Team Fortress 2

Team Fortress 2

The High Voltage
Stat discussion thread
Saw that there was no thread to discuss potential stats, so I decided to make one!

No idea for what kind of stats or playstyle that would fit this weapon, though.
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Showing 1-15 of 18 comments
Not to offend, i prefer reskins, but still gonna post my ideas.

Burning is replaced with electroshocking (cosmetic effect)

Positive:

Alt-Fire: Detonate the flare
Detonating flare will cause an EMP blast with 4-second effects such as:
1. Demoman's stickybombs won't detonate
2. Engineer's buildings will be disabled
3. Medic's mediguns won't heal and uber
4. Spy's watches and sappers won't work
5. All "futuristic" weapons (Phlogistinator & Machina for example) won't be able to attack
Mini-crits on wet players

Negative:

Mini-crits instead of crits
EMP blasts do no damage
Shooting underwater will "shutdown" weapon (making it unavailable in use) and deal damage to yourself (+50). Weapon "reactivates" after 30 seconds recharge. Shutdown also able to cause commit suicide

Mann Vs Machine exclusive: Unlocks "Stunlock Robots" upgrade for EMP blast which works exactly like Sapper (stuns normal robots, slowdowns Giants)

Reskin: Flare Gun (according to creator's Gamebanana mod)
Last edited by Fox [Vacation Edition]; 27 Aug, 2023 @ 5:44pm
SnickerPuffs  [developer] 27 Aug, 2023 @ 8:49pm 
Already beat you to the punch, buckaroo. Check the absolute last image.

  • (+) Afterburn is replaced with "Aftershock", which can stack with Afterburn
  • (+) Aftershock deals 2x damage vs wet players
  • (!) Pyros can be aftershocked
  • (-) 40% slower projectile speed
  • (-) Aftershock deals 25% less damage each tick than afterburn
  • (-) Aftershock duration is 20% shorter than afterburn
Originally posted by SnickerPuffs:
Already beat you to the punch, buckaroo. Check the absolute last image.

  • (+) Afterburn is replaced with "Aftershock", which can stack with Afterburn
  • (+) Aftershock deals 2x damage vs wet players
  • (!) Pyros can be aftershocked
  • (-) 40% slower projectile speed
  • (-) Aftershock deals 25% less damage each tick than afterburn
  • (-) Aftershock duration is 20% shorter than afterburn
I already saw image before dude, but you know the fact: Weapons can't escape Stats Discussions, lol. There is always will be 1 guy like him who will start this thread :D
C​razyAmphibian 30 Aug, 2023 @ 10:42pm 
Originally posted by Fox:
Not to offend, i prefer reskins, but still gonna post my ideas.

Burning is replaced with electroshocking (cosmetic effect)

Positive:

Alt-Fire: Detonate the flare
Detonating flare will cause an EMP blast with 4-second effects such as:
1. Demoman's stickybombs won't detonate
2. Engineer's buildings will be disabled
3. Medic's mediguns won't heal and uber
4. Spy's watches and sappers won't work
5. All "futuristic" weapons (Phlogistinator & Machina for example) won't be able to attack
Mini-crits on wet players

Negative:

Mini-crits instead of crits
EMP blasts do no damage
Shooting underwater will "shutdown" weapon (making it unavailable in use) and deal damage to yourself (+50). Weapon "reactivates" after 30 seconds recharge. Shutdown also able to cause commit suicide

Mann Vs Machine exclusive: Unlocks "Stunlock Robots" upgrade for EMP blast which works exactly like Sapper (stuns normal robots, slowdowns Giants)

Reskin: Flare Gun (according to creator's Gamebanana mod)

this sounds incredibly annoying to fight
Originally posted by C​razyAmphibian:
Originally posted by Fox:
Not to offend, i prefer reskins, but still gonna post my ideas.

Burning is replaced with electroshocking (cosmetic effect)

Positive:

Alt-Fire: Detonate the flare
Detonating flare will cause an EMP blast with 4-second effects such as:
1. Demoman's stickybombs won't detonate
2. Engineer's buildings will be disabled
3. Medic's mediguns won't heal and uber
4. Spy's watches and sappers won't work
5. All "futuristic" weapons (Phlogistinator & Machina for example) won't be able to attack
Mini-crits on wet players

Negative:

Mini-crits instead of crits
EMP blasts do no damage
Shooting underwater will "shutdown" weapon (making it unavailable in use) and deal damage to yourself (+50). Weapon "reactivates" after 30 seconds recharge. Shutdown also able to cause commit suicide

Mann Vs Machine exclusive: Unlocks "Stunlock Robots" upgrade for EMP blast which works exactly like Sapper (stuns normal robots, slowdowns Giants)

Reskin: Flare Gun (according to creator's Gamebanana mod)

this sounds incredibly annoying to fight
Sorry i just suck at stats suggesting.
That's my best lol
GManJunya 31 Aug, 2023 @ 10:57am 
Originally posted by Fox:
Not to offend, i prefer reskins, but still gonna post my ideas.

Burning is replaced with electroshocking (cosmetic effect)

Positive:

Alt-Fire: Detonate the flare
Detonating flare will cause an EMP blast with 4-second effects such as:
1. Demoman's stickybombs won't detonate
2. Engineer's buildings will be disabled
3. Medic's mediguns won't heal and uber
4. Spy's watches and sappers won't work
5. All "futuristic" weapons (Phlogistinator & Machina for example) won't be able to attack
Mini-crits on wet players

Negative:

Mini-crits instead of crits
EMP blasts do no damage
Shooting underwater will "shutdown" weapon (making it unavailable in use) and deal damage to yourself (+50). Weapon "reactivates" after 30 seconds recharge. Shutdown also able to cause commit suicide

Mann Vs Machine exclusive: Unlocks "Stunlock Robots" upgrade for EMP blast which works exactly like Sapper (stuns normal robots, slowdowns Giants)

Reskin: Flare Gun (according to creator's Gamebanana mod)


I think this is a great idea, but very OP. Perhaps a cooldown on detonation would help, as well as making detonations just disable stickies and Engie's buildings, rather than absolutely everything electronic. I also think that a direct hit on an Engie building should cause it to shut down for a longer period of time, like 8 seconds, just to make Pyro players try a little harder.
Last edited by GManJunya; 31 Aug, 2023 @ 10:58am
GManJunya 31 Aug, 2023 @ 11:23am 
A couple additional stats to add on to Fox's idea could be:

- If a player is affected by Aftershock, jumping into a water source will cause the Aftershock damage to double.

- If a wet player is hit by aftershock, the Aftershock damage will be increased by 15%.

- If a player hit by Aftershock is in water when they are hit, they will still be affected, and the double damage penalty will still apply.

- Enemy Pyros can still be affected by Aftershock, but to a lesser degree.

- Aftershock on a disguised enemy spy will cause them to be revealed for as long as the effect lasts.
Last edited by GManJunya; 31 Aug, 2023 @ 11:24am
Originally posted by Derek Baum W/ Kitchen Gun:
Originally posted by Fox:
Not to offend, i prefer reskins, but still gonna post my ideas.

Burning is replaced with electroshocking (cosmetic effect)

Positive:

Alt-Fire: Detonate the flare
Detonating flare will cause an EMP blast with 4-second effects such as:
1. Demoman's stickybombs won't detonate
2. Engineer's buildings will be disabled
3. Medic's mediguns won't heal and uber
4. Spy's watches and sappers won't work
5. All "futuristic" weapons (Phlogistinator & Machina for example) won't be able to attack
Mini-crits on wet players

Negative:

Mini-crits instead of crits
EMP blasts do no damage
Shooting underwater will "shutdown" weapon (making it unavailable in use) and deal damage to yourself (+50). Weapon "reactivates" after 30 seconds recharge. Shutdown also able to cause commit suicide

Mann Vs Machine exclusive: Unlocks "Stunlock Robots" upgrade for EMP blast which works exactly like Sapper (stuns normal robots, slowdowns Giants)

Reskin: Flare Gun (according to creator's Gamebanana mod)


I think this is a great idea, but very OP. Perhaps a cooldown on detonation would help, as well as making detonations just disable stickies and Engie's buildings, rather than absolutely everything electronic. I also think that a direct hit on an Engie building should cause it to shut down for a longer period of time, like 8 seconds, just to make Pyro players try a little harder.
Yeah i later realized that effects on Medic, Spy and weapons are awful for honest
Shoots a fast moving, very accurate laser projectile
(+) Infinite amo capacity
(+) No re-load
(+) targets hit will have increased afterburn damage
(-) Targets hit will have less afterburn duration
(-) shots will disappear on contact with anything (To prevent this being like the scorch shot where it can light multiple people on fire with a single shot)

the idea is that it rewards quick and accurate shots, if you can consistently hit shots then this is the weapon for you. If not, you might fall flat.
GABEN PUT THIS IN TF2
fishmael 28 Oct, 2023 @ 12:15pm 
+statically charges enemies, dealing damage after a timer runs out
+15% less reload time
-25% less damage
OxygenAddict 31 Oct, 2023 @ 5:19pm 
(+) On Hit: Enemy is marked for death
(+) +25% Projectile speed
(!) Afterburn is replaced with shock, a cosmetic change
(!) Can only mark one enemy at a time
(-) -50% Damage
(-) -30% Reload speed
(-) -75% Reserve ammo
(-) This weapon does not reload passively
Randomguy8566732 5 Jan, 2024 @ 9:12pm 
(+) Crits vs burning players
(+) 20% faster deploy speed (0.4s)
(+) +20% damage (36, or 108 on a crit)

(-) Does not inflict afterburn
(-) -15% projectile speed (1700 hu/s, down from the flare gun's 2000)

A concept for a flare gun that's better for combo pyro but worse for long range.
himayamata 23 Apr, 2024 @ 5:19am 
+Hitscan Flare Gun
+It cannot be deflected.
+Mini-crit on Ignited Targets

-Hold the Fire Button to charge the shot. Release to fire the shot. Charging shot will have laser beam to reveal Pyro's location.
bluroc 17 May, 2024 @ 1:53pm 
pros
-can be charged
chargeing a shot makes it go faster and deal slightly more damage,eventualy reaching hitscan lvls for speed at full charge
-fires 3 arcing procjectile in a triangle pattern
-can headshot,dealing minicrits instead of regular damage

cons
-projectile has no rampup
-all non-headshot crits are negated
-30% slower reload speed
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