...And today's question is what would you do to make TF2 better? My recommendations are...
1. Change the name given to the Spy while disguised to appear as something other than the name of the enemy looking at him. Thus the name would appear different to the relative viewer. To me it's just stuuuuuuuupid the way it is now especially since you can't see or choose what name you have (although what class you choose does effect it).
2. Replace some of the shotguns with different weapons. To me 4 classes with the same exact weapon is counter to a class based design style.
3. MORE MAPS! I am all about quality over quantity but TF2 only has 9 official maps and there are imo no custom maps as well made as them. Of those 9 2 are actually the same map Well_ctf and Well_cp. Badlands_cp suffers from a design flaw as almost every team that captures the center point first eventually wins, usually sooner than later. Also while I have not gotten much into Hydro myself it doesn't seem very popular. That means there are only 6 maps that I like to play. In addition Well, 2fort and Granary while good maps are too me very similar, two opposing bases in a rectangle shaped map, It would be pretty simple to create a different shaped map. Either a triangle or circle would offer a noticeable difference in game flow (working on one now
).
4. Nerf the "uber the medic" and have him run around with the ubersaw filling his uber gauge technique. I've never done it but I'm guessing that's how it works and it's annoying because the ubers build way too fast. I'd make it so that a medic's uber cannot build while ubered.
5. Please add a reset button to stats. I heard there used to be a non-working one but I would really like one. I did not think about it before playing it and a single game of the achievement box messed up my medic, heavy and scout stats. I didn't even get the difficult achievements there.
6. As crits work now the better you are doing the more likely you are to get a crit (it is in the commentary). I'm really not sure this is fair as it makes it harder to take down an already good player. I'd remove it.
I figure since the other classes are going to be getting new stuff there is no reason to nerf the medic's needlegun as they will naturally get weaker. I've got ideas for new level weapons for other classes too...
Soldier: A rifle with a right click bayonet lunge charge. You would hold down the right button while stationary to charge a short meter then release for a quick lunge attack. This would have a very high attack power but have short pause in the finish animation which would make you vulnerable and prevent players continually lunging to increase the soldier's travel time. This would replace the shotgun and have approximately the same abilities with the primary fire.
Spy: A silenced pistol. Similar abilities to the revolver but a larger clip ~9 round clip and slightly slower reload. It would also be silent to enemies not very close to it. Useful for making those shots in the back undetected.
Spy: Stiletto knife. Same as the regular knife but the cloak builds on stabs.
Spy:...better spy taunts
.
Sniper: A box of angry cobras (cobras would strike and disappear, no AI) with a invisible trip wire for a trigger. Placement would work similar to the engineers stuff but no wrenching. It would be for spy/scout defense mainly but could be disarmed if hit with a melee weapon or the tripwire could be easily jumped over if the trap is seen. Attack power would only be enough to kill a spy or scout. This would not replace any weapon but be new as I feel the sniper could use some form of defense.
Pyro: A new flamethrower with a secondary fire button. Instant suicide explosion catches nearby enemies on fire (I heard this one online I take no credit).
Pyre: Molotov cocktails for mid range throwing. Would have a arc to the fire but less curved than the demos weapon with no bounce or time delay just a small flame explosion on impact. It would replace the shotgun for a mid range weapon offering more power but a slow rate of fire.
Heavy: Add the ability to grab and throw people with right click while on punch causing great damage to any who are hit with the body and killing the thrown. Would allow you to throw your teammates to a higher level (but not nearly as high as a demo or soldier can go) with a little damage to them.
Heavy: A large automatic pistol. Similar power to the shotgun but a improved range and larger clip. This and the "toss" ability would hopefully make the heavy a more attractive class. Arnold Schwarzenegger used a Russian made automatic in Red Heat (movie) that would be appropriate.
1. Change the name given to the Spy while disguised to appear as something other than the name of the enemy looking at him. Thus the name would appear different to the relative viewer. To me it's just stuuuuuuuupid the way it is now especially since you can't see or choose what name you have (although what class you choose does effect it).
2. Replace some of the shotguns with different weapons. To me 4 classes with the same exact weapon is counter to a class based design style.
3. MORE MAPS! I am all about quality over quantity but TF2 only has 9 official maps and there are imo no custom maps as well made as them. Of those 9 2 are actually the same map Well_ctf and Well_cp. Badlands_cp suffers from a design flaw as almost every team that captures the center point first eventually wins, usually sooner than later. Also while I have not gotten much into Hydro myself it doesn't seem very popular. That means there are only 6 maps that I like to play. In addition Well, 2fort and Granary while good maps are too me very similar, two opposing bases in a rectangle shaped map, It would be pretty simple to create a different shaped map. Either a triangle or circle would offer a noticeable difference in game flow (working on one now

4. Nerf the "uber the medic" and have him run around with the ubersaw filling his uber gauge technique. I've never done it but I'm guessing that's how it works and it's annoying because the ubers build way too fast. I'd make it so that a medic's uber cannot build while ubered.
5. Please add a reset button to stats. I heard there used to be a non-working one but I would really like one. I did not think about it before playing it and a single game of the achievement box messed up my medic, heavy and scout stats. I didn't even get the difficult achievements there.
6. As crits work now the better you are doing the more likely you are to get a crit (it is in the commentary). I'm really not sure this is fair as it makes it harder to take down an already good player. I'd remove it.
I figure since the other classes are going to be getting new stuff there is no reason to nerf the medic's needlegun as they will naturally get weaker. I've got ideas for new level weapons for other classes too...
Soldier: A rifle with a right click bayonet lunge charge. You would hold down the right button while stationary to charge a short meter then release for a quick lunge attack. This would have a very high attack power but have short pause in the finish animation which would make you vulnerable and prevent players continually lunging to increase the soldier's travel time. This would replace the shotgun and have approximately the same abilities with the primary fire.
Spy: A silenced pistol. Similar abilities to the revolver but a larger clip ~9 round clip and slightly slower reload. It would also be silent to enemies not very close to it. Useful for making those shots in the back undetected.
Spy: Stiletto knife. Same as the regular knife but the cloak builds on stabs.
Spy:...better spy taunts

Sniper: A box of angry cobras (cobras would strike and disappear, no AI) with a invisible trip wire for a trigger. Placement would work similar to the engineers stuff but no wrenching. It would be for spy/scout defense mainly but could be disarmed if hit with a melee weapon or the tripwire could be easily jumped over if the trap is seen. Attack power would only be enough to kill a spy or scout. This would not replace any weapon but be new as I feel the sniper could use some form of defense.
Pyro: A new flamethrower with a secondary fire button. Instant suicide explosion catches nearby enemies on fire (I heard this one online I take no credit).
Pyre: Molotov cocktails for mid range throwing. Would have a arc to the fire but less curved than the demos weapon with no bounce or time delay just a small flame explosion on impact. It would replace the shotgun for a mid range weapon offering more power but a slow rate of fire.
Heavy: Add the ability to grab and throw people with right click while on punch causing great damage to any who are hit with the body and killing the thrown. Would allow you to throw your teammates to a higher level (but not nearly as high as a demo or soldier can go) with a little damage to them.
Heavy: A large automatic pistol. Similar power to the shotgun but a improved range and larger clip. This and the "toss" ability would hopefully make the heavy a more attractive class. Arnold Schwarzenegger used a Russian made automatic in Red Heat (movie) that would be appropriate.
Last edited: