Team Fortress 2

Team Fortress 2

Return to Sender
Zethax 12 Jul, 2016 @ 12:18am
STATS!
Yes, I had to be that one guy.

Here's my take on the stats. With a name like "Return to Sender" I thought of something like this:
(+) Can attack projectiles to send them back to where the came from
And either this:
(+) Taking damage adds a certain amount of the damage taken to your next few damaging attacks.
Extra damage is dispersed across multiple attacks that deal damage, and bonus damage depends on the damage type
Or this:
(+) Taking damage while revved up will deflect a certain amount of the damage taken back to the attacker.
The amount of damage deflected is based on the damage type
(-) 50% Slower firing speed
(-) Returning projectiles does not minicrit boost them
Extra Notes:
Based on the damage you take this will be how much damage to be added up to your next few damaging attacks or deflected to the attacker:
Bullet Damage: 25% of the damage taken
Blast Damage: 15% of the damage taken
Fire Damage: 35% of the damage taken
Melee Damage: 25% of the damage taken

Opinions and other critique are welcome, they help me get better at this.
Last edited by Zethax; 1 Oct, 2016 @ 4:18pm
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Showing 1-10 of 10 comments
Robo 13 Jul, 2016 @ 6:58am 
I think it could airblast
sino 15 Jul, 2016 @ 6:53am 
PROS

+5 HP on hit

CONS

-15% damage
Ms. Datzky 23 Aug, 2016 @ 7:45pm 
Short, balanced, and interesting stats:

(!) User must take 300 damage to charge alt.
(!) Fall damage and self damage cannot contribute to charge.
(!) Deflect buff lasts 8 seconds

Pros:

Taking damage charges your "Deflect" meter. (Thus Return to Sender)
Alt-fire allows you to deflect all projectiles and take -20% damage from explosives.
+20% Fire rate

Cons:

-30% Damage penalty

__________________________________________________________


For a more support type heavy, this weapon allows the user to help cap carts, take control of control points, defend areas, and push objectives much more easily. This weapon sacrifices damage for the ability to defend from incoming projectiles that may kill your team and stop that game winning push.
AironG 30 Sep, 2016 @ 9:31am 
+1 damage for every bullet for every 1 health deducted
default 1 damage every bullet
(for example: health at first 200. after fall damage/got hit etc.. health left: 40. now damage per bullet will be: 200-40=160. 160+1 = 161 dmg output PER BULLET
+20% moving speed

-50% health
-30% damage vulnerability
-55% ammo
-50% spin up time
-50% accuracy
-70% speed when deployed
-30% less accurate
-80% from healing sources (including medic, dispenser, health packs)
*fires one bullet per unit of ammo used
*unable to use "mouse 2" to spin up

Since hes a "mail box", its super slow, delivers super slowly. But every time it never fails to deliver. This accurately presents "return to sender"
To some people, it may feels like its TOO OP as you can deal a total of 200 damage per shot, while some may feel its totally trash as of all the cons. Its really how you use it. It can be a hell of a weapon to both the user and the enemy. :/ This may not really be practical tho.
Vlueverry 30 Sep, 2016 @ 8:05pm 
I think it would work best as a type of counter so you can play super aggresive as the heavy:

Cons

- Fire (all that burning paper) overheats the gun and causes it to shoot at 66% of max speed & spin up at 50%
- Medpacks heal 40% less
- Damage would be reduced 50% so that it would normally put out 4.5 instead of 9 base damage
- Drains Medics Uber at a 250% rate (only 2 seconds of Uber)

Pros

- Depending on how much damage you've recieved while your minigun is shooting (or spinning up) your damage is increased up to a max of 150% (13.5 base damage). If you're taking less damage then before, then your base damage percent is reduced by 1/5 every second, or if you're taking no damage -25% (until 0) so as long as you're taking some damage you wont have no boost but it punishes no damage intake.

- Medics Uber charges 15% faster if they're healing you (to make them want to heal you dispite the deployment punishment of the Uber)

- If you take or take more then 129 DPS in a second (a level 2 sentry) you get a 75% damage reduction from all sources and guaranteed mini-crits for 8 seconds plus the max 150% damage intake bonus. I call it "Emergency Uber" and it activetes automatically but needs a 130 second recharge time before you can use it again. Medics healing gets a 75% nerf for 12 seconds after deployed, and you can't Uber a Heavy for the 2 seconds in these 12 seconds.

-If you take 200 DPS in a second you get crits insted of mini-crits and an 85% damage reduction, but your recharge time increases to 150 seconds. The rest remains the same.

I wanted it to be fair, but it to have special abilities, making way for another Heavy gameplay type because people are always complaining about how the heavy doesn't have any weapons that can make playing as him more interesting.
meow 30 Sep, 2016 @ 8:48pm 
+Releases deadly mail that bleeds targets for 6 seconds
+50% of damage received is converted into ammo, to a max of 300
+Damage and bleeding power increases/decreases dependant on maximum ammo (Normal bleed time/damage when at 100 ammo, both increase by 0.5% for every 1+ ammo, but decreases by every 2% for every 1 less ammo)
-Starts off with a max of 100 ammo
-30% damage penalty
-10% damage vulnerability when firing
Last edited by meow; 1 Oct, 2016 @ 6:03pm
max1595 1 Oct, 2016 @ 1:41am 
Originally posted by ◄ V E G A S ►:
PROS

+5 HP on hit

CONS

-15% damage
this is op as ♥♥♥♥♥
This is my take on the weapon.

Pros:

- Taking damage over time will build the "Return" meter. (250 damage will fill) (Falling damage or any other types of self inflicted damage don't count.)

- Activating Return will make all damage Mini-Crits.

- Increased Uber rate for Medics healing you when Return is active. (+5%)

Cons:

- Reduced health from health kits while active. (-25%)

- Increased damage while Return is active. (+10%)

- Reduced firing speed while Return is NOT active. (-10%)

I fully understand I basicly made the weapon fully about its "Return" meter. and that it's not exactly well balanced. But with some refining I think these stats could work. :D
( + ) Bullets deflect rockets and grenades in-flight.
( + ) When the medic healing you is killed the killer becomes marked for death
( + ) When the medic healing you is killed you gain 2 revenge crits
( + ) 20% more accurate
( - ) -30% damage penalty
( - ) No ammo from dispensers when active
( - ) -50% max primary ammo on wearer
Rallycore 1 Oct, 2016 @ 4:20pm 
(+) if a medic heals you, 50% of the healing and overheal is reflected to him
(-) -80% healing from medics while spun up
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