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! weapon fires projectiles
!projectile damage increase further they travel from 50 dmg to 80 dmg
!alt fire to release the clip in rapid succession gaining mini-crits while this is active
Fires projectiles instead of bullets (Uses the Sandman's baseball projectile).
Holding down the primary fire key will charge up the shot, increasing the projectile's distance and damage.
+ Headshots stun enemies (Time stunned scales with how far the projectile traveled).
+ Projectile can ricochet off of walls up to 3 times (Full charge only).
- 50% smaller clip size (Three strikes and yer out!).
- 42% base damage penalty.
the stun is a bad idee, it makes it realy unfun to play agianst, its the reason the sandman doesn't stun anymore, another effect would be better like marking for death or slowing them down
Can't stun, each ball does 15 damage just like the sandman's ball, but from close to mid range, and 25 from very long range as mini-crits. No slowing effect at close range, very weak slow at mid range, and the regular slowing effect at long range.
Purely a gimmick weapon, like many already existing ones which are one of the reasons why I love the gameplay of TF2.
Basically introducing a unique playstyle or even some sort of a sub-class for scout, which is basically like the old [any primary]+guillotine+ pre-nerf sandman, but without it being absolutely broken and annoying to play against, because this would occupy the scattergun slot.
(i)Fires mid-range projectile baseballs instead of close-range hitscan shotgun blasts
(i)Primary fire can be charged to increase the projectile speed of the balls.
(+)Three hits on the same player within some amount of time mark them for death for some duration
(+)Balls can bounce off of terrain whilst retaining the ability to hit enemies up to 1 time
(+)50% clip size bonus
(+)Probably a max ammo bonus too
(+)Bonus to fire rate
(-)Definitely should have a major damage penalty
(-)No random crits (cuz it has a crit gimmick)
(-)Projectiles are definitely reflectable
Basically, it sacrifices the high and consistent close-quarters damage output of stock for the ability to harass and mark enemies for death from a distance in a more supportive sort of playstyle. The ability to strike opponents out of a fight with the mark is invaluable depending on how you select your target. The bouncing and the ability to alter the speed of the projectiles lets you screw around with an enemy's ability to predict your shots, letting you perform some wacko curveballs! All of this at the cost of most of your primary's DPS, plus the bigger clip will invariably make reloads a bigger pain than they were previously.
It should be noted that the "three hit = mark mechanic" is not dependent of consecutive hits, but rather just landing three hits on one guy within a span of time. This means that marking multiple enemies is completely possible, with enough practice, and also the absence of a primary that actually has respectable damage output.
tl;dr supportive primary that trades dps for the ability to force certain enemies to leave otherwise-advantageous situations or face peril through the power of minicrits. could be good with the mad milk, sandman, or wrap assassin for a support scout playstyle.
+ 15% max health on wearer
+Alt Fire: shoot a barrage of darts for 2 seconds that do mini crits
- 15% damage penalty
- 30% slower recharge time
- cannot carry the intel or pass time jack
level XX weaponized pitching machine
Slot Primary
This weapon fires a projectile instead of bullets (Swing, batter batter, Swing!)
+ 50% increased clip size (9 Shots for 9 innings!)
+ Third consecutive hit in a row always crits (Three strikes, you're out!)
+ On hit: slows the enemy between 1–7 seconds, depending on distance.
- 25% Less ammo reserves
- 80% Lower fire rate
- No random crits