Team Fortress 2

Team Fortress 2

The Crowd Controller
Make them like landmines
Stickies can't be manually detonated, and instead are triggered like land mines when the enemy walks on them. (Takes 5 seconds to arm.)

Shooting more than whatever the max is will not detonate old stickies. Instead, new ones explode in the barrel. (Like the Beggars' Bazooka or Loose Cannon, exploding a bomb in the barrel will damage the Demoman, but can be used to make jumps.)

Bombs explode individually when enemy walks on or near them (within 50 Hammer units, won't work through walls), or when destroyed by enemy.

Scottish Resistance and Short Circuit can still remove bombs without exploding them.

Bombs persist and stay put after the Demoman who placed them dies. (They shatter when he changes class/team, or disconnects.)

Enemy buildings within 50 Hammer units of bomb will trigger it even if no players are nearby. (Allows it to destroy buildings like normal launcher)

Enemy Spy will not trigger bomb while he is disguised or cloaked.

When used in water, bombs float if they aren't propelled with enough force to stick to an underwater surface.

Damage and max pipes out are up for debate. I figure the long arming delay and the inability to manually trigger the mines are enough to balance it.


Just some thoughts, don't take them too seriously.
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Kallioan 20 Nov, 2014 @ 10:56am 
nice
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