Team Fortress 2

Team Fortress 2

The Brute Force Fix
A Different Approach to STATS
Sinse my brain worked a little too much, I decided (With no one to tell me what to do) to make a seperate discussion on it!

Come on, guys, these stats need to be creative, they need to show off the line of the recent new TF2 weapons! "Ohhh hey guise yakno lets make it swing slower n do moar damag cuz yeh it's a sledge hammah"

A cool gimmick like all of the recent weapons added needs to be applied here... Perhaps something that suits the weapon's look.

"If nothing works, hit it hard." Okay... brain's working:

(+) Alt fire to use "Hammer meter" to either stun an enemy for 1.5 seconds on top of melee damage or to "Overload" any building. "Hammer Meter" recharges in 8 seconds or 20 seconds after a building recovers from being "Overloaded" ("Hammer Meter will begin recharging if building is destroyed while "Overloaded") "Overload" Lasts 15 seconds.

(-) No random crits
(-) 20% slower firing speed
(-) 25% slower building construction speed
(-) Cannot carry buildings

"Overload" properties:

When any building is "Overloaded":
(+) Building cannot be sapped
(+) 20% damage resistance for building
(-) Building shuts down for 2 seconds after "Overload" wears off


While sentry is "Overloaded"
(+) 40% increased knockback of both bullets and rockets
(+) 25% increased firing speed of both bullets and rockets
(+) 50% increased sentry turn speed
(-) Sentry cannot be Wrangled
(-) 35% slower repair rate

While dispenser is "Overloaded"
(+) 20% increased heal rate
(+) 300% increased dispenser range
(+) +75% faster fire extinguishing rate

While teleporter is "Overloaded"
(+) Instant teleporter recharge
(+) Sets afterburn status on enemies within the radius of about slightly less than a medigun when teleporter is used (this included by enemy spies)
(+) When the traveler is teleported, they will recieve a Diciplinary Action-styled speed buff for 3 seconds (this applies to enemy spies on top of the afterburn they get)

Too much to handle?! GOOD! I LIKE IT THAT WAY!

Too Overpowered? Maybe... *sniff* Maybe... I have yet to meet one that can outsmart BULLET to suggest other creative idea...

(Insert comment saying Valve decides the stats not me)
Last edited by Surprise !!; 5 Feb, 2014 @ 3:30pm
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Showing 1-15 of 23 comments
Brute Force Fix: Level 34 Mallet
"If nothing works, hit it hard"

+25% Damage Increase
+Mini-crits stun enemy for 1 second
-25% Firing Speed
-cannot crit, minicrits instead
-10% speed
Nyarlathotep 5 Feb, 2014 @ 5:45pm 
i think it should enable godmode :3
Surprise !! 5 Feb, 2014 @ 5:50pm 
Originally posted by jac2012:
i think it should enable godmode :3
The Ban Hammer

(+)On hit: Bans target
(+)Enables Godmode on wearer
(+)Voice commands are 9001% louder
(+)1337% damage bonus
(+)9% chance to summon Gabe Newell
(+)Dispensers have a 100% chance to crit
(+)Teleporters take 90% less self damage
(-) Crashes server when you use it
(-) Binds M1 to Unbind All
Last edited by Surprise !!; 5 Feb, 2014 @ 6:00pm
ABlueBadger 5 Feb, 2014 @ 9:03pm 
pros
on hit overheals buildings
on hit gives dispencer 35% ressuply rate and 35% more range
on hit gives teleporters 35% recharge rate
on hit gives sentrys minicrits and 35% firing rate and 35% more range
while there is oversupply on buildings damage taken is decreaced by 35%
+ 75 units of health and ammo over max capacity repaierd per metal unit

cons
- 35% attack speed
+ 75% metal used per repair
- 75 units of health and ammo ressuply per metal unit used while under max capacity

{ affects the rescueranger repairs as well}
{ only overheals when at maxcap or over max capacity}

shown stats in item descrip

gives engineers buildings a buff to reduce damage taken and increace function
- 35% atack speed

Last edited by ABlueBadger; 5 Feb, 2014 @ 9:05pm
ABlueBadger 5 Feb, 2014 @ 9:06pm 
Originally posted by Surprise !:
Originally posted by jac2012:
i think it should enable godmode :3
The Ban Hammer

(+)On hit: Bans target
(+)Enables Godmode on wearer
(+)Voice commands are 9001% louder
(+)1337% damage bonus
(+)9% chance to summon Gabe Newell
(+)Dispensers have a 100% chance to crit
(+)Teleporters take 90% less self damage
(-) Crashes server when you use it
(-) Binds M1 to Unbind All

confirms halflife three
no random krits
Genie 5 Feb, 2014 @ 9:34pm 
stop a gaben
Fish 5 Feb, 2014 @ 9:37pm 
Well, this is certainly interesting. A gimmick like overload would be nice.

A simpler gimmick would be to just speed up said building when overloaded (like a fast-forward effect) to give the building more oomph for critical moments. Then it'd shut down temporarily like you suggested. it'd fit nicely on the stat page and would be self-explanatory after trying it out for a bit.
Genie 5 Feb, 2014 @ 9:44pm 
this is crazy
|R♣H| CORPO1 6 Feb, 2014 @ 8:22pm 
I like the first one but no carry buildings so how you goin to make then
Genie 6 Feb, 2014 @ 9:32pm 
scout is momma
Puddle Of Cats 6 Feb, 2014 @ 10:07pm 
Originally posted by Surprise !:
Sinse my brain worked a little too much, I decided (With no one to tell me what to do) to make a seperate discussion on it!

Come on, guys, these stats need to be creative, they need to show off the line of the recent new TF2 weapons! "Ohhh hey guise yakno lets make it swing slower n do moar damag cuz yeh it's a sledge hammah"

A cool gimmick like all of the recent weapons added needs to be applied here... Perhaps something that suits the weapon's look.

"If nothing works, hit it hard." Okay... brain's working:

(+) Alt fire to use "Hammer meter" to either stun an enemy for 1.5 seconds on top of melee damage or to "Overload" any building. "Hammer Meter" recharges in 8 seconds or 20 seconds after a building recovers from being "Overloaded" ("Hammer Meter will begin recharging if building is destroyed while "Overloaded") "Overload" Lasts 15 seconds.

(-) No random crits
(-) 20% slower firing speed
(-) 25% slower building construction speed
(-) Cannot carry buildings

"Overload" properties:

When any building is "Overloaded":
(+) Building cannot be sapped
(+) 20% damage resistance for building
(-) Building shuts down for 2 seconds after "Overload" wears off


While sentry is "Overloaded"
(+) 40% increased knockback of both bullets and rockets
(+) 25% increased firing speed of both bullets and rockets
(+) 50% increased sentry turn speed
(-) Sentry cannot be Wrangled
(-) 35% slower repair rate

While dispenser is "Overloaded"
(+) 20% increased heal rate
(+) 300% increased dispenser range
(+) +75% faster fire extinguishing rate

While teleporter is "Overloaded"
(+) Instant teleporter recharge
(+) Sets afterburn status on enemies within the radius of about slightly less than a medigun when teleporter is used (this included by enemy spies)
(+) When the traveler is teleported, they will recieve a Diciplinary Action-styled speed buff for 3 seconds (this applies to enemy spies on top of the afterburn they get)

Too much to handle?! GOOD! I LIKE IT THAT WAY!

Too Overpowered? Maybe... *sniff* Maybe... I have yet to meet one that can outsmart BULLET to suggest other creative idea...

(Insert comment saying Valve decides the stats not me)


Perfettt. We need a over clock.
Genie 7 Feb, 2014 @ 11:42am 
perfect
Angn 7 Feb, 2014 @ 5:31pm 
Originally posted by Surprise !:
Sinse my brain worked a little too much, I decided (With no one to tell me what to do) to make a seperate discussion on it!

Come on, guys, these stats need to be creative, they need to show off the line of the recent new TF2 weapons! "Ohhh hey guise yakno lets make it swing slower n do moar damag cuz yeh it's a sledge hammah"

A cool gimmick like all of the recent weapons added needs to be applied here... Perhaps something that suits the weapon's look.

"If nothing works, hit it hard." Okay... brain's working:

(+) Alt fire to use "Hammer meter" to either stun an enemy for 1.5 seconds on top of melee damage or to "Overload" any building. "Hammer Meter" recharges in 8 seconds or 20 seconds after a building recovers from being "Overloaded" ("Hammer Meter will begin recharging if building is destroyed while "Overloaded") "Overload" Lasts 15 seconds.

(-) No random crits
(-) 20% slower firing speed
(-) 25% slower building construction speed
(-) Cannot carry buildings

"Overload" properties:

When any building is "Overloaded":
(+) Building cannot be sapped
(+) 20% damage resistance for building
(-) Building shuts down for 2 seconds after "Overload" wears off


While sentry is "Overloaded"
(+) 40% increased knockback of both bullets and rockets
(+) 25% increased firing speed of both bullets and rockets
(+) 50% increased sentry turn speed
(-) Sentry cannot be Wrangled
(-) 35% slower repair rate

While dispenser is "Overloaded"
(+) 20% increased heal rate
(+) 300% increased dispenser range
(+) +75% faster fire extinguishing rate

While teleporter is "Overloaded"
(+) Instant teleporter recharge
(+) Sets afterburn status on enemies within the radius of about slightly less than a medigun when teleporter is used (this included by enemy spies)
(+) When the traveler is teleported, they will recieve a Diciplinary Action-styled speed buff for 3 seconds (this applies to enemy spies on top of the afterburn they get)

Too much to handle?! GOOD! I LIKE IT THAT WAY!

Too Overpowered? Maybe... *sniff* Maybe... I have yet to meet one that can outsmart BULLET to suggest other creative idea...

(Insert comment saying Valve decides the stats not me)

Maybe it will be accepted... *sniff* Maybe...
Mithfayce 8 Feb, 2014 @ 8:18am 
Now THIS. THIS is something else. GJ. I lift my little hat for you. If they add this I'll add ya
Genie 8 Feb, 2014 @ 8:58am 
hi this is gabe newell
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