Team Fortress 2

Team Fortress 2

The Holo Hurtstopper
Kapparoach 17 Sep, 2014 @ 10:05am
Stats
Why not?

When equipped, it will:

+ Reduce taken fire damage by 30%
+ Reduce taken explosive damage by 30%
+ Ignite enemies on fire upon a successful damaging bash
+ Increase turning rate by 50%
- Cannot be used on Medieval Mode

It makes sense that you can't use a solid hologram shield in the 10th century. However, it works well in the normal gamemodes.
Last edited by Kapparoach; 17 Sep, 2014 @ 10:08am
< >
Showing 1-15 of 396 comments
Satuis Aburda 17 Sep, 2014 @ 10:11am 
10/10
Vekktor 17 Sep, 2014 @ 10:14am 
thats not op at all
Ashank[TFs] 17 Sep, 2014 @ 11:10am 
Its a solid hologram besides its using technology (equipment made of plastics and metals) so just keep the ignite bonus and turning rate bonus
TruLandragon 17 Sep, 2014 @ 11:33am 
I was just thinking something along the lines of:
+Fire Resistance 20%
+Explosive Resistance 20%
+50% turning control

Or just a basic reskin of the Charge N Targe
DANKo 17 Sep, 2014 @ 11:49am 
make it a skin for chargin targe except that you cant use it in medieval mode
Batkonha 17 Sep, 2014 @ 12:11pm 
valve will take the reskin option
TheMuzicMan 17 Sep, 2014 @ 12:46pm 
yes can be used in medevil mode spys can cloak pyro has third degree
Lycona 17 Sep, 2014 @ 12:52pm 
I think that maybe instead of 30% reduced fire damage, you should do 30% reduced bullet damage instead, because, in my mind, i think fire would just go right through it, and demoknights have nothing that makes them more resistand to bullets yet, except for the +25 hp that the primary boots give you, which does not accually reduce the damage you take from bullets, it just gives a little more health, and my thery for 30% let bullet damage accually comes from Plants Versus Zombies 2, by EA game, where one of the zombies in the future levels has a shield that blocks any projectiles from damageing any zombies behind him. Sorry for the really long message, I just want to explain what i think you should try with this because it looks really cool!

Also if your thinking about adding an ignight feture to the shield bash maybe take away some of the resistance down to somewhere in between 10-20%, and the 50% turning speed is not really needed because you can use the Tide Turner if you really want to be able to turn while charging, hence it's name. What im trying to say is, get rid of the turning speed, it is just not needed.

And I really am sorry for such a long comment I REALLY want to see this get added to the game. And if you read this whole entire comment I thank you and you deserve a cookie with refreshing glass of milk.
Ms7er 17 Sep, 2014 @ 12:52pm 
its great!
Ms7er 17 Sep, 2014 @ 12:55pm 
Originally posted by TruLandragon:
I was just thinking something along the lines of:
+Fire Resistance 20%
+Explosive Resistance 20%
+50% turning control

Or just a basic reskin of the Charge N Targe
True, but it would be a litte O.P. With Cor and wee booties
Lycona 17 Sep, 2014 @ 12:58pm 
Guys (and galls) you should read my comment and let me know what you think about it.
Last edited by Lycona; 17 Sep, 2014 @ 12:59pm
HaXoru5 17 Sep, 2014 @ 1:03pm 
maybe -20% charge speed
I'd think of it having a sort of immunity to projectiles, being shot in the front of the demo.

So how it'd work is that it'd have a starting immunity to fire and explosives

Let's say 35% each

Now, the shield also either heavily reduces projectile damage (rockets, huntsman, crusaders etc) or negates them completely

The catch being that the shield begins to fizz out after it's taken too many hits. The given resistances also go down, by 5% each.

Once the shield breaks, you begin to take extra damage from all projectiles.

Upon visiting a resupply cabinet, you receive a new shield and everything.
HaXoru5 17 Sep, 2014 @ 1:20pm 
Originally posted by Supr Bred Box:
I'd think of it having a sort of immunity to projectiles, being shot in the front of the demo.

So how it'd work is that it'd have a starting immunity to fire and explosives

Let's say 35% each

Now, the shield also either heavily reduces projectile damage (rockets, huntsman, crusaders etc) or negates them completely

The catch being that the shield begins to fizz out after it's taken too many hits. The given resistances also go down, by 5% each.

Once the shield breaks, you begin to take extra damage from all projectiles.

Upon visiting a resupply cabinet, you receive a new shield and everything.
after shield is dstroyed, you can still charge, but you dont do shield damage or crits but you can still charge
Originally posted by dragonslayer:
Originally posted by Supr Bred Box:
I'd think of it having a sort of immunity to projectiles, being shot in the front of the demo.

So how it'd work is that it'd have a starting immunity to fire and explosives

Let's say 35% each

Now, the shield also either heavily reduces projectile damage (rockets, huntsman, crusaders etc) or negates them completely

The catch being that the shield begins to fizz out after it's taken too many hits. The given resistances also go down, by 5% each.

Once the shield breaks, you begin to take extra damage from all projectiles.

Upon visiting a resupply cabinet, you receive a new shield and everything.
after shield is dstroyed, you can still charge, but you dont do shield damage or crits but you can still charge
Yeah, charging would work. But would be rather ineffective due to it being blown up.
< >
Showing 1-15 of 396 comments
Per page: 1530 50