Team Fortress 2

Team Fortress 2

Cover Cutter
Xpload 8 Apr, 2018 @ 3:19am
Stats?
My idea:

While this weapon is active:
+) On hit with primary weapon: gain mini-crits for this weapon for 5 seconds (mini-crit effect timer starts after damage dealt, not when the weapon is pulled out)
+) 50% reduction in push force taken from damage (get closer to blast damage classes and pyros, if you dare)

-) No random critical hits (crit ability is pretty powerful!)
-) 35% slower swing speed (prevent too much chaos and spam of the mini-crits, 1.08sec attack interval)
-) On miss: slow yourself, idiot (same slowing as sandman effect, slowing lasts for 2secs and lasts for 3secs while mini-crit boost is active)

Overall, this knife works best with the sniper rifle in the set (look for my stat suggestion), quickly dealing small damage with rounds and finishing off close by enemies, being careful not to slow yourself down. This can also benefit other sniper rifles to deal with spies and even with the huntsman, encouraging more close range sniper action!

Let me know what you guys think of my idea!
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Showing 1-15 of 38 comments
king stinga 8 Apr, 2018 @ 3:33am 
now thats a knife
Xpload 8 Apr, 2018 @ 4:46am 
Originally posted by commander bionix:
now thats a knife
:)
Junimo099 8 Apr, 2018 @ 5:31am 
I don't think it needs to slow yuo on miss, but other than that I would love to see this in-game!
Xpload 8 Apr, 2018 @ 7:15am 
Originally posted by worcestershire sauce trading:
I don't think it needs to slow yuo on miss, but other than that I would love to see this in-game!
So, what do you suppose should be in place of the slowing effect?
While weapon is active:
Obtain 2 guarenteed critical hits for every headshot kill and 1 for every bodyshot kill
20% slower movement speed
No random critical hits
LordEndros02 8 Apr, 2018 @ 1:14pm 
I actually like the idea, a melee that rewards for landing hits rather than spamming the attack
13Bug 8 Apr, 2018 @ 1:47pm 
With how long it is, I'd expect it to at least have the sword stats.
I don’t know why, but I feel like this weapon should have a longer melee range (similar to demoman’s swords)
best knife ever
GladiatorDragon 9 Apr, 2018 @ 7:21am 
Gain mini-crits on bodyshot kill, gain crits from headshot kill, right click to change what kind of damage multiplier to use.
Crits only do 2x damage
Multiplier is used up on every swing, not just the ones that hit.
-35% non-crit damage.
-35% slower firing speed
-5% damage vulnerability while active.

The concept of this knife is to reward overall good Sniper play to assist them with a method of dealing with annoying Spies and Scouts, but punishing them if they mistime a swing. Not unlike some other suggestions on this list. This goes well with my suggestion on it's partner weapon, which also focuses on careful management.
Dwanor 10 Apr, 2018 @ 5:25pm 
Going off the stats I posted in the Caretaker section, the gun damages quite a bit more, but lacks in speed. This knife should be a good alternate to it. So, based of the design, this reminds me of a machete, most likely the design the creator was going for.
> (Positive) - -40% pull-out speed.
Posed in the Caretaker stats, the gun is bad in close range. Therefore, the knife needs to be a good alternative to enemies close to you. The swap speed helps the Sniper get into close range faster.
> (Negative) - Normal crits are replaced with mini-crits.
The knife should be a good alternative to the long range of the Caretaker, so why am I putting this as a stat? Well, mini-crits also come with a little more damage, not as much as a full crit, since the one-shots many other classes. The mini-crits should help the sniper in his job, but if too many people are in the area, he must run to another before he's killed.
> (Positive) - Mini-crits deal knock-back
The knockback would move the attacker backward, which can help in killing him, since he could be pushed off a cliff, but it can also help the sniper get away from his attacker, even if they're using a gun.
> (Negative) - +40% put-away speed
This helps with the concept of the Caretaker being a damage-first sniper rifle. Speed is lowered so that if a sniper has found a good place to snipe from, they can't just pull the sniper rifle out and quickscope someone while getting to it.
Adum 11 Apr, 2018 @ 4:11pm 
how about this

+On kill it fully charges your sniper rifle
-20% damage
just something i thought of
Noodle 12 Apr, 2018 @ 2:38am 
Originally posted by Jaiden ~ ♥:
While weapon is active:
Obtain 2 guarenteed critical hits for every headshot kill and 1 for every bodyshot kill
20% slower movement speed
No random critical hits
We already have a broken diamondback and frontier justice to deal with lol
{True Darkian} 13 Apr, 2018 @ 5:20pm 
+100% Damage after losing Razorback.
+25% Range.

-50% Damage while Razorback is still equipped.
No random critical hits.
Originally posted by {The True Darkian}:
+100% Damage after losing Razorback.
+25% Range.

-50% Damage while Razorback is still equipped.
No random critical hits.
Weapons really shouldn't require you to have a specific weapon equipped (a bad one at that) to get some use out of it, Without the Razorback equipped, this weapon is basically a straight upgrade to stock.
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