![]() It would be kinda annoying to fight against but the idea of slapping people off a cliff is funny to me, so I personally like the changes regardless of how effective they may be. The knockback wouldn’t be much, but you’d be able to get kills with this pretty well just by juggling people around. ![]() Since you’re slapping people around, why not give it a knockback effect. The Unarmed Combat’s basically a meme weapon so I’m not too concerned about making it competitively viable or anything, but I do wanna make it fulfill its role as a funny weapon by giving it funny stats. However, the Unarmed Combat does basically the same thing as the Holy Mackerel so it does count as a reskin. The Holy Mackerel is notably different enough from stock because the killfeed tracking hits function. And the Three-rune seems like the most obvious weapon change to make to make that a reality. I’m actually surprised we don’t have a second melee subclass in TF2 already with how much time went into Demoknight. Scoutknight would effectively be a sidegrade to Demoknight by trading off health and shield resistances for better movement and secondary utility. You have a lot more health, better damage and range, and a slight movement speed buff in exchange for scout taking his medieval roleplay very seriously and refusing to use any non-medieval weapons. I’ve always thought it would be really cool if the Three-rune made scout functioned kinda like Demoknight. So hear me out, we’ve already got Demoknight but we don’t have Scoutknight. But if you made a sword that’s so poorly weighted that you’re guaranteed to hit yourself if you miss your target then you’d probably be better off not even forging the sword in the first place and just hurling chunks of iron at people. Like sure if you hit somebody with a sword in real life they’re probably gonna bleed. The Three-Rune blade is a really cool looking weapon that just doesn’t do it for me. I’m also not going to be touching the Original, either of the pyroland weapons, or the Holy Mackerel since even though they’re technically reskins, they have enough unique functions that make them notably different from their counterparts. Basically if its under a key in () ™ or it’s directly craftable then its gonna be fair game. And I’ve always thought it would be neat if cool looking weapons like the maul had more of an identity than “Its the Homewrecker but for rich people” So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from “Slightly modified sidegrade to the original” to “Completely new weapon idea that’s not balanced at all but a ton of fun.”įor this video at least I’m only going to be modifying weapons that are relatively cheap and easily obtainable so it can keep the pay 2 win to a minimum. But on the other hand, reskins usually look like they would function differently from their counterpart. On one hand if you like how a weapon works but hate how it looks it’s nice to have another option to choose from. Weapon Reskins in TF2 have always seemed like a strange case to me.
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