Team Fortress 2

Team Fortress 2

Air Lock
My stat idea:
(somewhat) Recently, the Tide Turner was released. The full mouse control ability while charging makes it hands down the only shield any player should be using. So, this shield should have special unique abilities that make it a reasonable sidegrade. The unique abilities should be:

100% increased turning control while charging
This is an idea, the main method of balance from Valve would be changing this percent. Also, 100% just means 2x the normal, no this item is not a direct upgrade to the tide turner

80% damage immunity and full knockback resistance from first hit while in mid air. Can only activate every 10 seconds
This is so that the shield has a "shield" to it. Also, I wanted to make it unique from any other shield and continue the idea of this being a realistic sidegrade to the Tide Turner. Yes, I thought through the fact that someone could bunny hop and then be crazy immune, so the 80% damage reduction can only activate every 10 seconds.

While charging, gravity is disabled
The user can charge up and down, making the shield somewhat like a rocket/sticky jump. (Yes I thought of this, however I was obviously not the first to post it)

If paired with Ali Baba's Wee Booties or The Bootlegger, effects are enhanced
This would be what the tooltip would say. To be more exact, the Wee Booties would give the player full charge control while charging (like the Tide Turner). Feel free to comment on balance issues as this may be a bit too powerful. If it is my best way to fix it is so that the Wee Booties do what the Bootlegger does. Anyways, the Bootlegger makes it so that the 80% damage reduction has two seperate cooldowns each lasting 10 seconds and so can be triggered twice.

Also, I understand that the Air Lock was modeled to look like a hatch on a submarine or something similar, however since it has "air" in the title I made the stats the way I did.
Last edited by FM2: AKARI BEAM CANNON LAST BOSS; 27 Jul, 2014 @ 12:52pm
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Showing 1-12 of 12 comments
DrArchimedes 27 Jul, 2014 @ 12:50pm 
+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(secondary fire ends charge without swinging weapon. if you swing you still lose the charge)
-50% knockback

i think since its an "airlock" it should be able to airblast, also it would give a demoknight a more "team" focused outlook i.e. putting out allies or reflecting projectiles while still making it not spammable.
Last edited by DrArchimedes; 27 Jul, 2014 @ 12:51pm
John 27 Jul, 2014 @ 12:57pm 
postwhore
Charles Martel 27 Jul, 2014 @ 1:04pm 
Air Lock

Player never drowns in water
+30% fire damage resistance on wearer
Charge impact causes target to be stunned for different durations depending on the distance
Can deal charge stun damage at any range
No charge impact damage
Last edited by Charles Martel; 27 Jul, 2014 @ 1:05pm
CuddleSeal 27 Jul, 2014 @ 1:09pm 
I like your ideas [CO] Sluck, but I feel like dawsonrr105 also has good ideas that make the shield definitly feel like a "real" airlock.
DrArchimedes 27 Jul, 2014 @ 1:10pm 
Thank you Mirrored
DrArchimedes 27 Jul, 2014 @ 1:14pm 
i think that the recharge needs to take longer or we would have demos spamming airblast everywhere they went. and this would also make pyro useless as a support class and make solly and demo cry...it needs to be a highly situational airblast like the backburners airblast. only for emergencies... At least thats my idea!
:D:D

so here are my new stats!


+10% resistances from all sources
can exchange 20% of charge for airblast (mouse3 or your bind to activate)
50% slower shield meter charge
when you stop charging you retain the charge left in the charge bar(secondary fire ends charge without swinging weapon. if you swing you still lose the charge)
-50% knockback

i think since its an "airlock" it should be able to airblast, also it would give a demoknight a more "team" focused outlook i.e. putting out allies or reflecting projectiles while still making it not spammable
also, the 50% slower charge refill will counteract the persian persuaders ability to make this an airblasting machine
Last edited by DrArchimedes; 27 Jul, 2014 @ 1:15pm
gamer 27 Jul, 2014 @ 1:26pm 
I think therse ideas are great but a little overpowered
DrArchimedes 27 Jul, 2014 @ 1:27pm 
in what way i will try to improve them the best i can
Ninja Turtles 27 Jul, 2014 @ 2:20pm 
Originally posted by Baldur, Logi & friends UK:
Air Lock

Player never drowns in water
+30% fire damage resistance on wearer
Charge impact causes target to be stunned for different durations depending on the distance
Can deal charge stun damage at any range
No charge impact damage

I like that, but I think maybe add knockback resistance and slight bullet resistance instead of fire resistance perhaps?
cls 27 Jul, 2014 @ 4:46pm 
+100% turning control
-98% effects of gravity while charging
50% bullet resistance while charging
-15% knockback resistance on wearer
+100% fall damage taken
Originally posted by Breaker Bad:
I think therse ideas are great but a little overpowered
Well then say how to balance them xD
cls 27 Jul, 2014 @ 4:48pm 
Originally posted by CO Sluck:
Originally posted by Breaker Bad:
I think therse ideas are great but a little overpowered
Well then say how to balance them xD

Is mine unbalanced too?
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