Team Fortress 2

Team Fortress 2

Welrod
Sims_doc  [developer] 24 Jul, 2017 @ 5:35pm
Stats Discussion
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Showing 1-15 of 187 comments
Silent killer: no firing sound and enemies don't scream when killed or hit
On hit: applies Jarate, Mad Milk, bleeding or fire for 10 seconds
-83% clip size
-20% damage penalty
pogo 24 Jul, 2017 @ 8:14pm 
+Silent Killer: Doesn't show in kill feed and body disappears
+Almost Silent shot sound.
+Player Killed does not make sound.
+100% accuracy on 1 second cool down
-33% smaller clip size
-10% damage penalty
-15 less health
TAKE ANY OF THESE IF YOU LIKE THEM AND THE ONES THAT YOU DON'T LIKE IGNORE. YOUR OPINION MATTERS. SEND FEEDBACK TO ME AND HELP OUT THIS DEVELOPER. THANK YOU!

gibus 24 Jul, 2017 @ 9:56pm 
+Silent Killer: Works like YER backstab
+250% damage bonus
+100% accuracy
-80% clip size
-100% secondary ammo on wearer (spy's revolvers are categorized as a secondary)
-500% slower reload speed
-Disables Sapper


Last edited by gibus; 28 Jul, 2017 @ 7:19pm
BossBTL 25 Jul, 2017 @ 6:09am 
Well, from what I can tell by the animation & the multi colored bullets, this was meant as a multi purpose single shot weapon.

1 shot before requiring to reload. allmost complete 100% accuracy. Otherwise the weapon has standard stats to that of the default revolver. It does however have bullet types, which can be changed to alter the effect of the dammage, similar to how the medic's vaccinator functions.

As for the bullets, not counting the two team colored ones, or the uncolored one, there are 4 types of bullets



White: Light Standard- faster reload due to less recoil, less dammage, weapon makes less sound when fired

Black: Heavy Standard- slower reload due to more recoil, higher dammage, weapon makes louder sound when fired

Orange: Flamable- no dammage, successfull hit makes target take 15% more initial dammage to flame based weapons, and afterburn lasts 2 seconds longer. similar to jarate, this orange bullet doesnt last long, however, no visible effect occurs if a successful hit happens. the enemy player will say a new voiceline however, where they either smell the gas or gag in repulse from the bullet. multiple hits makes the effect last longer.

Yellow: Jarate- no dammage, applies jarate. multiple hits make the effect last longer.



Each bullet makes a different tone of sound when fired, allowing enemy players to distinguish which one a spy is firing

The spy plays a special animation (in 3rd person) when bullet types are being switched, but just plays the regular reload animation in first person, albeit with a different bullet color. This will also help enemy players tell when the spy is changing his gameplay strategy
Len 25 Jul, 2017 @ 6:26am 
Originally posted by Depressed:
Well, from what I can tell by the animation & the multi colored bullets, this was meant as a multi purpose single shot weapon.

1 shot before requiring to reload. allmost complete 100% accuracy. Otherwise the weapon has standard stats to that of the default revolver. It does however have bullet types, which can be changed to alter the effect of the dammage, similar to how the medic's vaccinator functions.

As for the bullets, not counting the two team colored ones, or the uncolored one, there are 4 types of bullets



White: Light Standard- faster reload due to less recoil, less dammage, weapon makes less sound when fired

Black: Heavy Standard- slower reload due to more recoil, higher dammage, weapon makes louder sound when fired

Orange: Flamable- no dammage, successfull hit makes target take 15% more initial dammage to flame based weapons, and afterburn lasts 2 seconds longer. similar to jarate, this orange bullet doesnt last long, however, no visible effect occurs if a successful hit happens. the enemy player will say a new voiceline however, where they either smell the gas or gag in repulse from the bullet. multiple hits makes the effect last longer.

Yellow: Jarate- no dammage, applies jarate. multiple hits make the effect last longer.



Each bullet makes a different tone of sound when fired, allowing enemy players to distinguish which one a spy is firing

The spy plays a special animation (in 3rd person) when bullet types are being switched, but just plays the regular reload animation in first person, albeit with a different bullet color. This will also help enemy players tell when the spy is changing his gameplay strategy
Its good idea but how do you gonna change bullet type ? (Maybe RMB)
Also there were 2 bullet colors that u didnt describe
How about :

Red: Applies bleeding ,little dmg, more succesfull shots makes effect last longer.

Blue:Applies watered effect (like being in water), does half of normal damage/ 3 out of 4 full damage also next shoots multiplies effect lasted longer also doing minicrit damage if enemy is in water or was being shoted by blue bullet (Also Pyros with Neon Anihilators can team up with spy and Exterminate enemy)
Its my idea of course can be change.
Last edited by Len; 25 Jul, 2017 @ 6:35am
Comrade Kris 25 Jul, 2017 @ 8:17am 
This would make the spy even better since instead of having to go for backstabs you can sit back a bit and still help the team
Ginger 25 Jul, 2017 @ 11:53am 
+ On hit slow your enemies to a crawl !
+ On hit enemy cannot switch weapons for five seconds
+ 20% faster reload speed
- 90% clip size
- 20% damage penalty
Click the special button to switch to different bullet types. Bullet types are as follows:

Blue/Red: Default bullet. Does 50% more damage than a standard Revolver bullet.

White: Milker Bullet. Does 75% less damage than a standard Revolver bullet, but applies Mad Milk to the target for four seconds. Timer resets if hit with another White bullet.

Yellow: Jarate Bullet. Does 75% less damage than a standard Revolver bullet, but applies Jarate to the target for four seconds. Timer resets if hit with another Yellow bullet.

Orange: Napalm Bullet. Does 75% less damage than a standard Revolver bullet, but sets the target on fire for two seconds. Timer resets if hit with another Orange bullet.

Black: Stopper bullet. Deals as much damage as a standard Revolver bullet, but applies knockback to the target proportional to the damage they take, sending them flying in the opposite direction of the shot. This bullet is noticeably louder than the rest.

No matter the bullet, only one may be fired before you have to reload, and you must reload to change bullet types (click the special button to rotate through what the next bullet loaded will be - going Blue/Red, White, Yellow, Orange, Black). You can also hit reload prematurely to switch bullet types without firing the one currently chambered.

This would be a way for Spy to play ranged support without having to risk their life in the middle of combat - with the downside of Spy having a much worse gun in a direct firefight.
Last edited by Tiresias - The Blind Lucario; 25 Jul, 2017 @ 1:03pm
BossBTL 25 Jul, 2017 @ 1:01pm 
Originally posted by Arch-Thief_PL:
Its good idea but how do you gonna change bullet type ? (Maybe RMB)
Also there were 2 bullet colors that u didnt describe

the same button used to change vaccinator type, the special key.


also i did mention the other two colors


Originally posted by Depressed:
As for the bullets, not counting the two team colored ones, or the uncolored one, there are 4 types of bullets

the team colored (red & blue) & the uncolored blank one that isnt beside the others, but beside the gun in the picture provided

i didnt count them since the uncolored had no distinction, and the team colors might confuse other players. that, and too many effects may make the weapon, again, too confusing for players
BossBTL 25 Jul, 2017 @ 1:09pm 
Originally posted by Tiresias - The Blind Lucario:
This would be a way for Spy to play ranged support without having to risk their life in the middle of combat - with the downside of Spy having a much worse gun in a direct firefight.

"Much worse in a direct firefight"? Dude, the first bullet you listed deals more dammage than how much the pre-nerf Enforcer did, which was spies strongest non-knife weapon.

Originally posted by Tiresias - The Blind Lucario:
Blue/Red: Default bullet. Does 50% more damage than a standard Revolver bullet.

& the Napalm one you described would deal more overall dammage than an Ambassador headshot.


Originally posted by Tiresias - The Blind Lucario:
Orange: Napalm Bullet. Does 75% less damage than a standard Revolver bullet, but sets the target on fire for two seconds. Timer resets if hit with another Orange bullet.
Last edited by BossBTL; 25 Jul, 2017 @ 1:10pm
Originally posted by Depressed:
Originally posted by Tiresias - The Blind Lucario:
This would be a way for Spy to play ranged support without having to risk their life in the middle of combat - with the downside of Spy having a much worse gun in a direct firefight.

"Much worse in a direct firefight"? Dude, the first bullet you listed deals more dammage than how much the pre-nerf Enforcer did, which was spies strongest non-knife weapon.

Originally posted by Tiresias - The Blind Lucario:
Blue/Red: Default bullet. Does 50% more damage than a standard Revolver bullet.

& the Napalm one you described would deal more overall dammage than an Ambassador headshot.


Originally posted by Tiresias - The Blind Lucario:
Orange: Napalm Bullet. Does 75% less damage than a standard Revolver bullet, but sets the target on fire for two seconds. Timer resets if hit with another Orange bullet.


Alright, then lets do some editing.

Blue/Red: Bog-standard revolver bullet. Team colored.

Orange: Does no damage on impact, but instead sets the target on fire for two seconds. Has absolutely no effect on Pyros or underwater enemies.
bugmoney 25 Jul, 2017 @ 3:55pm 
silent killer is obvious
it should improve your movement speed when cloaked but like also decrease you cloak, so move faster but decrease faster
like, a one bullet firing rate with slow reload but great damage
DOOT 25 Jul, 2017 @ 6:26pm 
I would go with silent killer as well as the different bullet types already described above which I think are awesome ideas but I think the real unique attribute I would add to this weapon would be that if you where within 5 meters of a target it does increased damage. Since the real life Welrod required the user to get very close to the target there was high risk involved, I think in terms of balance this could even out getting crits at close range because if you don't kill your target with in a few shots they would have enough time to retaliate. Just my two cents.
rick 26 Jul, 2017 @ 4:09am 
+silent killer:no firing noise
+50% more secondary ammo
-10% less damage
-15% less accurate
-83% less ammo in clip
Originally posted by Sl3nD3RiLlUm1b0nN13c4sK3T:
+silent killer:no firing noise
+50% more secondary ammo
-10% less damage
-15% less accurate
-83% less ammo in clip
You might want to change the extra secondary ammo because the Sapper is Spy's secondary weapon.
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