Team Fortress 2

Team Fortress 2

Air Lock
Disabled 26 Jul, 2014 @ 10:33am
Stats/Gameplay Ideaology
I was looking at this item and I was thinking: make the Demoman a tank of sorts. So, here we go!

**Replaces Secondary Slot (Stickybomb Launcher)**

**Pros**
+30% explosive resistance on wearer
+40% fire resistance on wearer
+25% bullet damage resistance on wearer
Wearer is immune to the effects of afterburn.
Wearer is immune to the effects of bleeding.

**Cons**
Wearer cannot charge
-10% movement speed on wearer (from 93% to 83.7%)
-25% max primary ammo on wearer

**GAMEPLAY STRATEGY**

This would cause the Demoman to turn from the highly-mobile, bomb-lobbing class he is to a role moreso played by the Heavy. His objective is to soak up damage for the team, stay alive, and act as a human shield. While he would still have some of his capacity to deal damage via his Grenade Launcher and melee weapon, his ability to dodge attacks is greatly diminished.
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Showing 1-3 of 3 comments
Squishy 26 Jul, 2014 @ 12:26pm 
cons
-10% speed
-10 health
sheild breaks when you get a hit that will kill you and you auto charge and you cant attack with this free charge
adds mini crits instead of crits
airblasting from other pyros doesnt stop you from burning if you are
airblasting from your sheild also works on your own team but can be used as a advantage
if in water blast meter slowly depletes
when sheild breaks you can only get it back by respawning or using the closet in the spawn
charging on the ground is slower than normal
when using blast ability when it starts it pushes you back for 1 second

pros
+25% fire and explosion resist
charging in the air lets you stay in the air and lower slowly.
charging in the air with the weapon is faster than charging on the ground
imunity to air blast while charging.
when charging and run into a enemy they get extreme knock back instead of a charge kill.
a second meter is added called "blast" which when is full do middle mouse click to make a strong air blast.
when using blast ability valve on sheild turns, and if your on fire and use this it stops the fire, and stops fire from working on your for 5 seconds (the airblast lasts for 5 seconds like a prolonged air blast on yourself and anyone infront).
DrArchimedes 27 Jul, 2014 @ 12:43pm 
+10% resistances from all sources
can exchange 20% of charge for airblast
25% slower shield meter charge
when you stop charging you retain the charge left in the charge bar
-50% knockback

i think since its an "airlock" it should be able to blast air idk just an idea
Quickdraw6 27 Jul, 2014 @ 6:41pm 
I share the idea of this shield making the demo a slow, bulky tank-like class.

Also, you're the first person I've seen to ever use reduced ammo as a con on these stat suggestions. Hah.
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Showing 1-3 of 3 comments
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