Team Fortress 2

Team Fortress 2

Eelectric Current
Rale 20 Jul, 2017 @ 10:06am
A stats discussion
It must exist
Last edited by Rale; 20 Jul, 2017 @ 10:06am
< >
Showing 1-15 of 56 comments
Primary fire throws the eel
When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
Damage from jolts mini-crits if target is wet
smee9790 20 Jul, 2017 @ 1:14pm 
(+)
Originally posted by =Uber the Sylveon=:
When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
(+) Crits on stunned players

(-) -75% damage on initial hit
(-) On sap, engineer will say Scout's/Sniper's sappin' mah sentry/dispenser/teleporter!

Primary fire throws the eel
If eel hits an enemy building, it will sap it (works as regular sapper)

Last edited by smee9790; 20 Jul, 2017 @ 1:15pm
Afuganisu-tan 20 Jul, 2017 @ 2:50pm 
My stats:
(=) Recharges in 40 seconds

(+) Stuns players for 3 seconds
(+) Stunned players take minicrits

(-) Can sap buildings, but the buildings only take 50 damage
Jouppi 20 Jul, 2017 @ 5:00pm 
+Stuns players for 1,5 seconds and causes them lose 5, then 20, then 25 hp every 0,5 seconds until 1,5 seconds/stun effect have passed, while making electric sounds.

+Recharges in 10 seconds

- While holding, causes the player to take 5dmg every 0,5 seconds while playing electric sounds
Last edited by Jouppi; 20 Jul, 2017 @ 5:01pm
justin (allegedly) 20 Jul, 2017 @ 10:36pm 
Originally posted by =Uber the Sylveon=:
Primary fire throws the eel
When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
Damage from jolts mini-crits if target is wet
I personally prefer this one the most
Lambda_Boy 20 Jul, 2017 @ 11:25pm 
after hit:
+ enemies get damage from electricity (something like bleeding)
Nephrite Harmony 21 Jul, 2017 @ 2:41am 
all enemies get constant shock damage when thrown into water until they leave
Archimedes5000 21 Jul, 2017 @ 3:54am 
When touches the ground: stuns enemies in a decent radius for a few seconds (1,2 or 3 i think)
(Can work for buildings too)
Stuns everyone in a water reservoir. (including you)

It bouces of the enemies and ground.
Deals low damage on impact and when stunning.
Last edited by Archimedes5000; 21 Jul, 2017 @ 4:02am
Archimedes5000 21 Jul, 2017 @ 3:59am 
OR

Eel stuns enemies in a radius for 0.1 seconds every 2 seconds (it attacks 3 times total)
Radius does not apply in a water reservoir (stuns everyone in)

It bouces of the enemies and ground.
Deals low damage on impact and when stunning

(by a stun i mean a snadman type of stun but you completly cannot move)
Last edited by Archimedes5000; 21 Jul, 2017 @ 4:00am
Valdemar 21 Jul, 2017 @ 4:59am 
Originally posted by =Uber the Sylveon=:
Primary fire throws the eel
When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
Damage from jolts mini-crits if target is wet
This is brilliant!
Originally posted by Joona.:
Originally posted by =Uber the Sylveon=:
Primary fire throws the eel
When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
Damage from jolts mini-crits if target is wet
This is brilliant!
agreed
bootstrap925 21 Jul, 2017 @ 1:21pm 
+When thrown at players it does damage
+Causes electric currents when thrown in water (causing a DOT (Damage Over Time) effect)
-Has a chance to shock you for 10 dmg and bite you for 5
-Self damage can accour (aka throwing it at water and going in can hurt you)
Just like a lemon 21 Jul, 2017 @ 2:34pm 
on hit: enemy is stunned, cannot move, and takes light bleeding damage
+20% faster move speed
if tossed in water, water will insta-kill any enemies who walk in it

1 health is drained per second when weapon is active
-85% splash size
Last edited by Just like a lemon; 21 Jul, 2017 @ 2:34pm
Originally posted by Joona.:
Originally posted by =Uber the Sylveon=:
Primary fire throws the eel
When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
Damage from jolts mini-crits if target is wet
This is brilliant!
I guess you could say, it's shockingly brilliant!

But anyways, it's meant to disable opponents by forcing them to conserve their ammo and constantly adjusting their aim, while making reloading and using stuff harder.
Kingicehunter 22 Jul, 2017 @ 3:49pm 
yeah, no. sapping sentries, for a scout that would be to much. maybe if it hits a sentry you get 3-5 seconds of stun on sentries with no damage. the engineer is basically the only counter to a scout. so throwing a device that damages and stops you only weakness is like giving heavy a back protector that lowers the damage of all explosive attacks and negats spy stabbings. the efect would be passive and takes -80% damage from all head shots regardless of charge. that is basically what you are doing to an engineer.
sorry its just the class is lacking enough as it is. why not stop all guns from firing and throw it on a soldier or demo.

its a cool concept, just switch it to about 3-5 sec of momentary sentry stop with no sentry damage taken. you could run up during that time and shoot it, or run past it out of range. being able to throw that would be a huge disadvantage for engineers as it is. no way they could hit you.

you have to look at it like a sentry/dispenser is the primary weapon for the engie, doing that would be like stopping the medigun from healing or the soldier from shooting.

so the only advice i give, just tweak how its used and youll probably get more votes.
< >
Showing 1-15 of 56 comments
Per page: 1530 50