I feel like the main reason we don't have anything brokenly bullshit is due to you fixing it with community input (i.e the harpoon...which I totally still think is OP). If you think it'll be good for the server, by all means, but I feel like its the sort of "If it ain't broke, don't fix it" change. Who knows? Maybe it could be better. Or not. TTT never got stale for me, but I'm probably en exception; I have around 4,000 of my hours in Gmod on just TTT alone. When its put this vaguely, though, all I can think of is the future WILL be "one-hit knives, OP jihad". I'd be all down for more variety in T/D items (Especially on the Det side), but if it flumps up the gameplay...People don't use T weapons aside from the obvious choices too often. Even the AWP gets ignored nowadays. I could totally see buffs to guns like the Silenced Pistol.
I suppose you could think of a perk-tree for Traitor, Detective and Innocent. The idea wouldn't be just linear "It is better", but subtle changes. I.E:
(of course, you'd pick one or the other)
Silenced Pistol leaves no DNA/Applies a toxin that drains MaxHP
Knife will temporarily make you invisible upon a kill/You can leap with a knife out for momentum.
Bear traps apply a tracking signal to the target, highlighting them through walls/Permanently slow the player by a specific amount.
Turtle Grenades have doubled Turtles, and Turtles have no hitboxes, but they can't leave their spawn area/Every time a turtle damages someone, it heals you for that damage.
Remote bombs have as chance to switch to a nearby target after exploding, basically "Spreading"/Area of effect is quadrupled, but instead of damage, applies a stun/confuse effect.
Teleporters teleports you instantly, but only has a few charges/A dropped teleporter used by a non-Traitor will result in them taking heavy damage.
Melon Launcher has a small splash AOE effect/Spawns a few turtles upon landing.
AWP one-hit kills anywhere, even limbs/AWP is entirely silenced.
Firebombs give you 1 credit upon a rightful kill/Firebombs explode upon contact (Impact grenade).
Energy Sword is now a one-hit kill, but you cannot switch weapons/Energy sword will leave you slightly cloaked while holding it out.
Barnacles can apply random DoT suffixes to those they hit/Barnacles lift and, subsequently, damage targets twice as fast.
Grapple Hook has unlimited uses and increased movement speed(*)/Grapple hook can pull yourself towards people, eliminating fall damage while you do so. (Reverse scorpion spear?)
Scorpion Spear will "auto-aim" onto targets slightly/Will fire and reel 2x as fast.
Body Armor provides double the protection, but you can no longer aim down sights/Body armor can leave you at 1HP after taking a lethal head-shot (once).
Radar updates three times as fast/Radar has a more limited range, but provides "heat" signatures of players behind walls.
UMP Prototype causes targets crosshairs to mosey around the screen slightly/Clouds vision of the player damaged.
Big energy shield thing whatever it was called becomes toggleable with a charge meter/Is invincible with half the duration, but the Detective can go in and out.
Those sorts of things are kinda similar, but from what I read in this thread, and what I garnered, the idea is "Knife is 15% more damage!". Of course, that's ENTIRELY my own selfish theorizing, but, I feel the point stands. The problem is, of course, its still just "Making things better". I'm sure others would have way better ideas than my hastily-thought up stuff, but if you give something a buff, it should also play weaker in an area, unless its not really a significant change.
*this should be done anyways tbh, everybody uses blink over the grapple hook anyways.
edit: please help i can't stop typing out shitty ideas
I suppose you could think of a perk-tree for Traitor, Detective and Innocent. The idea wouldn't be just linear "It is better", but subtle changes. I.E:
(of course, you'd pick one or the other)
Silenced Pistol leaves no DNA/Applies a toxin that drains MaxHP
Knife will temporarily make you invisible upon a kill/You can leap with a knife out for momentum.
Bear traps apply a tracking signal to the target, highlighting them through walls/Permanently slow the player by a specific amount.
Turtle Grenades have doubled Turtles, and Turtles have no hitboxes, but they can't leave their spawn area/Every time a turtle damages someone, it heals you for that damage.
Remote bombs have as chance to switch to a nearby target after exploding, basically "Spreading"/Area of effect is quadrupled, but instead of damage, applies a stun/confuse effect.
Teleporters teleports you instantly, but only has a few charges/A dropped teleporter used by a non-Traitor will result in them taking heavy damage.
Melon Launcher has a small splash AOE effect/Spawns a few turtles upon landing.
AWP one-hit kills anywhere, even limbs/AWP is entirely silenced.
Firebombs give you 1 credit upon a rightful kill/Firebombs explode upon contact (Impact grenade).
Energy Sword is now a one-hit kill, but you cannot switch weapons/Energy sword will leave you slightly cloaked while holding it out.
Barnacles can apply random DoT suffixes to those they hit/Barnacles lift and, subsequently, damage targets twice as fast.
Grapple Hook has unlimited uses and increased movement speed(*)/Grapple hook can pull yourself towards people, eliminating fall damage while you do so. (Reverse scorpion spear?)
Scorpion Spear will "auto-aim" onto targets slightly/Will fire and reel 2x as fast.
Body Armor provides double the protection, but you can no longer aim down sights/Body armor can leave you at 1HP after taking a lethal head-shot (once).
Radar updates three times as fast/Radar has a more limited range, but provides "heat" signatures of players behind walls.
UMP Prototype causes targets crosshairs to mosey around the screen slightly/Clouds vision of the player damaged.
Big energy shield thing whatever it was called becomes toggleable with a charge meter/Is invincible with half the duration, but the Detective can go in and out.
Those sorts of things are kinda similar, but from what I read in this thread, and what I garnered, the idea is "Knife is 15% more damage!". Of course, that's ENTIRELY my own selfish theorizing, but, I feel the point stands. The problem is, of course, its still just "Making things better". I'm sure others would have way better ideas than my hastily-thought up stuff, but if you give something a buff, it should also play weaker in an area, unless its not really a significant change.
*this should be done anyways tbh, everybody uses blink over the grapple hook anyways.
edit: please help i can't stop typing out shitty ideas