Team Fortress 2

Team Fortress 2

Assault Cannon
TEH STATS
BUFFS
------------------
+ 10% rate of fire
+ 10% faster spin-up time.
+ 100% bullets per shot (there are 4 bullets per shot, if im correct)
------------------

NERFS
------------------
+ 10% bullet spread
------------------

initial strategy: better use at farther distances.
Last edited by Andrew900460 .;UbErZ;.; 11 Sep, 2013 @ 12:51pm
< >
Showing 1-15 of 461 comments
abagone 11 Sep, 2013 @ 1:57pm 
+Twice as accurate after 4 seconds of spinning up
-Twice as inaccurate for 2 seconds after spinning up
-Spinning up movement decreased by 40%
Cowman515 11 Sep, 2013 @ 2:32pm 
+ 50% firing spped - 50% more bullet spread - no movment when firing
Archon 11 Sep, 2013 @ 2:52pm 
They need a good defence minigun, like the fists of steal... i think

+ incoming damage by 25%
- 10% accrucy
Sand Cohens 11 Sep, 2013 @ 2:57pm 
+10% Firing Speed
+20% Knockback Power
-30% Movement Speed While Active
-15% damage
-20% spin-up time

Stats based to work well in crowd control, though worse in a 1v1 duel. Also thought it kinda fit the design and feel of the gun ^^
Last edited by Sand Cohens; 11 Sep, 2013 @ 2:59pm
Sand Cohens 11 Sep, 2013 @ 3:08pm 
Originally posted by Aerio Williamloki1234:
They need a good defence minigun, like the fists of steal... i think

+ incoming damage by 25%
- 10% accrucy

though it wouldn't hurt for more defensive weapons, i think 10% accuracy deficiency is too little of a drawback for 25%+ in damage tolerance :T Maybe something like the 25% dmg resistance when in running mode, and then 15%+ damage weakness when deployed?
Last edited by Sand Cohens; 11 Sep, 2013 @ 3:29pm
Ivan Ivanovich 11 Sep, 2013 @ 3:58pm 
Slower Spin
Faster Firing Speed
Uses less ammo
15% More Damage
Less Ammo
Archon 11 Sep, 2013 @ 4:20pm 
Originally posted by Sand Cohens:
Originally posted by Aerio Williamloki1234:
They need a good defence minigun, like the fists of steal... i think

+ incoming damage by 25%
- 10% accrucy

though it wouldn't hurt for more defensive weapons, i think 10% accuracy deficiency is too little of a drawback for 25%+ in damage tolerance :T Maybe something like the 25% dmg resistance when in running mode, and then 15%+ damage weakness when deployed?
Thats a little to under powered then... you would do 3-6 damage..... thats way to under powered.
The design of this gun depicts that it is very "electric powered".

I would suggest buff stats that support the fact that it is electrical, and nerf stats that equalize the buffs.

At liest thats what I do when making stats...
Piggums 12 Sep, 2013 @ 1:44am 
+Reskin of Stock Minigun
-Not Stock Minigun
engineer gaming 12 Sep, 2013 @ 2:53am 
Positive
-30% Bullet Spread Radius
Marks latest damaged target for Death until Respawn or reaching Resupply Locker
No Fall Damage
Negative
-25% Maximum Ammo
+40% Spinup Time
TRACER 12 Sep, 2013 @ 6:16am 
normal status= basic minigun
Last edited by TRACER; 12 Sep, 2013 @ 6:16am
AHHHH✔ 12 Sep, 2013 @ 6:34am 
+50 ammo capacity
evry 5 sec do double damage
-30 damage
Grim 12 Sep, 2013 @ 6:46am 
Maybe it could function like the TFC minigun, can only be spun up to fire.
Pugna 12 Sep, 2013 @ 7:24am 
+45% Firing Speed
+10+ Max Health
-15% Damage
+8% Reload Time
Dragon9000 12 Sep, 2013 @ 7:45am 
firing bullets or penetrating bullets???????????
< >
Showing 1-15 of 461 comments
Per page: 1530 50