Team Fortress 2

Team Fortress 2

The Holo Hurtstopper
Statistics to serve this sci-fi shield
This is a stat thread, all common knowledge what that is. What should the stats be? Should light people on fire like other laser weapons? Or should it block most bullet damage at the cost of being a little weaker to everything elseo compared to normal shields?

This is what I got for it:
Pros:
Half turning control(50% less than the Tide Turner)
You pass through enemies and their buildings causing damage during your charge.
+25% charge duration
+30% bullet res.
+15% explosive res.
-90% knockback while charging
+100% charge duration
Cons:
Stopping your charge within the same space as an enemy or building kills you.
The knockback that didn't effect you instead counts as up to 50% extra damage(is there a way to even caluclate that before you're actually knocked back? Iunno... It has problems, okay?)
-25% charge build-up speed

Charges start out slow and then you 'warp' with an increase charge speed
Last edited by KryptonianAlarmist; 17 Sep, 2014 @ 2:54pm
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Showing 1-15 of 43 comments
Markusz 17 Sep, 2014 @ 11:45am 
That's pretty too much stats. Besides not stopped by walls? Wallhack shield?
Last edited by Markusz; 17 Sep, 2014 @ 11:45am
ParkerAD379 17 Sep, 2014 @ 11:45am 
... good
ParkerAD379 17 Sep, 2014 @ 11:45am 
Originally posted by Rockey™:
That's pretty too much stats. Besides not stopped by walls? Wallhack shield?

true

76561198075653060 17 Sep, 2014 @ 11:46am 
Originally posted by DifferentSideOfPsycho:
You pass through enemies and their buildings causing damage during your charge.
Your charge cannot be stopped by walls, people, or buildings

That would be buggy as hell.
KryptonianAlarmist 17 Sep, 2014 @ 11:47am 
No like you would just skid off of walls instead of just stop the charge, hit a wall head on? Well you wasted a little bit of your charge but just turn around and kick some ass with the same charge
KryptonianAlarmist 17 Sep, 2014 @ 11:49am 
"That would be buggy as hell."
Other people can come up with ideas also, I really don't know how buggy it would be or if they could impliment it. It's a hologram shield so I figured you could pass through enemies and do damage, but again it could be limited by what they can and want to do.
Last edited by KryptonianAlarmist; 17 Sep, 2014 @ 11:52am
Glorious Zero 17 Sep, 2014 @ 12:24pm 
How about this instead of the buggy move through units thing.
In charge: Shield grows into larger shield blocking all incoming damage.
Hitting an enemy will stop the charge
+25 bullet res
+20 Explosive res
0 fire res
bread 17 Sep, 2014 @ 12:30pm 
I do enjoy the idea of passing through people and buildings, but why would you need to? Usually people using shields use them to get that 100% crit, and with just going through the player you may miss them by going right through them
TheMuzicMan 17 Sep, 2014 @ 12:50pm 
Originally posted by Rockey™:
That's pretty too much stats. Besides not stopped by walls? Wallhack shield?
you dont go through walls, walls just dont stop the charge IE you can bounc off a wall turn around and go for a lil bit
Lycona 17 Sep, 2014 @ 12:55pm 
umm
Lycona 17 Sep, 2014 @ 12:55pm 
that is a bit much...
Lycona 17 Sep, 2014 @ 12:56pm 
you should look at the "stats" discution and read my giant comment... but read the stuff at the top first or my comment will not make sence...
Zurtrun 17 Sep, 2014 @ 1:27pm 
Pros:
+3 sets of short charges
+on charge hit: sets players on fire
+25% fire & explosive resistance
Cons:
-75% charge length

Last edited by Zurtrun; 17 Sep, 2014 @ 1:33pm
Idk about that huge stat list but I definitly agree on +25% fire and explosive resist...
*shortend up my point and edited some stuff out
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