Team Fortress 2

Team Fortress 2

Hive Hand
birds! ! ! 4 Jul, 2014 @ 5:36am
Statistics, anyone? (Along with a question)
Is this a melee or a secondary? Either way, here we go.
If melee:
Pros-
Causes enemies to bleed for 3 seconds
Slightly faster swing rate
Increased movement speed when active
Uses a lightning-fast building mini-sentry that fires needles that mark enemies,highlighting them for the team to see for 5 seconds.
Cons-
Mild damage reduction
Decrease in repair rate
Vulnerable to fire damage when active

If secondary:
Pros-
Hive sense- Targets hit by this weapon will be highlighted for a short time for the team to see
Makes targets bleed for 3 seconds
No reload necessary
Slight damage increased
Faster movement speed when active
Cons-
Uses metal for ammo
Slight decrease in rate if fire
Vulnerable to fire damage
Vulnerable to Airblast and other knockback
Last edited by birds! ! !; 4 Jul, 2014 @ 5:42am
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Showing 1-15 of 34 comments
birds! ! ! 7 Jul, 2014 @ 1:20am 
It's basically the Anti-Spy of every Engi's dreams.
Voobo 9 Jul, 2014 @ 2:34pm 
I wanna say that If it were to make it in the game that it would probably be more defensive than offensive due to the fact that the gunslinger already has become a very strong weapon even with its current debufs... and it would probably be a melee weapon that would alter one of the engi's buildings, although if it were to be a secondary i think it would do something along the lines of a low fire rate charge that would consume metal but release a small homing projectile.
Voobo 9 Jul, 2014 @ 2:36pm 
P.S. and maybe it could become a counter-weapon to the gunslinger...
emugod 16 Jul, 2014 @ 1:25pm 
I'd make this a secondary firing miniature rescue ranger bolts, that do very small repair on buildings they hit, and very small damage, but with a large clip size and rapid fire (still slightly slower overall repair rate than rescue ranger). I don't think homing weaponry should really be a part of TF2 at all - that's the Sentries role.
Voobo 16 Jul, 2014 @ 3:44pm 
I feel that if the Hive Hand were implemented as a secondary it could be charged for low to medium damage (2 needle gun shots to one melee hit from a pan) and when you use your alt fire key it could lock on to a single target (preferably a sentry that is holding back your team from a capture point or maybe that pocket medic and his heavy) to deliver some good damage that the enemy wont see coming. If you charge the shot longer though, it will begin to slow down depending on the amount charged, so if you were to have a low charged shot it would move at the speed of a direct-hit shot then when its charged all the way it would move at the speed of a default rocket, which could be deflected back at the maker and could be destroyed by the short circuit.
Last edited by Voobo; 16 Jul, 2014 @ 3:45pm
Two Sock Tim 19 Jul, 2014 @ 5:10pm 
marked for death when active instead of damage reduction, decrease in repair rate and being vulnerable to fire?
Last edited by Two Sock Tim; 19 Jul, 2014 @ 5:14pm
Ajax 21 Jul, 2014 @ 8:42am 
it could replace your sentry with 3 cameras that mark enemies in sight, making them take minicrit damage
Voobo 22 Jul, 2014 @ 5:24am 
Originally posted by AjaxNecrotic:
it could replace your sentry with 3 cameras that mark enemies in sight, making them take minicrit damage
Ooooo that sounds so cool :3
I can imagine how it would look in a UI standpoint
Last edited by Voobo; 22 Jul, 2014 @ 5:25am
The Doomsdayzoner 23 Jul, 2014 @ 4:26am 
Can I make a suggestion?
My Possible stats:
Secondary slot
Damage - 100%
On hit: enemy is being swarmed by little critters, speed decreases, and loosing 5% health, and being highlited for the user's team members for 5 seconds (+plus insects(?) are covering the screen(makes robots in mvm fire in the wrong direction) for the duration of time)
Clip size = 5 shots
Reload time + 200%
So This Is Like A Remake Of The Hivehand From Half Life

So In That Case.

8 Ammo

Ammo Regenerates

Mouse 1 Fires Homing Projectiles That Bouce Of Walls

Mouse 2 Fires Projectiles Much Faster However They Dont Home In On Targets Or Bounce Of Walls

Projectiles Heal Both Your Own Buildings And Other Friendly Buildings

Last edited by Insane Joe Swanson Gaming; 8 Mar, 2015 @ 9:59pm
Primary or Melee?

Primary

Pros

+34% Clip size
+25% Firing rate
Shoots bee projectiles (Fires bees that go in straight lines and move around on surfaaces they touch (You could shoot the ground and it would wander around))

Cons

Projectiles are destroyed after 5 seconds (Or if hit by any fire)
Projectiles harm yourself

Melee

Pros

+25 Max health
+10% Sentry range

Cons

Buildings can only go up to level 2
Every hit on a building uses 50 metal







I also have a group for us stat-suggestors. Join it here.
Pokeking 7 Mar, 2015 @ 6:18am 
I like what Doomsdayzoner for this being a secondary but instead cause bleeding for 5 seconds and deals 4 damage initially, no damage falloff, a 6 round clip, 25% slower firing speed, 75% longer reload, and 10 seconds of 20% slowed and highlighted victim. The reason I don't say bleeding for the full 10 seconds is because that would be OP as bleed deals 4-5 damage with damage spread enabled every half second thus dealing 80-100 damage over the duration. However if valve is able to reduce the bleed damage for this weapon to 2 without damage spread per half second I would gladly have the duration be the full 10 seconds, making this weapon not very destructive in split second survival but still an severe annoyance to spies which gets them inevitably killed if they don't retreat fast enough to avoid a few shotgun rounds or a wrench to the face (or back if they are smart enough to realize their cover is blown).
Testsubject276 7 Mar, 2015 @ 11:28am 
i want it. that's it.
Cai V3.6 7 Mar, 2015 @ 11:39am 
+20% slower swing speed

+25% damage bonus.
monstertimescary 7 Mar, 2015 @ 4:32pm 
guys valve deicdedssdesdes sto stop
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