Team Fortress 2

Team Fortress 2

The Bomber's Bulwark
LossyInput 25 Sep, 2014 @ 6:44pm
Stats?
My suggested stats are:

+
+40% resistance to explosions
-95% damage to self
Enemies bleed for 10 seconds on charge hit
Minicrits only during charge
Replaces Pipebomb launcher, not Sticky Launcher weapon
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Showing 1-15 of 23 comments
Bro, too op. How about instead of -95 damage to self, -30 dmg to self
progect savior 31 Jul, 2015 @ 8:09am 
+75 resist to all explosives
+ can be used in either primary or secondary slots
+25% charge inpact dmg
+bleed on impact with charge

-mini crits only
+10% fire dmg taken (i mean come on, that hunk of metal geting super heated? that's gonna serriously hurt!)
-25% bleeding duration
(matratze) 26 Dec, 2015 @ 12:25pm 
+35% Damage resistence against everything
+Every Enemy you stand next to is going to bleed for 3 seconds
+10% Move speed

-replaces stickybomb launcher
-can not do the demoknight charge
Cee 27 Dec, 2015 @ 3:38pm 
+35% blast damage resistance
+10% bullet damage resistance
+66% afterburn damage vulnerability
10% slower move speed
Drunk Headcrab 18 May, 2016 @ 7:40pm 
+ 40% Damage resistance to bullets
+ 25% Damage resistance to explosions
+ 10% Damage resistance against afterburn / fire
+ 35 Damage resistance to melee
+ 20 Seconds of bleed on hit while charging ( E.G You charge and hit an engineer, he will bleed for the next 20 Seconds )


- Anything that Mini-Crits will be Crits instead.
- 10% Less charge turn control
flowersnek 18 Jun, 2016 @ 10:38am 
+ 55% resistance to explosions
+ Further 15% resistance to self-caused explosions
+ Charge creates a small explosion on hit
- 11% slower movement speed
heres an idea 20+ bullet restince

30- firerestince

chargetime take longer but ramming can cause more damige by distance

turning slow down

and finnaly jump heght will reduce to 50%
30% Explosive Resistence
15% Bullet Resistence
-25% Self Damage
Charge impact deals 15% more damage, and bleed for 5 seconds
+20% Fire Damage
-10% Movement Speed
Charge builds 15% slower
meow 5 Sep, 2016 @ 4:53am 
+90% damage resistance to explosives
+20% damage resistance to fire and bullets
-15% slower move speed
-Cannot charge
Last edited by meow; 5 Sep, 2016 @ 4:53am
LittleBigB 5 Sep, 2016 @ 8:08pm 
Pros:
+20% resistance to all damage
On charge hit: Bleed on target for 5 seconds

Cons:
-1 HP/sec
-15% charge rate
Last edited by LittleBigB; 5 Sep, 2016 @ 8:10pm
Zero Hitreg 27 Oct, 2016 @ 8:42pm 
Instead of charging you get temporary resistence similar to a Vaccinator charge
+35% blast resistence/+25% bullet resistence on charge

Takes +25% fire damage
Shamershon 6 Feb, 2017 @ 3:33pm 
+40% explosive resistance
cancel enemy demomans charges if you come in contact with them while charging
enemys bleed when charged at

-20% speed

-10% charge recharge rate

at the end of your charge your unable to move for half a second
Logan_krisp 22 Mar, 2017 @ 4:37pm 
+on charged hit,bleed for 6 seconds
+15% longer charge distance
+50% bullet resistance
+20% shorter afterburn time on wearer
- -30 shield hit damage
-25% longer cooldown
-95% less helth from dispencers
-50% less overheal
-70% less healing from medic sources
+/- special attak (mouse3) place shield down for cover,shield blocks 70% of all incoming damage and has 100hp and can be repaired by friendly engineers
-lose shield when placed down



'ey,what do ya think?
Last edited by Logan_krisp; 22 Mar, 2017 @ 4:40pm
Manly Emerald 24 Mar, 2017 @ 3:13pm 
Just a basic concept but by the look of the weapn it should give bullet resist and cause bleed to players hit by the charge.
glaucous 29 May, 2018 @ 2:01pm 
Originally posted by BLACK LIGHTNING:
My suggested stats are:
Replaces Pipebomb launcher, not Sticky Launcher weapon
Then you can have two shields..... *insert lenny face*
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