Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Let's look at the weapon's design. First, the muzzle. The muzzle's width is fairly short. All other revolvers that have damage penalties have shorter muzzles. Look in the gun comparison picture.
Second, clip size. People say it should have eight shots since it's a old western style gun. If you look at the first-person view image, you can see that about one fifth of the weapon's roundy part is between each bullet, meaning it should have one less shot than a normal revolver. Since it has less shots to load, it should also have a slight reload speed buff.
Third, the lever action. If you look by the trigger, you will see it has a lever, similar to old shotgun's pump. Have you ever seen the 50's show, "The Rifleman", starring Chuck Conners? Unlikely so, great show, on at AMC saturday mornings. Anyways, here is the gist. Chuck's trusty rifle is also lever-action. He pulls the trigger for his first shot, then pulls the lever to prep the next shot, and when his hand comes down to finish the prep, his finger pulls the trigger, due to forward motion already moving in that direction. This allows him to fire off shots at rapid succession, about twice that of a spy revolver. This means the weapon should have a firing speed increase.
But look at the way spy holds the weapon. With one hand. This means all this shooting and pumping in rapid succession will throw of his shot, so it should be less accurate.
So, to recap, damage penalty, clip size decrease, reload speed buff, firing speed buff, accuracy decrease.
i think this guys got it just saying
To Puggins: I don't wanna add a damage reduction (though it is up to valve if this gets added) because I feel it already had very little damage. A minicrit revolver round is at most 81 damage at point blank, and 54 at it's longest. Am I right, or is that stupid? If I am wrong, how much damage would be good?
To Occipitantx:
The reason for having so many "only if's" is because this is a ranged weapon, if this were to insta-kill cloaked and disguised spies it would become god-tier spy-checking, and the spy already has enough items stacked against him as counters. (Mad milk, jarate, tribalman's shiv, huo-long heater, razorback, southern hospitality, and several others I guarentee I've forgotten)
Furthermore, I know what your getting at trying to make the engineer have the western stuff, but this seems really cool on the spy, and I just can't see this going well on an engie. It could obliterate sentry nests if you had a friend who could take the sentries out with you OP-ly and I'm soooo missing something else it would imbalance. A revolver would be very odd on the class that hates spy the most, in my opinion, and sometimes, you just have to break the meta. Take demoknight, for example. It did something crazy, and now it's a very popular class loadout.
To Spade:
I'm not sure what you mean by the advantage of this with the deadringer. There is no advantage on there with the deadringer, I'm just trying to make it so that deadringer doesn't negate the fun of a quickdraw battle, but still trying to make it so the deadringer can still be used. If you made it so it insta-killed spies with the deadringer, too, then there would be no point in using the deadringer. The crit is to counteract the 90% damage reduction. Also, your comment about the knife makes me realize how much of a loadout helper this is. It can also help to take out groups of enemies you may be behind as a spy. There's that moment sometimes where you see a spy come out of nowhere and backstab every single enemy that's pushing towards your team's pitiful little sentry nest. But usually you just see that spy explode after the first backstab, because he got noticed. With this, you could keep backstabbing without worry, then quickly swtch to your revolver and unload on the crowd with the mini-crits. Though once you've fired your six shots, your dead meat 'cause of that reload time. Also, maybe the reloading with a quickloader should be taken out. (the thing that allows the spy to put all 6 bullets in at once) and instead he loads them in one by one.
To [Max] It's bane!:
I like the reasoning on your stats, and I also like the stats themselves kinda. But seriosuly, how often do you see weapons in TF2 that make sense in that way? XD
To recap, you all have very good tips, and thanks for the feedback. Keep it coming, though!
I'll add them to the top if I feel they are justifiable!
But you also see ones that don't make sense.
Demoman Grenade launcher clearly looks like it holds 6 rounds.
Rocket launchers that hold 4 rockets.
A cannon that holds more than one cannonball.
An asian minigun that spurts fire and holds ammo in a wooden magazine.
Putting a dragon ornament on the end of a flamethrower makes it crit people from behind.
Flames on boxing gloves make you go fast.
Striking a machine with a wrench upgrades it.
And those are just examples I can think of off the top of my head.
:P
And the enforcer has a VERY short muzzle, but it does extra damage.
Clip size does NOT make sense in MOST TF2 weapons.
I am almost certain that the "lever-action" lever is just a grip. It looks like it's fused with the handle.
Also, added new stats to encourage people to unload the clip faster!
If you look at the design for the degreaser and the phlog, just before the flames come out of the nozzle, there is an unusually large increase in pipe width. If you look at their designs you will know what I am talking about. What else do they have in common? Damage penalties. How about the Back scatter and Baby Face's Blaster? If you look at the default scatter gun, it has two barrels where it shoots out of. Back and Baby's both have only one barrel, AND a clip size of four.
And when I talked about the muzzles, I was talking about WIDTH, not LENGTH. Length is how far out it extends. Width, on the other hand, is the space between the two sides of the muzzle, as in, where the bullet comes out.
Demo grenades look like they hold 6 rounds? With four slots for grenades? I would try to calculate the size of the rockets to the size of the launcher's length to see if it could fit four, but I would need the pixel size of both. All of the others... yea, find someone else to explain those.
Ah, I see, I see. But now that I think of it, this would give the advantage to the spy with the six shooter as they'd be able to see the crit on the spy they're shooting, giving away that they're using the Dead Ringer. I don't think the mechanic with the crit on spies with the Dead Ringer needs to be implemented, but that's just my opinion.