Team Fortress 2

Team Fortress 2

Ekaterina
Panos 18 Feb, 2014 @ 9:47pm
Stats
Pros:
+25% damage bonus
Cons:
-30% firing speed
45% slower spinup time
-55 movement speed when deployed
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Showing 1-15 of 103 comments
Dragon9000 19 Feb, 2014 @ 3:02am 
+more range and damage and fast spin up -slow movement when its deployed
JanoBanano 19 Feb, 2014 @ 3:37am 
Originally posted by {λ}KhellStrix:
Pros:
+25% damage bonus
Cons:
-30% firing speed
45% slower spinup time
-55 movement speed when deployed
won't that just be the brass beast?
Panos 19 Feb, 2014 @ 4:09am 
Originally posted by janolle:
Originally posted by {λ}KhellStrix:
Pros:
+25% damage bonus
Cons:
-30% firing speed
45% slower spinup time
-55 movement speed when deployed
won't that just be the brass beast?
with extra damage and cons decreased by 5%
Voytech 19 Feb, 2014 @ 4:52am 
Originally posted by {λ}KhellStrix:
Originally posted by janolle:
won't that just be the brass beast?
with extra damage and cons decreased by 5%
lame, new weapons should be more original
Voytech 19 Feb, 2014 @ 4:54am 
maybe penetrating bullets
⚜Hamiradon⚜ 19 Feb, 2014 @ 8:52am 
-30 firing speed? So all in all an 5% reduction in DPS? Including the major speed nerfs? Been a while since i have seen such face-desk worthy stats. Seriously, worst stats i have seen for long.
Ozzyhalen 19 Feb, 2014 @ 9:45am 
I got an interesting idea seeing that timing belt on there...

+On fire: Increase firing speed by 10% every 2 seconds
+50% ammo
Switching weapons resets fire speed
-When firing speed reaches 40%, gun overheats
-5 second cooldown
-20% damage

It's a minigun that rewards you for controlling your m1 spray and not becoming just another minigun. You do more damage for firing longer, but can screw yourself if you let it go too long. It would be great for taking out sentries and stuff, but not so much large groups of enemies. Plus, if you don't have the use of your minigun for a few seconds, this makes having a shotgun a viable option
Voytech 19 Feb, 2014 @ 10:42am 
Realy good idea.
VALVe should add it into game, but we all know it will never happend. :(
Shy Guy Blues 19 Feb, 2014 @ 2:09pm 
Originally posted by The Doctor (DEE-JAY):
I got an interesting idea seeing that timing belt on there...

+On fire: Increase firing speed by 10% every 2 seconds
+50% ammo
Switching weapons resets fire speed
-When firing speed reaches 40%, gun overheats
-5 second cooldown
-20% damage

It's a minigun that rewards you for controlling your m1 spray and not becoming just another minigun. You do more damage for firing longer, but can screw yourself if you let it go too long. It would be great for taking out sentries and stuff, but not so much large groups of enemies. Plus, if you don't have the use of your minigun for a few seconds, this makes having a shotgun a viable option

good idea? more like brilliance. if this would go through into the actual game, then it would revolutionize the way heavy is played. i mean that in a way that it might add an actual risk-reward factor to a (and let's be honest here) very low risk and very easy to play class. as someone who mains engi, i can't tell you how many times i've seen heavies that think they can just tank my sentry and destroy my nest with pure brawn alone. this wepon would make the heavy a threat and a challange by forcing them to strategize, something that i see very little of when i play engi. overall, just a brilliant idea.
heinous  [developer] 19 Feb, 2014 @ 2:59pm 
Originally posted by The Doctor (DEE-JAY):
I got an interesting idea seeing that timing belt on there...

+On fire: Increase firing speed by 10% every 2 seconds
+50% ammo
Switching weapons resets fire speed
-When firing speed reaches 40%, gun overheats
-5 second cooldown
-20% damage

It's a minigun that rewards you for controlling your m1 spray and not becoming just another minigun. You do more damage for firing longer, but can screw yourself if you let it go too long. It would be great for taking out sentries and stuff, but not so much large groups of enemies. Plus, if you don't have the use of your minigun for a few seconds, this makes having a shotgun a viable option

perhaps swap ammo and damage stats? less ammo will promote the hit and run blitzkrieg tactic that these stats encourage. more damage will help make up for the lost attacking time that would be spent on the moving back and forth that this tactic requires. hit hard, run out of ammo, get out, so to speak.

but this is all up to valve.
Last edited by heinous; 19 Feb, 2014 @ 2:59pm
Militron 19 Feb, 2014 @ 3:19pm 
Bullets penetrate players
+40% less bullet spread
+25% less damage to buildlings
You take no knockback while spun up
+25% spin up time
Ozzyhalen 19 Feb, 2014 @ 7:02pm 
Originally posted by heinous:
Originally posted by The Doctor (DEE-JAY):
I got an interesting idea seeing that timing belt on there...

+On fire: Increase firing speed by 10% every 2 seconds
+50% ammo
Switching weapons resets fire speed
-When firing speed reaches 40%, gun overheats
-5 second cooldown
-20% damage

It's a minigun that rewards you for controlling your m1 spray and not becoming just another minigun. You do more damage for firing longer, but can screw yourself if you let it go too long. It would be great for taking out sentries and stuff, but not so much large groups of enemies. Plus, if you don't have the use of your minigun for a few seconds, this makes having a shotgun a viable option

perhaps swap ammo and damage stats? less ammo will promote the hit and run blitzkrieg tactic that these stats encourage. more damage will help make up for the lost attacking time that would be spent on the moving back and forth that this tactic requires. hit hard, run out of ammo, get out, so to speak.

but this is all up to valve.

I chose lesser damage because you're already doing a lot of damage with increased fire speed. More damage would basically turn you into a heavy that can kill enemies across the map fairly easily and in a fraction of the time you would be able to do with other miniguns.
ignoramus 20 Feb, 2014 @ 12:25am 
Originally posted by Desert Eagle:
+more range and damage and fast spin up -slow movement when its deployed


Dude, everything that doesn't launch projectiles, shoot fire, or is a melee, has infinite range. Even the Scout's scatterguns.
Optimist Prime 20 Feb, 2014 @ 11:11am 
Originally posted by The Doctor (DEE-JAY):
I got an interesting idea seeing that timing belt on there...

+On fire: Increase firing speed by 10% every 2 seconds
+50% ammo
Switching weapons resets fire speed
-When firing speed reaches 40%, gun overheats
-5 second cooldown
-20% damage

It's a minigun that rewards you for controlling your m1 spray and not becoming just another minigun. You do more damage for firing longer, but can screw yourself if you let it go too long. It would be great for taking out sentries and stuff, but not so much large groups of enemies. Plus, if you don't have the use of your minigun for a few seconds, this makes having a shotgun a viable option


I was going to suggest a gun that increased firing speed over time. The added risk over overheating would make it quite an interesting weapon to use. That would probably need new sound effects to be created, however.
Optimist Prime 20 Feb, 2014 @ 11:12am 
Originally posted by Sky9 GameZone:
Originally posted by Desert Eagle:
+more range and damage and fast spin up -slow movement when its deployed


Dude, everything that doesn't launch projectiles, shoot fire, or is a melee, has infinite range. Even the Scout's scatterguns.

I assume he probably meant a longer effective range by having a tighter cone of fire, so the shots don't spread off target as much.
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