Teleporter's Mod

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Is you tinker with the uber charge, make the medic a bit more frail than he is now. One way would be to reduce the damage of his needle gun.
 
I want a beefy Med who cant heal, but is a beast at offense!
Maybe get rid of the red/blu dot of the snipers?
Scouts can clock? that would be soooo cool...idk if it's possible but it would be epic!
 
Make the scout faster and do less damage, would love to see that :D

oh yes, that would be very cool, and definatly take the dot of the sniper, mabey even make the melee weapons more powerfull to encourage meleeing, i <3 melee, but all in all a good idea you got there.
 
I AM CURRENTLY "fixing" natascha.

What do you guys think would make natascha worthwhile?

More ammo? Slightly more damage?
 
ummm...two eye patchs for the demo?:p or maybe, whenever he breaks his bottle alcohol spills everywhere and immediatly catches fire at the slighlest spark (or explosion). :D
 
Make the scout slower, but one hit one kill with baseball bat.
 
Make Natascha totally silent and make Heavy's movement speed with a revved Natascha only drop to 37%(as opposed to the regular 27%).

Anyways, I'd like to see a sniper rifle with an aiming reticle outside of the scope. Don't let them charge shots outside scope, but let them aim.

Drop Pyro speed to 95% and up health to 180.

Up demo HP to 200, but drop number of stickies out to 6.
 
Make Scouts 500 feet tall with instant kill weapons, so much that when he hits someone with his bat, they die each time they respawn for 10 times.
 
- Get rid of snipers
- No crits
- Make the heavy sandwich chicken salad
- Give medics a gun that gives metal to engineers
- Make engineers invincible and more handsome

Thanks,

:)
 
ummm...two eye patchs for the demo?:p or maybe, whenever he breaks his bottle alcohol spills everywhere and immediatly catches fire at the slighlest spark (or explosion). :D

That would be pretty cool.

How about making the Pyro's flame shoot farther, but for less damage?
 
Spies that can walk through enemies at the cost of half their current cloak for about 5 seconds.
 
Perhaps allowing soldiers to rocket jump without taking any damage, and maybe boosting the trajectory at which they fly from said jump.

Also, maybe a third jump for scouts?

Oh and for the natasha thing.... make it do no damage, but slows movement speed by 100% freezing them in place.
 
Some slight tweaks on the good old "RTD" mod, all initiated on taunts with melee weapons. The taunt effect would be usable every 30 or 60 seconds. All of them would need to be balanced and perhaps changed for flavor, etc, but you get the idea.

For scout: The Big Slugger. Taunting with bat gives 5 seconds of guaranteed crits and extra health, and then a 10-second "freeze" on the scout after it runs out.

For soldier: Sergeant Slaughter. Taunting with shovel toggles a one-minute duration "timebomb" on soldier that ends early on his next shovel swing. When he explodes, he does damage equal to two crit rockets.

For pyro: The Ax of Glory. Taunting with ax grants 10 seconds of instant kills, after which time he dies.

For demo: The Homebrew Bottle. Taunting with bottle simultaneously toggles a low-radius 5-second "toxic" effect, "blind" for 10 seconds, and "drugged" for 20 seconds.

For heavy: The Spicy Sandvich. Taunting with sandvich grants 10 seconds of increased movement speed, reduced gravity and then has "burn" toggled for 5 seconds.

For engineer: The Nuclear Wrench. Taunting with wrench gives him a 4x attack speed with it for 10 seconds, then gets "drug," "burn," and "beacon" for 10 seconds.

For medic: The Vivisection Saw. Taunting with saw grants "all crits" for 10 seconds but reduces his health substantially.

For the sniper: The Blade of Clarity. Taunting with his kukri gives the sniper 5 seconds of instant kills and 20 seconds of beacon.

For the spy: The Whisper Blade. Taunting with his knife simultaneously grants him "noclip" for 5 seconds, "invisibility" for 15 seconds, and "beacon" for 30 seconds.
 
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