Team Fortress 2

Team Fortress 2

The Crowd Controller
True crowd control stats
Pros: +50% blast radius, 200% knockback, +25% distance, +33% charge time, -50% dmg to self

Cons: -50% dmg, -50% max active stickies, -20% max secondary ammo -33% max clip size
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Showing 1-15 of 54 comments
Rebzy 20 Nov, 2014 @ 11:05am 
This would be too op due to knockback and charge time. And also dmg to self.
I think that it should do this,Pros: 30% more damage, 20% more blast radius, and medic's lose 5% of there uber per sticky radius they are in ( if they servive that is) and it blows up when a enemy player get near a sticky( but not cloaded or disguised spys). Cons It can only have 6 sticky out, it has a huge 3 second long arm time and it can't be detonated manuely and you can't charge it. ( this would make it a GREAT defence weapon and keep people from sticky spamming the thing and it would keep your team from dieing as much from medics with M1+w pyros and such I think that these are good weapon stats and I am near sure that valve will use some of these stats for this weapon or all of them and buff/ nerf it if they have to.
+20% projectile speed.
+25% damage.
Faster detonation time (due to the faster projectile speed, projectiles should detonate at the same place as stock stickybomb launcher would.

Stickies shatter harmlessly after 2 seconds of sticking to a surface.
Cannot charge stickies.
-40% explosion radius.

These stats make an opposite of the Scottish Resistance. Fantastic for attacking, but absolutely horrible at defense.
Last edited by pronoun chips. woke vegetables; 21 Nov, 2014 @ 1:41am
🧁 Marceline 20 Nov, 2014 @ 11:38am 
In my opinion it should work like this:
+50% Blast Radius (To affect more targets - it's CROWD controll after all)
+100% Knockback (Because pushing enemies is a crowd controll tool)
On Hit: Decreases Mmmph by 20% and Ubercharge by 10% (To make it more defensive tool)
[Optional] On Hit: Slow movement speed by 50% for one second (Manipulation of enemies)
-33% Damage (Your advantage is pushing enemies via explosions)
-50% Max Active Stickies (You don't have time to put all 8 during fight!)
Originally posted by Watchdog:
On Hit: Decreases Ubercharge by 10%
There is no reason why a class should be able to lower Ubercharge. This is why the Pomson is banned in all competitive matches.
ThreshHookFTW 20 Nov, 2014 @ 11:48am 
Originally posted by Watchdog:
On Hit: Decreases Mmmph by 20% and Ubercharge by 10% (To make it more defensive tool)
Originally posted by SolarLight:
There is no reason why a class should be able to lower Ubercharge. This is why the Pomson is banned in all competitive matches.

i agree with solarlight on the draining of ubercharge, and 20% is a little much per stickey don't you think? even with -20%, hitting a pyro with all four (even just by a little bit) would drain the Mmmph almost completely! people could just stickey spam a Mmmph out of a pyro without killing him/her if you consider the arm time and the -33% dmg...
Last edited by ThreshHookFTW; 20 Nov, 2014 @ 11:51am
🧁 Marceline 20 Nov, 2014 @ 11:49am 
Originally posted by SolarLight:
Originally posted by Watchdog:
On Hit: Decreases Ubercharge by 10%
There is no reason why a class should be able to lower Ubercharge. This is why the Pomson is banned in all competitive matches.
So there's no reason to do any special effects at all.
But I get the point that this ability would be overpowered, that's why I stated that it's my opinion.
The idea was about controlling targets in some way, so I thought it would be usefull.
🧁 Marceline 20 Nov, 2014 @ 11:52am 
Originally posted by =PB Pruitts5:
Originally posted by Watchdog:
On Hit: Decreases Mmmph by 20% and Ubercharge by 10% (To make it more defensive tool)





i agree with solarlight on the draining of ubercharge, and 20% is a little much per stickey don't you think? even with -50%, hitting a pyro with all four (even just by a little bit) would drain the Mmmph completely! people could just stickey spam a Mmmph out of a pyro without killing him/her if you consider the arm time and the -33% dmg...

Ok, so let's remove the ubercharge drain from this. If we still keep the Mmmph draining as well, let's make it like 5% then. The reason for 20% was because when you get close to pyro, he will refill that on you anyway, but ok.
And -33% dmg has actually nothing to do with this drain, when pyro gets to you, even without Mmmmph you have little chances of survive.
SEXO MORTAL 20 Nov, 2014 @ 1:02pm 
That feels overpowered, both for normal combat and for sticky jumping.
Dozo 20 Nov, 2014 @ 1:13pm 
+15% reload speed
0.3 sec faster stickybomb arm time
Able to destroy enemy stickybombs
-50% max stickybombs out
-50% clip size
🧁 Marceline 20 Nov, 2014 @ 1:23pm 
Little reminder:
Crowd Controll is not only damaging multiple opponents, but also (or even mostly) weakening/disabling their abilities to fight. By this I mean all types of slowing them down, confusing, blinding, decreasing their power...
By this way, Crowd Controll is not defence or offence term - it's both of them.
this is why i included offensive and defensive traits, its not that OP considering dmg is atrocious, but now that i think about it you shouldnt be able to charge the sticky and will disable harmlessly after 5 seconds, but in a way it is still a good defensive weapon because it can push enemies off of the cart, base, etc. while also getting engies away from their damn sentries and clearing a room of enemies and keeping them from clustering up and getting rid of medic+heavy combos (or any other class that is connected to the medic)
A Turkey Dinner 20 Nov, 2014 @ 1:50pm 
They need to have a knockback based sticky launcher.

but 200% more knockback is OP.


Compet with this 200% knockback that would be crazy...
not really. not with all the cons.
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