Team Fortress 2

Team Fortress 2

Air Lock
Quickdraw6 27 Jul, 2014 @ 6:43pm
A stats suggestion for a 'build-up charge' idea.
[Pros]

+Longer charge (Similar to the Claidemh' Mor's effect)
+Higher resistances than that of the Chargin' Targe ( I forget the exact stats), adding in a halved amount of bullet resistance.
+15 maximum health
+Reduced knockback from any source, complete resistance to knockback when charging.
+Pyro afterburn is delayed from the front(Meaning a pyro has to burn you for a certain amount of time from the front before it actually triggers afterburn. There's a hidden "cooldown" bar of sorts that fills as you are burnt, and delays in the flame causes it to drop back to empty over time. It fills based on flame damage taken, factoring in half the flame resistance, meaning multiple pyros will fill it faster. When it is filled, afterburn is triggered. If they get you from behind, it will trigger instantly. Yes, it may seem like a lot, but it's actually rather simple.)
+Shield bash damage increases over the duration of the charge (going past that of the splendid screen at critical speed) but decreasing in the last quarter of the duration. (See cons for details.)
+Knocks enemies back, from simply a push to sending them back with three quarters the force of an airblast depending on charge duration. (Again, see cons.)
+
-Slower overall movespeed (perhaps 15%)

[Cons]

-Slower recharge rate
-Charge "builds up" speed starting from normal (including speed decreases) up to ordinary charge speed about three quarters in, which is the 'sweet spot' for a critical hit, then the speed decreases (at a much faster rate) the rest of the way as it drops back to minicrits. If at critical hit speed and you impact a wall, get knocked back a certain amount and be marked for death for six seconds.
- Turn control reduces depending on duration up to a maximum of 50% reduction
- 10% reduced movespeed for several moments after charging.
-Slower melee swing rate (which also means you must learn to time your critical swing earlier)
-40% overheal maximum and duration

It's clearly a heavy shield, which means it would be more difficult to move and slow down, though it would protect you from more and make it difficult to be forced back. It also requires careful timing of your charge, as the effects heavily rely on its duration. It also requires certainty of direction. Should you successfully hit, however, it can be quite rewarding.

Yes, I'm aware this is a complex as hell series of stats, but it was fun to write anyways. (Or, for this post, just a direct copy n' paste.)
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Showing 1-14 of 14 comments
Quickdraw6 27 Jul, 2014 @ 6:47pm 
It's all about a heavy shield charge that builds up over its course, then slows down near the end. Timing is key, and if you can directly bash an enemy, it can outright take away.. oh, I was thinking perhaps 200 at maximum speed, enough to kill a non-overhealed and/or item-buffed soldier with just the bash. Or drop it down to 175 if it sounds more balanced that way.
Though if Eyelander kills don't accept bash-kills, well, try not to play too lethally.
The idea is that there are both benefits and consequences to how you time the charge. The turn control, for instance, decreases up to 50% at the maximum speed.
The reduced movespeed, both before and after charging, means you must rely on your bash to take away a chunk of the enemies' health as soon as you reach them to allow you to finish them quickly.

Stat question: Should there be the addition of a partial charge meter recharge on bash kill/melee kill to help with the lost mobility?
Last edited by Quickdraw6; 27 Jul, 2014 @ 6:51pm
Sneakyrat 27 Jul, 2014 @ 7:03pm 
wow my idea was removed just wow
Killerbees 27 Jul, 2014 @ 7:19pm 
This sound like a really cool sheild. A sheild that protects but slows you down, and sheild bashes/kills restore bar. Nice.
Quickdraw6 27 Jul, 2014 @ 7:38pm 
Originally posted by 『』sneakyrat『』:
wow my idea was removed just wow
Removed? I didn't even touch the computer for an hour after posting this. I'm sorry, but I don't know what happened to your idea. You're welcome to post it again, though.
Sarius thebearjuw 27 Jul, 2014 @ 7:55pm 
anyhow i hope it makes it on TF2, its looks really awesome
Sarius thebearjuw 27 Jul, 2014 @ 7:55pm 
but yes it can should be adjusted here and there
Quickdraw6 27 Jul, 2014 @ 8:06pm 
Originally posted by thebearjuw:
but yes it can should be adjusted here and there
Yeah, I know it could probably live with a few of the stats removed, just as long as I keep the speed build-up part in there.
sleepy motorcycle 27 Jul, 2014 @ 8:26pm 
It's all about air, so why not:
Pros: 50% bullet resistance (Planes are rarely shot down by small bullets)
+Charge movement speed increases the longer you charge (Making the claidhmeor or whatever useful)
+Jumping while charging provides slight boost, Crouching provides a drop (if in the air)
+Lower gravity while charging
Cons: +20% explosion damage (planes esplode a lot)
+20% fire damage
-20% charge regen rate
Last edited by sleepy motorcycle; 27 Jul, 2014 @ 8:27pm
Sarius thebearjuw 27 Jul, 2014 @ 8:26pm 
yeah, but every item/weapon must have some a slight downside to it
Sarius thebearjuw 27 Jul, 2014 @ 8:28pm 
yeah, that sounds pretty fair
Dauntless Duelist 27 Jul, 2014 @ 9:05pm 
Originally posted by Bagel:
It's all about air, so why not:
Pros: 50% bullet resistance (Planes are rarely shot down by small bullets)
+Charge movement speed increases the longer you charge (Making the claidhmeor or whatever useful)
+Jumping while charging provides slight boost, Crouching provides a drop (if in the air)
+Lower gravity while charging
Cons: +20% explosion damage (planes esplode a lot)
+20% fire damage
-20% charge regen rate
Its a submarine air lock?
Quickdraw6 27 Jul, 2014 @ 9:31pm 
Originally posted by Bagel:
It's all about air, so why not:
Pros: 50% bullet resistance (Planes are rarely shot down by small bullets)
+Charge movement speed increases the longer you charge (Making the claidhmeor or whatever useful)
+Jumping while charging provides slight boost, Crouching provides a drop (if in the air)
+Lower gravity while charging
Cons: +20% explosion damage (planes esplode a lot)
+20% fire damage
-20% charge regen rate

As the previous reply said, this is a shield based off the doors used in naval vessels such as submarines. They're built to be watertight (and often go the extra mile for airtight) and withstand a heavy beating without the seal failing.
Last edited by Quickdraw6; 27 Jul, 2014 @ 9:31pm
=HYDRA=Win-Max. 27 Jul, 2014 @ 11:07pm 
i wonder if instead of charging the shield would give you extra resistance to fire and explosions, and when right clicking, instead of activating charge, you become inpervious to damamge from the front but can't attack and move slower.
Last edited by =HYDRA=Win-Max.; 27 Jul, 2014 @ 11:07pm
Quickdraw6 28 Jul, 2014 @ 1:37am 
Originally posted by =HYDRA=Win-Max.:
i wonder if instead of charging the shield would give you extra resistance to fire and explosions, and when right clicking, instead of activating charge, you become inpervious to damamge from the front but can't attack and move slower.
Read a comment that addressed one similiar to this. It conflicts with the Scout's Bonk! usage, which makes the scout invulnerable, prevents attacking, though it keeps all the movement speed. Heavies are also built to withstand a lot of damage anyways. It'd be unnecessary to add this kind of function to the demoman.
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