TF2's Unused Ray Guns

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  • čas přidán 1. 04. 2022
  • Quite a few years back, Valve partnered with the Dr. Grordbort company to bring us cool looking laser weapons like the Pomson 6000 and the Righteous Bison. But the ones we have in-game aren't the only ray guns that the company has made - there are still several more that didn't make it into TF2 for whatever reason that I could easily see being added under different circumstances. In this video, I go through the weapons that have yet to be added, theorize which class might use them, and come up with some stats for 'em. Not exactly balanced ones, mind you, but cool concepts nonetheless.
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Komentáře • 723

  • @FoxMan_FF
    @FoxMan_FF Před 2 lety +1868

    I like the concept of the Family Guy Funny Moment-inator. Honestly, I really wish we had more of these retro-futuristic weapons in TF2, this was a missed opportunity!

  • @aknight7642
    @aknight7642 Před 2 lety +467

    Fun little note:
    There is a weapon submission in the tf2 workshop called "Dr. Al Coholic's 4th Law".
    It's incredibly well done.

  • @Jorvalt
    @Jorvalt Před 2 lety +526

    For the Demo one I would have actually made it a weapon that does MORE damage to buildings and LESS damage to players, owing to the "matter mangler and disentangler" bit.

    • @ClonedGamer001
      @ClonedGamer001 Před 2 lety +31

      The Loch 'N Load does 20% more damage to buildings

    • @sapphralite
      @sapphralite Před 2 lety +97

      @@ClonedGamer001 And the Matter Mangler and Disentangler can do 21% more damage to buildings, making it superior.

    • @ClonedGamer001
      @ClonedGamer001 Před 2 lety +7

      @@sapphralite I mean, yes, but that wasn't my point.

    • @danielsurvivor1372
      @danielsurvivor1372 Před 2 lety +13

      We aren't made of matter? 🤨📸

    • @asturias0267
      @asturias0267 Před rokem +8

      People are made of matter just like buildings are.

  • @honeycrisp808
    @honeycrisp808 Před 2 lety +1169

    I miss when TF2 would do things like this. I hope someday we'll get more crossover items.

  • @PotatoPatatoVonSpudsworth
    @PotatoPatatoVonSpudsworth Před 2 lety +429

    4:06
    Just do what Valve always does when balancing strong Engineer weapons. Make the charge shot cost metal.

  • @rosem325
    @rosem325 Před 2 lety +463

    Personally I think having a demo “laser” grenade launcher shoot EMP grenades that do more damage to buildings instead. Give it some other stats and make it make sticky launchers worse in some way and you have something that sword focused hybrid knight can use to deal with buildings

    • @MindOfGenius
      @MindOfGenius Před 2 lety +27

      Or maybe the EMP can slow opponents, but still only have 1 nade? Make for some great teamplay if you can slow a group of enemies.

    • @Apotheosister
      @Apotheosister Před 2 lety +13

      Having it disable the PDA, cloak, medi-gun, etcetera, would be neat, although a bit redundant. Maybe it could reduce the meter on certain weapons? There's alot of interesting things a EMP could do honestly!

    • @tylercoon1791
      @tylercoon1791 Před 2 lety +10

      @@Apotheosister honestly, disabling medi-guns sounds pretty good. If a sticky bomb doesn’t kill a medic, they’re gonna panic button Uber, so just getting rid of that option sounds pretty powerful

    • @turtley8581
      @turtley8581 Před 2 lety +14

      @@Apotheosister doesnt everyone complain about meter reduction as a concept on the pompson? like, if the pompson was actually good at all that would become so annoying

    • @MachuThePichu
      @MachuThePichu Před 2 lety

      make it a loch n load reskin

  • @charleshaskell2056
    @charleshaskell2056 Před 2 lety +278

    What about tertiary fire? Yeah, the button that’s never used outside mvm. It’s only used for a couple mvm upgrades.

    • @davitdavid7165
      @davitdavid7165 Před 2 lety +49

      Or you can use R. The hitmans heatmaker uses that.

    • @mothichorror446
      @mothichorror446 Před 2 lety +18

      So does the Vaccinator for changing the resistance type

    • @EzekiesAcheron
      @EzekiesAcheron Před 2 lety +13

      Yeah my thought was literally "Did you forget about middlemouse/mouse3?"

    • @-mako-6018
      @-mako-6018 Před 2 lety +9

      what about the 4th and 5th mouse buttons? secret abilities that only real gamers with side mouse buttons can use

    • @davitdavid7165
      @davitdavid7165 Před 2 lety +18

      @@-mako-6018 some, especially tf2 players, dont have side buttons. Making a gun relly on controlls not even available to a big part of the playerbase will not end well.

  • @scrowlerhouse
    @scrowlerhouse Před 2 lety +293

    I think its fine for the demo weapon to be like the scorch shot, since you're replacing your incredibly powerful grenade launcher instead of the stock shotgun

    • @m2pt5
      @m2pt5 Před 2 lety +29

      When he said "plasma" and "grenade" I could only think of grenades that stick to people and explode after a few seconds, like from Halo.

    • @dinochookproductions5190
      @dinochookproductions5190 Před 2 lety +6

      @@m2pt5 a grenade launcher that sticks to its targets then detonate after a 1 second? very interesting

    • @kindredbarkmaw2509
      @kindredbarkmaw2509 Před rokem

      @@dinochookproductions5190 Remote caber?

  • @weedspagon4522
    @weedspagon4522 Před 2 lety +129

    The 4th Law could play into the 'mangler and disentangler' thing by having a chance to turn killed enemies into buffalo steak sandvich drops (yummy meat chunks)

    • @CreeperOnYourHouse
      @CreeperOnYourHouse Před 2 lety +5

      cannibalism is probably a bad thing to put into tf2

    • @owohub9378
      @owohub9378 Před 2 lety +22

      @@CreeperOnYourHouse who doesn't love a little cannibalism

    • @CreeperOnYourHouse
      @CreeperOnYourHouse Před 2 lety +7

      @@owohub9378 international censors.

    • @doctorhealsgood5456
      @doctorhealsgood5456 Před 2 lety

      Bypass the censors by making people who play on those countries to turn them into cake instead

    • @sydssolanumsamsys
      @sydssolanumsamsys Před rokem

      @@CreeperOnYourHouse those guys are pussies

  • @Goober1298
    @Goober1298 Před 2 lety +118

    perhaps for the 4th law instead of afterburn it would make enemy's have "plasma waste" left on them that would slightly pull them towards other grenades you launch but after being hit by a grenade they are pushed further by the explosion this affect would apply to you as well. Though that could be very annoying to deal with. Also great video, keep up the good work.

    • @sato-kuu
      @sato-kuu Před 2 lety +4

      If the plasma waste effect works on the user too, that could be interesting for Grenade Jumping. Every jump sends you farther than the previous, but you get sucked towards the grenade so you have to aim more carefully since they explode on impact instead of a timer. That pull mechanic might also work for a minor form of flight if it's too strong.

  • @TheDarkSlayer415
    @TheDarkSlayer415 Před 2 lety +138

    There’s actually two workshop submissions from WETA Workshop that conceptualized two Grordbort item sets for Scout and Medic. I think you should take a look at them next time as well.

    • @danielsurvivor1372
      @danielsurvivor1372 Před 2 lety +10

      How he didn't even mention those two? Those two are the only semi canon one's

    • @Onscreen_Keyboard
      @Onscreen_Keyboard Před rokem

      Mule Molestor ',:)

    • @vilemk.2289
      @vilemk.2289 Před rokem +3

      I thought the video was about those scrapped sets before watching it.

    • @ekris5072
      @ekris5072 Před 9 měsíci

      We all love the mule molestor 600

  • @Protolisk
    @Protolisk Před 2 lety +45

    I always love the retro-future aesthetic and this series of weapons has (mostly) been my favorites to just have fun with back when I still played TF2 regularly. (Realizing the Pomson sucked was... yeah.)
    Of all of them, the combination of the two Heavy weapons I think are my favorite conceptually. They not only fill their own niche, but combine together well that would be super interesting, and their benefits still help out the other options you could pair them with (minigun for the secondary and the lunchbox items for the primary).

    • @drivanradosivic1357
      @drivanradosivic1357 Před 2 lety

      Pomson needs penetration back, the cloak and uber drain as a MVM upgrade and either a press R when weapon is active to switch between normal laser shot and explosive shot of Direct Hit AOe or Pomson has a alt fire charges up for a Cow Mangler like Shot.

  • @TheStickBall25
    @TheStickBall25 Před 2 lety +31

    I actually have seen a ray gun for Demoman made for the community workshop called Dr Al Coholic's 4th law which looked pretty neat and very similar to the Cowmangler. You should take a look at it.

  • @Succer
    @Succer Před 2 lety +24

    I actually have thought too hard about Dr. Grordbort's weapons. I have the Bison.

  • @Celestial_Eclipse
    @Celestial_Eclipse Před rokem +11

    5:47
    Sayori from DDLC just casually chillin on the wall

    • @jey5806
      @jey5806 Před rokem +3

      Lmao he sprayed another thing on it based

  • @pajamapantsjack5874
    @pajamapantsjack5874 Před 2 lety +22

    I would actually love to own a real life righteous bison. After all irl tf2 items are a rarity

  • @johns.7752
    @johns.7752 Před 2 lety +15

    The grenade launcher type weapon could capitalize on plasma grenades. It could throw globs of plasma that dont bounce, but splatter onto a surface on impact. On impact it could explode and coat the splattered area in plasma that would light people on fire and deal a small amount of afterburn. The plasma could disappear after a couple seconds, the grenade launcher could have a fire speed penalty, and the fire damage and afterburn wouldnt stack with multiple plasma grenades in the same area. If the plasma hits an enemy directly, the explosive would do 75 or less damage and it could do like 40 afterburn damage to compensate for the slower firing speed. If that sounds too op / like the sticky bomb launcher you could do something like the Persian persuader and cut the primary or secondary ammo for the secondary slot. The fire damage would make demoman not completely useless when faced with the short circuit and functions similarly to the area denial the iron bomber provides.

  • @maxsparks3764
    @maxsparks3764 Před 2 lety +2

    I work at a used bookstore and we got a little hardcover copy of the Dr. Grordbort catalogue. Pictures and descriptions of different weapons, plus a few comics and pages that remind me of, "Come visit the beautiful Dr. Deathlock's Island!" or "Wish You Were Here With Me (On The Verdant Death Planet)!" It's so great.

  • @zenithzv
    @zenithzv Před 2 lety +12

    The Saboteur idea sounds a lot like Bandit’s ability in ror2 and honestly it makes me super interested to try that out

  • @Moss_Dude
    @Moss_Dude Před 2 lety +4

    You need to call the fourth law "The sheep disentangler."

  • @somerandomdude9657
    @somerandomdude9657 Před 2 lety +2

    "The goliathon 800" can have the speed of a arrow for a idea

  • @CannedPsycho-
    @CannedPsycho- Před 2 lety +2

    These are my takes for the weapons
    1:00 For this weapon, I'd actually focus more on scout peppering buildings from a distance rather than finishing people off because the weapon name is 'The Saboteur'. Rather than bullets or lasers, I'd make it shoot a projectile similar to the righteous bison (because that looks like a wave projectile) but the projectile speed is faster and the gun fires faster than the pistol. The gun disables buildings for 0.3 seconds (doesn't stack but resets the timer every shot). It also does 20% less damage to players but has 25% more ammo capacity and consumes no ammo. It reloads like a bison except with scout's arms, it reloads the first bullet in 0.72 seconds and the rest in 0.33 seconds which means 5.34 seconds to completely reload.
    +Disables enemy buildings for 0.3 seconds
    +25% ammo capacity
    +faster firing rate
    +doesn't consume ammo
    -20% less damage to players
    -no random crits
    -Mini-crits instead of crits
    -Longer reload speed
    It can still finish off low health players if the scatter gun didn't but is more meant to kill sentries since you can disable them while attacking and an entire clip can destroy a level 3 quickly if the engineer is busy(dead) or away(dead). The downsides are of course the damage it lacks as well as the reload speed. Killing a sentry in the distance when there is no engineer nearby is easy for a scout with a regular pistol but if the engineer is nearby or his team is near you, you can't do that. Engineers tend to place their sentries in spots where that can't happen anyways. With 'The saboteur', you can do substantial damage to the sentry while running in and killing the engineer before it gets up to look at you. 'The Saboteur' even affects dispensers and teleporters to slightly delay support to the enemy team albeit not much.
    2:13 For this weapon, it really looks like a cut off flintlock pistol replaced with some 50's gadgets so i'd make it a weapon that shoots once before needing to be reloaded. I believe it should be a weapon for spy that helps him escape. It's one shot but knocks back the victim and deals 50% more damage than a stock bullet. There's also a 75% switch speed to the weapon since it's a concealable ray pistol. Also, as a fun little thing I think the pistol should do is make a loud sound to the shooter and the victim with the word "POW" above the victim's head like they got double donked to give it that 50's feel. Also he has to
    +50% more damage
    +Enemy knockback
    +75% switch speed to weapon
    +doesn't consume ammo
    +POW
    -No random crits
    - 85% less clip size
    -Slightly longer reload
    What you suggested is pretty good but the ambassador basically made spy players mini-snipers when it first came out and I think your idea would do the same since spies can sit back and shoot the enemy team from far away for 60 damage (especially low health enemies because spies can see their health). This weapon pushes people back when spy misses a backstab or is spotted so that he has a chance to get away while also dealing a medium amount of damage in the process just so the effort to sneak behind someone isn't wasted. Alternatively, spy can now push back ubers and get environmental kills. The "POW" is also meant to make it a fun weapon. Honestly making a spy revolver is kinda difficult.
    3:19 For this weapon... I don't know. What you said is fine. Though it does kinda sound like a pyro but weaker... I have no have no idea what to do with this weapon. Maybe it's actually a coffee machine because that liquid on top reminds me of starbucks.
    4:14 I love this weapon. Matter mangler and disentangler is such a fun thing to say! For this weapon, it doesn't shoot a sustained beam but rather short ones like the star wars blaster. This weapon has 50% less explosive radius, 20% less damage (base damage is 80) but has damage rampup (max is 125), 25% more splash damage (60 base, 94 max), explodes upon impact, and has a clip size of 3. The speed and arch of the weapon is the same as a fully charged Sticky bomb launcher. Now this weapon *DOES* consume ammo since I think that thing at the bottom looks like some sort of liquid container that you put in, use up, and replace.
    +25% more splash damage
    +55% Projectile speed
    -50% less explosive radius
    -20% less damage
    -25% clip size
    -No random crits
    _Damage builds up over distance_
    _Explodes upon impact_
    This weapon is designed for an artillery demoman playstyle. I don't want this weapon to be a Loch n Load 2.0 where it's the demoman's version of direct hit so that's why I want Demo players to use it at range with the damage rampup feature. But it's hard to hit players with projectiles at range so I want to speed up the projectile to at least land near their target and still do deal decent damage. But that can become spammable pretty easily so I reduced the clip size to 3 and lessened the explosive radius so it still takes skill to use and be fun. And at medium range where a demoman is usually seen, the explosives do the same amount of damage as a regular pill give or take a few hammer units. And I want this thing to do crits if paired with a kritzkrieg medic to do BIG damage to a large group of enemies at medium or more distance.
    5:35 For this weapon, it's a sustained laser weapon that does 13 damage per tick. It's perfectly accurate with damage fall off (minimum of 4 damage per tick) but does not receive crits, only mini-crits. It does not consume ammo but does have to be cooled down if fired for too long (can hold down for 10 seconds and takes 3 seconds to fully cool down). It does 10% less damage to buildings (heavy already does 15% less to level 2 sentries and 20% less to level 3 sentries so that'd be 25% less to level 2 and 30% less to level 3). And since there's no need to rev up the gun, it's completely silent until fired. But the weapon wouldn't be called a Moonhater Deathray with these tame stats. As you give and take damage the HATE meater builds up and when it reaches full after giving/taking 500 damage and pressing R on your keyboard, the hitbox and visual of the laser expands as it now does mini-crits and is not subject to overheating or damage rampoff and crits against you become mini-crits (except for backstabs) until the effect runs out after 8 seconds and your weapon overheats.
    +Completely silent
    +Infinite ammo
    +HATE
    -10% less damage to buildings
    -No random Crits
    -Mini-crits instead of crits
    -Cooldown
    _Perfectly Accurate Death Laser_
    Only doing 13 damage a tick for this perfectly accurate weapon is actually a curse for heavy. The laser is easy to spot and avoid, and I feel as though a lot of heavy's accuracy actually comes from the fact that his bullets spread out in a cone-like area so having it point directly where you're looking decreases his accuracy as it tells people where you're aiming. But people tend to find a way for these kinds of weapons to work well and even become OP so maybe not. This weapon turns heavy from a Medium-Short ranged class into a Medium-Long ranged class. It's not enough to deal with snipers but it can pester them better than a regular minigun giving you a little bit more leeway in avoiding their sights. And there's even an achievement for getting the HATE meter filled up and living through it titled _*"8 SECONDS OF HATE"*_. I was also thinking that this weapon could destroy projectiles like rockets and grenades but that mechanic is really janky as proven in MvM.
    6:50 For this weapon, I think a laser shotgun for all classes who can have a stock shotgun is more adequate. Instead of bullets, it's fast moving laser projectiles that can't be destroyed by engineer's solar flare or be deflected like the emerald splash and has infinite ammo with a clip size of 4. It does 20% less damage to buildings and mini-crits instead of crits. To not make the weapon so boring, how about we give it an alt-fire that uses up 3 shots to shoot a single powerful shot that pierces and sets players on fire? As well as it doing mini-crits to players on fire.
    +Mini-crits players on fire
    +Does not consume ammo
    +Alt-fire pierces and sets players on fire.
    -35% less clip size
    -No random crits
    -Mini-crits instead of crits
    -20% less damage to buildings
    Honestly i'm not inspired by it's design. I don't even have a clever or funny name for the F.M.O.M.

  • @---.___-
    @---.___- Před 2 lety +7

    5:30 i had and idea of something similar some time ago
    [granade launcher]
    (+) can go throught building
    (+) while inside the building the building is disabled
    (-) does no dmg to buildings (or maybe does little dmg overtime but little like bleeding)
    (-+) does not get affected by gravity
    i made it to kill the engineer first and then the sentries of a sentry nest

  • @NikoFromOneShot
    @NikoFromOneShot Před 2 lety +8

    I wish we got the laser SMG from Invasion update

  • @TARINunit9
    @TARINunit9 Před 2 lety +4

    Valve and Weta once upon a time made concept art of Scout and Medic wielding new Grordbort weapons. Shame we never got them

  • @mertcansavetf2484
    @mertcansavetf2484 Před 2 lety +2

    5:06 you can use the third mouse button like how medic has a energy wall ass a upgrade in mvm

  • @vladcadar8557
    @vladcadar8557 Před 2 lety +9

    I was thinking that for heavy's new minigun it would be neat to shoot a medigun like beam that doesn't lock onto the enemies, so you would have to predictively aim it like the medics syringe gun, maybe the beam would be a bit faster since medics syringe gun has awfully slow projectiles. I don't know if you'll understand it the way I meant to describe it but lets hope for the best.
    Clarification: the beam wouldn't heal teamates, it would only look like the mediguns beam

    • @leobanks6111
      @leobanks6111 Před 2 lety

      That's way too strong if the heavy is behind his team during a push just unloading small but rapid heals into teammates. example imagine a heavy healing a medic who called for help because scout is on him and soldier just jumped away. Medic literally getting rapid heals to survive scouts shots and crits him gaining free meter with melee. Or you know 1 rapid healing heavy and a phlog pyro W+M1-ing without worrying about risking a meds life.

    • @leobanks6111
      @leobanks6111 Před 2 lety

      Actually now that I think about it it does seem really fun but what will be the draw back besides the manual aiming? Sense they're playing heavy I would think they would be good to somewhat decent with tracking a moving target.

    • @vladcadar8557
      @vladcadar8557 Před 2 lety

      @@leobanks6111 they would have to predict the enemies movement almost like a demoman because the beam isn't hitscan, its delayed like a syringe gun, I think it would actually need some stats to make it stronger

    • @vladcadar8557
      @vladcadar8557 Před 2 lety +1

      @@leobanks6111 When I said medigun like beam I meant it would look like that but it wouldn't actually heal teamates, it would only do damage to enemies

  • @dank6554
    @dank6554 Před 2 lety +6

    For the grenade launcher, I've got 2 ideas.
    First concept is that it fires high-bounce plasma balls that are exceptional in corridors/chokes and can penetrate players, but fizzle out instead of exploding. (Can't be reflected, less dmg to buildings, yadda yadda gordbort stuff.)
    Second idea is that it shoots plasma ball proximity mine thingies. This would probably work better as a secondary. They don't travel very far and have a slower projectile speed, but detonate when an enemy comes close. If shot or left alone for a while, they fizzle out. They deal more damage than stickies, but clip size can be brought down to 3-4 and also deal less dmg to buildings.

  • @Artcat932
    @Artcat932 Před 2 lety +3

    Fun fact: Submissions for ray guns for Medic and Scout submitted to Valve from Weta Labs we’re found and the Saboteur 66 was intended as a pistol for scout.

  • @jeeshified
    @jeeshified Před 2 lety +5

    For the demoman weapon, you could do what the hit man’s heat maker does and use R to activate a secondary fire

  • @Iteration456-8_codename_goblin

    Well it’s called the Matter “Mangler” so it could have a cool effect of on kill the next shot you’d fire would be a minicrit, or alternatively on kill the gib deals mini crits and afterburn on top of the stats you suggested
    But say 4 ish seconds of afterburn for every pill makes it a bit too much
    So possible the matter mangler stats could be
    +25% explosion radius on direct hit
    -40% explosion radius on miss
    Only holds 2 shots
    +10% damage buff
    On kill your next shot deals a minicrit or full afterburn
    And infinite ammo

  • @joeyjonquantaviusjr9927
    @joeyjonquantaviusjr9927 Před 2 lety +3

    I remember the mule molestor concept art

  • @blukat9903
    @blukat9903 Před 2 lety +6

    5:38 how dare you to cover sayori I'm reporting you

  • @shotgotit_
    @shotgotit_ Před 2 lety +1

    Heavy with Orisa Gun would be sick. Weapon Concepts for almost any game are so much fun but there's something about TF2 that just facilitates that kind of imaginative thinking around weapons/utility mechanics.

  • @oo-zk6mr
    @oo-zk6mr Před 2 lety +2

    1:40 In destiny 2 there's a perk kinda similar to this on some magnum revolvers where headshots reload a shot in your secondary weapon. If you never miss you can just keep swapping between two handcannons which is pretty fun

    • @Kevin-bs5tv
      @Kevin-bs5tv Před 2 lety

      The only downside is that you have to use a sidearm 🤣🤣🤣 sturm and drang were busted in leviathan

  • @thewolfstu
    @thewolfstu Před 2 lety +2

    4:35 ok, that *Definitely* looks like an All-class shotgun sort. Maybe Heavy shotgun.

  • @ChipDrewPog
    @ChipDrewPog Před rokem +1

    for the mongoose I think the recoil feature doesnt matter if this is a long ranged choice, the recoil becomes negligeble if you're shooting from sniper range which seems to be the intended use and that allows you to pepper the enemy team with mark-for-death at very little drawback since like sniper its not likw the enemy can really reach you from such a range to counter-attack, and even then unlike sniper you can cloak away.

  • @R4V3-0N
    @R4V3-0N Před 2 lety +1

    In a similar vein something I felt should've been mentioned is that there were some custom weapons designed by Weta Workshop for TF2 that are cut as well! This being the Saboteur 66 (which you covered), the Mule Molestor 600 for scout alongside the "Rocket boy" cosmetic set, and the Mercy Killer, and the Anti-Deathray for Medic.

  • @adairschannel7502
    @adairschannel7502 Před 2 lety

    I never knew there was this much stuff behind the raygun weapons, thank you for sharing this with us. good video. i feel like the fact that there isnt a continuous beam weapon is bit of a shame.

  • @Blucario90
    @Blucario90 Před 2 lety +1

    I love the fact that you instantly thought of the shield as the reason for not being able to right click as demo even thought sticky detonation is like his main thing.

  • @radiantbluewolf7436
    @radiantbluewolf7436 Před 2 lety +2

    8:16 the fathom 55 n1900 i think could be a sniper weapon

  • @bloodgodsprophet3047
    @bloodgodsprophet3047 Před 2 lety +6

    What if instead of afterburn, the grenade launcher disables buildings for like 1-2 seconds? to make up for the fact that it does reduced damage to them.

  • @SmegmaGoblin
    @SmegmaGoblin Před 2 lety +2

    The 4th law looks more like a rail gun that the snipe could use

  • @Shade400
    @Shade400 Před 2 lety

    You sure you wont do the rest of their weapons? This video was fantastic and Is love to see a sequel

  • @susic1819
    @susic1819 Před 2 lety +3

    2:15 ah you picked that up. In fact, it is designed to be used by the elegant and surprising annoying higher class

  • @feched8445
    @feched8445 Před 2 lety

    Editing in this is better man, good job

  • @projectkepleren
    @projectkepleren Před 2 lety +1

    3:35 depending on how scientific we want to get here. it could also just be a chemical mixture needed to make LASER.

  • @BoBrEiGs
    @BoBrEiGs Před 2 lety +1

    For the 4th Law, maybe we can put metal sphere shells in that will be containers for the plasma balls that will be shot out.
    This way we can keep the Demo function but remove the explosion AOE and give a chain shock to anyone nearby.
    And as the cow mangler, we can charge one big plasma ball to try to disable any sentries and/or maybe other electric equipment like Spy cloak, Wrangler, etc.

  • @mrsquid_
    @mrsquid_ Před 2 lety +2

    1:35 tje widowmaker functions exactly like that.
    Infinite ammo if u never miss a shot

  • @Antroz0n
    @Antroz0n Před rokem +1

    (6:39) Maybe if the overheat would be too much, we could bring the ammo count from 300 to 200 or make it only recharge when not firing, but have a slower recharge rate while revved up?

  • @elemangell2981
    @elemangell2981 Před 2 lety

    I also remember seeing official pitch artwork made by Weta for Grordbort sets for Scout and Medic. Would love to see what you'd make of those.

  • @FearsJourney
    @FearsJourney Před 2 lety +2

    You should make a few more videos on this over time as just interesting video to throw out there

  • @Toro563
    @Toro563 Před 2 lety +2

    I feel like the colt gun from the Team Fortress 2 classic mod that was given to engi was inspired by the gordbord sets

  • @napppann3486
    @napppann3486 Před 2 lety +1

    I think that the Goliathon 800 could be like a sort of offensive medigun electric mid-range sort of weapon. It does a contant homing sort of electrcity damage to a pretty medium range only capping to two targets at once. The overheat mechanic could technically still stay but it would do a constant afterburn damage to the user instead if used or held by the user. and it could still probably has it's building penalty although now it could sort of "Disable" them for a short duration. In my opinion.

  • @DelphanGruss
    @DelphanGruss Před 2 lety +1

    "Matter Mangler and Disentangler" - basically loosening matter. It's a fancy way of saying 'melt things by causing them to fly apart on a molecular level'.
    That said - I'd make it a weapon that causes everyone affected by it, including the Demoman, to have significantly increased movement speed for a couple of seconds - but with slippery ice physics and momentum. It could be excellent for Hybrid Knights because it would give them a huge speed boost in a straight line, and it would be great for disrupting enemy formations while still allowing the enemy to have control over their movement and shooting.

  • @jilusion
    @jilusion Před 2 lety +2

    Make that demo plasma thing shot straight line explode beam it has unlimited range but does a bit less damage

  • @zetasans495
    @zetasans495 Před 2 lety +1

    I think for the Demo weapon, it takes no ammo, there is the main fire which has the stats you have and, but add a secondary attack which you replace with reload instead of right click, and the secondary makes a grenade that has a meter. once it is used, the grenade fired will act like a fully charged Cowmangler shot and disables buildings and maybe lowers cloak and Uber by up to 30% depending on distance from explosion with base explosion radius and lowered damage. Dealing damage fills the meter of the special grenade, but you spawn with the meter full.

  • @zerozeroone4424
    @zerozeroone4424 Před 2 lety +1

    Because of TF2 i actually ended up buying a physical copy of a Grordbort book. I love it and it's humor and art is genuinely amazingly drawn and well written. it sits with pride upon my bookshelf, close by to my Valve comic book

  • @chickencheese6682
    @chickencheese6682 Před 2 lety +3

    6:14 well since it's a ray shouldn't it just be a beam that if you overheat it you have to wait 15 seconds before you could use it again. So you have to be careful on the way you use it

  • @leeto64
    @leeto64 Před 2 lety +9

    Blue, what about the Grodbort weapon designs on the Steam Workshop? i'm shocked you didn't go through those instead
    going by it, we could've gotten a Grodbort set for Scout ("Rocketboy Pack") and another for Medic ("Man of Science Pack"); each containing a primary and secondary for the respective classes.
    dunno how one would balance a laser-beam medigun when mediguns are already beams tho

    • @doubledee8677
      @doubledee8677 Před 2 lety +1

      Yeah. They wanted to make more but Valve wasn't interested in making new stuff any more so they told them to shove the concepts on the workshop and left them to rot.

  • @elchipplushproductions9340

    make a part 2 please
    this episode was enjoyable and you missed some guns like the Mercy Killer, Anti-Death Ray and the Mule Molester 600 so i would like a part 2 with all weapons below:
    Mercy Killer, Anti-Death Ray, Mule Molester 600, The Mars 6 (i made that)
    , The Wave-blaster 6000, The Grordbort Grapple Gun, The Pomson 4500, The Atomic Chronoscaph, The Saturn 17, The Deal Breaker 1912A, The Grordbort 66 and the Silver Mantis 99.
    with more coming! with that amount you can make a series
    i love your videos btw

  • @alexmendoza2688
    @alexmendoza2688 Před 2 lety +1

    Medic Dr.Grordbort weapon idea: The BMRB-MRPD or the Bio-Matter Reconstitution Beam and Momentum Refractor Projection Device. A medigun that fires a wide short ranged cone of reconstructive particles that tether damaged tissue and stitches them back together, and is able to project a protective shield that refracts the momentum of incoming objects to protect it's user and friends from hostile forces. Honestly not the best idea, but it could be interesting to try out.
    Stats:
    > Primary fire: When held produces a large visible cone of energy that heals any teammates within the area.
    > Secondary fire: Ubercharge projects a large dome around the wearer, which both heals allies within the area as though they are in the medigun's beam, and also reduces incoming damage by 50%. Projectiles are nullified when they hit the dome.
    > Reload: "Reloading" this weapon swaps the healing property of the beam into projecting a protective wall in front of the user (similar to the MVM upgrade) that nullifies bullets and projectiles that come into contact with it. Fire, explosions, and enemies will still be able to cross through the wall.
    + Does not need a heal target to fire.
    + 80% healing rate to allies being targeted by sentries (just keeping with the 80% building thing)
    + Healing multiple targets inside the cone increases ubercharge rate by 10% per target
    - Beam does not lock onto a heal target, forcing the medic to look at who they are healing
    - Ubercharge rate is reduced by 50%
    - Cycling from protective wall to healing beam is 2 secs (Medigun undergoes an animation where Medic pushes the top lever forward to release some steam and dimming the medigun's glow, before firing the healing beam).
    - Cycling from Healing beam to protective wall is .5 secs (Medigun's glow intensifies with a quick animation of the top handle being pulled back).

  • @MisterSkullium
    @MisterSkullium Před 2 lety

    3:54 that mechanic reminds me of tf2c's coilgun where you can charge it for maximum damage (plus overcharge it to hurt yourself and jump high like a det or blast jump)

  • @vulture6068
    @vulture6068 Před 6 měsíci

    I came up with an idea for the 4th Law that has similiar stats to your idea. The key difference is afterburn is replaced with a black hole effect that forces enemies towards the center of the blast and briefly locks their movement. While your killing power is significantly reduced since you aren't able to even kill light classes without reloading the weapon, this weapon would have lots of fun utility. You can use the vortex to screw over ubers, by pulling the Medic away from his pocket. You can pull enemies into your sticky traps. You can pull enemies close together to be blown up by your stickybomb launcher or a friendly soldier's or demo's rockets or grenades.

  • @speedypichu6833
    @speedypichu6833 Před 2 lety +2

    Another thing, if memory serves every grenade launcher has a smaller explosion radius, that’s a neat thing

  • @Ludwig_Perpenhente
    @Ludwig_Perpenhente Před rokem +1

    Fun Fact: there's a scout Gordbort scattergun in the Workshop fancily named "Mule Molestor"

  • @yachtman87
    @yachtman87 Před rokem

    your "if you hated this video" end segments always make me chuckle ur so funny!

  • @MellowNova
    @MellowNova Před 2 lety

    4th wall could have a hold click to charge ability (and in place of afterburn could be a slowness effect that scales with how close you were to the projectile)

  • @underscorePika
    @underscorePika Před 8 měsíci

    The Goliathon 800 reminds me so much of the Fallout 3 Drone Cannon, so I think something similar to that could be interesting, especially on heavy. The cannon itself launched a giant ball of energy that exploded either on surfaces after a delay depending on what version of it you found. Something like this would bring him closer to demo, but honestly, a primary for heavy that isn’t a minigun could be one hell of a way to spice up the game

  • @marcclarence2260
    @marcclarence2260 Před 2 lety

    My idea for the mongoose thing is that on hit ittemporarily disables engineers buildings. Or another way for it to function as a zapper from range

  • @_Barkion_
    @_Barkion_ Před rokem +1

    For the demoman plasma launcher:
    - Alt Fire to change Modes of firing
    Hot Mode:
    -Plasma Granades fly straight for 1 second then start to fall down
    - +15% Damage
    - -80% damage to buildings
    - Zap: If an enemy is hit directly, a plasma beam will damage enemies nearby, going through one to another. each hit lowers the damage by 25.
    - No ammo required
    -Inflicts Afterburn.
    Cold Mode:
    Granades become destrucitble after 3 seconds, but after the same time they become homing. (targeting the lowest HP target, for ex. 125 scout is targeted if a heavy is around, unless they heavy has less than 125 hp.)
    - -25% projectile speed
    - +25 damage
    - -80% damage to buildings
    - -Minicrits instead of crits
    - Projectile has 50 hp
    -Projectiles fly in a straight line
    -If the projectile is airblasted, it becomes homing instantly.
    -no ammo required

  • @tobiebrown3756
    @tobiebrown3756 Před 2 lety +3

    For the Demoman one, you could steal a wave-frame GL from Destiny. As for downsides, maybe remove its knockback or reduce the ammo capacity.

  • @lagrush9039
    @lagrush9039 Před rokem

    I know a while back I came up with the idea for a mega buster weapon that would function similar to the cowmangler and widowmaker combined.
    I initially thought it up to use shells instead of lasers tho

  • @vanqqish1
    @vanqqish1 Před 2 lety +2

    For the demoman one I'd replace the stickybomb launcher, reduce the ammo capacity of by 50% and increase the arming time by 100% and have the grenades stick to enemies if they land directly. So you can still right-click to set them off. Make it that health packs remove stickies and medibeams too. Or maybe pyros can airblast them off.

  • @larktheoctoplays
    @larktheoctoplays Před 9 měsíci

    The fact that the physical version of the Pomson (supposedly) comes in multiple colors reminds me of the stories about the time when the Cow Mangler in TF2 was able to be painted due to a glitch/coding error (the paint would also be applied to the Cow Mangler projectiles until the weapon's projectiles were changed); the weapon was later updated to no longer be paintable but anyone who did paint their CWs was allowed to keep the painted versions.

  • @anthonyactor
    @anthonyactor Před 2 lety +3

    a medie gun that heals threw dealing damige to targits in a passive heal way would be fun

  • @Lttsumm
    @Lttsumm Před 2 lety

    I noticed that engie gameplay you used for the engine weapon. dont suppose you could reveal how that tense spot ended? do you have the rest of the match saved somewhere?

  • @KittSpiken
    @KittSpiken Před 2 lety +1

    The Matter Mangler and Dissentangler screams "delevel engineer buildings."

  • @invenblocker
    @invenblocker Před 2 lety +1

    That scout secondary sounds like a lot of fun, although I'm not entirely sold on the rest of the set.
    An interesting idea could be to take one of these (the Goliathon 83 for instance) as a Medic primary with an Alt-Fire where you trade in 15% Übercharge for a piercing power shot that builds 10% Über on hit. Downsides are that the primary fire might be a bit unimpressive and also you're not using the Crossbow.

  • @ToastyCoClothing
    @ToastyCoClothing Před 2 lety +1

    would be cool if the demoman's grenade launcher just made very reflective pipes that bounce off of walls like HL2's combine orb. it feels like that kind of projectile would fit the class but still be extremely transformative in playstyle

  • @blacklight683
    @blacklight683 Před 2 lety +3

    5:00you can make it to reload just like the vaccinator

  • @jacobcollier6017
    @jacobcollier6017 Před rokem

    5:17 the 4th law could explode on impact firing multiple lazers in many directions and could even bounce if you chrge your shot like the loose cannons charge.

  • @DarkStar-nw8ee
    @DarkStar-nw8ee Před rokem +1

    Medic and Scout had two scraped rayguns, one of them being the first pistol shown for Scout and a Medi Gun for Medic named the Anti-Death Ray, and Engie even had an Automated Death Ray concept.

  • @flameboy3378
    @flameboy3378 Před rokem +1

    Heres my idea for a demoman grenade launcher
    The metal pipe:
    +Infinite ammo
    +can't be reflected (or + 50% ammo, one of them any ways)
    -deals only 20% damage to buildings
    -mini crits when it would crit

  • @ProbablyTilly
    @ProbablyTilly Před 2 lety

    I actually own the bison from weta, it's very cool to see someone mention them. They were also the people who designed and created for the real life sentry gun and portal turret replicas at the valve hq. Very cool company that deserves more recognition

  • @sk4p3g04t
    @sk4p3g04t Před 2 lety +1

    the 4th degree fires sticky plasma grenades that adhere to surfaces and players and explode after a short delay (slightly less delay than the sticky?) . stuck players take minicrits from the explosion and stuck buildings short out for 4 seconds (like the cow mangler). downsides are a 10-15% damage reduction, no crits, and possibly a reduced blast radius?

  • @VocatioInanis
    @VocatioInanis Před 2 lety

    for demoman the plasma could act as a sticky sticking to the surface it lands and exploding later as well as a secondary fire using the scroll wheel to launch a arced shot that takes the entire clip but has a considerably bigger blast radius burns and or slows players and explodes on contact possibly requiring charge up like the cow mangler

  • @alistairbadger4413
    @alistairbadger4413 Před 2 lety

    The walking bipod thing at the end in the concept art would be so cool for the engineer. It would definitely be a new sub-class

  • @toasted8712
    @toasted8712 Před rokem +1

    You could use R (reload), the vaccinator uses that and its kinda close to the ray guns, so it wouldn't be weird having the alt projectiles by bound to R

  • @thegod9539
    @thegod9539 Před 9 měsíci

    After revisting this video, i still cant forget, how many things you could do with the demomans fourth wall. It could be a weapon, which projectiles get an energy beam between them. It could be a grenade, which sticks onto surfaces and deals damage in an area for 4 seconds with a long reload time so you couldnt just stop everyone ever comming through.

  • @cursedgamer2778
    @cursedgamer2778 Před 2 lety

    for the engie secondary, i had this idea of being able to modify where the energy from your shot goes. if it's mostly deposited in front of your enemy, they're shot back. if its inside the enemy, they're ignited, and if its behind, they're either shot forwards or something behind them blows up

  • @ThatBeePerson
    @ThatBeePerson Před 2 lety

    I really like 2 ideas for playing with how projectiles function and considering how all the Dr. Grordbort weapons do very interesting and wacky things I feel like this could be a good way to show them off
    1: a sticky launcher with anti gravity bombs, you'd fire them out, they'd go a short distance, and then sit there. They actually can't stick to surfaces allowing you to charge up a shot and bounce it off a wall since it goes in a straight line (Could be great for shooting around corners but of course you trade raw range and the ability to arc your shots)
    2: static rocket laucher, you fire a rocket and it chills there, you can have 4(maybe more) out at a time and when you right click they all go at once

  • @alphawolf8059
    @alphawolf8059 Před 2 lety

    I've been thinking about these for a while

  • @MrxD-cg5xs
    @MrxD-cg5xs Před 2 lety

    i think i might have an interesting idea for the Demo primary (the grenade launcher - just clarifying this, as the stickybomb launcher is also cosidered a primary weapon for him).
    since those laser / plasma beams dont have any curved projectile arcs, like the grenades usually have, i thought maybe we could so something interesting with that:
    what if you shot plasma balls that would travel in a straight line and when they are above an enemy, they stop and redirect directly downwards?
    it would be like an air strike (not the rocketlauncher, an actual air strike), where you could shoot a bunch of those and then have death rain down on the enemy team.
    those shots would shatter on surfaces (so they dont get stuck above a door or sthg and immediately delete the next person walking through) and to "force" Demo to actually use this gimmick we could also reduce the damage he deals with a direct hit (and therefore buff the damage his bombs deal the longer they fell downward).
    of course, these bombs would explode on impact with the ground after falling (but not when directly hitting a surface).
    i have no idea how good / bad this would realistically be, but it sounds fun.
    it would allow him to more effectively shoot at choke and control points from a safe distance, at the cost of his otherwise very high instant damage uppon direct hits, as well as his ability to wreck engie nests due to those weapons natural downsides.

  • @SavageMudkip
    @SavageMudkip Před 2 lety

    hi! what is a decent loudout for a new soldier (im just starting to get into tf2) im running stock rpg with escape plan and gunboats, and i want to know if i should change anything. thanks!

  • @BoneyCheeks
    @BoneyCheeks Před 2 lety +6

    The goliathon 800 could fit as a new sentry for when engineer is use the weird future wrench thingy

  • @light6666
    @light6666 Před rokem

    for the engi pistol both after burn and knock back are also affect by fall off caping at only 30% after burn at long range and 50% knock back (wich is lower knock back than a long range liberty launcher rocket)

  • @ThatExplo
    @ThatExplo Před 2 lety +1

    I'm like 90% sure the fourth law "Matter Mangler and Dissentangler Beam"
    was supposed to be a pyro or sniper weapon just based off of the name.
    Maybe a longer range flamethrower that targets one person at a time for pyro.
    or a constant damage sniperrifle.

  • @Algeanie3
    @Algeanie3 Před 10 měsíci +1

    Scout already has a grordbort weapon, it wasn't implemented but it was called the... Mule Molester 600

  • @Brown-Dude47
    @Brown-Dude47 Před 2 lety

    I love the idea for the scout secondary as a potentially non-reload gun and could use it instead of the primary, it could be a useful secondary indeed.
    The spy revolver it's qurky and I would like to try it, still I'm not sure about the cloak penalitys, dispite it's what makes it "quirky", so i think that stats should be just reduce a little and could be a fun spy revolver to use.
    The engi gun: It doesn't convience me about the two kinds of shots, as you said it would be broken, so I think that with the fall-of damage and just knock-back shots(affected by the fall-of) could be solid and useful as a support secondary more like the shot circuit first shot but more like an actual weapon, of course.
    The granade launcher seems enough good for me, except for the single shot-clip, may be two-clip less tedious or may I wrong and cloud be strategic with just one shot, but because I'm not sure I would suggest two-clip shots.
    About the heavy minigun, I think that the piercing lazers would be op, that a damange increase woulbe better and that a penality for no spaming the minigun could be that the overheat makes the heavy stuck with the gun and unable to shot for a time(may be 10s) becoming vunerable.
    The F.M.O.M.(nice joke there) is a good concept, though, I think that being more active as a shotgun could be more simple and could make a good weapon. I don't have idea of what could be good or fun stats for the weapon tbh.
    By the way, I really like your content and it notice that you are passionate for this. Your videos are always fun despite I subscribe recently. XOXO