Team Fortress 2

Team Fortress 2

The Revolutionary
/doomer/ 12 May, 2019 @ 4:17pm
Stats?
I don't have specific stats, but it'd be cool to see this as a semi-auto hard-hitter for medium to semi-long range.
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Showing 1-15 of 99 comments
DKC 13 May, 2019 @ 1:23am 
Maybe a fixed bullet pattern? Functioning like a burst weapon but with no damage ramp up or a specific damage vulnerability or mini crits when it crits?
Neco-arc Gaming 13 May, 2019 @ 1:37am 
possible can be tomislav re-skin
Kick Buttowski 13 May, 2019 @ 4:14am 
I have some good ideas for how this could work. Stats could be:
==========================================================================
+50% Damage
-20% Spread (More Spread)
-15% Spinup Time (Less Spinup Time)
+70% Ammo
Health Slowly drains while Revving
Ammo Slowly drains while Revving
==========================================================================
What are your ideas on my stats?
Cossack 13 May, 2019 @ 4:30am 
+silent rev
+110% damage bonus
+50% accuracy
-50% damage fall off
-70% damage ramp up
-50% fire rate
-you have to manualy fire
Last edited by Cossack; 13 May, 2019 @ 4:31am
/doomer/ 13 May, 2019 @ 5:33pm 
Originally posted by The BEE:
I have some good ideas for how this could work. Stats could be:
==========================================================================
+50% Damage
-20% Spread (More Spread)
-15% Spinup Time (Less Spinup Time)
+70% Ammo
Health Slowly drains while Revving
Ammo Slowly drains while Revving
==========================================================================
What are your ideas on my stats?
>Health Slowly drains while Revving
This alone makes it completely not worth using without a pocket med. Heavy takes so much damage already he can't afford anything reducing his tankiness-- this is why the GRU and Eviction Notice are unusable now.
EeveeRealSenpai 13 May, 2019 @ 8:28pm 
Man these stats could be revolutionary
10% Damage Bonus
10% More Accurate
Silent Killer: No barrel spin sound
-20% damage resistance when below 50% health and spun up
Bullets have knock back effect

-10% slower move speed while deployed
-10% slower firing speed
-10% slower spin up time
when i look at it i think, "THATS A SHOTGUN MINIGUN!!!" sooo yea

shoots 10 pellets
-80%accuracy
damage falloff starts at short-medium range
fires 50% slower
-50% ammo
Xeronious 14 May, 2019 @ 12:41pm 
+ :50% less movement penalty when spun up
+ :breaks projectiles
-/+ :causes knockback when fired
- :25% less bullets per shot
Last edited by Xeronious; 14 May, 2019 @ 12:42pm
SixGigs 14 May, 2019 @ 2:12pm 
I haven't got any math for it but it would be interesting for it to have a different mechanic to the other miniguns relating to the bullet speed. For example it can be spun up but it increases the speed at which it fires while being fired.

Starting at 50% slower than the regular minigun but parring that speed in a second or two. However, it could then surpass that by continuing to gain fire rate possibly up to two times as fast as the stock minigun.

Providing a gun which can tear through swarms twice as well on the downside of it running out of ammunition twice as fast and the gun will have to be firing constantly to achieve that speed.

Other stats could differ with the speeds too, such as mobility, accuracy, and knockback. Anyway its an idea!
SilverBar 14 May, 2019 @ 3:25pm 
I think:

==========================================================================

50% more accurate
+25% Damage
Silent Killer

----------------------------------------------------------------------------------------------------------------------------------

Mini-crits when would normally crit
-25% firing speed

==========================================================================

Tell me what you think
Cartman 14 May, 2019 @ 8:05pm 
Originally posted by i have throat cancer:
I don't have specific stats, but it'd be cool to see this as a semi-auto hard-hitter for medium to semi-long range.
Buffs:

+25% Accuracy
+50 more Ammo
+20% Faster Firing Speed
+20% Damage Boost
+15% More Healing from Dispensers
+15% Fire Immunity

Nerfs:

-15% Less healing from Medics
-20% Less Spin up Time
+15% More Damage taken from Explosives
When below 100 Health, it only takes +10% Accuracy and only deals +10% More Damage (not only that, but it also fires -20% Slower like the Tomislav)
"No Random Critical Hits"
"Marked for Death when Spun Up"

How does this set of Stats sound? Overrpowered? Underrpowered? Which stats should be added in/removed?
Figgus 14 May, 2019 @ 11:49pm 
+20% faster spin up time
+20% more accurate
Silent Killer: No barrel spin sound
-20% slower firing speed
Last edited by Figgus; 14 May, 2019 @ 11:50pm
Aitee Bahgyoo 15 May, 2019 @ 2:33am 
20% faster spin up time
20% more accurate
20% more damage
-20% firing rate
-20% less healing from all sources
Originally posted by i have throat cancer:
this is why the GRU and Eviction Notice are unusable now.
Don't jump into battle after running for 15 seconds with the GRU maybe :ReimuHakurei:
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