Team Fortress 2

Team Fortress 2

The Steel Smasher
stats
here's my idea

+Able to remove Electro Sappers (in one hit).
+Has 12% longer melee range.
+20% melee attack speed.
- 15% damage penalty.
- No random critical hits.
Last edited by Twilight_Jester; 22 Jul, 2018 @ 9:54am
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Showing 1-10 of 10 comments
connorCD 22 Jul, 2018 @ 3:02pm 
seems like a very good idea. but personally, i think it owuld be a good idea if the stats of the weapon differ depending of who's holding it. not really sure what those stats would be, though.
Tlaxx 23 Jul, 2018 @ 3:00am 
What about
+20% damage
-Swing speed/ damage vulnerability
Has Pusspuss 24 Jul, 2018 @ 7:33am 
Originally posted by Tlaxx:
What about
+20% damage
-Swing speed/ damage vulnerability


Originally posted by connorCD:
seems like a very good idea. but personally, i think it owuld be a good idea if the stats of the weapon differ depending of who's holding it. not really sure what those stats would be, though.


Originally posted by Twilight_Jester:
here's my idea

+Able to remove Electro Sappers (in one hit).
+Has 12% longer melee range.
+20% melee attack speed.
- 15% damage penalty.
- No random critical hits.

What about area damage? This IS basically a Thunder Hammer from Warhammer 40,000
Spitfyre37 24 Jul, 2018 @ 9:20am 
what if this thing had some sort of sapper collection system? like, the weapon starts with a 20% damage penalty and a 10% slower walk speed, but for every sapper destroyed, 5% of the negative attributes are removed. So, after destroying 4 sappers, you would have a 10% faster walk speed and no damage penalty. Like the eyelander, but for pyros and engies! alternatively, this could also grant the bonuses for killing spies, but thats up to you guys.
Spitfyre37 24 Jul, 2018 @ 9:21am 
And it wouldnt reset after death
Toxic Asset 24 Jul, 2018 @ 10:37am 
Any potential stats that don't slow swing speed, increase damage or have some mini crit function OR area damage are a total mismatch to what this weapon does in the 40k universe.

It could be quite gimmicky but to replicate how the weapon works in Dawn of War games the area damage mechanic could be a rage bar that gets filled based on damage done and then you can activate rage which would then slam the hammer on the ground dealing some small amount of damage but either stuns people and/or knocks them back within some certain radius.
Has Pusspuss 24 Jul, 2018 @ 1:06pm 
Originally posted by Spitfyre37:
And it wouldnt reset after death
alright your pushing the anti-sapper role too much, try to go with a more offensive idea
Beans 7 Oct, 2018 @ 4:11pm 
the fact this goes for pyro demo and engie it dont really work because demo and pyro can share a weapon but they cannot share it with engie that well so...
Scrangican 10 Oct, 2018 @ 12:29pm 
Apocolyptic Robo Smasher
+/- sword boi stat
+ 50% damage bonus vs. buildings
+ 20% sentry damage resistance
- mini crits replace crits
meow 3 Sep, 2020 @ 5:15pm 
[~] Alt-Fire: Engage Turtle Mode
[~] With Turtle Mode active: Gain +66% damage resistance and 33% crit resistance but move, attack, deploy and holster 33% slower and receive 66% less heals from all sources. [~] Turtle Mode drains a secondary meter, lasts 9 seconds from max meter, and takes 12 seconds to regenerate fully from an empty meter.
(Heal penalty has a 1s buffer after Turtle Mode is disengaged)
[+] +40% damage bonus
[-] -10% swing speed penalty
[-] Crits become mini-crits
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