Team Fortress 2

Team Fortress 2

Flux'Omaha
 Acest topic a fost fixat, deci probabil este important
Rapoza Dynamica  [dezvoltator] 10 aug. 2018 la 20:36
Stats Suggestions
Howdy! Tell us your weapon stats ideas here!
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Se afișează 1-14 din 14 comentarii
connorCD 10 aug. 2018 la 20:45 
+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 la 15:42 
+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.
+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 la 0:42 
-30% Damage against Players, +30% Damage against Buildings, Can destroy Sappers
Postat inițial de 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
Editat ultima dată de Blacenta; 13 aug. 2018 la 4:28
+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 la 12:52 
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 sept. 2018 la 13:51 
Laser Gun for texans only
+ doesn't require ammo
+ shoots a laser that sets enimies on fire
- 20% firing speed
Head 22 sept. 2018 la 12:42 
On hit: chance to stun target for 3 seconds
Does not require ammo
-50% firing speed
NO RANDOM CRIIIITS AHAHAHAHAAAHAHA
Blacenta 22 sept. 2018 la 14:09 
Postat inițial de 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)
+35% increased damage
-50% decreased ammo
-35% decreased firing speed
(I can't tell if this is op or not.)
Editat ultima dată de Overdone; 8 oct. 2018 la 17:33
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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