Team Fortress 2

Team Fortress 2

Dr. Al Coholic's 4th Law
Boob Champ 11 Apr, 2020 @ 9:22pm
STATS
I think the stats should be:
+25% damage bonus
+25% clip size
requires no ammo

-15% slower firing speed
projectiles shatter on surface
Last edited by Boob Champ; 11 Apr, 2020 @ 9:23pm
< >
Showing 1-10 of 10 comments
LittleBigB 12 Aug, 2020 @ 5:03pm 
Pros:
+25% Explosion radius
+50% Projectile Speed (1,824.9 HU/sec)
Does not require ammo
Projectiles do not arc

Neutral:
Projectiles detonate on impact or after a certain distance (800 HU)

Cons:
-20% reload speed (1.488 sec (first) + .72 sec (consecutive), max of 3.648 sec)
-10% damage
Only deals 20% damage to buildings
Mr. Enderman 22 12 Jun, 2021 @ 1:49pm 
pros:

.+25% damage when an enemy is wet

. this weapon would shoot electricity that could chain into 3 enemy's

. this weapon would stun buildings for 5 seconds when the building is shot or chained onto

. does not require ammo

cons:

. weapon overheats when shot to many times and has a 5 second cool-down after the cool-down you can fire it again

. weapon does 25% less damage when close to overheating

. weapon would deal 25% less damage to players that are getting healed by a medic

MrBabbles 18 Feb, 2022 @ 11:14am 
(+)
On hit: building is disabled for 2 seconds.
Last shot from the clip always mini-crits, sets on fire and disables buildings for 5 seconds
+25% clip size
No ammo required
(-)
20% slower firing speed
-10% projectile speed
Deals no damage to buildings
+ Infinite reserve clip due to it being a laser weapon.
+ 25% explosion radius.
+ 25% less splash damage fall off.
= This weapon fires low gravity laser grenades that do not roll and rather stick to the ground.
- 15% damage reduction.
- 20% reload speed.

This would give it a niche of making it more of a diet Stickybomb launcher, just weaker. It could excel in a defensive playstyle due to the mine-like nature of the """rollers""". It also lacks the damage reduction against buildings unlike other laser weapons, making it a strong option for sentry busting still. The reload speed can make it difficult to spam however.
scogia_games 18 May, 2023 @ 6:24pm 
This weapon looks so cool! It even has its own reload 10/10:steamhappy:
reddin018 6 Sep, 2023 @ 11:03am 
Infinite ammo but requires recharge
+ 90% damage to buildings (and Robots if you purchase the $500 circuit fryer upgrade)
+ on hit: depletes enemy medics ubercharge even while ubered and spies cloak
+ can removed sappers on buildings and sticky bombs
- 50% Splash damage
- 25% reload speed

it's a more utility based weapon but it gets the job done... I think.
Excellent Epsilon 19 Nov, 2023 @ 5:14am 
does not require ammo
+25% explosion radius
applies afterburn for 3 seconds
-30% fire rate
Penrose42 22 Feb, 2024 @ 6:30pm 
I think I have a bit of a unique idea when it comes to this that will really shake up Demo's playstyle, if anyone's still here

+Infinite ammo pool
+Heal teammates on hit, and heal any surrounding teammates with splash. Healing scales with distance.
+Increased splash radius
+No explosion damage
-80% damage to buildings
-No rollers or explosion on miss
-No random crits
-Mini-crits when it would crit

My idea is essentially to allow Demos to be more support oriented since he really doesn't have any support weapons in his kit. I feel like the suggested downsides, while similar to the existing Gordtbort weapons, wouldn't hinder Demo's efficiency because he still has stickies and hybridknight at his disposal.
collect my pages 9 May, 2024 @ 8:09pm 
• no ammo required
• explosion damage converted to afterburn for 3 seconds
• disables buildings for 1 second
• +10% damage against burning players
• 20% damage to buildings
• No random crits
• Mini-crits when it would crit

some stats that i thought fit the grordbort weapon design. being pretty much a downgrade to stock in their own fun unique way but still actually usable in some way. even with these goofy ahh stats id still use this weapon, i mean i use the cowmangler so i need to complete the dumbassness on my actual main
This weapon fires energy orbs that explode on contact with the world

(+) no ammo required
(+) alt-fire: fires a charge shot, a bigger projectile that has a long fuse time but has a large blast radius. Mini-crits on hit
(+) 30% damage bonus
(-) forced to reload full clip after charge shot
(-) -20% blast radius
< >
Showing 1-10 of 10 comments
Per page: 1530 50