If this kind of update really is coming, then I might need to spend my 1400 blood money before the Jungle Inferno campaign is switched out (or is that not how it works?)
"Stand up, gallop on. Nothing can be done by feeling so sorry for myself."More weapon ideas:
Geneva Protection
Takes the place of a Medic's side arm slot, it's a passive item that takes the form of a big, shiny and very obvious armband with peace symbols on it that glows and sparkles.
Its effect is that if you're killed, your killer is marked for death for X seconds, taking mini-crits the whole time and/or taking some kind of flame-like poison damage.
If you hurt anybody, the glow on the armband shuts off and you lose the benefit for Y seconds.
Coconut Catapults
A replacement for the Engineer's whole tech line up. The turret becomes a hamster powered coconut catapult, the dispenser becomes a tropical juice bar and the teleporter turns into a spring mechanism that only works in open areas to launch people to a landing pad.
While having a few advantages and disadvantages, mostly it can be used on Medieval Maps.
Edited by God_of_Awesome on Feb 11th 2023 at 8:04:58 AM
Geneva Protection is automatically bad outside of Medieval Mode because it takes up your Medi-Gun slot, which is the whole point of picking the class in the first place. Even in Medieval Mode, you probably want to be shooting with the Crossbow more than you want the on-death benefits.
Edited by badtothebaritone on Feb 11th 2023 at 10:12:42 AM
Even if it didn’t take up the Medi-Gun’s slot, and they instead meant the Syringe Gun slot, it would still be an egregiously unfair weapon given how much Shoot the Medic First is in effect. Punishing someone for killing the most important target on the field is the last thing you should be doing. And given how the Medic is only damaging enemies in self defense or to sneak in hits with the Ubersaw and spends most of his time healing people, the downside is completely irrelevant. The weapon would also, like the Vita-Saw, be near completely pointless since it’s always better to not die in a fight than give up a weapon slot for an item that decreases the penalty for dying.
Edited by TheLivingDrawing on Feb 11th 2023 at 1:10:55 PM
Once Upon A Time.
Still it’s a very unfair weapon for the reasons listed. Medic rarely has his Syringe Gun out except when he’s cornered, so Medic has very little downside to equipping it and you’re giving up the utility of the Crusader’s Crossbow for an item that only comes into play on death. Discouraging players from killing the highest priority target on the field is the last thing you should be doing and it would force Medics on your team to run it as well, just like the pre-Jungle Inferno Darwin’s Danger Shield (which was one of the most hated weapons in the game).
"TF 2 is having update"
WHAT YEAR IS IT? NO MATTER. MY TIME HAS COME.
Does that mean I don't get the job?The idea might just be too scuffed to be implemented. Maybe if you were to slap some of it on one of the weapon slots rather than replace it completely - but even then, I don't think it's good to punish people for making a smart decision to Shoot the Medic First.
Yeah, it's neat in theory, but it'd either be useless or obnoxious to play against. Or both.
I remember Great Blue had a similar concept turn up in one of his random weapon generator videos, but even more extreme... a medigun that made anyone who attacks you take the same damage back when attacking you. So if you're a light class, you can just die, I guess.
Now, I do think a weapon that plays with the standard Shoot the Medic First strategy could be interesting, but it'd probably have to go in the opposite direction. Maybe something that gives the Medic resistances while healing someone, making him hard to kill until separated from his patient- oh, right. The Vaccinator exists.
Yeah but being able to completely shut down an entire class on demand with no penalty for switching resistances makes it very unfun to fight against. I’d institute some sort of penalty for switching resistences such as requiring one of the 4 ubercharges, reduced healing for a few seconds after switching, or a cooldown on switching. Some other balance changes. Give the Bushwacka a 25% damage penalty. Remove either the increased damage output or the shield on the gunslinger. Change the Sandman’s ball to mark enemies for death with duration dependent on distance. Give the Classic the ability to quickscope but not charge its shots until it reaches full charge (so you either do 150 or 450 damage with no in-between). Remove the disguise on kill for the Your Eternal Reward and instead make the silent killer attribute the selling point of the knife. Give the Ubersaw a 50% damage penalty and no random crits.
Edited by TheLivingDrawing on Feb 13th 2023 at 9:58:51 AM
Once Upon A Time.
True… unless the medic just swaps to bullet res or the shotgun isn’t enough to take down the Vaccinator Medic who has the medi-gun permanently glued to his Heavy boyfriend’s ass 24/7 in which case you’re screwed because running up to a revved up Heavy and his pocket with a Shotgun or Melee is dumb.
Edited by TheLivingDrawing on Feb 13th 2023 at 12:38:36 PM
Once Upon A Time.Demoman has insane damage output and an overhealed heavy is the only thing he cannot kill with a few direct pipe hits (and then there are stickies). Nah, demo is fine.
Bullet resistance may make an overhealed heavy able to survive a headshot, but a Medic has to use a charge to avoid being an easy pic, and snipers should be trying to kill Medics on sight.
Basically, it is TEAM Fortress 2, and a Medic with a patient is something you are supposed to be at a disadvantage versus.
In an event the bots can't be adequately tackled (things are better than they were some months back, but you can still find some popping up fairly often), taking a bat to Sniper's ability to quickscope (minicrits if the gun isn't at least halfway charged?) is the only way to otherwise deal with them.
Base stats of characters have been changed before (Spy's movement speed was increased back in 2016), same with stock weapons (minigun spinup changes, flamethrower and how fire works etc. ). Assuming we're not getting any new weapons, I would still appreciate some fiddling with the old ones.
Would be fun to have the Bison or the Caber back to usability, for one.
If feel like you can do more than that.
- Reduce Sniper's base damage to 45 so they crit for 135 uncharged and can't quickscope Medics or body shot them at full charge. I think this also lets them quickscope cloaked Spies to kill them through the Damage Reduction but am not sure. Sniper should still be allowed to quickscope Scouts, because if you land that hit you deserve to kill them tbh.
- Charge time should take longer and be reduced if Sniper takes damage while scoped. That way they need to commit to their positioning more.
- Nerf the Danger Shield so it either no longer negates afterburn completely or it reduces max health. It's super dumb how the item completely turns off Pyro's only long range option to harass Snipers.
- Some sort of Bazaar Bargin nerf because that weapon is dumb.
There was nothing wrong with the old Caber and still hate how they randomly decided to nerf it.
Edited by Karxrida on Feb 13th 2023 at 4:05:57 AM

This is insane news. Even just having more permanent maps will be huge.