Team Fortress 2

Team Fortress 2

The Highlander's Ka-Boom Stick
baxielol 9 Jun, 2014 @ 11:52pm
dem stats
Single shot
Does 10% more damage on direct hits
Dynamite takes 2 seconds longer before detonating
Chaining 10 Direct hits together will give a speed boost, Strip to Melee and crits for 20 seconds.
< >
Showing 1-6 of 6 comments
Robocock 30 Jun, 2014 @ 1:33pm 
kinda good but i thnk something else than the chaning effect
like i think 20 more dmg on direct hit!
Flapcats 23 Jul, 2014 @ 3:48pm 
I think the gun should have increased damage buildings because of it shooting dynamite and all that, but a decrease of damage on players, like the Homewrecker.
Last edited by Flapcats; 23 Jul, 2014 @ 3:48pm
orangeninja27 1 Jul, 2015 @ 7:38am 
Originally posted by Blueberry Flapcats:
I think the gun should have increased damage buildings because of it shooting dynamite and all that, but a decrease of damage on players, like the Homewrecker.

Dynamite is stronger then just about any grenade you can think of.

It would do 2x the damage of the normal grenade launcher probably, but have a slower rate of fire.
Last edited by orangeninja27; 1 Jul, 2015 @ 7:39am
Robocock 2 Jul, 2015 @ 8:33am 
eeeeqeqw
Biggles 2 Aug, 2015 @ 3:00pm 
Originally posted by orangeninja27:
Originally posted by Blueberry Flapcats:
I think the gun should have increased damage buildings because of it shooting dynamite and all that, but a decrease of damage on players, like the Homewrecker.

Dynamite is stronger then just about any grenade you can think of.

It would do 2x the damage of the normal grenade launcher probably, but have a slower rate of fire.
The problem with this is the same they had with the loch n load where it would one shot spies, scouts, and commonly medics, engineers, etc... damage is too overpowered and with 200% damage, heavies could almost get instakilled by a single pill from this (leaves them at 100hp or 80 depending on loadout)

So i think stats should be
+Bombs have one bounce before sticking and are on a timer
+Bombs do increased damage to buildings
+Bombs have larger splash radius
-Two Shots
-Increased damage to self
-decreased splash damage to players

This will essentially make the weapon a sentry nest breaker that can be used against players but is better against big engineer nests and should have enough damage to take out entire nests with two pills. The one bounce makes it a skillshot forcing you to calculate your shots and the increased damage to self makes you inable to grenade jump, preventing the use of shields to make this too overpowered of a weapon in functioning as a sticky jumper. (they can still do it but it's a REALLY bad idea.

one possibility to use this in a loadout would be to make a demoknight nest breaker at the cost of his only real ranged weapon.
Idea 1: Chain Blasting
4.5 second fuse time
Getting caught in another explosion will reset the fuse to 0.2 seconds and give the explosion a 10% blast radius and 20% push force bonus
50% larger clip size
Getting airblasted or vaporized will cause them to detonate, but with a 50% blast radius and damage vs. players penalty
60% more damage to yourself
Idea 2: Just a really ♥♥♥♥♥♥♥ big explosion
100% blast radius bonus
40% push force bonus
25% damage bonus
On hit: ignites target for 3 seconds
50% clip size penalty
40% projectile speed penalty
75% slower firing speed
No ammo from dispensers
3.5 second fuse time
< >
Showing 1-6 of 6 comments
Per page: 1530 50