Team Fortress 2

Team Fortress 2

Magnum Opus
flame 18 Agu 2019 @ 12:41am
Stats?
some percentage of firing and reload penalty, cause I don't wanna look it up
-41% clip size
can headshot(probably?)
minimal damage falloff and bullet spread
that's all I got, not sure how it'll turn out
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Джекет 18 Agu 2019 @ 1:17am 
Lets make it simple
Pros
+25% Dmg
-10% Spread
-30% Dmg fall off
Cons
-50% clip size (6 shots)
-20% fireing speed
[ 90 dmg for a single shot ] [ 110 for a crit ]

-30% firing speed
-2% walking speed

+2 clip size
+20% recoil

+20% louder sounds
-30 Spread
Alt Fire:
Throws the gun.
Джекет 18 Agu 2019 @ 10:32am 
Diposting pertama kali oleh Daddy:
[ 90 dmg for a single shot ] [ 110 for a crit ]

-30% firing speed
-2% walking speed

+2 clip size
+20% recoil

+20% louder sounds
-30 Spread
You know that Crit deals X3 dmg right ?
Wich means its not gonna do 110 dmg but 210 wich will be e`nuff to then shoot down a heavy with a non crit one
Sooooooo ammmmm ye
Also there is no recoil in TF2 and no one gives a ♥♥♥♥ about sounds
Terakhir diedit oleh Джекет; 18 Agu 2019 @ 10:33am
Diposting pertama kali oleh Джекет:
Diposting pertama kali oleh Daddy:
[ 90 dmg for a single shot ] [ 110 for a crit ]

-30% firing speed
-2% walking speed

+2 clip size
+20% recoil

+20% louder sounds
-30 Spread
You know that Crit deals X3 dmg right ?
Wich means its not gonna do 110 dmg but 210 wich will be e`nuff to then shoot down a heavy with a non crit one
Sooooooo ammmmm ye
Also there is no recoil in TF2 and no one gives a ♥♥♥♥ about sounds
Wrong, a crit from this weapon would deal 270 damage. Also, sounds are SOMETIMES important, not sure if this is the case.

And about the recoil, there is something similar to it, it's the spread recovery time, which, in most hitscan based weapons, lasts for 1.25 seconds. After said amount of time, at least one of all the bullets/pellets fired from said weapons will have perfect accuracy.

So this can still work, I'd reduce the damage so you dont 2-shot everything, since it's a secondary, and it's not supposed to be your main damage source. The movement speed reduction should be of at least 10% to be relevant.
Джекет 18 Agu 2019 @ 11:53am 
Wait did i just did a math mistake so stoopid
Also a shotgun is a secondary and it can kill a lot of things in 2 shots
Terakhir diedit oleh Джекет; 18 Agu 2019 @ 11:54am
Deagles'd have 7 rounds per mag.
A reasonable reload speed up relating to not having to load a bigger magazine. Possible 20 to 30% faster.
-25% fire rate.
+20% ammo.
50 damage at close range. 25 at max. 75 and 50 respectively for crits. CAN random crit.
25% faster deploy speed. 25% slower holster speed.
50%+ accuracy.
100% Headshot crits.
+10% speed while active.
+10% bullet resistance on wearer
Terakhir diedit oleh Magnus the Red; 18 Agu 2019 @ 9:56pm
And a golden warpaint with it would be amazing.
The deagle is very heavy
It's a bit small for Heavy.
If it scaled to the character using it, I'd say this could be an all-class weapon. Bigger for heavy, smaller for Scout/Engie, medium for the rest.
Diposting pertama kali oleh JJSwords:
Deagles'd have 7 rounds per mag.
A reasonable reload speed up relating to not having to load a bigger magazine. Possible 20 to 30% faster.
-25% fire rate.
+20% ammo.
50 damage at close range. 25 at max. 75 and 50 respectively for crits. CAN random crit.
25% faster deploy speed. 25% slower holster speed.
50%+ accuracy.
100% Headshot crits.
+10% speed while active.
+10% bullet resistance on wearer
Again
Crits do x3 dmg and also that s too op
Diposting pertama kali oleh Джекет:
Diposting pertama kali oleh JJSwords:
Deagles'd have 7 rounds per mag.
A reasonable reload speed up relating to not having to load a bigger magazine. Possible 20 to 30% faster.
-25% fire rate.
+20% ammo.
50 damage at close range. 25 at max. 75 and 50 respectively for crits. CAN random crit.
25% faster deploy speed. 25% slower holster speed.
50%+ accuracy.
100% Headshot crits.
+10% speed while active.
+10% bullet resistance on wearer
Again
Crits do x3 dmg and also that s too op
How is that OP? XD Slightly stronger then the pistol in terms of base damage, basically give it the same headshot constraint as the Ambass. and it's still a slower fire rate then the stock pistol. And crits don't universally do 3x. They could always just damage cap it to 25+ for each range, probably.
Terakhir diedit oleh Magnus the Red; 19 Agu 2019 @ 4:20am
No
Thats not how it works
Also crits dont have fall of dmg except ofc Ambi and Rockets
Also let me explane u something
The fackt that Desert Eagle has smaller mag dosnt mean its have to give u a speed boost and realod speed boost,it still is heavy and also there are calibers with 6,8 and even 12 bullets so that dosnt metter
Creator wants it on Scout Solider and Engi and idk how u but i dont want to fight Scouts with +50% accuracy with10% buullete resistence with +10% speed and 6 bullets in the mag that can headshot and deal 150 dmg on close range whey they are always at
So now i think u know why is this op and btw ♥♥♥♥ random crits

Diposting pertama kali oleh JJSwords:
Diposting pertama kali oleh Джекет:
Again
Crits do x3 dmg and also that s too op
How is that OP? XD Slightly stronger then the pistol in terms of base damage, basically give it the same headshot constraint as the Ambass. and it's still a slower fire rate then the stock pistol. And crits don't universally do 3x. They could always just damage cap it to 25+ for each range, probably.
And also valve dont add new weapons anyway so why are we even fighting
Diposting pertama kali oleh Джекет:
And also valve dont add new weapons anyway so why are we even fighting
Might be cause you tried correcting me for little to no reason. And crits DO have fall off. Minigun crits have falloff, syringe guns, definitely shotguns. And even if they don't, then they could just lower the damage to fit it easier. XD And as far as the faster reload thing goes, a 7 round mag is more then likely lighter then a 12 to 20 round mag, unless it's a higher caliber. It /wouldn't/ be able to ramp off headshots one after the other, like the Ambass can't, unless you put some small amount of patience into it, and making the slower classes just a touch faster would be beneficial to, say, wanting to play a f*cking offensive build, but constantly needing to run back to the frontlines? And as far as the resistance goes, giving them a small passive defense against one specific damage type wouldn't be the more game breaking thing. Demoknights are tanky as ♥♥♥♥ in 9/10 cases, and yet, Scouts can get picked off by the newbie sniper that manages to luck out a shot into their back when needing to run for health. A touch less squishiness wouldn't be the worst thing.
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