There's a lot of speculation out there about Weapon Crafting, and more specifically, how it'll work. I've been thinking about it for quite a while, and this is what I arrived at as the most likely, most logical way for it to work, with support from GCF content.
Firstly, I'd like to say I doubt that you will be able to craft hats. It's not logical, and I'm fairly confident that hats will remain random drops. Also, thoughts about inter-weapon breeding (for lack of better term) seems illogical. There's no way to balance and logically determine what a cross between the Killing Gloves of Boxing, an Axtinguisher, and the Ambassador would be.
What do I think will happen? Let's take a look at what has already been found. There's a color chart for various weapon "levels". Specifically, unique items (yellow), Valve weapons (purple), community items (green), and then various shades that are labelled Rarity 1-5, and raw backpack data says a Quality number. This gives merit to the weapon level system, but at pre-determined levels and with pre-determined statistics, the most logical way to maintain a fair amount of balance.
How does this relate to weapon crafting? I'd take a gander that all random weapon drops will be Quality 1, lowest level. Duplicates of the same weapon can be combined with each other to increase the level, or "Quality" of the weapon. If I have a couple of Kritzkriegs, I can craft a Quality 2 Kritzkrieg. From here, it's hard to predict the rate at which they would upgrade. I'm guessing that Quality 6 should be hard to obtain (to give merit to trading duplicates and high Quality weapons), so it doesn't make sense that you can get the highest level with only six Kritzkriegs to combine. Might double or something, I don't know.
Different Qualities would have improving statistics of course. Depending on how hard high Quality weapons are to craft, and how their statistics improve, they could very well be worthy of trading for a hat, and a hat could be worthy of trading for a cache of duplicates to improve your favorite unlockable. This gives merit to the highly criticized trading system, thought to only be useful for hat-to-hat trades. If the Quality system is valuable enough, I know I wouldn't mind trading an unwanted hat for a high-level Medic loadout.
That's my thought on it. I put no guarantees on it being accurate to any degree, it's just my interpretation of what little information we have on it. Your thoughts?
Firstly, I'd like to say I doubt that you will be able to craft hats. It's not logical, and I'm fairly confident that hats will remain random drops. Also, thoughts about inter-weapon breeding (for lack of better term) seems illogical. There's no way to balance and logically determine what a cross between the Killing Gloves of Boxing, an Axtinguisher, and the Ambassador would be.
What do I think will happen? Let's take a look at what has already been found. There's a color chart for various weapon "levels". Specifically, unique items (yellow), Valve weapons (purple), community items (green), and then various shades that are labelled Rarity 1-5, and raw backpack data says a Quality number. This gives merit to the weapon level system, but at pre-determined levels and with pre-determined statistics, the most logical way to maintain a fair amount of balance.
How does this relate to weapon crafting? I'd take a gander that all random weapon drops will be Quality 1, lowest level. Duplicates of the same weapon can be combined with each other to increase the level, or "Quality" of the weapon. If I have a couple of Kritzkriegs, I can craft a Quality 2 Kritzkrieg. From here, it's hard to predict the rate at which they would upgrade. I'm guessing that Quality 6 should be hard to obtain (to give merit to trading duplicates and high Quality weapons), so it doesn't make sense that you can get the highest level with only six Kritzkriegs to combine. Might double or something, I don't know.
Different Qualities would have improving statistics of course. Depending on how hard high Quality weapons are to craft, and how their statistics improve, they could very well be worthy of trading for a hat, and a hat could be worthy of trading for a cache of duplicates to improve your favorite unlockable. This gives merit to the highly criticized trading system, thought to only be useful for hat-to-hat trades. If the Quality system is valuable enough, I know I wouldn't mind trading an unwanted hat for a high-level Medic loadout.
That's my thought on it. I put no guarantees on it being accurate to any degree, it's just my interpretation of what little information we have on it. Your thoughts?
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