Team Fortress 2
Kung Fu Kicks
Stats to replace Shotgun + New Mechanic
Replaces Shotgun.

As you switch to Secondary, the Soldier puts down his Rocket Launcher/Melee and does a single kick (think Duke Nukem 3D), then re-equips the last weapon used. Has as much range as an Eyelander attack. Deals as much knockback as half an airblast.
Deals 89 damage per hit.
When you use it in mid-air, the kick propels the Soldier up a little bit (half as much as an airblast, useful for taking no fall damage).
Kicking has a cooldown of 1.5 seconds before switching back to Rocket Launcher. During this cooldown, you have a 66% movement penalty.

In-Game Stat View:
On Switch: Kick for damage and knockback.
+10% Rocket Jump damage taken.
+10% more Knockback taken.
+20 HP.

Thoughts? Ideas?
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Εμφάνιση 1-5 από 5 σχόλια
Nice idea, but this seems highly impractical. Why would anyone bother with these when options like the gunboats clearly trump them? And if you want 20 extra health, you might as well use the Battalion's backup. If anything, they might work as a quirky melee option, but for 89 damage, it really wouldn't be worth it to get close enough to someone to perform the kick otherwise.
Αναρτήθηκε αρχικά από e102-Gamma:
Nice idea, but this seems highly impractical. Why would anyone bother with these when options like the gunboats clearly trump them? And if you want 20 extra health, you might as well use the Battalion's backup. If anything, they might work as a quirky melee option, but for 89 damage, it really wouldn't be worth it to get close enough to someone to perform the kick otherwise.
I thought it'd just be cool to do something like knock someone away.
Maybe it'd have no cooldown if you successfully land the kick?
Wait... I think this needs a speed boost.
who knows maybe this boots will not be a weapon that replaces the shotgun and the buff banner
and it be a misc like the tooth kickers etc.
30% of all the damage you deal is returned as health. +15% self damage
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Εμφάνιση 1-5 από 5 σχόλια
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