Team Fortress 2

Team Fortress 2

Sonic Booties
Nesster 7 Jul, 2014 @ 9:04am
Stats Pls
Strange to have rockets as legs.... Meh.

+15% max health
+Deals 3x damage the person you land on
+Stickyjumping will be twice as higher
-10% Blast Resistance
-10 Second sticky arm time
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Showing 1-15 of 68 comments
stereoraptor 7 Jul, 2014 @ 4:18pm 
My ideas are:

-100% self-inflicted damage
Gains "rocket fuel" on kill, once full press mouse 2 to do a "rocket bounce" (aka harmless sticky jump)
explodes when landing on heads of people, instantly using a rocket bounce for free
explodes on kill
Last edited by stereoraptor; 7 Jul, 2014 @ 4:21pm
stereoraptor 7 Jul, 2014 @ 4:19pm 
note this would only work if it was a secondary. also note that each explosion does 100 damage.
Last edited by stereoraptor; 7 Jul, 2014 @ 4:20pm
Replic8 7 Jul, 2014 @ 5:29pm 
its a nice demo thing you made...
i was thinking... WHY not turn it into a misc for demoman and scout?
it looks perfect
Kitsolin 8 Jul, 2014 @ 8:31am 
Nah you see, i dont like how he can supposedly walk on it...maybe the stats should be
+10% in length when rocket jumping
-30 walk speed (Because it'd be hard to walk on those)
(Toasty's idea #2)
You take 10% more damage on wearer if using the Sticky Jumper


These are just my ideas :3 :pinkteam: :csgogun: :csgoanarchist:
Rutabaga 8 Jul, 2014 @ 1:53pm 
Id say:
Holding "Jump" charges boots
Longer charge means higher jump
Mid-air use greatly reduces jump
Runs on fuel which can be regained from metal
Longer charges use more fuel
+20% fall damage
10 seconds to arm a stickbomb? dayum
Aya 10 Jul, 2014 @ 12:24am 
Grants an explosive double jump (Jump height is half that of a typical rocket jump)
On second jump: -65 HP (Nearby enemies also take that damage)
Mons 11 Jul, 2014 @ 1:28am 
Press jump after first initial jump to make an explosive jump
+50 Health
Hold jump while explosive jumping to decend slowly
100% Melee Critical chance while Explosive jumping.
dom 11 Jul, 2014 @ 12:47pm 
I thought a while about these stats. Please tell me what you think!

Pro's:
(Automatic) Slower descend time.
+10% jump height
(The pro's work together to make it feel like less gravity.)

Con's:
-10% explosive resistance.
-10% fire resistance.

It's a bit like the B.A.S.E. Jumper though, don't you think? Please tell me what you think!
Ember 12 Jul, 2014 @ 1:46am 
+slow decent time
+15% more health
+stickies blast you 50% higher
+25% better charge turning control
+no self inflicted damage from stickies
+landing on people decreases the enemys health by 50%
Juice Kelly 12 Jul, 2014 @ 12:44pm 
+Uses ammo for short bursts of airtime
+Flying over target will cause short periods of afterburn
-------------------------------------------------------
-50% pushback taken from stickybombs
-25% more pushback
-User must jump first in order to activate rockets

I feel like these would go well with an Astronaut-themed Demoknight set, maybe more geared towards movement instead of resistances

This really feels like something Vavle would make and add in a Space update or something, good work!
Last edited by Juice Kelly; 15 Jul, 2014 @ 8:13am
AHHHH✔ 12 Jul, 2014 @ 5:26pm 
passive
turning the normal ammo capacity into rocket fuel
ammo : 100
medic and dispenser dont but give fuel insted

pros
can fly

cons
uses 5 fuel per second
cant get healed by medic or dispenser
_______________________________________________________________________________

pros
rocket jump increases by 50%
no damage from sticky bombs
land on target will set the target on fire for 10 sec

cons
landing on the ground will set you on fire for 10 sec if not hit a target
_______________________________________________________________________________

pros
can fly like noclip ( that you dont toggle on or off )

cons
cant fly through world
Juice Kelly 12 Jul, 2014 @ 5:52pm 
^this kinda needs work
OSNK 15 Jul, 2014 @ 4:18am 
3x jump height
can double jump
replaces sticky bomb launcher
Last edited by OSNK; 15 Jul, 2014 @ 4:18am
Kimbrly 15 Jul, 2014 @ 9:13am 
Demo approves of this discussion.
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