Team Fortress 2

Team Fortress 2

The Slipgate Chopper
Guh 30 Mar, 2018 @ 2:23pm
Stats?
We need a Stats Dispenser right here!
Last edited by Guh; 30 Mar, 2018 @ 2:26pm
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Showing 1-7 of 7 comments
OrangeRanger 23 Aug, 2018 @ 7:12pm 
Pros:
+ On hit: Cause target to bleed for 5 seconds
+ Meter (300 damage needed for melee, 400 for any other weapon used): When meter is used, you start swinging uncontrolably and gain a speed boost (30% boost) for 10 seconds until the bar runs out or you die.
+ 35% damage boost
+ Special: Pressing the reload key will flip the axe head around
+ When axehead is flipped: Target doesnt bleed, you do only 25% damage boost, but on hit you gain a 10% speed boost

Cons:
- 25% swing speed (basically you swing slower)
- 50% heal from all sources (no matter which weapon is out)
- 25% less ammo from all sources
- Crits become only Mini-Crits
- No random crits
Sims_doc  [developer] 19 Sep, 2018 @ 3:26am 
I think it needs more focus on bleed.
OrangeRanger 20 Sep, 2018 @ 5:14am 
Bleed does 10% more damage per tick?
Scrangican 24 Sep, 2018 @ 2:03pm 
quaker shaker
+ on hit: bleed for 10 seconds
+ health can't cure your bleed attack
- slower swing speed
Bass Trombone Guy 14 Feb, 2020 @ 8:14pm 
50% more damage
100% slower swing speed
20% more melee range
has chppin block bar
deal 200 damage to fill
use special attack to use
pull out another slipgate chpper
dual wield
20% speed
200% slower swing speed
all attacks are minicrit boosted
each chopper has own swing speed
(can swing one and then swing other instead of waiting 200% normal time)
ConsumerOfProducts 18 Apr, 2020 @ 12:55am 
the same as OrangeRanger
Schnörkel 7 Aug, 2022 @ 12:21pm 
Here goes:
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-30% damage
On Hit: Bleed for 5 seconds

Damage builds "Thoomp" meter.
When the meter is filled, secondary fire activates "Thoomp", teleporting the user forward.
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The damage needed to fill the meter is around 170+, so three melee hits that make good use of the bleed damage can fill it. While this weapon is active, an outline of the teleportation destination is shown to the user at a set distance. It's coloured in while "Thoomp" is filled and the portal destination is valid walking space, and greyed out otherwise.

As "Thoomp" is activated, there is a (half-second-long or so) animation wind-up to the teleport to give enemies a chance to get out of dodge. The teleportation destination is visible to everyone during the wind-up as a cute little portal exit on the ground.

Yes, this ability telefrags all enemies, buildings or placeables like sticky bombs. Payload carts can of course not be teleported into. May have to be tweaked for MVM to deal loads of damage, but not kill giantbots instantly. Tanks should be immune like Payload carts.

I'd like a renaming to the "Splitgate Ripper", because of the portal it rips open. Then again, it would be a shame to disregard it's choppiness. What about "The Splitgate Ripchopper"? "Chopripper"? Man, this is like a decision between Gork and Mork...
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