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Hell's Heart:
>Harpoons fire with an arched trajectory
> Alt fire: hold to launch a special harpoon that pulls you to where it lands. If this harpoon hits a player, it instead pulls them to you.
+ 50% faster projectile speed
+ 30% damage bonus
+ Harpoons push players back on impact
- Harpoons do not explode
Not sure how well this'd work, but it's the best I could think of. A wacky fusion of the Direct Hit and Loose Cannon. The primary gimmick would be the alt-fire grapple hook, which would act as a replacement for rocket jumping. That, and you could try yanking someone to you then skewering them.
Level ??? Harpoon Launcher
Neutral
Rockets arc downwards
Pros
On hit: Bleed for 4 seconds
+20% projectile speed
+10% faster firing speed
+2 health regenerated per second on wearer
Cons
-85% explosion radius
10% fire damage vulnerability on wearer
(I was thinking of a weapon that would pair well with the conch.)
+on hit: instigates a bleed affect
+ +150% wearer swimming speed while active
-projectiles do not explode
Left click: Hold to charge a harpoon. Longer you charge, further the harpoon goes.
~Base harpoon does 30 maximum fall-off and 115 maximum ramp up
~Travels at 900 HMPS (hammer units per second) at minimal charge and 1350 HMPS maximum charge
Right Click: Similar to the Cow Mangler, slow down your speed to charge and launch a special harpoon with a rope attached. When the harpoon lands, the user gets pulled towards the landing point. If it lands on an opponent(s), it will penetrate and deal bleed damage. Recharges 7 seconds after landing. Can be canceled anytime during being flung by clicking right click again.
~Normal harpoons penetrates through opponent, but deals less damage the more enemies it goes through. Deals no bleed damage however. (doesnt make sense but this has to be balanced somehow)
-No splash damage/ -100% explosion radius
-No rocket jumping
-"""rockets""" affected by gravity
Hidden "stat": +Special Harpoon allows you to "nullify" pyro airblast (You still get airblasted but the rope still pulls you)
Hidden stat: projectiles fired by this weapon count as bullet damage rather than explosion damage
+2 clip size
+10 carried ammo (what the tfwiki calls it anyway)
Stickbomb launcher if it fired spears instead of stickies. Mostly gimmick-y but fun(ny) sidegrade to the stock rocket launcher. The loss of all spash damage in order to fly around the map and deal bleed damage is a heavy loss, and would need readjusting to from the usual soldier playstyle.
Agreed; The only stats I can think of are gimmicky underwater weapons. Besides, it's not like Soldier has a shortage of weapons :P
Level: 1851 Harpoon gun
= Rockets replaced with an heavy harpoon projectile.
+ Holding primary fire launches the Harpoon farther.
+ On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 5 seconds and slowed for 10 seconds
+ Deals 15% more damage.
- Has 70% smaller splash damage radius.
- 75% Smaller Clip size
+bleed on hit
+crits when it would mini
+10% faster reload
-no random crits
-one shot
Pros:
On hit: impails target, reducing their movement speed by 90%
On Alt-fire: reels in target launching them towards you.
No damage falloff
Cons:
projectile affected by gravity
no splash damage
no knockback
Projectile must stay in line of sight to hook target.
Switching weapons will unhook targets.