Why cant Valve make any decent Weapon Changes or New Weapons?
OK I honestly am fine with how Valve is going for repairing old weapons rather then dumping new ones in. But the changes they do make are so poorly thought out and cheap, carbines minicrits arent nearly as helpful, a health mechanic would be better, the nataschas buff is really only useful in mvm, and the short circuit just need to be completely redone. The only good buff was reserve shooters and now it might be a tad overpowered.
My main issue with this is coming up with decent weapon stats is not that difficult. Some examples I though of in about 30 min are
short circuit - take away metal so it works with widowmaker but make the thing overheat and stop firing if at full speed or you delete too many projectiles, it has to have a 10 second cool down when overheated this way its used defensively, and give him a 50% higher resistance to melee weapon damage while deployed making it easier for demos and sollys to kill him without explosives.
Natasha- Add 25% faster firing speed to make the slowdown more consistent and make the damage penalty less crippling
Brass Beast- nataschas ammo buff would go much more nicely on this weapon due to its camping nature, also half the spinup penalty
Phlogistinator- GIve it a shortcircuit esque airblast and mmph grants mini crits and movement speend in addition to healing, make it take twice as long to charge it from fire damage but it charges much faster on destroyed projectiles, rewarding pyros for helping out the team instead of mindless flaming
Baby Face Blaster- Make it take 200 damage to fill up rather than 100 so a scout really has to keep outputting damage if he doesnt want to maintain his boost meter
Cleaners Carbine- Health Restored on kill or crits charge up on damage done with either your sniper rifle or carbine to activate minicrits.
Dalokahs bar- make it drop for a small healthpack, adds to your overheal
Buffaloe Steak- Remove damage penalty and make it heal 50% of your health, being a slow class with a huge hitbox stuck with only your melee for a certain amount of time is enough of a downside.
Bonesaw/ FireAxe= +15 to 25 health on wearer.
Third Degree+ Valcanoe fragment- make them reskins of eachother with combined stats, hitting an enemy medic through his pocket is rarely helpful, lighting a medic on fire through his pocket would be much more useful.
Eviction Notice- 50% faster weapon switch making it go well with tomislav and shotguns
Homewrecker- Remove Sapper removing attribute to make neon more viable and replace it with -50% sentry knockback and -50% damage from sentries only while deployed giving a decent pyro a chance to take out a mini before hes lost all his health
Vaccinator- Remove overheal penalty buff passive resistance from 10% to 25%
Enforcer- 4 clip size instead of 6
Gunslinger- -25% range on mini sentries
Pretty Boys Pocket Pistol- 25% resistance to fire not 50%
Sun on a Stick- crits burning targets and gets crits when your on fire
Wrangler- Sentry takes 1 second after taking out the wrangler before you can fire it, wrangled minis only take 66% of damage rather than 33%
Pomson 6000- Bring back penetration remove uber drain and make it have a 5% cloak drain (penetration makes it around 10-20%) at close range only.
Ubersaw, Half Zatoichi, and Bushwacka- No random critical Hits
I have many more ideas for weapons but I do not want to exceed the average attention span and in terms of balancing new weapons here are some brand new weapon stats I thought of that could be really great if added.
Heavy Shotgun that grants full health on kill but only 4 shots in the clip and no random crits
a way for a shotgun to actually be useful on heavy
Scout Pistol that has 25% more accuracy and gives you and causes you to have a 50% damage resistance from level 1 sentries while deployed, also deal 25% more damage to level 1 sentries, downsides are -25% clip size, can not jump while deployed, something that lets the scout survive the infinitely spammable mini sentry
Demoman- Stickie launcher with 25% more knockback and 25% faster firing speed and +15% weapon switch speed, downsides -50% clipsize, basically a sticky launcher designed for desorienting enemies and finishing them off with pipes, also great for setting up airshots
If a bored lazy nerd can think this stuff up in about a half an about a half hour than why cant experienced professional game developers implement more than 4 to 5 weapon changes at a time? Feel free to post your weapon ideas and stat change ideas here as well as other kinds of ways Valve could improve tf2 besides adding in more overpriced hat effects and fancy shiny weapons