you were expecting something else?
Join the community!
Patreon: / greatblue
My other channel: / @bluesnest
Steam group: steamcommunity.com/groups/GreatBlueHeron
Discord: discord.gg/TFVcZUR
Twitch: / greatblue
Outro music by liledix4: • 🎵 Graze the Roof ︱ PvZ... - Игры
GetSurfshark VPN at surfshark.deals/greatblue - Enter promo code GREATBLUE for 83% off & 3 extra months for FREE!
can i pay in refined
I am so tired of being advertised to. Everywhere I look it's ads ads ads and not even when I'm watching my favorite content creators do I escape this consumerist hellhole. This is a nightmare
How about for sniper give him a one time use throwable grappling hook and for heavy the heat maker replace the ring of fire with a hover mechanic and lower the damage by 25%
actually i would add some small joke to all jumper weapons: a small chance of them critting with the crit doing only one damage to you or enemys but a massively increased boost.
I rather the Fixer-Upper's reload and right-click functions mirror that of the Vaccinator's, in which right-clicking simulates and reloading will cycle.
I love how he just took the original weapon, painted it white and orange, and added the little safety sign. The pinnacle of weapon design
If it works it works
I mean, that's kinda what the original jumpers were doing, save for the orange tip
Might be a bit too much white, though, yeah
My brother in Christ, that's literally what the jumper weapons do already
It was even worse when they were first released because they didn't even have the little safety sign! They also looked like weapons instead of nerf-like parodies, which confused some people
Safety sign isn't even the class the weapon is for but eh who cares
which is more or less what they already do, so
Don’t forget, every class has a jumper ability already with the Halloween spell that makes you jump high. Also, What if every class had the base jumper? I can see Spy use it as a Sapper replacement since spies are known to jump off planes on covert missions like the famous D.B. Cooper. Far more useful against teams with no engineers.
Imagine going on some canyon looking behind and see 12 heavues flying down upon you
Spy needs something to replace the sapper as the stock utility weapon. It's literally the ONLY stock... well, anything, in the game that is exclusively useful against one class.
.
How on hell would he get in the sky though
@@pischpilot Da
I think a fun one for Engineer would be a PDA that swaps the teleporter with a trampoline kinda jump-booster. Could make for a fun trap or to open up flank routes for all classes
Wait I've seen that before
I think tf2c did this actually
@@shitanotosaurusyeah the jump pad
brand new ninjaneer routes
Like octane in Apex?
For a heavy jumper, you could do something similar to what you did for Scout and have a jumper sandvich. Call it something funny like the Spring Roll, trading the healing capability for a temporary burst of movement tech that you could theoretically also give to allies
It could possibly be something that gives a super jump of sorts, kinds like Saxton. The Saxton Spring Roll if you will.
Just give buffalo steak higher jump buff or maybe a double jumping.
Spring roll is fire actually wtf
Give him food from a restaraunt and call it "fast food" and all it does is make heavy faster
It'd be dumb to give him something like a sticky jumper it'd make him broken so I think this is better
Imagine if you brought up the old Beta TF2 mechanic of Medic being able to syringe jump by aiming straight down. Woulda been crazy fun to see as a jumper!
Yahiamice please upload a new how 2 pls there 6 more left make it 5
FUNNI MAN ??!! 🗿🗿🗿🗿🗿🗿
Thank you for the comment, Yahamice. Very cool!
So recoil that, instead of annoyingly shaking your camera, lets you hover using a rapid-fire weapon? Sounds great!
what about his grenade
Just imagine heavy flying over half a map in 2 seconds
Thank you for your likes i appreciate it very much
"Heavy is flying! Is greatest moment of Heavy's life!"
But poor Heavy got no weapons ):
@@figro1988 “I am heavy. And this is my weapon”
Halloween spell, it already exist?
@@Labyrinth6000once every year
I'd give Sniper a Jarate but filled with repulsion gel (though propulsion gel would fit better thematically because of the orange coloring). It'd splash harmlessly onto any wall, floor or ceiling and create a small puddle of gel that would last for 10-20 seconds. It would function similarly to how it does in Portal 2, where it makes any surface very bouncy.
That’s definitely going to be busted in the best way possible.
And also block off vents until the person trapped in it dies
Portal 3 Promotional Item
would it bounce rockets
Sniper would become engineers best friend if he has a wrangler. Just drop the gel, target with wrangler and ruin everybody's day around the bend.
I had the same idea but instead you can splash it on your teammates and give them a jump boost
I like the idea of the Fixer-Upper being able to charge on its own. Like, imagine charging towards a teammate being chased so you can heal them quicker. Or flying into a higher floor so you can provide some quick healing to your teammates there.
Mercy for overwatch is just the fixer upper lol
why not just use medic's 100% crit rate melee and become a really bad demoknight
As a medic main I love that weapon idea I would love to just demonight charge away from those 2000000 hour spy and soldier mains
or trimping across upward in 5 seconds
Honestly fixer upper might just be better than basic quick fix
Since the “Bonk Jumper” increases movement speed and grants you more jumps, it might be good to name it “The Sugar Rush” or something.
How about Sugar Rush Smoothie?
I came up with “Jumper Juice”
Hop-Pop Fizz?
"Bonk! Atomic Blast"?
I had a very similar idea: "The Sugar High", because it allows you to jump higher.
I'm surprised scouts wasn't the Boston basher. Instead of doing damage and bleed it applies a new affect that slightly pushes you up like the bleed effect does when you're in the air, so it could help you make those basher jumps without nuking your health when you don't know the timing
I was thinking a weapon called the force a jumper:p
@@Skittlesss000jump-a-nature
Jump Force. No Context Needed. Just Jump Force.
@@notbutz9737 boston jumper vs jumpy basher (shit name)
Honestly I was just think that instead of the name Bonk Jumper. They should have just called it Bonk Sub-atomic Run/ Bonk Atomic Lite.
the very idea of potentially playing as Demoman with two explosive weapons that do zero damage feels like the ultimate meme playstyle I love it
Demoman with the two jumpers and ullapool caber would be evil
Just had an idea for an alternative Engineer idea, a PDA that swaps his teleporters for bounce pads. One goes directly up, the other at a forwards angle. Each level up increases the force to send you, your teamates or even the enemy further, along wirh reducing cool down. You open up new movement possibilities for you and your team while also opening them up for any enemies who feel like using them.
Tf2c added jump pads, but they don't have levels. A dev said that higher level jump pads were harder to control or something, and 1 level is fine.
For Heavy you could always give him a minigun that deals less damage but lets you hop around whilst revved, and for Sniper you could take a page out of Lazypurple's book and have a gunboats-type thing that lets you hover in an area in the sky for a specific amount of time to get better sightlines
Those are both good ideas lol.
Heavy being able to b-hop while revved would remove an important balancing issue of speed because source is fucky wucky and b-hopping lets you preserve if not increase your speed when timed perfectly. Maybe the best way is to add some sort of cool down to revved jumps.
sniper, but he has cartoon physics
because, obviously, as everyone knows, as long as you don't look down, you can walk on the air
@@pancakeperson8905 counterpoint: a heavy flying towards you at 40 km/h while fully revved up is the funniest thing ever
@@raskr8137 counterpoint: funny ragdoll
I like how most of these were really well thought out, however the spy’s literally just *yeets him into the air*
Okay, imma be honest, the grave jumper would be easier to deal with than the dead ringer
@@maxschechter4156 Dawg, if you don’t know how to deal with a Spy who uses the Dead Ringer, that is an issue with your skill as a player.
@@ZorrotheArtist Oh no, I know how to deal with them
@@maxschechter4156 Okay, then you should know that it’s easy to deal with Dead Ringer Spies. Just continue shooting in the general direction they ran away in.
I’d honestly say a Grave Jumper Spy would be harder to deal with as you’d need to cock your mouse upwards quickly to shoot ‘em down before they can fall behind you and backstab. Not to mention a class like Pyro probably just wouldn’t be able to hit a Grave Jumper Spy depending on their gear because they’d be out of range of most Flamethrowers. It’s the same kind of thing as when a Soldier or Demoman tries jumping away from a fight, you need to aim them down fuckin’ quick before they either escape or air strafe around to hit that sweet sweet cranium of yours.
@@maxschechter4156 and funner to deal with, as you know the spy actually had to think. The dead ringers only as annoying as it is free. And given the concept is supposed to be feigning your own death, it's doubly annoying as nobody falls for it, especially given how loud it is, and the fact the UI gives you away. If it's speed boost was non-existent and the noise was quieter, it'd actually serve it's intended purpose well rather than a get out of jail free card.
The Bonk Jumper should be called "Red Pegasus" because it gives you wings, but is legally distinct.
11:21 I personally think "Dead Man Jumping" is a more fitting name
6:25 Maybe "Cannonballer"?
5:05 "The Lasso" seems like a fitting name
3:31 Possibly "Fired-up Flare"?
9:48 Might I suggest you scrap it for a Scattergun? Maybe some sort of "Factor-a'-Force"? Probably just more ammo in exchange for firing blanks
How many times did you watch the video?
I love the idea of The Fixer Upper. While you do lose the uber for teammates, I can see Medic essentially becoming a flying angel and that’s worth it
So... Medic becomes Mercy?
@@Zander2212 pretty much only he cant bring back from the grave
@@mustang9856
MvM.
@@Zander2212 except high skill
It definitely feels like a brand new weapon in the best way possible. It gives mobility for medic but at a severe cost due to its purely mobility based Uber.
With Engineer, I’d rather there be something like a replacement to his teleporter that’s like a bounce pad for him and his team. I think that’d be really fun!
Actually, I think something like that was tested at one point and called the Catapult.
iirc it was even planned to be usable in Medieval mode.
That…. Sounds like it could be potentially busted.
Imagine catapulting unto the enemy spawn with crits uber xd
Ever play tf2 classic? They literally added this idea like yesterday
@@randomt_1468 I saw it in my RUclips recommended! Yeah
tf2c: write that down, WRITE THAT DOWN!!!!
Heavy gets the Gloves of Jumping Urgently. This gives him better movement to position himself, and escape enemies in more vertical maps.
Sniper gets a trampoline on his back, Im dubbing the Jump Back. Whenever a melee hit hits him from behind, it deals major knockback. It has up to 3 uses before it breaks, so be careful.
As a beggar's user, I LOVE the idea of where the overload jump does no damage with the regular jump, I'd love to see Antoni use that to see him jump around the whole map of Upward with just 2 full clips to get around form blu to red spawn because with the regular beggar's you would HAVE to get a health pack to do 2 full clip sized jumps and it would make the upward jump possable with the beggars without getting a health pack, LOVE the idea :D
Yeah that sounds amazing as a sort of alternate trolldier playstyle
This reminds me of a medic weapon concept I had: a pair of boots that would replace the syringe gun, passively grant double-jump, and offer a +25% speed boost for 5s whenever any teammate below max health calls for a medic. I called it the “First Responder”.
Finally, a use for all those tryhard demos/soldiers that apparently bind "Medic!" to Mouse1.
Not a bad idea, but it could be easily cheesed with people using self damage to trigger it, a simple fix could be flagging damage from enemies only to trigger it + a cooldown for the speed boost
@@VeryRGOTI Tbh, I’m counting on the cheese strats. Cheese is a major part of why this game and its predecessors were such a hit.
I like the idea but I think just having a speed boost scale with the medics health be a better idea, kinda like an escape plane but better with the downside obviously being unable to use the crusade crossbow
@@Intrafacial86 understandable
Scout actually has another vertical movement option with the Boston basher. In order to Boston basher jump you have to swing+jump where the damage you do to yourself gives you more vertical height (something to do with damage knock back I think). So maybe a jumper version of that could work since you trade self damage for height.
Would be considered OP in comp, just free mobility on demand is very strong on a melee no less. I mean they banned atomizer(don't know if it's still banned) so this would be banned as well
Absolutely, I as a user of the (3rune) basher almost never use it for jumping and when I do I often don't succeed very well due to little practice at it. Having a tool to practice it would be very good for the weapon cementing usefulness to the scout possessing it and not just the uber of the medic he's working with.
@@moronribbons5774 You're almost certainly swinging too late. You swing THEN jump+crouch because the swing time of your melee is like half a second so people just swing+jumpcrouch and it's way worse like that. Click first.
@@danielsurvivor1372 its not banned anymore since you have to pull it out now. also it wouldnt be OP since not being able to build uber with a scout. sure your demo could do it, but your demo is already eating shit tons of damage, so not the most viable. your pocket soldier can build with the escape plan, but he isnt watching where he's supposed to if he is building. your roamer could just not use the market gardener, but he's on the flank so thats not happening, and flank scout doesnt really need the movement this would provide, since he can just use the winger.
I thought of that too. Basher jumping is harder to practice than stuff like rocket jumping since you can really only do it one time with a full health pool.
Heavy could literally have a piece of food that increases his mobility and jumping almost like scouts bonk atomic punch, granting a temporary overheal and a speed boost but they are unable to use their mini gun for a short time frame
For scout i think a more interesting option would be a boston basher jumper that deals no damage to you or your enemies but can still make you take the same knockback you would from regular bleed, which can be used for some very interesting if a bit inconsistent movement tech.
This! Boston Basher boosting is such niche tech in tf2 right now a jumper variant would be pretty fun to mess around with.
The Fixer Upper actually sounds fun as hell. It'd give medic a viable alternative and make Battle Medic not just usable but potentially really fun.
Pair it with the ubersaw to basically be a trolldier.
@@ethantsai8261 you have no idea what I'd pay for a medic melee that crits while airborne (preferably as a rework of the Solemn Vow)
would it also make it easier to get around the map to heal teammates over there?
@@ethantsai8261 so a medtroll or a med-dick then?
@@ethantsai8261 the TROLLDIC(K)
I would say, for Heavy, a lunchbox item that just makes you jump good once after eating. Lower it's charge, make it share only as a small kit, and so not only do you lose out on healing, you also don't support as well, but in exchange, you gain vertical mobility.
I would think maybe the lunchbox be a mushroom for a cheeky Mario reference, or spinach for a vague Popeye reference and you could call it Springy Spinach
Honestly, I'd like a minigun that works like a jetpack joyride because of one simple reason: fat scout
You do not believe how important verticality for this playstyle could be
Maybe make it do the Mann Boots and increase the damage dealt to an opponent when you fall on them.
Actually, very fitting for a Mario Reference, maybe have it be a light brown mushroom with some red paint on it that makes it look like the Mario one, because it ain’t poisonous
sandvich that enables noclip would be dope as hell
The original jumper weapons were meant for practicing explosive jumping. This is just a gimmick in of itself.
i do have a idea:the G.R.U jumper (gives you that exploit that alowed heavy to damage surf the G.R.U)
stats:+30% runing speed
no damge to you or the enemy
5:15 i think making it have the teleport option like the the wrench where u can teleport to the teleporter and base but loss out on the shield
i feel that makes it more utilitarian and strong and might be like a rocket jump or pyro with detonator or jetpack to set up tp back to base swap then use the tp to get to front line now with a "flanking" sentry or tp and makes it a movement tech u will use near every match on offence and defence
There is a mechanic that allows Heavy to jump actually.
Its called "explosive pumpkin" which is quite common on Halloween maps.
You hit it with a fist and time the hit with jump and you can propel yourself very high/far that way.
Now, a sandwich replacement that allows Heavy to spawn such pumpkin that wouldn't do any damage...
...sounds really OP.
But it would be a fun thing to use )
I think it would be really cool if Sniper had a jarate equivalent that works like the repulsion gel in Portal, where he splashes it on the ground and provides a bouncing effect overs that whole area. It could be called the jarate jumper, or alternatively the piss jumper.
Propulsion's the orange speed one, Repulsion's what you're thinking of. And yeah i was thinking something similar, but maybe just make it jarate but an explosive, Like a grenade or something, And then make it deal no damage but have knockback
This honestly sounds like the jump potion in clash of clans. Maybe for more tech we could make it both speed up people and increase jump height?
@@lisabilby2006 Yeah I was thinking repulsion, my bad. A grenade would be pretty cool too, like a piss grenade. Can't forget the iconic piss aspect. I think that allowing other players to use the bouncing effect while the liquid's on the floor would play well into Sniper's intended support role. It'd have a unique use in maps such as cp_steel, like with the jump on last point or at point A with the wall that you can jump over.
That’s actually pretty creative like I can imagine a sniper using it for multiple scenarios. So I’m more imagining the effect be a small ooze terrain takes a couple of seconds to take effect. This can help the sniper get to heights quickly and maybe as a support weapon for his teammates (the idea that I kinda works like a slime block from Minecraft).
Gelate
Jumper weapons have always been a strange case to me
On one hand it is an incredible movement tool but the lack of damage is apparent
As soon as i clicked this video I expected this exact comment
Great blue if you are reading this, please censor the word "strange case" from the comment section. It's for the better.
@@stefanandrejevic2570 literally 1984 degrees Fahrenheit
@@ivangordienko8081 whats a führerheit degrees
6:42 I feel like this would spawn the jumper knight
Or airblast knight
I think the Medigun's "jumper" ought to be more of a grappling hook/tractor beam mechanic. Would fit into his support status by just trailing along with the jumping Soldier.
**Laughs in Mannpower**
The scout's jumper could just be "The Sugar Rush". That's what comes to my mind at least.
jumper juice
Make it Vanilla-Flavored!
How about the "Jump-a-Cola"
Doesn't scout have the Boston Basher for mobility?
The Pop Fly
Maybe you could make a sequel to this video presenting ideas for items that *add* new movement tech to the classes.
I would like this, I was looking forward to sniper and heavy's items the most :(
.
The Relocator:
On headshot: charge Teleport meter
On use of teleport meter: Next shot puts a teleport beacon where it hits, only visible to you
On Reload: Teleport to teleport Beacon, and get 1 second of Ubercharge
-90% headshot damage
-10% Charge Speed
@@hometimemayhem928 I’m not so sure about that one, I know it needs a downside, especially for a teleportation effect like that, but with 90% less headshot damage you’re only doing 15-45 a shot on headshot, which you are supposed to be landing to use the weapon.
Unless you mean the ‘extra’ damage from the crit (the 200% increase becoming 20%) in which case it would be 60-180 damage, and I can see it still being usable. Though heavies and any overhealed healthier class (even medic or battle engie) could be a problem.
For heavy you could make this: Gloves of Jumping Urgently: -100% damage, marks for death while active, allows heavy to jump insanely high as long as the weapon is out
Scouts drink could be called 'Sugar Rush', sniper could have an unstable jarate called 'Backsplash' which does knockback to the user and enemies instead of giving them debuffs, and Heavy could have a lunchbox item called 'Grab-n-Go' which is a taco you can eat while moving for a semi-slow regen over time instead of immediate health with some jump boost
And each jump plays fart with reverb
I think instead of the wrangler jumper, engine would be cool to have a thing that replaces the teleporter, and launches you in whatever direction you walk onto it from, BUT also works on teammates. It'd be a pretty cool way to help move your team around and make advances pushes
the Houston launch pad
That was a scrapped building i believe. Although i cant remember if it was medieval mode exclusive. iirc it was and it was just a catapult
@@AirKangLocker Houston Heaver
@@micahlehrke9 make it a whole PDA
Sentry has quit a bit less health but now flies toward the enemy (and strafes), or, it’s a rocket jumping mini with gunboats (think a rocket jumping only soldier with a mini attached, that dies when the other does, rocket jumping gunboats soldier is about how much damage it takes relative to the soldier’s health, so reduced damage from its own rockets) and is immune to fall damage
Gunslinger increases how much damage from rocket jumping, or makes it use the rocket jumper instead.
(Edit: scrap the rocket jumper bit)
Dispenser has half health but a much larger range and grants the disciplinary action’s affects to everyone in its radius, once every [1/level] seconds.
@@Aaa-vp6ug that dispenser thing is actually crazy
Alt idea for Medic: A primary slot “passive” similar to the Thermal Thruster. This trades off one of Medic’s useful tools (Self heal from Blutsauger or the long range healing bolts) for mobility, and equally useful tool.
That's just the Overdose
@@crissis3263 Wow, I actually had to google what the overdose was I forgot it existed. However, overdose needs to be active to use the move speed, This kind of counters what I was suggesting. Actively out and losing healing vs Passive and providing more healing along the way.
this reminded me of the coffee/hot chocolate lunchbox item concept for medic that could drink to self heal or throw to deal fire damage and proc bleed
Kinda remind me that the Roblox knockoff actually had that idea that replace Medic primary with a wing that help him boost foward abit and floating in the air, giving him that mobility
@@QuangGR45 Game name: Typical Colors 2
Weapon Name: "Mercy Kill"
Stats:
+100% Jump height bonus
Full Air movement control
Press 'JUMP' key in the air to extend wings and slow your descent
Sounds like an upgrade to make Medic into Mercy, which is it's goal.
11:32 that is the balanced version of the dead ringer, not the jumper one
3:43 *"no random crits just for good measure"*
Imagine a round where everyone is using a jumper weapon. It'd be hysterical to see everyone flying all over the place.
I think that might actually be a fun gamemode.
Call it “New Heights”
@@Aaa-vp6ug yeah every class would have either a sticky jumper or a rocket jumper in their inventory
I like the idea of sniper having a movement option thats like the hover boots from zelda ocarina of time, allowing him to just walk off a flat surface and walk through the air for a few moments so you can hit a quickscope before you fall down.
we need this
is this a lazypurple quote
New back/shield weapon for the sniper that looks like a wolf fur cloak that gives you the skills of Wile E. Coyote. If you walk off a ledge you hover in mid air until you look down or take damage.
the canon jumper would be sick because you could canon jump for more vertical room then charge across the map, would work pretty well with the eyelander due to the speed boost with heads
For scout you forgot that you can jump high by hitting yourself with the Boston basher so you should probably make it a jump weapon instead of the bonk (also about the name I was thinking about the Boston's highway)
I would love a Detonator Jumper. Maybe more self knockback for no damage?
There's already a potential problem of pyro literally flying because you can detonate it midair.
Now add extra knock back and it's guaranteed to end badly
But the point is for you to train before using the real thing
More self knock back would defeat the point of honing your skills and knowledge, instead itd be a movement crutch.
@@shawermus well, the Detonator only has one are, and it's slow reload assures you can't just spam that thing in mid-air
Jesus. Fucking. Christ. No.
Imagine a Pyro with the Phlog and Detonater Jumper and they just JUMP into a group of enemies and phlog all over all of them. Then they'll get crits and that will end HORRIBLY.
Even though this breaks rule 2, it’d be fun to imagine spy with some type of Spider-Man-like climbing gear. He could hop upwards on walls while cloaked. And in the right moment, he could uncloak and pounce on the enemy
Ah, so the “Exus Ambush”
Or the “Spider’s Imitator”
@@Aaa-bi8ly "Spyder's Imitator"
Finally, Spy will become a Left 4 Dead Hunter
So, the grappling hook...
I feel like sniper can have a jarate jumper (weird name)
Where he can launch himself into the air with the cost of not putting minicrits or extinguishing other players.
Basically a disposable rocket
What if for Scout you took the Force of Nature stat of shooting at your feet for a boost alongside the 7 double jumps provided by the Soda Popper once ya fill the "Hype Meter"? Make it so it does no damage but you always have 7 double jumps available at all times and the shoot function still allows you to boost your jumps.
For the sniper weapon I though of something: 12:20
It is a propeller grenade with similiar physics like a jarate. Instead of covering sniper in piss, it does knockback.
The flaw is of course, sniper never head a mechanic for mouvement like this. Only the type of weapon is similiar.
For the sniper, I think it'd be neat if he had a way to teleport on his own - like a sniper rifle that has a bar similar to the Hitman's Heatmaker, but it charges over time and he can press a button to make his next shot teleport him to where the bullet lands. He loses the ability to headshot, but if he hits an enemy, he telefrags them.
Y E S
a yes. the best place to be as sniper, beside several enemies as i dropped their medic
@@Sleepy_Cabbage remember. ANY class is a valid trade for a med pick, as long as it isn't your own medic
@@Sleepy_Cabbage Ok but consider the crazy Cleaner's Carbine + Bushwhacker frag montages you could make if you could instantly teleport onto the front line with no warning. With this one specific loadout it'd be insanely useful.
as a heavy main, I don't want to get oneshotted even with full overheal because the sniper pressed one button
for the heavy I think they could give him special boots that will go on the meele weapon slot, in exchange of not being able to punch you gain the ability to jump. I think the mechanic of these boots could work similar to the charged jumps of baptiste from overwatch, you can charge the jump by crouching to reach higher. I think this could give the heavy more mobility while maintaining the feeling of him being a heavy character
What about boots that let you jump and walk 50% faster, both while you're spinning primary? You still can use THEM as a melee, I mean literally punch with boots, but you'll be slower because it's painful to run without boots. Adding some damage vulnerabilities would also be good.
I'd chop off the "when wrangled" part of the sentry jumper's "no self damage stat" because I think the weapon could use some more utility, allowing you to stand in front of your sentry to shoot bad guys without getting shredded byt it when they peek, I even think "when wrangled" could even maybe be taken off the "no ammo consumption" stat creating this neat little unlock that exchanges the wrangler's damage potential for a slighlt better sentry that's easier to maintain and fight alongside. Even if it breaks the jumper formula of not being allowed to add new functionalities besides the template's base mobility.
Video idea: since Demoman can swap his sticky launcher for shields to become Demomknight, what if every class had a weapon that replaces their primary for an entirely new weapon?
I mean crossbow huntsman and dragons fury kinda fulfill that niche, but I could see giving scout another thrown based weapon, or perhaps a pitchers mit that lets you reflect projectiles would be nice
TF2 Soldier finally finds a M16
@@thesanss4671 more like an m1 garand
@@allu2681 Soldier is a very American guy, and everyone knows the M16 is the most American gun ever. Plus, TF2 takes place during the Vietnam war. Meaning the M16 tended to jam, and Soldiers Shellmet has gun oil to unjam guns
@@thesanss4671 soldier wanted to join he us ARMY in ww2 but did not get accepted
The great thing about the Fixer-Upper is that it'd give battle medics some teamwork, finally!
Granted, it's only until they get enough launch juice to go crazy, but a little bit of heals is better than none!
Ubersaw
@@Skullhawk13 I did say "only a little."
Very little, in this case.
Then there's me who when plays battle medic there is always a friend on my party to use boston basher/escape plan/equalizer to get full Uber anyways
@@AdventofMechanus I mean maybe, I haven’t played in awhile. I quit before jungle inferno.
Closest thing I could think of for heavy movement tech was jumping before you spin up to maintain some speed. You don't take any damage in this so perhaps it could do reduced fall damage, explosive damage and knockback while and after spinning up as heavy at the cost of some weapon damage? Then for sniper something that helps them move at a higher speed while scoped in or increase speed during reload after a hit at the cost of reduced critical /headshots damage or other factors.
For medic, rocket surfing and whatnot is thing, maybe some weaker version of gunboats is in order, making him gain more distance when hit with knock back, it also affects the quick fix and takes the slot of your syringegun
The Heavy could have something like a "Light Sandwich", which could increase his movement speed and jumping height by something like 35% for 8 seconds, but every damage received (besides crit) is converted to mini crit (and the Fat Scout subclass would be way funnier). And Sniper could get a grappling hook as a melee option and I don't really think that's necessary to have a downside for this weapon. Nice video idea, though!
I like where your brain is going for the heavy idea. I wonder if the damage received part could go to an activatable meter that increases knockback received. Maybe mess with how gravity affects the heavy and make it a real "Light Sandwich". Its model would be like a normal sandvich but with the crusts cut off lol
"The Light Snack"
Note: name refers to the sandwich imparting low-gravity effects on consumption. It's actually extremely rich and creamy, and also has enough calories to power a small city. Created by Mannco for the prison industry in order to combine the last meal and the execution for death row inmates.
@@Devilthegal I think that the mini crit damage plus the knockback would be too much... But I'm already imagining the knockback idea with Pyro's air blast, launching Heavy accross the map lol
The heavy option could be a salad
One problem with that being an option for Fat Scout: The shotgun and lunchbox items take up the same slot.
I do like the idea this was going for, so here's one:
The Light Ray
A minigun that fires a beam of light, deals no damage and requires no ammo, but grants a charge meter for every shot that hits an enemy. At max charge, grants a significant speed boost(probably somewhere around a Demoknight with a head or two, so faster than his base speed, but still not quite matching a Scout). Charge does not run out. This would leave the secondary slot open for Shotguns, or if you want to, run KGB + Steak combo with it for some strange Heavyknight combo.
Demoman really should have the Gunboats (or equivalent boots), so he can easily sticky jump at the cost of no primary weapon
Might actually be OP. Demo could just scottishe resistance and place multiple escape stickies around the place
Demo already has them in TF2 Classic, but yeah, not here. Point is that if you want to see how that works, check out TF2 Classic.
That's what he gets for losing the War update.
@@demi-femme4821 what's funny is that demoman actually won, but because of a mistake soldier was declear winner
The Spy weapon could be a swap of the disguise kit. Instead of visually simulating the appearance of another class you could make it simulate a tech of a few select classes on a cool down.
Trimp spy with YER.
Boom, devastation.
Heavy: The Lunchpad/Lunchtime Launcher, secondary weapon
A small launch pad that you can either "Eat"/place down to fling yourself into the air, or throw onto the ground to make a one time use launch pad for your teammates. You're launched in the direction you're looking when it's activated
Function: Support tool for heavy to either get into advantageous spot, surprise enemies (Jumping around a corner) or help your teammates
Sniper: The Gravity Harness, secondary weapon
Essentially the grappling hook (I know he doesn't originally have that, but he has literally no movement tech), however it's a one-time use (Either having a long recharge or requiring a locker to recharge), and you can't grapple onto enemy players (Maybe you can grapple onto teammates though, for some interesting opportunities)
Function: Allows sniper to get into spots previously inaccessible to him, which gives you more sniping options
For Sniper, even though the jarate obviously doesn't affect Sniper's movement in any way maybe he could have something like "The Jar Jumper" where he could throw it at his feet and it could act as basically a single rechargeable rocket. The only uses I can think of for it is being used to get out of closed ranged situations where Sniper is usually kind of defenseless or cheese your way to a super weird sniper position.
This, but with knockback. Spy trying to sneak into your position? Lob a jar at him and launch him off a cliff.
i had this same idea
I am obsessed with ‘pumpkin’ bomb jumping on pl_BreadSpace to get on top of the light posts as sniper.
You need both a medic overheal and for a teammate to not shoot the alien bomb during setup but it’s so fun being in funny spots.
I’d love a jump-jar; another comment even thought of making it Portal’s Repulsion Gel for added team support which I love
I fucking love this idea
I could see this as a fantasy-esque bottle of wind, sold with Saxton's all-corporate touch
I feel like if you were to design a jumper weapon for heavy it should be replacing the fists. The GORU or the eviction notice offer mobility, although horizontally, in exchange for health drain. What if we made a version that had a similar thing? My idea is to make the weapon also give jump height but in exchange make it so it can’t damage and instead inflicts the holiday punch laugh. On both of you. This gives him a movement option that still fits but also gives him a small gimmick in the fact he can stun enemies in exchange for himself, which would lead to a meme build which would make fat scout be even stupider.
if you jump you cant laugh, jump before hitting an enemy to not taunt
For sniper, i think something similar to the jarate in that it is a slowly charging single use weapon would work. Maybe instead of it applying the jarate effect it would just just create a shockwave, affecting yourself more than enemies. It would be good for getting to vantage points or being a sort of throwable airblast, dispersing enemies and extibguishibg teammates. I would call it jumprate.
For sniper, replace his secondary with a throwable item that explodes on impact, obviously doing no damage. And for Heavy, give his minigun an alt fire that shoots a rocket, doing no damage of course. However, both will have a cooldown of 20 seconds, and heavy will have to sacrifice either spin time or ammo.
10:25 the sugar rush, bonk: radioactive rush, or maybe even... jumper juice
what about bonk atomic jump?
For Heavy, you could give a practice food item to practice the throws. Not movement related but it would help people practice a skill for the class
Without a benefit there won't be any use to it, and the banana already sorta fills that role, anything with a benefit that isn't healing would shake up the balance. If it just healed for one though, then that would be something, that would help with fires.
I'd imagine it to be a liquid like spring water or something like that.
Something Hydration?
A water bottle that shatters on impact with a splash effect.
The water would douse allies on fire and remove jarate/milk effects, but getting a direct hit refills the recharge meter instantly.
@@mdbgamer556 that would probably work better as a sniper practice item for jarate
@@notsuspicious3806 Heavy sandwich that recharges fast and upon throwing at an ally and connecting, it rewards you with soldier’s disciplinary action speed for twice as long as normal. Could be used to get you and your medic pocket put of a pinch
Giant grappling launcher, yanks heavy forward as well as any enemy’s it hits imagine a melee or shotgun meant to go alongside this it would be fun as hell
"The cozy jumper"
Cozy camper based item that instead builds a % boost to your next jump(capping at 100% over 30 seconds).
Boxing gloves of leaping heavy
Increases your jump height and reduces medic overheal to yourself.
You could give Sniper a grapple hook secondary, working akin to Mann Power's to try and train for that. Reduce the primary ammo on wearer, or increase charge time to discourage finding the cheesiest spot with a rifle and breaking everything, some stat that encourages something more like the Huntsman or Classic rather then Stock or Bargain
Coulda done the boston basher for scout! It combined with the soda popper can give you a lot of height and being able to practice that and also get really high overhead could have been super fun
Yeah, you can also do a lot with just the Basher without any other items. Here's a cool vid showcasing semi-viable 6v6 jumps:
ruclips.net/video/ZIGO9h5q4vs/видео.html
What I would've personally liked to see is some sort of combination between the Force-A-Nature and Sodapopper for Scout. It would be a scattergun with a single shell that does no damage but comes with the Force-A-Nature's knockback on both you and the enemy you shoot, along with the 25% increased release time of the Sodapopper (maybe it could even reload on its own like a flare gun for maximum mobility?) Additionally, it would also keep the Sodapopper's Hype Meter, which you could then fill with the help of your secondary and melee options. It would probably be too gimmicky for a jumper-style weapon, but would give you the opportunity to learn the tech and functionality of 2 scout weapons at once.
I'd love to see a Sentry Jumper, would make an entirely new incredibly fun play style for Engineer.
I designed a sentry jumper type weapon a while ago, a PDA called the "risk assessment", it knocks a few percent off your sentry damage in exchange for eliminating all self damage
I don't know how versatile bullet jumping is, but what if the Gunslinger had guaranteed crits while airborn?
Or should you rather use another weapon for this purpose?
I'd love to see a new engie secondary period. They should give him a new pistol or something
It would also be a nice post-rollout weapon with the Rescue Ranger, especially on offense. You can easily set up a Level 2/3 Sentry + Teleporter in an area where an attacking Engineer normally shouldn't be, like past the first part of Badwater.
Granted, this leaves you with only your melee weapon for self-defense, which would leave the Jag to set up really quickly, the Eureka Effect to teleport back to switch out weapons, or the Gunslinger if you want more flexibility with your primary off the bat and don't want to rescue a building.
Just sayin', this weapon would be superfucked in the wrong hands.
@ChaosKirby guaranteed critical damage with the Rescue Ranger when airborne
ive got one for heavy: the jumper gloves. they do no damage, but damage taken is halved (kinda like the steel fists) and knockback is doubled and applied even if you are on the floor.
a thought i had was a short circuit version for engie. circuit jumping is a very real, and super niche movement tech that battle-engies could definitely benefit from without the requirement of sticking their face into the nearest enemy to do it
1:49 for the ad skip
The grave jumper is easily my favorite out of these options. I really enjoy gun spy and being able to jump high in the air would make the demo and soldier matchups much more interesting.
With both the cannon jumper and sticky jumper, we could potentially have a new type of demo- knight!
You could give heavy a Sandvich that temporarily increases your jump height which I’m nicknaming the Jumpvich.
Then sniper could get a similar item with the Jarate. It could kinda act like a grenade where you throw it on the ground and you go flying in that direction. It could help sniper get into some neat sniping spots or just help him escape.
Honestly I live the idea of the Fixer-Upper. It's got a descent name and the stats are good. It could honestly come in as an actual medium in my opinion
For sniper, maybe you can use a jarate that works like the rocket jumper. It launches you up, down and sideways depending on which direction you throw it. It cannot weaken enemy’s though, but it can make them jump for an air kill. It’s regen rate would be lowered by -20% and it would blind enemies (and the player using the jarate) with smoke
Repulsion Gel from Portal
Le Tannerite Jar
Jar fu
Believe me you don't want a fly aimbot
@@spamton_g_spamtom474 aimbot bots use TF2 training bot AI and that AI is incapable of rocket jumping
An idea for the pyro I had was based off the airblast from the flamethrower, so you would make it only airblast while taking projectiles and making them deal no damage, but more knockback. Possibly increases ammo or decrease airblast use.
(i'm sort of basing it off how jumper weapons rn replace powerful class weapons with one that can allow for better momentum.
I like that for the dumpster jumper you changed the “overloading the chamber will cause a misfire” is now an upside unlike the beggars bazooka
Adding mobility to demo's first slot is something I think the Loch could actually do. If you change the projectile from splitting on impact to exploding on impact it could make for some really fun exploring tied to trimping/sticky jumping. To keep it from being insane you probably have to take it down to 2 projectiles again but the rest of it should be fine.
.
That would certainly be cool. I would also either boost the 20% damage to buildings in for a full 20% damage again, or make it so that it could land minicrits on enemies under specific circumstances (minicrits on blast jumping enemies like the direct hit, for instance.)
@@jimboanimations4041 I think damage against buildings is still the way to go vs full damage only because pipes don't have damage fall off. It works on the direct hit (the Lochs cousin) because rockets do have damage fall off, but being able to erase light classes from a distance still feels too tilted in the demos way (sniper balances for this by being a light class + more vulnerable to flanking). Minicrits on airborne targets could be a cool export from the direct hit values, and I like rewarding chaining pipes somehow.
@@mariovelasquez1243 I mean, 20% increased damage would only be dealing 120 damage total, so it would only be able to one-tap light classes that are already damaged (which Demo can do in general), or if you knock them in the air for a crater. That being said, replacing the 20% damage to building with minicrits on launched targets would be undoubtedly the best move, even if you have to give him only 2 shots in the weapon at a time. You could use it to chain pipes *or* use it in tandem with the stickbomb launcher for an even quicker 1-2 punch. Combined with it exploding on the ground instead of shattering, it would be fully worth all the downsides.
Yeah. It could also balance to do less damage on non-direct hits, maybe -25 damage. Maybe a mild damage boost (15-20) on hit shots to encourage direct hits instead of spamming.
11:42 Oh hey! It's me and I'm dead!
And now your in a video, congrats
For Sniper I would’ve gave him a jumper reskin on the Fortified Compound that when he shoots an arrow at a wall it grapples him towards it and he can disconnect it anytime. He also has an airtime movement buff. Just picture Tarzan swinging on vines and you’ll get the idea lol 😂
that would basically be an entirely new weapon
I had this idea for a video of what junk-built weapons would other classes get and how would they function. We already have the Soldier's Beggar's Bazooka, Pyro's Degreaser and Sniper's Bazaar Bargain so what would other classes get?
The only functionality concept I have for the Heavy is a Minigun that can't be revved with right trigger and starts off firing slowly but progressively fires faster and faster the longer you hold the trigger down.
11:37 Instead of the name “The Grave Jumper” , How about “The Grave Escape” instead XD😂
10:20 The soda hopper
i remember i had the market gardener for the longest on my tf2 acc and when i first saw a trolldier in game i researched it and could not stop watching clips of them. i didnt have the rocket jumper so went on rocket jumping servers, i played in games with cheats that give you any weapon, and more. after 5 years i finally got a trade for it and i was ecstatic, until my pc's bios was destroyed soon very after. not a month after that, the email i had been using my steam account on had been deleted, and my steam account was lost. the only other sadness ive felt for an object was when my house burned to the ground while i was away at school. i shed genuine tears to my tf2 inventory, to my steam account, to my email, and to my pc. may they rest in silence
Ok
an interesting idea for a "jumper" weapon for heavy would be some sort of food that just outright increases jump Hight for the next few jumps.
and for sniper, it's a bit out there but making a version of the thing they can throw (i forgot what it was called) that has a lot of knockback for anyone hit by it without any screen effects or damage.
7:05 I love how you changed the overload stat to a buff LMAO
I love the idea of a trimping Medic with the Ubersaw flying around the map via the Fixer-Upper!
Also a Jetpack Joyriding Heavy is a wonderful image!
Imagine pairing the Bonk Jumper with the Soda popper and atomizer lol.
The soda popper gives +5 jumps, the atomizer gives +1, and the theoretical scout drink gives +2.
that's 8 more jumps than normal, bringing scouts total jump count to T E N.
oh god.
Interesting video. But I think adding new jumper weapons for Soldier and Demo was unnecessary since they have them already.
Anyway, I thought of one for Pyro, and I think nothing fits him better than a new flamethrower. But how can it be a jumper weapon?
My idea is basically flamethrower with strengthened airblast (uses more air to create powerful push, that's it) that can send you flying. *Stats:* _"Airblast consumes 300% more ammo; Airblast force is 200% stronger; Airblasting has recoil that pushes user back with 10% force, UNLESS user is looking at a surface close to themselves, in which case user receives more force."_
How much is calculated by how close user is to the point on a surface, and how straight he's looking at it. The closer, the straighter - the more force you get. Launch direction is mid of angle between your "aiming line" relative to a surface. The closer our angle to 90 degrees, the more force we get. No formulas provided because idk lol.
That's it about jumping. Since the weapon is literally stronger air blast and nothing more, there should be physics consequences. I know TF2 isn't realistic game, but why not, so here more *Stats:* _"Airblast deals 30 damage; Airblast extinguishes burning players, giving 1 seconds of +100% fire vulnerability (affects both enemies and teammates); Players in close proximity of airblasted victim are ignited for 50% victim's remaining afterburn time (teammates too, unless Friendly Fire is disabled (it is by default)); Airblast destroys projectiles instead of reflecting them."_
Crazy isn't it? Tell what you think how balanced my idea is, maybe correct me on something, or give even more ideas.
_Edit: edited the whole thing cause my english was terrible compared to nowadays._
I think the best concept for a heavy jumper would to be giving heavy a cannon similar to demoman, but like an actual cannon, a cannon he just took from a pirate ship to shoot people with an actual cannon. The normal one would be a burst damage, high damage low firing speed and ammo pool (also giving use for a shotgun in his load out) and aiming down while firing will blast you backwards (so upwards).
I like this idea. Gives him a proper mobility option without gimping his health outright like his other mobility tools do.
You should have given scout a bleed jumper based off of the Boston basher, you can only bleed jump 3 times but you take no damage from it
I think sniper's jumper weapon could be a rifle that makes you 1) take various reduced damages 2) have crit immunity while active 3) 200% primary ammo, with the downsides 1) being no damage dealt 2) "-200% faster deploy/holster speed". The purpose of these stats would be to teach players to learn how to headshot without having to worry about spam or being sniped, with speed penalties being so that you don't abuse the resistances to be an ""semi-immune smg sniper"".
I feel like loose cannon jumping would just be a much easier version of airpogoing, so i think a caber jumper would work better. A caber that instantly recharges and deals no damage would be pretty fun, and still allow you to use both primary and secondaries.
Scout does have a extra mobility method with the Boston Basher.
If you time it right after swinging, you can slightly boost yourself or "flutter" a bit like a struggling bird.
Also for Engineer, he could get a disposable sentry. It costs metal to deploy it (only way to deploy it is to have your secondary out), after deployed you character pulls out a controller thats only for that sentry. Not having the remote out will cause the disposable sentry to self-destruct after 5 seconds.
(I imagine Engineer holding a small box in the left hand and the controller in the right. After he deploys it he his left hand moves onto the controller ready to use.)
The new scout one feels like an alternate upgrade path to the original Crit-a-cola, which gave a speed boost as well. Absolutely would love it.
The force-a-nature helps scout triple jump by jumping once, shoot at the ground, then double jump