STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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IN-GAME
5,525
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 11-20 of 106 entries
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
613
April Fools Weapon Suggestions (Non-official)
2,121
Ideas for Changes/Balancing (Custom Weapons)
613
April Fools Weapon Suggestions (Non-official)
2,121
Ideas for Changes/Balancing (Custom Weapons)
Originally posted by Chef Boyardeeznuuuuuuuuuuuuuuts:
The Digeridoom is a GREAT weapon idea. It's like a training wheels sniper rifle. You learn to aim better, but you can't get the juicy headshots. I really love it.

The only problem is that the effects make it SUPER annoying to fight. It's fun to play with, not to fight.

So, I am suggesting some changes to keep the concept but make it less annoying to fight:

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The Digeridoom

(+) +30% damage
(+) Combo System: Consecutive hits deal 30% more damage and heal 20 health

(-) No headshots
(-) 25% slower charge speed

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Math stuffs:

A normal shot with this weapon is 65 damage
A fully charged shot takes over 4 seconds to charge but deals 195 damage.
A consecutive hit deals 85 damage.

Other notes:

Consecutive hits do not need to be on the same target. If you hit a Scout for 65, you can then hit a Pyro for 85, then a Heavy for another 85.

There is no time limit on consecutive hits.

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Overall, I think this weapon is a great fix for the Digeridoom, as it keeps the original concept, but it makes it less annoying to fight and also fixes the issues versus Pyro and people with debuff immunity.
This doesn't seem like something to use for practice aiming, it seems like something to replace headshots. It reminds me of the sniper rifle replacement from TF2 Classic.
Showing 11-20 of 106 entries