Weapon Reverts Megathread

Discussion about the Weapon Reverts plugin we use
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Suspicious Carl
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Re: Weapon Reverts Megathread

#121 Post by Suspicious Carl »

Man neither of you even read the post what i was trying to get across in the 10 paragraphs i wrote is that the sandvich we use is way less fun then the pre engineer sandvich and i would like to shift (not take away, shift!) The power back to the left click, and if you like having a consistant right click with a recharge then you can use the steak, its best of both worlds, Infinite full health in your pocket isnt a nerf!!!!!! i aint ever said the sandvich was OP if anything the other one is slightly better, i just think the left click is way more fun and is useful in more situations then the right click, im the absolute last guy on the server who would ever suggest nerfing heavy

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Re: Weapon Reverts Megathread

#122 Post by Asmo »

I'm confused by what is being asked. Currently the Sandvich restores full hp if you left click, restores 150 hp if you right click, and has a cool down unless you pick up a health pack. What does the pre-engineer update sandvich do differently? The patchnotes say "The Sandvich now uses a cooldown timer, instead of the health pack recharge mechanic". Our sandvich has both, which has me even more confused.

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Re: Weapon Reverts Megathread

#123 Post by Suspicious Carl »

Asmo wrote: Tue Apr 07, 2026 6:23 pm

I'm confused by what is being asked. Currently the Sandvich restores full hp if you left click, restores 150 hp if you right click, and has a cool down unless you pick up a health pack. What does the pre-engineer update sandvich do differently? The patchnotes say "The Sandvich now uses a cooldown timer, instead of the health pack recharge mechanic". Our sandvich has both, which has me even more confused.

The left click on the current sandvich can only be done once every 30 seconds, throwing the sandvich also has a 30 second cooldown, the version i am suggesting has infinite left click eating, but throwing the sandvich will remove it from you unless you resupply or collect a health kit while at full health, this means the current version we use, right click is more powerful because its health faster, it doesnt force you into a taunt, and if you dont feel like waiting you can go collect a health kit (assuming your at full health), the pre engineer update version does make the dropping feature less consistant but the upside is as long as you dont drop it you have an on demand full health button whenever you want it, i am suggesting reverting both because in my eyes it would be the best of both worlds, if you appreciate having on demand full health over a consistant sandvich drop, use the sandvich, and if you value a consistant health drop over an on demand full health button (which requires the 4 second taunt), use the steak

Heres a video showcasing the old sandvich in action, we used this for about a month before it got changed

Also worth noting this video makes it look like you can single handedly hold a point by spamming eating, but if you get rushed by more then 1 guy its not gonna be viable so its not OP

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Re: Weapon Reverts Megathread

#124 Post by Gabber »

imma be real this shit retarded

having a near instant medium health kit is much, much, much, much, MUCH MORE useful than eating infinite or otherwise, playing heavy rn i have a million cases where sandvich drop was all i needed to save my ass to the point where actually fully eating the sandvich is only pertinent once in a long while when im at 20HP in a safe corner somewhere, you could make the complaint that drop sandvich is TOO GOOD and makes the taunt eating mechanic an afterthought, but the idea that infinite eating would be better or more useful is insanity, because drop sandvich every 20 seconds is infinitely better than infinite standing still fatass retard nigger (no offense) eating when dropping my sandvich despawns it completely. Only way i could justify this is if we think the current drop sandvich is too strong, which i dont agree with.

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Re: Weapon Reverts Megathread

#125 Post by Suspicious Carl »

Gabber wrote: Mon Apr 13, 2026 4:17 am

imma be real this shit retarded

having a near instant medium health kit is much, much, much, much, MUCH MORE useful than eating infinite or otherwise, playing heavy rn i have a million cases where sandvich drop was all i needed to save my ass to the point where actually fully eating the sandvich is only pertinent once in a long while when im at 20HP in a safe corner somewhere, you could make the complaint that drop sandvich is TOO GOOD and makes the taunt eating mechanic an afterthought, but the idea that infinite eating would be better or more useful is insanity, because drop sandvich every 20 seconds is infinitely better than infinite standing still fatass retard nigger (no offense) eating when dropping my sandvich despawns it completely. Only way i could justify this is if we think the current drop sandvich is too strong, which i dont agree with.

this is why i keep trying to hammer down the point that we could have the best of both worlds because people who want the 30 second drops could use the steak, by changing these 2 reverts nothing is actually being taken away, people who share the same opinion as you do can use the steak

but alas, if the people disagree with me on it and i really am a fatass retard nigger (offense not taken) can we at least change the steak, people seem way more supportive over that one

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Re: Weapon Reverts Megathread

#126 Post by Gabber »

Suspicious Carl wrote: Mon Apr 13, 2026 10:42 am
Gabber wrote: Mon Apr 13, 2026 4:17 am

imma be real this shit retarded

having a near instant medium health kit is much, much, much, much, MUCH MORE useful than eating infinite or otherwise, playing heavy rn i have a million cases where sandvich drop was all i needed to save my ass to the point where actually fully eating the sandvich is only pertinent once in a long while when im at 20HP in a safe corner somewhere, you could make the complaint that drop sandvich is TOO GOOD and makes the taunt eating mechanic an afterthought, but the idea that infinite eating would be better or more useful is insanity, because drop sandvich every 20 seconds is infinitely better than infinite standing still fatass retard nigger (no offense) eating when dropping my sandvich despawns it completely. Only way i could justify this is if we think the current drop sandvich is too strong, which i dont agree with.

this is why i keep trying to hammer down the point that we could have the best of both worlds because people who want the 30 second drops could use the steak, by changing these 2 reverts nothing is actually being taken away, people who share the same opinion as you do can use the steak

but alas, if the people disagree with me on it and i really am a fatass retard nigger (offense not taken) can we at least change the steak, people seem way more supportive over that one

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damn nigga you a genius or sum didnt think about it like that i didnt even catch the part about the steak giving you full drop heal
it would be funny to see steak go from least used to most used secondary, yeah you kno what you spittin you spittin

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Re: Weapon Reverts Megathread

#127 Post by Suspicious Carl »

Gabber wrote: Mon Apr 13, 2026 12:56 pm
Suspicious Carl wrote: Mon Apr 13, 2026 10:42 am

this is why i keep trying to hammer down the point that we could have the best of both worlds because people who want the 30 second drops could use the steak, by changing these 2 reverts nothing is actually being taken away, people who share the same opinion as you do can use the steak

but alas, if the people disagree with me on it and i really am a fatass retard nigger (offense not taken) can we at least change the steak, people seem way more supportive over that one

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damn nigga you a genius or sum didnt think about it like that i didnt even catch the part about the steak giving you full drop heal
it would be funny to see steak go from least used to most used secondary, yeah you kno what you spittin you spittin

this makes me very happy
you are beginning to understand the vision

AND THE SAME GOES FOR ALL OF YOU.
BELIEVE MY VISION
HEAR MY WORDS
THIS IS THE FINAL STEP TO MAKE HEAVY TRULY GREAT
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
when it is all said and done, and proposition steakvich passes, drop fans and eating fans will come together as one.

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Re: Weapon Reverts Megathread

#128 Post by Asmo »

I think I'm starting to come around to this idea. So let me get this straight, the version of the Sanvich you're proposing can be eaten an infinite amount of times with no cool down, but it's gone for good if you throw it unless you pick up a health kit or touch a resupply cabinet? I was so fixated on the Sanvich throw being slightly nerfed that was ignoring the rest of your argument. I was thinking about this all wrong, like you were proposing splitting the Equalizer. Fuck it, I'm on board.

@random plz make it so

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Re: Weapon Reverts Megathread

#129 Post by Suspicious Carl »

@random
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Operation steakvich is underway.

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Re: Weapon Reverts Megathread

#130 Post by Suspicious Carl »

ok forgive me iu am blasetd off lijke 10 mikes harder lemondades (7%) (7 times 10_ 70%)
like 10 people support thye steak and sandvich reverts so keep them on forever like bro i know that the steak that stacks with gru only ecisted for 5 days but its so fun and unique and balanced so random PLEASE keep them turned on forever
thank you, pls keep them on

-heavy player

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Re: Weapon Reverts Megathread

#131 Post by NeoTapp »

Is there any chance of red tape recorder being reverted? The old animation was much smoother

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Re: Weapon Reverts Megathread

#132 Post by Pasta »

ADD BACK THE MODERN VACCINATOR YOU retARDED NIGGER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Weapon Reverts Megathread

#133 Post by Pasta »

huutti wrote: Fri Feb 13, 2026 2:30 pm

can we for the love of god finally have a trial for the reverted soda popper with jumps
for a week at least, it's still a scattergun with high burst damage

this

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Re: Weapon Reverts Megathread

#134 Post by random »

Does anyone have negative opinions on the reverts for:

  • Sandvich

  • Buffalo Steak

  • Vaccinator

which we have been trying for a week or so? Detailed feedback other than "it sucks" is appreciated

Oh, they never lie. They dissemble, evade, prevaricate, confound, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish and are generally perfectly capable of contriving to give one an utterly unambiguous impression of their future course of action while in fact intending to do exactly the opposite, but they never lie. Perish the thought.
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Re: Weapon Reverts Megathread

#135 Post by Gabber »

Far as vax is concerned, i was robbed from some kritz kills due to the crit negation a few times, so it's still cancer. I can't really give a definitive opinion on which one's more cancer because (thankfully) it's quite rarely used on the server, maybe i'd slightly lean towards modern making more sense because the devil you know etc...

Steak is good. When it comes to sandvich i'm still not sure. Technically we have, as Carl said "the best of both worlds" but it still feels somewhat bizarre that the steak has a recharging drop but sandvich doesn't. It feels somewhat unintuitive. It's not a problem for us, obviously but from some random's perspective trying to wrap your head around the reverts the sandvich drop not recharging is going to be strange. Figuring out that you can drop-heal yourself with sandvich, but the steak actually being better at doing that is also going to be strange. It almost feels like hidden tech that only the wizards with arcane knowledge are going to take advantage of. I'm fine with either version of the sandvich revert, the old one was simpler, this one's more unique.

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Re: Weapon Reverts Megathread

#136 Post by NeoTapp »

I'm fine with all 3, but I'm here for like a week or so. I like that after you got your ass beat up, you can turn steak into health-kit, despite you now take mini-crits instead of normal vulnerability.

I still think it was better when everything was reverted to somewhere around 2014

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Re: Weapon Reverts Megathread

#137 Post by huutti »

I think steak is better overall than the previous, but I'll say that I miss the plain 10% vulnerability rather than being marked for death. Sandvich is whatever

Vaccinator, I prefer the reverted one. It's more fun to use as you're way less susceptible to getting quickscoped and the self healing on matched damage to patient is quite good.

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Re: Weapon Reverts Megathread

#138 Post by Suspicious Carl »

you already know how im feelin bout the steakvich changes, my baby has finally been returned to me (and i have many others on board! @kritzburgh )

i have no say about the vacc since i dont use it, but at a glance every stat is made worse now but one, i dont like the vacc either but it doesnt feel right to add worse things to the server

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Re: Weapon Reverts Megathread

#139 Post by Pasta »

random wrote: Wed Apr 29, 2026 5:43 pm

Does anyone have negative opinions on the reverts for:

  • Sandvich

  • Buffalo Steak

  • Vaccinator

which we have been trying for a week or so? Detailed feedback other than "it sucks" is appreciated

The vaccinator revert is shit. Vaccinator is meant to reward medics who spread out their heals, hence the lower build rate on overhealed players. The revert version just encourages you to stick to one guy so you can get the most out of a bubble, because half a bubble is pretty much useless. Not only does the revert version feel like shit to use, it encourages pocketing, a playstyle people already find annoying on medic, and is unengaging. Bubble spam can also be annoying, but it can only be achieved by healing efficiently. Also the reverted vaccinator removes the vac crossbow combo, which is some of the only medic tech in the game. I understand the modern vaccinator can be oppressive at times, but you're taking a weapon that is still outclassed by stock or kritz in a lot of situations, and replacing it with a weapon that is worse in all situations. If you were to run the modern vaccinator exclusively your loss ratio would still be higher than an adaptable medic who switches mediguns based on the situation, so the way i see it the vaccinator op issue is really overblown.

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Re: Weapon Reverts Megathread

#140 Post by Suspicious Carl »

Hello gentlemen, first forgive me for this wall of text and how terrible i am at formatting messages, secondly i come here today to discuss some changes for reverts i have been dwelling on these last couple of weeks, but BEFORE you read said changes, i need to give some context.
i am someone who since joining the group has been obsessively interested in seeing how far you can push a revert before it's too much, in the past i have suggested a handful of reverts that i knew in the back of my mind were probably overpowered but wanted to try just to see what happens, examples include release tomislav, 2010 natascha, smissmas 2013 short circuit (i concede it's OP as shit despite how hard i tried to push it) release persuader etc. While most were dropped, some were kept like the fists of steel which i adore. Having said all of this, i would like to propose some changes BUT KEEP IN MIND these are wild changes that i just want to throw out to the CastaCommunity, i would like to try these reverts out of curiosity but i understand they may be unreasonable and radical (a mix of possibly being OP/existed for a very short period) so take them with a grain of salt. I don't expect these to be tested let alone kept as permanent additions but hey, i think today we have alot of things on the server that would be unthinkable in 2024. :?

-Release Enforcer
the Enforcer is perfectly fine as is, it's fun, viable, and balanced but i would like to push it further as a test, we got a small taste of it during april fools and it kicked ass, as for it being a straight upgrade, it would objectively be so when paired with the dead ringer, but the other invis watches still see MUCH use (dead ringer isn't a power creep, must pick unlock so its very common to see the other watches), in the context of those i think stock would still be a viable and solid choice, extra long cloak time is not a light punishment in my opinion..

STATS: 20% damage bonus, 0.5 second longer cloak (longer then blink time with saharan set!)

-All shields set to release
this proposition started with the Tide Turner, i fuckin HATE losing all my charge when getting shot at, and after watching many youtube videos showcasing it in action, i knew i REALLY wanted to use the day 1 version. basically infinite charge without the possibility of losing it all looks and sounds so tantalizing, the problem is that i am not delusional and know that this version of the turner puts the other 2 shields to SHAME. if we were to use this, the other shields would fade away into obscurity. So what's the solution? my proposition is to set both of them to release aswell. When the Chargin Targe first came out, and for 27 days after it, it boasted a 50% fire damage resistance and a 65% explosive resistance (thats more then the fists of steel!!), as for the splendid screen, on release and unfortunately for just 6 days after, had 25% fire resistance, and 20% explosive resistance, instead of the measly 20% and 15% currently on Castaway.
i believe that while demoknight is good on the server, it wouldn't hurt to bump him just a little higher, you gotta admit sacrificing your explosives to charge into a gunfight with nothing but a sword and shield is awesome.
I think these changes would put the shields into 3 categories. 1. the Tide Turner becomes the definitive mobility/aggressive playstyle shield with modest resistances for survivability. speed around relentlessly and frighten your opponents! 2. The Chargin Targe becomes the definitive Tank shield (like a discount fists of steel), pair it with the eyelander or zatoichi to become an unstoppable beast! pair it with the persuader to make up for some of that charge! 3. The Splendid Screen, while admittedly being the weakest option (something present on the server regardless) would become the definitive damage dealer, pair it with the Skullcutter to one shot everyone including full health Heavies!

STATS: Tide Turner= 100% turn control, 100% charge gained after kill, 25% explosive and fire resis. Charin Targe: 50% fire damage resis, 65% explosive resis. Splendid Screen: 25% fire damage resis, 20% explosive damage resis, 70% charge damage bonus, can deal charge damage at any range

-Castaway's first and only custom balance weapon: Ullapool Caber taunt kill
custom balancing is a very touchy subject and is something that should stay FAR away from Castaway, we are a revert server and not a custom weapons server, as such every individual mechanic should be either 1 to 1 accurate or in a few select cases minorly custom, what i am suggesting would be Castaways first truly blatant custom balance change, but i believe it would be a perfect addition to the server. It is a universally agreed upon sentiment that the caber's taunt should kill, the fact it doesn't honestly feels like a bug, and it just makes sense for our community. We love the caber, we support the caber, it could make for some nice advertising, it would feel special to us, add it onto the list of quality of life improvements only we can offer, why not let it be OUR thing you know? If there is one weapon on the server that deserves a custom change the most, it's this.
the link below takes you to a plugin someone already developed years ago allowing the caber taunt to kill, and it's just about everything a person would want out of it. unexploded, it blows up like the equalizer taunt kill, exploded, it acts as a regular taunt kill, only beef i have with it is it doesn't gib. Granted this plugin is 13 years old and i have no doubts it's horrifically broken or outdated in some way but perhaps the base could be very helpful to work with for Castaway revert devs? https://forums.alliedmods.net/showthread.php?p=1751066
think about it... 8-)

-honorable mentions
1.225 Backburner, i will concede that the 20% damage doesn't feel as good in the context of the jungle inferno fire revert, and if this is the case...then 10% is literally nothing and WHO needs airblast when you can only do it like 3 fuckin times man!!!!!!!!!!!!! everyone who disagrees is a MORON!!!! i propose doing a 2nd try on the 225 health variant, i don't remember why it got turned off, was it because people hated it or because it only lasted a month? if people hated it then fair enough but if its the latter you already know how i feel about that rule... 2. Release Persuader, I'm gonna be real putting this here is petty but forgive me, I'm still salty AF about it!! of course the version we use now is totally fine, it is by no means a bad sword but no random crits is a good enough downside to justify it's upsides man!! We all know random crits are awesome and people seem to not realize how much power they hold over the entire balance of the game, like half the weapons are based around this concept, demoman does enough damage that he is going to be getting a shit ton of crits with stock melee!! if you have a good medic on your team your not gonna need the health so take the bottle or the caber!!! FR!!!!! @protons

This concludes my list of propositions, if i think of any others while im asleep i'll make and edit and add them but this is all i got so far, please take the time to consider these changes and if you wanna see them, SPEAK UP!

P.S: i agree with pasta about the vacc, i am also just realizing now our chargin targe has afterburn immunity, we might even be able to leave it as is and have it be balanced, but i still wanna try the explosive resist. :mrgreen:

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Re: Weapon Reverts Megathread

#141 Post by huutti »

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

-All shields set to release
this proposition started with the Tide Turner, i fuckin HATE losing all my charge when getting shot at, and after watching many youtube videos showcasing it in action, i knew i REALLY wanted to use the day 1 version. basically infinite charge without the possibility of losing it all looks and sounds so tantalizing, the problem is that i am not delusional and know that this version of the turner puts the other 2 shields to SHAME. if we were to use this, the other shields would fade away into obscurity. So what's the solution? my proposition is to set both of them to release aswell. When the Chargin Targe first came out, and for 27 days after it, it boasted a 50% fire damage resistance and a 65% explosive resistance (thats more then the fists of steel!!), as for the splendid screen, on release and unfortunately for just 6 days after, had 25% fire resistance, and 20% explosive resistance, instead of the measly 20% and 15% currently on Castaway.

With the release Targe you outright lose the ability to do shield bash damage, as well as not being able to crit right after any shield bash. I think 40% blast resist is good enough and the burn immunity is great with the current targe.
I wholy disagree on using the original tide turner as it would make full demoknight essentially obsolete. The current one is good enough. As for the charge loss on hit, it used to be way worse (3 to 1 rather than 1 to 1).
I support buffing the splendid screen

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Re: Weapon Reverts Megathread

#142 Post by Scout »

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

release enforcer

Release Enforcer just doesn't feel right to me, mainly due to the straight upgrade with Dead Ringer part.

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

release chargin' targe

If what huutti says about the release Chargin' Targe is correct, then no, don't revert it.

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

release splendid screen

Sure. It was in the game for less than a week, but it's such a small change that it doesn't bother me, plus it creates slightly more of a reason to use it.

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

release tide turner

I don't know. While it existed for a relatively long time (longer than one might expect for it to have), and it would make it much better to use, it would probably make it overshadow everything else even more than it already does; it might even reach the dreaded Overpowered™ territory.

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

caber taunt kill

no

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

release backburner

I'd be fine with it. Sure, it wasn't in the game for long, but it's one of those reverts that just "feels" right.

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

release persian persuader

I think I'm fine with at least trying this again. Nothing else to say, really.

Final note: Just because I'm fine with some reverts to shortly-lived versions of weapons doesn't mean we should open the floodgates to all of them. Things like the release Red-Tape Recorder and release Tomislav should never become regular reverts. For me to like such a revert, it has to have a good reason to justify itself without being stupid. Such reverts that we have/that I support all meet this criterion.

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Re: Weapon Reverts Megathread

#143 Post by random »

Pasta wrote: Tue May 05, 2026 1:48 pm

The vaccinator revert is shit. Vaccinator is meant to reward medics who spread out their heals, hence the lower build rate on overhealed players. The revert version just encourages you to stick to one guy so you can get the most out of a bubble, because half a bubble is pretty much useless. Not only does the revert version feel like shit to use, it encourages pocketing, a playstyle people already find annoying on medic, and is unengaging. Bubble spam can also be annoying, but it can only be achieved by healing efficiently. Also the reverted vaccinator removes the vac crossbow combo, which is some of the only medic tech in the game. I understand the modern vaccinator can be oppressive at times, but you're taking a weapon that is still outclassed by stock or kritz in a lot of situations, and replacing it with a weapon that is worse in all situations. If you were to run the modern vaccinator exclusively your loss ratio would still be higher than an adaptable medic who switches mediguns based on the situation, so the way i see it the vaccinator op issue is really overblown.

That's reasonable, I am not in the business of nerfing weapons so I'll put it back today

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

Release Enforcer

Too much of a straight upgrade, this mostly invalidates stock which I don't like. I think the version we have now is perfectly fun and balanced

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

-All shields set to release

Pretty much just to echo what is said before, I think tide turner and targe are fine as is. Splendid screen is okay.*

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

Ullapool Caber taunt kill

I don't care about this and would be fine with it but I personally would not want to put in the time to actually try to fix/implement it

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

225 Backburner

This is okay.*

Suspicious Carl wrote: Wed May 06, 2026 10:45 am

Release persian

I say this as someone who's favorite sword is the persian, this thing is too broken. Even as a demoknight sword, it's just straight up powercreep over the katana, any kill you get will put you back to full health, but on top of that you get faster charging, longer swing, and any metal on the map becomes a health kit. It is basically a straight upgrade to the bottle if you have a dispenser on your team or a payload cart. I don't like the idea of this at all and I think the current one is a very well balanced and fun sword that doesn't need any improvements

*: I am becoming more apathetic about shorter lifespan reverts since I'm apparently the only one who cares, and most of the people who play are not new to our servers and are just regulars who wouldn't care, or are newer and don't know how short it was around and thus have no stake in the argument. I'll think about it

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Re: Weapon Reverts Megathread

#144 Post by Suspicious Carl »

good feedback, i figured they were alot, didnt know about the loss of shield bash and crit mechanic beforehand on the targe so nah dont revert that
but please do consider the backburner and the splendid screen

@random it's worth noting that i understand the rule about time existed and i respect your reasoning for it, i have no issues with this rule on weapons that are already good enough, no point in reverting to an even better version that existed a couple days. My problem is when a weapon is mediocre or straight up bad and there is a better version that goes unused because it didn't exist long enough. The Splendid Screen is easily the weakest shield so i'm against the better alternative going unused

another aspect of my philosophy is i believe it's okay for an unlock to only have existed a couple of days if it's iconic ie: 225 health backburner, when you have a version of an unlock nobody remembers that existed for a day it can end up feeling like an uncanny custom balanced weapon opposed to something like the backburner that is arguably a staple of old TF2, even though it didn't exist for long at least many people can look back and be like "man remember when the backburner gave you 50 extra health? that shit was crazy" and thats where we come in, in the same way we say hey remember the sandman and guillotine? we got that, we should also be able to offer things like the backburner, despite it only being in the actual game for a month

this same philosophy is why i pushed the smissmas 2013 short circuit so hard, one of my arguments was everyone remembers it and what it did therefore it should be ok to revert, of course it was OP so we don't have it but yea thats my thought process

which is why im against the red tape

Last edited by Suspicious Carl on Thu May 07, 2026 9:20 am, edited 1 time in total.

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Re: Weapon Reverts Megathread

#145 Post by NeoTapp »

I have some a bit weird questions about reverts.

1) Do you all think that current Danger Shield is better than reverted? The same question applies to Cow Mangler and Quickiebomb Launcher.

2) Maybe revert sun on a stick to the release state when it dealt more damage to burning players and less to non-burning players? It caused more than 100 damage on a random crit to burning player.

3) Is old Cleaner's Carabine really worse than current one? I know it wasn't too good, but at least it was more interesting than just another combo weapon with Bushwacka.

Also I know it isn't anything insane, but the shove on a reverted shortstop just doesn't feel right to me.

Last edited by NeoTapp on Thu May 07, 2026 9:18 am, edited 1 time in total.
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Re: Weapon Reverts Megathread

#146 Post by NeoTapp »

Suspicious Carl wrote: Thu May 07, 2026 4:13 am

good feedback, i figured they were alot, didnt know about the loss of shield bash and crit mechanic beforehand on the targe so nah dont revert that
but please do consider the backburner and the splendid screen

also when it comes to the whole existing rule im not against it if the thing existed for like 1 day ie: red tape recorder or if the weapon itself is good enough, i only have a problem with it when the weapon in question is bad/mediocre to begin with and a better version exists despite only existing for a few days ie: splendid screen and backburner

I wouldn't be against reverted Red Tape too, but I don't think it will be reverted there, cause it always removed at least 1 level from a building, if it wasn't removed by Homewrecker. Even though, it still was too slow at destroying level 1 building.

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Re: Weapon Reverts Megathread

#147 Post by Suspicious Carl »

NeoTapp wrote: Thu May 07, 2026 8:07 am
Suspicious Carl wrote: Thu May 07, 2026 4:13 am

good feedback, i figured they were alot, didnt know about the loss of shield bash and crit mechanic beforehand on the targe so nah dont revert that
but please do consider the backburner and the splendid screen

also when it comes to the whole existing rule im not against it if the thing existed for like 1 day ie: red tape recorder or if the weapon itself is good enough, i only have a problem with it when the weapon in question is bad/mediocre to begin with and a better version exists despite only existing for a few days ie: splendid screen and backburner

I wouldn't be against reverted Red Tape too, but I don't think it will be reverted there, cause it always removed at least 1 level from a building, if it wasn't removed by Homewrecker. Even though, it still was too slow at destroying level 1 building.

nah even i got a limit, that thing existed for less then 24 hours
it also might be OP straight up but idk maybe we can try it on birthday week or something

cow mangler and quickie bomb got turned off because they were worse, and i have no input on the danger shield i never tried the revert

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Re: Weapon Reverts Megathread

#148 Post by random »

NeoTapp wrote: Thu May 07, 2026 8:03 am

1) Do you all think that current Danger Shield is better than reverted? The same question applies to Cow Mangler and Quickiebomb Launcher.

The consensus after arguing about the danger shield enough was that it wasn't interesting enough to use a reverted version. I kind of disagree since it's basically the pocket pistol for sniper but majority opinion seems to be otherwise. Both the Cow Mangler and the Quickiebomb Launcher have the same issue of the revert being not that interesting, and essentially changing an established weapon just for the sake of changing it. We tried both and they weren't that well received, all it did was upset the few people who did regularly use those weapons

NeoTapp wrote: Thu May 07, 2026 8:03 am

2) Maybe revert sun on a stick to the release state when it dealt more damage to burning players and less to non-burning players? It caused more than 100 damage on a random crit to burning player.

I was under the impression the release version made it worse than the modern one purely from math standpoint

NeoTapp wrote: Thu May 07, 2026 8:03 am

3) Is old Cleaner's Carabine really worse than current one? I know it wasn't too good, but at least it was more interesting than just another combo weapon with Bushwacka.

We are using the old one

NeoTapp wrote: Thu May 07, 2026 8:03 am

Also I know it isn't anything insane, but the shove on a reverted shortstop just doesn't feel right to me.

It's not very important and the removal method just looks buggy

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Re: Weapon Reverts Megathread

#149 Post by NeoTapp »

Oh. I just thought it would be better if more weapons were reverted to make them more interesting to try out. I have an idea to make a video about most nerfed tf2 weapons in history, and I always thought Danger Shield was the most nerfed sniper secondary

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Re: Weapon Reverts Megathread

#150 Post by Suspicious Carl »

next to the short circuit and item sets i think the danger shield is the most contested revert, so many people want it, so many dont at the same time, so i figured i would give my input
granted ive never actually used it but knowing what it does, it sounds useless

the original shield gave you 150 health, nothing else, and i think this is useless because i feel it doesnt actually help counter any of snipers biggest foes
the cozy camper regens health, turns off flinching and gives knockback resistance, so you arent forced to reposition/flee and your aim isnt gimped by anyone shooting you, aswell as maybe pyros having a harder time airblasting you off of cliffs, these are very good upsides

the razorback counters spy, one of snipers greatest foes, now you dont have to unscope to constantly worry about your back, the only downside being if the spy uses his gun, which fortunately puts him at risk of dying before killing you assuming your team is protecting you, this is a very nice upside

the new danger shield protects you from pyros, gone are the days of burning for 10 straight seconds everytime a flare is shot your way, also basically turns off the dragons fury

the old danger shield seems useless to me because 150HP doesnt actually help with ANY of snipers weaknesses, spy? doesn't matter how much health you have when he backstabs you. other snipers? 150HP is not enough to avoid a quickscope so it doesnt do jack against them, scouts? at point blank scout is gonna do over 200 damage in 2 shots, air strike soldiers? MAYBE it would help a small bit against surviving air strike rockets

the only 2 areas it would be useful in is 1. when your using the huntsman since your gonna be on the frontline, and 2. if we turned on the croc o style item set, which i would adore but is a total pipedream in our lord the year of 2026, since random has declared that all weapons in the set must be accurate to the sets time period which would nerf the sleeper and the LAST thing the sleeper needs is a nerf

however on the topic of item sets, i'd like to try the tank buster, at first i figured the battalions backup change would be a nerf but it has a very interesting upside i think, being that you only need to take 175 damage to fill the meter VS doing 600 damage
you would lose the extra 20 health and sentry damage resis for you team however by my calculations you would have an almost 3x faster charge meaning you could pop tons of charges all the time, and it came to me in a dream the other day that the whole set makes sense now, the black box doesnt make sense in tandom with the new battalions, but it makes perfect sense with the old battalions, shooting people gives you health back, which makes up for the damage required to have rage, that way you wont be at 25 health when your meter is full, its genius..............
and you would get a constant 20% resis to sentrys which is a nice bonus

PS please consider my backburner and splendid screen propositions

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