Team Fortress 2

Team Fortress 2

The nuclear knocker
Perks, Changes, and the Description
my perks idea:

+ On Critical Hit, explodes in a ulla-pool caber-like manner, except acts as an instant kill, and kills everybody within a medium range radius.
+ 15% higher likelihood of a critical hit
- Cannot be crit boosted
- Non-Critical hits will result in a -10% damage penalty
-15 maximum health bonus.
- Nuke is unstable and sensitive, and will detonate, killing the player and his teamates if he takes more than 260 damage within a single life

I was thinking that the sensitivity of the nuke can be represented with a meter in the corner of the screen, next to the ammo-counter that says "Stability." I was also thinking that the nuke could be animated and start rumbling and getting dents and bullet holes as stability decreases. I unfortunately dont have an idea for a descri[tion, thats up to you guys. The Nuclear knocker is a fine name as it is.

Good luck, and i hope valve adds this

- j-rod916

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Showing 1-9 of 9 comments
[GER] LO4DING -> rate Workshop  [developer] 15 Aug, 2013 @ 12:56am 
thx nice ideas
If it insta-kills as critical hit on ANYTHING, why would it have more chance of crit? It should be -10% chance of critical hit, marked for death while active and 3 seconds after its uneqipped, 20% damage penalty and all above. The counter shouldnt show up making it a risky to use weapon, but when used sucessfully it will be extremly rewarding. Also, I got a desc idea: Laught at those sissies running around with bats and swords, when you can run around with a mini-nuke and beat people up!! Imported RIGHT from russia, you AND your enemies are guaranteed to die!
RawSauceJesus 18 Aug, 2013 @ 8:37pm 
Originally posted by PPM Infu:
If it insta-kills as critical hit on ANYTHING, why would it have more chance of crit? It should be -10% chance of critical hit, marked for death while active and 3 seconds after its uneqipped, 20% damage penalty and all above. The counter shouldnt show up making it a risky to use weapon, but when used sucessfully it will be extremly rewarding. Also, I got a desc idea: Laught at those sissies running around with bats and swords, when you can run around with a mini-nuke and beat people up!! Imported RIGHT from russia, you AND your enemies are guaranteed to die!

I love your description Idea, and your item stats and perks too. I guess your kinda right about this weapon being OP having more of a chance of crit.
[GER] LO4DING -> rate Workshop  [developer] 20 Aug, 2013 @ 1:49am 
my idea:



the small bomb is very unstable.
for each crit (no matter what weapon) increasing the counter by 1.
The counter the counters maximum is 10.
if the counter has reached the maximum then
exploded the nuclear knocker at the next hit.
Any enemy who is in the reach is killed
(whit reach i mean the reach from the medigun)

this efekt could also use:

if the pyro is killing whit the "nuclear knocker" more than 2 opponents. The counter on the nuclear knocker is starting by 5 soon as the pyro spawn again.

sry for my spellig ;D
Nandixer 20 Aug, 2013 @ 4:19am 
My idea for stats:
-20% damage penalty.
+Explodes on death.
-10% firing speed.
-No crits on primary weapon (no guaranted crits for Phlog, Backburner, no random crits for others)
+25 health on wearer.
Is it balanced?
[GER] LO4DING -> rate Workshop  [developer] 20 Aug, 2013 @ 5:01am 
yes i think
Not-Immortal 27 Aug, 2013 @ 7:18am 
It looks more like it should do this:
+On hit, fragments in all directions
+Fragments cause bleeding
+Crits spawn 2 extra fragments when valve fragment hits enemy (the valve at the top would blow off, and because the valve would break in half, 2 more frags would spawn)
-Can hurt self when it fragments
-If less than 2 fragments hit enemy, double damage to self
Femboy 9 Sep, 2013 @ 12:07am 
Should be an ullapool caber except it does less damage to you and needs to restock.... Also it should give minicrits for 5 second for teamates you hit.
Ghosty 14 Jan, 2014 @ 12:41pm 
I like the idea of the area of effect But probably the best way to make it balanced is the damage output should depend on how close you were to the blast. Ex. If your far out on its blast radius you take less damage and if your close to it you take more damage if you get by it it's basiclly instant kill.
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Showing 1-9 of 9 comments
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