Team Fortress 2

Team Fortress 2

Flux'Omaha
 This topic has been pinned, so it's probably important
Rapoza Dynamica  [developer] 10 Aug, 2018 @ 8:36pm
Stats Suggestions
Howdy! Tell us your weapon stats ideas here!
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Showing 1-14 of 14 comments
connorCD 10 Aug, 2018 @ 8:45pm 
+Does not use ammo
+15% faster firing speed
+on hit spy: loose 10% cloak
-uses metal for ammo
-each shot uses 5 metal
-15% damage

basically the short circut but better (or worse depending on who sees these stats)
trappu 11 Aug, 2018 @ 3:42pm 
+On hit: 10% chance to set target on fire, successive shots increase chance
+Minicrits burning enemies
-Decreased deploy speed
-20% damage penalty

Since the set is based on gambling, I think this will fit nicely.
But to be honest I don't know if these stats are perfectly balanced.
Renantasy 11 Aug, 2018 @ 6:23pm 
+Does not use ammo
+10% faster firing speed
+on hit spy: loose 10% cloak
+On hit: 10% chance to set target on fire, successive shots increase chance
-10% damage
Random Crits allowed
On hit: Mark one enemy at a time
Marked enemies will be targeted by your sentry gun even when out of range
Does not require ammo
-50% clip size
100% slower firing speed
Saocao 13 Aug, 2018 @ 12:42am 
-30% Damage against Players, +30% Damage against Buildings, Can destroy Sappers
Blacenta 13 Aug, 2018 @ 4:15am 
Originally posted by ThyBH:
+On hit: 10% chance to set target on fire, successive shots increase chance
+Minicrits burning enemies
-Decreased deploy speed
-20% damage penalty

Since the set is based on gambling, I think this will fit nicely.
But to be honest I don't know if these stats are perfectly balanced.

I like this one, it fits the theme and has a pretty interesting idea

I think a meter, which fills when you fire it quick succession, but quickly depletes when you stop firing, could work.

Essentially, the chance would increase (maybe even by 10%) when you fire lots of shots quickly, and there is a limit to the percentage chance, indicated by the bar being full, the highest percentage. Then, when you stop firing, the bar quickly depletes and the chance goes back down to 10%

Maybe it could up to 80%, which is a 9.6 in 12 chance of it setting the target on fire, although that could be too much, I'm not sure
Last edited by Blacenta; 13 Aug, 2018 @ 4:28am
(matratze) 14 Aug, 2018 @ 9:21am 
+can destroy enemy sappers from a distance in 5 shots
+minicrits on cloaked spies

-15% slower deploy and holster time
-60% slower firing speed
-50% smaller clip size (6 shots)
-marked for death while deployed
Beans 21 Aug, 2018 @ 12:52pm 
does not use ammo
has 40 rounds in clip
35% slower reload
10% slower firing speed

EMP: causes enemy engie buildings to slow down firing,healing,making,metal & teleport recharge by 40%
Scrangican 14 Sep, 2018 @ 1:51pm 
Laser Gun for texans only
+ doesn't require ammo
+ shoots a laser that sets enimies on fire
- 20% firing speed
Head 22 Sep, 2018 @ 12:42pm 
On hit: chance to stun target for 3 seconds
Does not require ammo
-50% firing speed
NO RANDOM CRIIIITS AHAHAHAHAAAHAHA
Blacenta 22 Sep, 2018 @ 2:09pm 
Originally posted by kwyjibo:
On hit: chance to stun target for 3 seconds
Does not require ammo
-50% firing speed
NO RANDOM CRIIIITS AHAHAHAHAAAHAHA

3 seconds is a bit too long for a stun mechanic (I assume you mean similar to the Sandman)
Overdone 8 Oct, 2018 @ 5:32pm 
+35% increased damage
-50% decreased ammo
-35% decreased firing speed
(I can't tell if this is op or not.)
Last edited by Overdone; 8 Oct, 2018 @ 5:33pm
Dark Prince 18 Feb, 2021 @ 1:12pm 
Pros:
Every 3rd hit in a row against an enemy lights them on fire
+15% increased damage

Cons:
-25% Fire-rate
-34% Clip size (12 > 8)
-25% Ammo carried (200 > 150)
no random crits
-50 damage to spies
always marked for death
+4 seconds of afterburn
+20 damage
ammo packs get magneticaly atracted to you
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