Team Fortress 2

Team Fortress 2

The Destruction Worker
unlimiTED 5 Nov, 2014 @ 7:23pm
Stats idea
+ gravitates towards buildings, and if no buildings are close enough, towards metal (ammo boxes, building scraps, dead players' weapons, etc.)

- does not explode on contact with players, buildings, or the environment, only when its fuse runs out

+ slightly shorter fuse time than default

- slightly slower firing speed
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Showing 1-15 of 44 comments
Mahou Shounen 7 Dec, 2014 @ 7:05pm 
+ gravatates to buildings
- -25% damage to players
- -25% clip size
???
leif_krummenacher 8 Dec, 2014 @ 12:16am 
Pros: Gravitates towards players(weapons and bullets are metal) and buildings

Cons: slower fireing speed
If shot blows up in mid air
Pokeking 7 Mar, 2015 @ 9:53am 
Since this weapon is a timed detonation building smasher the base damage after bounce should be almost as high as the stocks impact damage so this is what I think it should be like:

80 damage base
No damage falloff
2 second detonation time
Gravitates toward buildings
25% larger blast radius
25% more damage to buildings
25% damage penalty to players
Doesn't detonate on impact
Originally posted by Eedo Baba:
Ever have trouble getting that perfect aim? Perhaps the demon drink has left you impaired? The Destruction Worker looks to remedy these issues with a little Scottish ingenuity, involving some cutting edge technology like magnets and tape. Your grenades will gravitate towards your enemy's buildings, allowing you to take luck out of the equation when shooting around corners or through windows.

Pros

Rolling pipes only explode on contact
+30% Projectile speed (Rollers will roll to buildings if within 1.5 meters)

Cons

-25% Firing speed
-34% Clip size (3 Shots)
sm9ke 8 Mar, 2015 @ 12:55pm 
Gravitates towards projectiles and buildings.
+100% max ammunition,
+50% walkspeed on wearer
Can destroy enemy projectiles
Crits on airborne enemies
damage ramps up over range

Either 2 sec det time, or explodes on contact with anything... I would say 1 sec det time tho.. not 2..

-20% base damage (normally deals ~100, so ~80 with this)
less likely to hit enemies, since it gravitates towards projectiles and buildings :P
-25% clip size
Jackson Octavius 8 Mar, 2015 @ 1:29pm 
Originally posted by -W3E- Pokeking:
Since this weapon is a timed detonation building smasher the base damage after bounce should be almost as high as the stocks impact damage so this is what I think it should be like:

80 damage base
No damage falloff
2 second detonation time
Gravitates toward buildings
25% larger blast radius
25% more damage to buildings
25% damage penalty to players
Doesn't detonate on impact

I think this would be a good stat card for this weapon.
unlimiTED 26 Mar, 2015 @ 11:45am 
Originally posted by ɔ.G--|ClownBrains:
Gravitates towards projectiles and buildings.
+100% max ammunition,
+50% walkspeed on wearer
Can destroy enemy projectiles
Crits on airborne enemies
damage ramps up over range

Either 2 sec det time, or explodes on contact with anything... I would say 1 sec det time tho.. not 2..

-20% base damage (normally deals ~100, so ~80 with this)
less likely to hit enemies, since it gravitates towards projectiles and buildings :P
-25% clip size


This seems like a combination of too many ideas that either don't make sense or don't work together.
The extra movespeed seems tacked on for no reason.
Destroying enemy projectiles is only justified by being attracted to projectiles, which in itself is super bad. There are always projectiles flying everywhere in a Team Fortress match, aiming at anything would become impossible, and the clip size/reloadspeed/firing speed don't allow for 3/4ths of your shots being completely redirected by a stray rocket, especially considering you're trying to focus on a particular building

critting on airborne enemies has nothing to do with the rest of the weapon. why?
Ostrum 8 Jun, 2015 @ 8:46pm 
STATS

homes in on buildings..........of course
+33% range........................ some sentries are out in the open so yeah
-15% damage to players
-25% firing speed.....................no one likes a spamming demo
Rig_Martin 22 Sep, 2015 @ 12:57pm 
if it were to gravitate toward weapons, i think it should only be metal like, so not the holy mackeral.
Crazy Bologna 23 Sep, 2015 @ 3:22pm 
It would be interesting if the pipes stuck to the target, (sentry, enemies, robots) then detonated once the fuse time expired.
BELL TOAD BOLD 23 Sep, 2015 @ 7:57pm 
+roll/airsurf towards buildings (sentry priority) and enemies, even around corners (nice). Like a rollermine.
+35% range
If one explodes near others, they will detonate ina chain explosion. (for taking out buildings before they are repaired?)
-25% knockback
-15% damage to players
-10% movement speed while active weapon

Zack | McK Jr. 24 Sep, 2015 @ 5:33pm 
Maybe loch n load reskin? Idk, looks good tho.
Gamestop_Booty 4 Oct, 2015 @ 3:36pm 
+No arc on shots
+80% projectile speed
+20% fire rate
-25% damage
-No knockback
empresseggs 28 Oct, 2015 @ 6:48am 
The Destruction Worker
Level 1 - 100 Grenade Launcher
(+) Gravitates towards buildings, Ammo Boxes, and Building Gibs
(+) On building kill: +10% Blast Radius and +10% Damage Bonus (Vs PLayers AND Buildings)
(+) +22% Clip Size
(-) -20% Damage Penalty vs Players
(-) -30% Knockback
WhiteRushinBear 25 Nov, 2015 @ 4:52pm 
The Destruction Worker
Level --- Grenade Launcher

+20% clip size
+If fired onto building: it shocks the building for 3 seconds before exploding
+If fired next to building: it pulls itself towards it, then explodes
-10% less damage
-20% firing speed
-If fired onto building: Shocks do no damage
-If fired next to building: It does -20% damage upon explosion
-No random criticals
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