Team Fortress 2

Team Fortress 2

The Magnetic Horseshoe
How's aboot some balanced stats?
How's about we go easy:
Pros:
Collect money like a scout
Collect metal from dispensers twice as far away
Dropped enemy weapons gradually move towards you (Comparable with Gravity Gun but way shorter distance)

Cons:
Takes two hits to repair/upgrade a building once (Normally, one hit is 25 metal towards it, but here 2 hits is 25 ((shaking metal off a magnet, I guess)))
25% Slower Weapon Switch
1/2 metal gained from dropped weaponry and destroyed buildings
No random critical hits (doi)


EDIT: 7/17/2013 6:07 PM EST
Perhaps it's powered by movement/hitting stuff? If it's like one of those shake-operated flashlights, then maybe it stores a charge (like the Soda Popper) that can't be activated (self-activating, like the Soda Popper) and on charge it gains magnetic power/higher magnetic power for a short time? I mean, this could start a wave of MvM-only items (moreso ones meant only for it) and such.
This is only another suggestion, but I do enjoy the current specification more. If Valve actually listened to this, that'd be cool, but it's all up the them. Thanks, Valve!
Last edited by Judge Dredd The Techno Viking; 17 Jul, 2013 @ 3:13pm
< >
Showing 1-2 of 2 comments
Duallord 8 Nov, 2014 @ 12:05pm 
Yeah i think that would work
< >
Showing 1-2 of 2 comments
Per page: 1530 50