Team Fortress 2

Team Fortress 2

The Tartan Terroriser
Mechanics- Pros and Cons
SedimentarySocks, I have an idea for the stats for the"The Tartan Terroriser". I play pug demoman and I find there are some problems with the existing grenade launchers. The "Loch'n'Load" and "Loose Cannon" are rarely used because of poor stats. That leaves you with one grenade launcher, stock. I think YOU have a real opportunity to enrich the traditional demoman and revolutionize the demoman hybrid with your new grenade launcher. All you have to do is get the stats right. This brings me to my ideas,

Pros
Does a shield charge when shield is equipped by clicking mouse 2, does damage of a crit sword
50% more primary ammo on wearer
50% larger clip size on wearer
25% faster firing speed
Same mechanics as stock when it comes to ground bouncing
(Optional: 25% faster projectile speed)
-----------------------------------------------------------------------------------------------------------------------------------------
Cons
If charger misses on shield bash, inducts a penalty of 10 life points
-25% damage per pipe
Once starting the reload process you cannot fire until fully reloaded/out of ammo
(Optional: Can only be used with shield)

(Optional: Slower or faster shield recharge rate)


I added the shield bash idea because of the bayonet on front your grenade launcher. This would revolutionize the demoman hybrid community. I am confident in saying that we need a new demoman grenade launcher, and you have brought us one. We just have to get the stats correct, so we can make a new grenade launcher worthy of tournament play. Your Tartan Terroriser is the key. The stats are locked away, waiting for us to find.

Poseidra

Ps. Community, add and take away ideas!!! WE want the Tartan Terroriser preffect.
Last edited by Si Le Monde!; 3 Mar, 2014 @ 8:22am
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Showing 1-15 of 20 comments
Genie 3 Mar, 2014 @ 8:53am 
huh
sedisocks  [developer] 7 Mar, 2014 @ 5:20am 
Nice post, but if Valve choose to add it I have nothing to do with choosing the stats, sorry.
Genie 7 Mar, 2014 @ 8:34am 
well
I competly agree. demo needs a change of pace
Maggintons 24 May, 2015 @ 2:43am 
I think.. judging the blade this gun could make your charges more damaging and maybe the bombs have less blast radius
Supah 2 Jun, 2016 @ 10:44pm 
really it should be like

+if equiped when charging leaves bleed on enemy for 6 seconds
+10% more damage
+50% size clip
-25% less speed
-20% less fire resistance

(hope people like this stat)
Last edited by Supah; 2 Jun, 2016 @ 10:50pm
Spidoe 7 Jun, 2016 @ 4:39am 
on hit bleed 5 seconds
-10% slower reload speed
-10 grenade speed
-15 accuracy
empresseggs 7 Jun, 2016 @ 7:11am 
<REPOST>
NEW!

Tartan Terrorizer
Grenade launcher
(+) +30% increase in charge impact damage
(+) +50% clip size
(-) -15% projectile speed
(-) No random crits
Last edited by empresseggs; 7 Jun, 2016 @ 7:12am
9seed 15 Dec, 2016 @ 5:43pm 
sounds good.
Dr. Infrared 20 Mar, 2018 @ 6:58pm 
I feel like the bayonet should have a use like
alt fire to shoot a bayonet at your enemies and make them bleed!
+hitting players reduces cool down time
+pills mini-crit bleeding players
-20% slower firing rate
-can not detonate stickies when active
-20% less damage
+20% heavier pills
-no random crits
Xpload 29 Apr, 2018 @ 11:01am 
My idea:

+) On direct hit: instantly reload one shot for this weapon (taken from current ammo pool, has no effect if there is no ammo to load from, does not apply to rollers)
+) 15% faster firing speed (0.45sec attack interval)

-) No random critical hits
-) 50% damage penalty (50 damage on direct hit, 30 min. damage on rollers)
-) 50% slower projectile speed (to prevent long range spam and constant hitting, the weapon has different projectile physics so aiming is harder)

Spam launcher. Simple as that. The reload reward stat is a bit like the dragon's fury by rewarding consectutive hits with adding to the clip, but the grenades themselves are very weak and need to be used constantly.
Let me know what you guys think!
Colonel $ly Banjo 7 Dec, 2018 @ 10:59pm 
Positives
Alt-Fire: Bayonet causes bleed for 5 sec (or a backstab mechanic...?)
100% critical hits vs bleeding players
Negatives
-15% explosion radius
No ammo from dispensers while active
No random critical hits
Bass Trombone Guy 21 Feb, 2020 @ 2:03pm 
shoots golf ball
golf ball stats
100% faster
40% less arc
longer range
deals 20 base damage
ramp up
50
max range
10 damage
6 golf balls in clip
75% faster reload speed
can charge up to do more damage and faster speed takes 3 seconds to charge up
0 charge
deals 50% less damage
30% slower
med charge
normal stats
max charge
25% more damage
30% more speed
on headshot full charge deals mini crit damage
alt fire deals 30 damage with blade
30% faster alt fire speed
if shield is equipped
30% faster shield recharge rate
40% faster charge speed
on impact deals 25% more damage and does 3 damage per second for 5 seconds
if nessies nine iron is equipeed
20% faster projectile speed
nine iron stats
50% more range
alt fires launches a golf ball
recharges in 10 seconds
can charge up to deal more damage
0 charge
20 damage
half charge
40 damage
full charge
60 damage
Dualmeister 17 Apr, 2020 @ 12:46pm 
Sorry for necroing, but here's my two cents:
+30% increased charge damage
+ Projectiles stick to surfaces berfore exploding
-15% less damage on direct hit
-8% damage reduction if the projectile sticks
-35% explosion radious
Dualmeister 17 Apr, 2020 @ 12:47pm 
Originally posted by ☆SnækBoi.:
Sorry for necroing, but here's my two cents:
+30% increased charge damage
+ Projectiles stick to surfaces berfore exploding
-15% less damage on direct hit
-8% damage reduction if the projectile sticks
-35% explosion radious
And maybe add a bleed effect after a succesful charge, the duration of which is depending on which part of the charge did the hit connect.
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