Team Fortress 2

Team Fortress 2

Tesla's Secret Taser Prototype
MukPile 26 May, 2014 @ 1:35pm
Stats?
Here are some stats I came up with right after I saw this weapon:

  • BASICS:
    • Shoots 10 "pellets" (i.e. just as many as the default Scattergun); each "pellet" leaves a tiny streak of lightning behind it
    • Clip capacity is 6 shot
  • PROS:
    • Mini-Crits and Crits set targets on fire for 3 seconds*
    • Weapon switch speed is increased by 15% *
    • Does not require ammo; clip is "reloaded" by lever pump
  • CONS:
    • Each "pellet" deals 10% less damage
    • Does not function underwater**
    • A single "pellet" backfires and damages the Scout for every shot fired while the Scout is soaking wet***

* These set of weapon stats are designed to allow the Scout to perform a combo attack by first setting his target ablaze and then finishing him off with the Sun-on-a-Stick, similar in method to the Degreaser/Axtinguisher Pyro. The inclusion of the Crit-Cola in the Scout's load-out would also be a good strategy, since it would guarantee that the Scout could deal Mini-Crits under it's influence and, hence, light people on fire.

**However, if this weapon is to be equiped on a map featuring prominent bodies of water (e.g. the pond and sewers on 2Fort), a pistol might prove to be a more useful secondary weapon than the Crit-Cola.

*** Since electricity tends to follow the path of least resistance, some of those electrical sparks would naturally wind-up short-circuiting through the Scout if he was soaked in conductive fluids. Such situations would include when the Scout:
  • Has recently been or is currently standing in a source of water
  • Is soaked in Jarate
  • Is soaked in Mad Milk


CALCULATED DAMAGE STATS
  • Maximum Ramp-Up (175%) = 9.45 / pellet
  • Base Damage (100%) = 5.4 / pellet
  • Minimum Ramp-Up (50%) = 2.7 / pellet
  • Pellet Count = 10
  • Point Blank = 77 - 95
  • Medium Range = 9 - 36
  • Long Range = 3 - 9
  • Pellet Spread = 30:1 (i.e. same as default Scattergun)
  • Mini-Crit = 7.29 - 12.76 / pellet (i.e. 73 - 128 total damage)
  • Critical = 16.2 / pellet (i.e. 194 total damage)
  • After-Burn = 6 / second X 3 seconds (18 total damage)
  • Weapon Switch Speed (115%) = 0.57 seconds
Last edited by MukPile; 26 May, 2014 @ 5:55pm
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Showing 1-15 of 88 comments
Feen 26 May, 2014 @ 2:29pm 
Infinite Ammo
+10% faster firing speed
+50% reloading speed
-40% clip size
-30% damage
Ace Defective 26 May, 2014 @ 3:02pm 
Unlimted clip with 80% ammo?
+Do 75% damage but crit on wet players.
+Gets 25% more ammo from pickups
-No ammo from dispensers
-Fires one beam instead of bullets
It's A Feature 26 May, 2014 @ 8:59pm 
+Fires ray bolts (Takes travel time but moves rather quickly)
+Does not require ammo
-20% slower firing speed
-15% slower reloading speed
the question 27 May, 2014 @ 7:31am 
Infinite Ammo
Only shoots one beam
+30% firing speed
+Mini-Crits on wet players
+Mini-Crits or Crits ingnite players
-20% less clip ammo
-20% reloading speed
Last edited by the question; 27 May, 2014 @ 7:32am
Hydrokhrusos 27 May, 2014 @ 9:18am 
+infinite ammo
+25% reload speed
-cant fire unterwater
-15% damage
+25% fire rate
+5% change to burn the enemy
fires pomson 6000 bullets
Last edited by Hydrokhrusos; 27 May, 2014 @ 9:23am
_tazp0 27 May, 2014 @ 12:14pm 
I like your idea with pellets, and maybe mix it with Jikaz's, more ammo from pickups, no dispenser.
Saint Alfonso 27 May, 2014 @ 1:57pm 
-Bullets do not hit the target instantly. They do travel pretty fast though.
-User stops moving for 0.1 seconds after firing.
+Infinite Ammo, never needs to reload
+On hit:Move 25 hammer units closer to victim for each pellet that hits. Does not work if you are within melee range. If the projectiles hit multiple targets, then you travel towards whichever one was hit with the most of the projectiles. IF they each get hit by an equal amount of projectiles, then you travel towards whichever is closer, and if they are equally close, you travel towards the closer one.

Fires projectiles similar to the ones from the Rightous Bison.
drako 100 27 May, 2014 @ 4:12pm 
Given that it has a fan on it, a cool stat could be that as you move around, the fan spins up and recharges the gun. As for the ammo and shooting, there could be 6 "shots" that each have a charge bar that goes down as you use them (the 6 little bulbs would dim as you shoot). The actuall shooting would be a lightning bolt that loses accuracy and damage the farther out it gets (and arcs around like a lightning bolt) and has a tendency to be attracted to the nearest metal object (like a gun or weapon ;), though this attraction would go down based on the distance the enemy is from the shooter. This would mean that anyone using it would have to be close to a target and stay close to them to do significant damage. I like the idea of when the player is wet the gun will damage them, so maybe then the player would have to be even closer to an enemy in order for the lightning to not hit them, making getting milked, jarated, being wet, or even bleeding a serious threat. I know its way off from the other stats, but I think it could make a great weapon.
drako 100 27 May, 2014 @ 4:35pm 
^ In case of TL;DR ^
+gun recharges as the player moves (infinite ammo w/ motion)
/has 6 shots that drain as they are fired, taking time to switch between an empty shot and a new one
/fires a lightning bolt that is attracted to the nearest weapon or wet object
+lightning bolt will weakly attach to enemies or players while being fired
/lightning bolt will be more or less attracted depending on distance and/or wetness
-can damage player if they are jarated, milked, wet, or bleeding (less so if bleeding)
-rapidly loses accuracy and damage over long distances
makes using the mad milk ridiculously overpowered (rapid healing, damage, AND the target can't get away) but makes water, being jarated and/or milked, and bleeding dangerous
Last edited by drako 100; 27 May, 2014 @ 9:45pm
✪PlasmaPillow 27 May, 2014 @ 8:22pm 
This uis a reskin lol
Timber Tome 28 May, 2014 @ 4:47am 
Originally posted by drako 100:
Given that it has a fan on it, a cool stat could be that as you move around, the fan spins up and recharges the gun..

I'm loving this idea
Originally posted by MukPile:
Here are some stats I came up with right after I saw this weapon:

  • BASICS:
    • Shoots 10 "pellets" (i.e. just as many as the default Scattergun); each "pellet" leaves a tiny streak of lightning behind it
    • Clip capacity is 6 shot
  • PROS:
    • Mini-Crits and Crits set targets on fire for 3 seconds*
    • Weapon switch speed is increased by 15% *
    • Does not require ammo; clip is "reloaded" by lever pump
  • CONS:
    • Each "pellet" deals 10% less damage
    • Does not function underwater**
    • A single "pellet" backfires and damages the Scout for every shot fired while the Scout is soaking wet***

* These set of weapon stats are designed to allow the Scout to perform a combo attack by first setting his target ablaze and then finishing him off with the Sun-on-a-Stick, similar in method to the Degreaser/Axtinguisher Pyro. The inclusion of the Crit-Cola in the Scout's load-out would also be a good strategy, since it would guarantee that the Scout could deal Mini-Crits under it's influence and, hence, light people on fire.

**However, if this weapon is to be equiped on a map featuring prominent bodies of water (e.g. the pond and sewers on 2Fort), a pistol might prove to be a more useful secondary weapon than the Crit-Cola.

*** Since electricity tends to follow the path of least resistance, some of those electrical sparks would naturally wind-up short-circuiting through the Scout if he was soaked in conductive fluids. Such situations would include when the Scout:
  • Has recently been or is currently standing in a source of water
  • Is soaked in Jarate
  • Is soaked in Mad Milk


CALCULATED DAMAGE STATS
  • Maximum Ramp-Up (175%) = 9.45 / pellet
  • Base Damage (100%) = 5.4 / pellet
  • Minimum Ramp-Up (50%) = 2.7 / pellet
  • Pellet Count = 10
  • Point Blank = 77 - 95
  • Medium Range = 9 - 36
  • Long Range = 3 - 9
  • Pellet Spread = 30:1 (i.e. same as default Scattergun)
  • Mini-Crit = 7.29 - 12.76 / pellet (i.e. 73 - 128 total damage)
  • Critical = 16.2 / pellet (i.e. 194 total damage)
  • After-Burn = 6 / second X 3 seconds (18 total damage)
  • Weapon Switch Speed (115%) = 0.57 seconds
go home,this guy created the perfect stats
Jouppi 28 May, 2014 @ 11:02am 
It's basically a pomson type weapon for Scout.
MukPile 28 May, 2014 @ 1:42pm 
Here's another feature that I toyed with but left-out of my previous list of stats for this weapon. I thought this would overcomplicate the weapon, but I'll let you decide for yourselves:

  • CONS:
    • When fired in succession, each shot will deal less damage than the previous shot*

* WARNING: The following is a lengthy and somewhat high-minded explanation of the feature in this post. If you want the short, simple answer, just skip to the next group of smiley-faces.

:) :) :)


Now, for all you daring enough to read this rationalization, I will proceed to demonstrate my reasoning by substituting electricity with a classic allegory medium: water.

Got that? Water = Electricity. Good!

Okay, now say that the battery (or whatever storage container is used in this gun) is similar to a barrel with a cork plugging a hole at the bottom of the barrel. When the barrel is full to the brim with water (which, as I've just mentioned, is pretending to be electricity), it is equivalent to having the gun's battery fully charged.

You decide to uncork the hole and let the water pour out for a length of time before you plug it back in (essentially, you've fired your first shot from your gun). You then uncork the hole again, but this time the water pours out of the hole more slowly, resulting in a reduced amount of water expelled during the same amount of time as the first time you unplugged the hole.

This pattern will continue on each time you unplug the hole until all the water has left the barrel; each time, less pressure or "potential energy" will be available to push the water out the hole, which in turn means less water will be ejected from the hole.

So, if you flip things around and apply the same principle to this gun, you would find that when you fire a shot from the gun and now have less potential energy stored in your battery. As you fire the next shot, there is less force to "push" that shot out of your; so in turn, the shot will have weaker and less damaging than the previous one.

:) :) :)

*Phew!* That was quite a lot to write down and I bet at least half-a-dozen of you are still scratching your heads and rubbing your eyes in bafflement and incomprehension. Or, if you happened to just skip ahead to the smiley-face, you're wondering what monstrous torture you just bypassed. Regardless, here is the short-short answer to clarify everything:

Every time you fire a shot, it uses up some of the damaging energy stored in the gun. This means that smaller amount of energy is under less pressure inside the gun, which in turn leads to less energy being shot out of the gun for every successive shot.

Was that clear enough for you? I hope it was. Anyways, here is a table for the theoretical damage of each shot fired in succession (i.e. without reloading).

  • SHOT #1
    • Pellet Damage = 5.4 (100% Base Damage)
    • Average Base Damage = 54
    • Base Damage Range = 3 - 95
    • Mini-Crit = 73 - 128
    • Critical = 194
  • SHOT #2
    • Pellet Damage = 5.1 (95%)
    • Average Base Damage = 51
    • Base Damage Range = 3 - 90
    • Mini-Crit = 75 - 121
    • Critical = 154
  • SHOT #3
    • Pellet Damage = 4.9 (90%)
    • Average Base Damage = 49
    • Base Damage Range = 2 - 85
    • Mini-Crit = 71 - 115
    • Critical = 146
  • SHOT #4
    • Pellet Damage = 4.6 (86%)
    • Average Base Damage = 46
    • Base Damage Range = 2 - 81
    • Mini-Crit = 68 - 109
    • Critical = 139
  • SHOT #5
    • Pellet Damage = 4.4 (81%)
    • Average Base Damage = 44
    • Base Damage Range = 2 - 77
    • Mini-Crit = 64 - 104
    • Critical = 132
  • SHOT #6
    • Pellet Damage = 4.2 (77%)
    • Average Base Damage = 42
    • Base Damage Range = 2 - 73
    • Mini-Crit = 61 - 99
    • Critical = 125

*Pant* Wow! That was quiet a post! I sure hope I didn't put any of you into a coma or anything like that with my writing! LOL! Anyways, I hope you appreciate my thoughts and theories in this post and that you guys continue to keep posting your own inventive suggestions in this discussion!
Last edited by MukPile; 29 May, 2014 @ 12:12pm
BrownManHan 28 May, 2014 @ 2:46pm 
Originally posted by MukPile:
Here's another feature that I toyed with but left-out of my previous list of stats for this weapon. I thought this would overcomplicate the weapon, but I'll let you decide for yourselves:

  • CONS:
    • When fired in succession, each shot will deal less damage than the previous shot*

* WARNING: The following is a lengthy and somewhat high-minded explanation of the feature in this post. If you want the short, simple answer, just skip to the next group of smiley-faces.

:) :) :)


Now, for all you daring enough to read this rationalization, I will proceed to demonstrate my reasoning by substituting electricity with a classic allegory medium: water.

Got that? Water = Electricity. Good!

Okay, now say that the battery (or whatever storage container is used in this gun) is similar to a barrel with a cork plugging a hole at the bottom of the barrel. When the barrel is full to the brim with water (which, as I've just mentioned, is pretending to be electricity), it is equivalent to having the gun's battery fully charged.

You decide to uncork the hole and let the water pour out for a length of time before you plug it back in (essentially, you've fired your first shot from your gun). You then uncork the hole again, but this time the water pours out of the hole more slowly, resulting in a reduced amount of water expelled during the same amount of time as the first time you unplugged the hole.

This pattern will continue on each time you unplug the hole until all the water has left the barrel; each time, less pressure or "potential energy" will be available to push the water out the hole, which in turn means less water will be ejected from the hole.

So, if you flip things around and apply the same principle to this gun, you would find that when you fire a shot from the gun and now have less potential energy stored in your battery. As you fire the next shot, there is less force to "push" that shot out of your; so in turn, the shot will have weaker and less damaging than the previous one.

:) :) :)

*Phew!* That was quite a lot to write down and I bet at least half-a-dozen of you are still scratching your heads and rubbing your eyes in bafflement and incomprehension. Or, if you happened to just skip ahead to the smiley-face, you're wondering what monstrous torture you just bypassed. Regardless, here is the short-short answer to clarify everything:

Every time you fire a shot, it uses up some of the damaging energy stored in the gun. This means that smaller amount of energy is under less pressure inside the gun, which in turn leads to less energy being shot out of the gun for every successive shot.

Was that clear enough for you? I hope it was. Anyways, here is a table for the theoretical damage of each shot fired in succession (i.e. without reloading).

  • SHOT #1
    • Pellet Damage = 5.4 (100% Base Damage)
    • Average Base Damage = 54
    • Base Damage Range = 3 - 95
    • Mini-Crit = 73 - 128
    • Critical = 194
  • SHOT #2
    • Pellet Damage = 5.1 (95%)
    • Average Base Damage = 51
    • Base Damage Range = 3 - 90
    • Mini-Crit = 75 - 121
    • Critical = 154
  • SHOT #3
    • Pellet Damage = 4.9 (90%)
    • Average Base Damage = 49
    • Base Damage Range = 2 - 85
    • Mini-Crit = 71 - 115
    • Critical = 146
  • SHOT #4
    • Pellet Damage = 4.6 (86%)
    • Average Base Damage = 46
    • Base Damage Range = 2 - 81
    • Mini-Crit = 68 - 109
    • Critical = 139
  • SHOT #5
    • Pellet Damage = 4.4 (81%)
    • Average Base Damage = 44
    • Base Damage Range = 2 - 77
    • Mini-Crit = 64 - 104
    • Critical = 132
  • SHOT #6
    • Pellet Damage = 4.2 (77%)
    • Average Base Damage = 77
    • Base Damage Range = 2 - 73
    • Mini-Crit = 61 - 99
    • Critical = 125

*Pant* Wow! That was quiet a post! I sure hope I didn't put any of you into a coma or anything like that with my writing! LOL! Anyways, I hope you appreciate my thoughts and theories in this post and that you guys continue to keep posting your own inventive suggestions in this discussion!
That's a bloody brilliant idea!
All we need is LAZORS and a death animation like the Cow Mangler, Pomson and Righteous Bison.
Just one thing, what would happen if someone were to put the reload after each shot function in settings?
would that make it unfair?
Last edited by BrownManHan; 28 May, 2014 @ 2:47pm
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