Team Fortress 2

Team Fortress 2

Firecracker
A FORCE A NATURE RESKIN OR A WHOLE NEW WEAPON
personally i would perfer a whole new weapon as 2 weapons for scout primarys are considered viable, these of course are stock and the soda popper, the FaN is just fun not meant to be viable in a competitive enviroment, so... my question to people is would u rather be a new weapon or a reskin of the FaN.
stat ideas:
33% tighter spread
33% clip side decreased
the more direct hits, tighter the spread,(limit should be six shots of connection)
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1 shot clip
Projectile
Travels at 3000 HMU (same as Sandman ball)
Has a projectile arc similar to the Loch-n-Load
Deals 25 damage on direct hits
Has a blast radius slightly smaller than a rocket
Deals afterburn for up to 3 seconds (3 seconds on direct hits then scales down based on blast radius
Deals knockback on hit (slightly stronger than rockets)

Pretty much just a harassment tool. Not dealing a lot of damage but instead used for crowd control or spamming. Not designed to kill, just annoy.
Xpload 28 Jun, 2018 @ 12:31pm 
Originally posted by ♥ Jaiden ♥:
1 shot clip
Projectile
Travels at 3000 HMU (same as Sandman ball)
Has a projectile arc similar to the Loch-n-Load
Deals 25 damage on direct hits
Has a blast radius slightly smaller than a rocket
Deals afterburn for up to 3 seconds (3 seconds on direct hits then scales down based on blast radius
Deals knockback on hit (slightly stronger than rockets)

Pretty much just a harassment tool. Not dealing a lot of damage but instead used for crowd control or spamming. Not designed to kill, just annoy.
Just saying that every other scout weapon unlock has a clip size penalty. I want something different (but I like the idea anyway, here's my take on it)


+) No reload nessecary (fires straight from ammo pool of 32)
+) Fires flaming cannonballs that light enemies on fire. Afterburn timer can stack on top of itself.
(Each cannonball deals 20 damage and fires every 0.25 seconds, the cannonballs move at the same speed as sandman baseballs and add 2.5 seconds to an afterburn timer that can go up to 10 seconds afterburn)
+) 50% damage bonus vs burning players (30 damage on burning player hit)

-) Firing continously overheats the weapon. Overheated weapons have a 200% slower firing speed and mini-crits when it would normally crit.
(random crits/crit boosting with this thing would be worthless, 0.5 sec attack interval applies after 3 seconds of firing and 0.75 sec after a further 3 seconds, overheat penalty cools off with same intervals, some sort of meter to show this perhaps?)
-) -15 max health on wearer (just to balance it out a bit)
Bywho 29 Jun, 2018 @ 5:37am 
Im bad at balance :P so how bout:
either 2 or 4 shots per clip IDK \(',')/
spread reduced slightly
10% less damage
when you shoot (mabey jsut first) you create a little explosion in front of you that lights enemies on fire for 8 seconds-the explosion would be the same size as a rocket and the initial explosion would deal like 15 damage to the enemy - it doesnt hurt the scout
mabey you could add some sorta blast jump but i feel as scout you dont need it and being lit on fire as scout is a very bad \(',')/

Would be good with the Sun on a Stick cause now scout can finnally light players on fire himself, and the close range explosive means you'll be close already, but having the explosion in front of you means that you cant just spam out really fast flare guns that dont need to reload after every shot



please when someone comments why these ideas suck just adjust the stats to make them balanced :P try not to change the whole concept though cuase i like my concept \(',')/
115thanything 29 Jun, 2018 @ 3:13pm 
2 shots
44% tighter spread
have an afterburn affect for 4 seconds (not sure how much damage for it though)
Werewolfkirby 8 Jul, 2018 @ 12:47pm 
Heres something neat that I know wont matter but I will say my idea anyways
2 shot clip
+ 25 Health
+ 25% Fire Resistance on wearer
Secondary Fire: Can fire a fast moving projectile that explodes like the scorch shot when hits enemy or ground setting user and enemies on fire when near explosion. must reload after shot (AKA it uses 2 shots)
+ 25% Damage Penalty
- 25% Afterburn Damage
- 50% Afterburn Time
Last edited by Werewolfkirby; 8 Jul, 2018 @ 12:48pm
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