Team Fortress 2

Team Fortress 2

The Bottle Rocket
Stats suggestion thread
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 1-9 of 9 comments
Angie 9 May, 2024 @ 9:07pm 
The Bottle Rocket


(+) 25% Faster attack speed.
(+) Guaranteed crits while blast jumping.
(--) 25% Longer deploy time
(--) 30% More self damage taken.
*Hold [m1] to charge your BLAST meter, and blast away with a harmless fizzy explosion in the direction you're facing! (recharges in 25 sec)*

I think making you jump with it's own mechanic, making stickies a bit harder to use, it balances the weapon better as you either have to wait for recharge, or take extra damage sticky jumping.

I want to hear your thoughts, what do you think about this? :chug: :demoticon:
Last edited by Angie; 9 May, 2024 @ 9:09pm
Catmint 14 May, 2024 @ 9:06am 
Bottle Rocket stats:
-15% less damage when broken

-when hitting a player the bottle will explode causing whoever it hit to get the bleed effect and take damage (maybe like 35%-50% more damage then the regular bottle when it explodes) but unlike the ullapool caber, it will not harm the player

-It will recharge over time (fastened by grabbing ammo packs)

-25% slower attack speed

-when using any shield item, it will decrease the time it takes for it to charge by 15%

I think this item would be good for Demoknights or semi-Demoknights who want to do more of a hit and run tactic.

I'm open to any suggestions or criticisms
Paspya 20 May, 2024 @ 9:21am 
+20% Deploy speed
Alt Fire to throw the bottle. Shares the same mass as the Mad Milk. It explodes upon contact with a surface or player. The explosion radius would be around an in between of Mad Milk Coverage and Sticky Bomb explosion range. Enemies damaged by the explosion are coated in gas.
-15% Damage
+20% damage vulnerability when active.
When thrown a quick recharge must be done, around 2 - 3 seconds and you get the bottle back, but it will be broken. A full 10 second cooldown until it can be thrown again.
The projectile can be reflected.

This would act as a sorta supportive last resort. You can throw it into crowds to help push back the enemy, or you can use it against someone trying to attack you to get the hypothetical upper hand. It can also work well with demoknights... I think? It allows you to take a much more supportive role for demoknight, which might not work considering the heavy damage dealing and offensive play style.
Any One of Us 30 May, 2024 @ 8:55am 
What if this brought back the ability to one-shot light classes, possibly at a health penalty?
yellomelon 4 Jun, 2024 @ 10:43am 
bro this is literally a reskin, they confirmed it.
Last edited by yellomelon; 4 Jun, 2024 @ 10:44am
Any One of Us 4 Jun, 2024 @ 9:23pm 
Originally posted by soggyfishstick:
bro this is literally a reskin, they confirmed it.
But did they want it to be a reskin once it gets ported into the main game?
I truly this this could be the market gardener for demo if you wanted a easy way out or make this a mobility tool that with a secondary fire like some people suggested or even both! plus the name fits for either :steamthumbsup:
I want to make this a Ullapool Caber reskin just because of the name and item disc but...

The Rocket Bottle
Level 20 Highly Pressured Bottle of Scrumpy

+ On hit: Explodes and Doused enemies in Alcohol
+ Doused enemies take mini-crits on hit. (Yes I gave Demoman a Jarate Caber, run)
+ Explosion can't effect self
- Can't extinguish flames on allies and self
- Deals only melee damage if the Bottle is destroyed.
- No Random Crits
On hit: cover nearby enemies in gas, including you
while eqiped: does 20% more damege to enemies covered in gas
20% less damege
20% slower swing speed
20% damege vulnerability to fire
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