Team Fortress 2

Team Fortress 2

Welder's Gun
Welder's stats
Engie needs more gun
< >
Showing 1-15 of 147 comments
On hit: one enemy at a time takes 50% more damage from sentries
On hit: removes disguises
-25% damage penalty
-50% clip size
Silverwind 31 Jul, 2017 @ 11:23am 
Something based around leveling up your buildings?
so it is like a rescue ranger mixed with a wrench?
DrIvanRadosivic 1 Aug, 2017 @ 5:08am 
Actually, I think that it could be like the rivet gun from Bioshock 2. With the Heat mod meaning "on hit: ignite target" stat.

Which would be the second damage over time item for the engi. the first being the Southern hospitality.

Speaking of which the Southern Hospitality needs to be improved to be a actual combat wrench.

Like HP on hit that can overheal. and maybe minicrits on bleeding targets?
I think that making it like a building healing weilder would be a pretty good idea
DrIvanRadosivic 1 Aug, 2017 @ 5:50am 
Originally posted by Spetsnaz:
I think that making it like a building healing weilder would be a pretty good idea

you have the Rescue Ranger for that already. Making the Welder's gun a damage over time weapon is good, and especially because it is a new secondary that is a gun. Also, I think it has 6 shots? Based of the lights for the shots in the mag.
Just like a lemon 1 Aug, 2017 @ 11:39am 
repairs buildings from lnog range
reloads them from middle range
upgrades them at close range
10% chance for target to catch on fire
damage removes sappers

If the gun runs out of ammunition it will use metal reserves

-67% secondary ammunition on wearer
-30% slower firing speed
DrIvanRadosivic 1 Aug, 2017 @ 3:08pm 
Originally posted by Valkdeo:
repairs buildings from lnog range
reloads them from middle range
upgrades them at close range
10% chance for target to catch on fire
damage removes sappers

If the gun runs out of ammunition it will use metal reserves

-67% secondary ammunition on wearer
-30% slower firing speed

You have the rescue ranger. The wielder being a mini rescue ranger is not needed.
yin 1 Aug, 2017 @ 11:19pm 
Originally posted by DrIvanRadosivic:
Originally posted by Valkdeo:
repairs buildings from lnog range
reloads them from middle range
upgrades them at close range
10% chance for target to catch on fire
damage removes sappers

If the gun runs out of ammunition it will use metal reserves

-67% secondary ammunition on wearer
-30% slower firing speed

You have the rescue ranger. The wielder being a mini rescue ranger is not needed.
Mini-rescue ranger isn't a terrible idea, the downside is that it isn't as effective at healing as the rescue ranger and it can't move buildings, but the upside is that it doesn't replace your shotgun.

Still, this particular "variant" of the mini-rescue ranger is terrible. It's unbalanced as hell and does a lot of things the Rescue Ranger can't do, like reloading ammo, upgrading buildings, setting mean mother hubbards on fire, and even removing sappers. Also, that things uses metal reserves when it runs out of ammo. All for the downsides of -67% secondary ammunition (which would bring the ammo from 200 to 134, possibly one of the most random numbers ever) and -30% slower firing speed (which isn't much of a downside. .221 seconds isn't that terrible for attack interval.

Here's a few of my stat suggestions anyway:

Mini Rescue Ranger Improved (Hopefully)

Pros:
  • Fires a special bolt that repairs buildings (Base damage 15 vs players and enemy buildings, heals buildings for 15 HP. Max ramp-up 150%, min 50%. Remember, there is no ramp-up for healing buildings.)
Cons:
  • -33% clip size (8 shots)
  • -76% secondary ammo on wearer (48 bolts)
  • User is marked for death while active and for a short time after switching weapons
  • Each repair costs 1 metal

Dedicated Spychecker

Pros:
  • Fires a continuous laser beam that sets enemy players on fire. (Afterburn lasts for 5 seconds. Deals fire damage just like pyro's flamethrowers and flareguns. Deals 7 damage per tick while dealing direct damage to enemy players.)
  • No reload necessary
  • Direct damage done will disrupt healing and shield resists by 25%
Cons:
  • Uses metal for ammo (at a rate of 1 per .08 seconds)
  • Mini-crits when it would normally crit
  • No random critical hits

Nail Gun

(Stats are based off of stock Syringe Gun)
Pros:
  • Alt-Fire on full Fuel:Super-heat your nails. Nails set targets on fire. (Afterburn lasts 2.5 seconds. Requires maximum Fuel (160 damage))
  • Projectiles follow a straight path (just like Crusader's Crossbow or Rocket Launcher, hidden stat)
  • On Hit: Gain Fuel
  • Ramp-up increased to 125% (hidden stat)
  • Fall-off increased to 75% (hidden stat)
Cons:
  • -20% damage penalty (hidden stat)
  • -75% clip size (10 nails, hidden stat)

I am open to criticism and feedback. Feel free to tell me my suggestions are terrible and give me feedback on how they should be changed.
Last edited by yin; 2 Aug, 2017 @ 8:19am
DrIvanRadosivic 2 Aug, 2017 @ 1:47am 
You have 6 rivets. You are better off with just the hot rivets and no mini rescue rnager.
stoutshakko 2 Aug, 2017 @ 3:21am 
Originally posted by -W3E- Lanius:
Originally posted by DrIvanRadosivic:

You have the rescue ranger. The wielder being a mini rescue ranger is not needed.
Mini-rescue ranger isn't a terrible idea, the downside is that it isn't as effective at healing as the rescue ranger and it can't move buildings, but the upside is that it doesn't replace your shotgun.

Still, this particular "variant" of the mini-rescue ranger is terrible. It's unbalanced as hell and does a lot of things the Rescue Ranger can't do, like reloading ammo, upgrading buildings, setting mean mother hubbards on fire, and even removing sappers. Also, that things uses metal reserves when it runs out of ammo. All for the downsides of -67% secondary ammunition (which would bring the ammo from 200 to 134, possibly one of the most random numbers ever) and -30% slower firing speed (which isn't much of a downside. .221 seconds isn't that terrible for attack interval.

Here's a few of my [s]terrible[/s] stat suggestions anyway:

Mini Rescue Ranger Improved (Hopefully)

Pros:
  • Fires a special bolt that repairs buildings (Base damage 15 vs players and enemy buildings, heals buildings for 15 HP. Max ramp-up 150%, min 50%. Remember, there is no ramp-up for healing buildings.)
Cons:
  • -33% clip size (8 shots)
  • -76% secondary ammo on wearer (48 bolts)
  • User is marked for death while active and for a short time after switching weapons
  • Each repair costs 1 metal

Dedicated Spychecker

Pros:
  • Fires a continuous laser beam that sets enemy players on fire. (Afterburn lasts for 5 seconds. Deals fire damage just like pyro's flamethrowers and flareguns. Deals 7 damage per tick while dealing direct damage to enemy players.)
  • No reload necessary
  • Direct damage done will disrupt healing and shield resists by 25%
Cons:
  • Uses metal for ammo (at a rate of 1 per .08 seconds)
  • Mini-crits when it would normally crit
  • No random critical hits

Nail Gun

(Stats are based off of stock Syringe Gun)
Pros:
  • Alt-Fire on full Fuel:Super-heat your nails. Nails set targets on fire. (Afterburn lasts 2.5 seconds. Requires maximum Fuel (160 damage))
  • Projectiles follow a straight path (just like Crusader's Crossbow or Rocket Launcher, hidden stat)
  • On Hit: Gain Fuel
  • Ramp-up increased to 125% (hidden stat)
  • Fall-off increased to 75% (hidden stat)
Cons:
  • -20% damage penalty (hidden stat)
  • -75% clip size (10 nails, hidden stat)

I am open to criticism and feedback. Feel free to tell me my suggestions are terrible and give me feedback on how they should be changed.

I don't know if we should have Engi another new sentry support weapon or an offensive ?

Mini-Rescue Ranger or the Nail Gun

Mini-Rescue Ranger is just a new sentry support, but the Nail Gun would grant the Engineer a new ability : to set enemies on fire and only if he has fuel so it would be a bit more aggressive strategy.

Edit : Nail Gun would be better, because of the new Fuel Bar and setting Enemies on fire
Last edited by stoutshakko; 2 Aug, 2017 @ 3:23am
DrIvanRadosivic 2 Aug, 2017 @ 8:45am 
The Welder's Gun is a six shot weaon. And I guess it would have "ignite on hit" stats and 25 damage or some such.

So yes, new engi non support secondary would be great.
Idea 1: Blowtorch
~ acts like a mini-flamethrower with 35% damage penalty, 50% thinner cone, and 20% shorter cone in comparison to the stock flamethrower

+ When continually hitting a sapped building with this, it will cause the building to start functioning again, but at a reduced rate

~ Only has 50 ammo per clip, with 2 additional clips

- does not function underwater


Idea 2: Knockback-oriented Nailgun

~ Uses projectiles instead of hitscan

+ deals knockback at close range

+ 50% damage bonus

- 50% clip size

- 40% slower firing speed
Last edited by = Uber the Sylveon ツ =; 2 Aug, 2017 @ 1:31pm
crazy-g  [developer] 2 Aug, 2017 @ 11:05am 
I had always though of it being a support secondary but i do really like the idea of it shooting hot metal which would cause an ignition effect. Great way to keep people poking out around corners at bay and disrupting their aim.
DrIvanRadosivic 2 Aug, 2017 @ 11:35am 
Originally posted by crazy-g:
I had always though of it being a support secondary but i do really like the idea of it shooting hot metal which would cause an ignition effect. Great way to keep people poking out around corners at bay and disrupting their aim.

And it becomes the second Engi Damage over time weapon(southern hospitality si the first) as well as a second gun type thing for the engi. :D
< >
Showing 1-15 of 147 comments
Per page: 1530 50