Team Fortress 2

Team Fortress 2

Maxim (v2023)
dabmasterars 17 Apr, 2023 @ 10:02am
Stats suggestion thread
my take:

:) firing speed increases by 5% for every second (up to 50% at 10 sec) when spun up
:) +50% reverse ammo
:( -20% damage penalty


Before commenting, remember the rules of good stat ideas:
- no more than 5 stats
- design the stats around the weapon's look and name
- try to imagine a playstyle where the weapon could be used
- no random chances
- no "uM acTuAlly tHiS shOuLd bE jUsT a rESkiN"
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Showing 1-6 of 6 comments
Waylon 17 Apr, 2023 @ 2:15pm 
The weapon will be a rolling mechanical turret that Heavy wheels around and can quickly rev up and fire. In the W + M1 firing animation he is fruitlessly trying to push it forward digging his feet into the ground since it is just THAT heavy.

>When firing Heavy is pushed back by the force.
Heavy backpedals at normal movement speed even when firing
Heavy moves back at revved movement speed when not inputting a movement direction.
Heavy very slowly moves back even when he is holding forward because the weapon is just SO heavy.

+20% firing speed
+40% knockback at close range
-Can only aim 160 degrees up, down, left and right from his forward facing stance once he revs up. Cannot look behind himself or readjust his aim until he fully revs down.
-33% accuracy
-20% unrev speed.
(Consumes ammo faster due to faster firing speed)


Theoretically, Heavy can stand against a wall and fire to avoid the knockback.

Heavy can theoretically stop firing, move up and start firing again to get closer to opponents. However, he cannot turn more than 160 degrees until he is FULLY revved down.
Last edited by Waylon; 19 Apr, 2023 @ 7:22am
+ On Fire: 50% knockback
+ On Hit: Stuns enemies
+ 7% Rev Speed
+ 20% Firing Speed
+ 70% chance to destroy headphone users
+ 20% damage resistance when below 50% health and spun up
- Ammo can only be refilled with dispenser or resupply locker
- On Equip: You can't see sh!t
- Accuracy decreases in constant usage
- 70% slower spin up time
- -80% slower move speed while deployed
- Cannot switch to secondary or melee when deployed
- Cannot reload
- NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO RAANNNDOOOOMMMM CRITICAL HIIIIIIITTTTTTTTTTSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!! (what it actually means is: Mini-crit when it would normally crit)
Carl weezer 18 Apr, 2023 @ 12:51pm 
Maxim
_____________________
Level XX Minigun

-20% damage
+50% fire rate
-20% Accuracy

(Weapon Shoot's 1 bullet at a time)

While Crouched :
(Crouching no longer makes immobile)
+60% weapon accuracy
-40% fire rate
No damage fall off
MDCCC 20 May, 2023 @ 8:00pm 
Max primary ammo increased to 300.
+10% faster firing speed
+10% explosive damage resistance when spun up
-20% damage resistance when below 70% health and spun up

-30% less healing from Medic sources
-25% damage penalty (You do less damage)
----------------------------

Maxims were known to be able to shoot for long periods of time due to being water cooled, so long sustained fire was possible. Gun shielding also helped protect the gunner.
Pilotcentaur 28 May, 2023 @ 8:46am 
Originally posted by Carl weezer:
Maxim
_____________________
Level XX Minigun

-20% damage
+50% fire rate
-20% Accuracy

(Weapon Shoot's 1 bullet at a time)

While Crouched :
(Crouching no longer makes immobile)
+60% weapon accuracy
-40% fire rate
No damage fall off

Thats a really cool idea for heavy to have a gun thats stats change when you crouch and this take is also pretty good on paper
reddin018 2 Dec, 2023 @ 12:16pm 
Maxim
Level 2023 infantry gun.

+ 20% faster spin up time.
+ 20% more accurate.
+ 50% resistance to fire and bullet damage.
+ 30% resistance to explosive damage.
- 50% clip size.

I would've added more downsides like 20% slower move speed when deployed. or 20% slower firing speed. but I'm some what limited to five stats
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