Team Fortress 2

Team Fortress 2

The Sea Spear
Stat ideas
Disables Secondary slot

-10% active movement speed while active

-20 Max health

Right click will cause you to throw the spear like a projectile dealing 80 damage, kills restore half of the health the target had left

has a 20 second cooldown

cannot be returned by resupply locker
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Showing 1-11 of 11 comments
I'm not sure how well the reduced movement speed while active works, especially because spears are relatively light but I think having there be a wind-up to the throw would be a good alternative. Then the pryo's speed would be that of a scoped-in sniper, leaving him vulnerable until thrown.

To add onto your javelin idea (because I really like it), maybe this weapon could have two "modes" depending on if you equipped it in your secondary or melee slot: thrown and melee. As a melee weapon it acts like the demoman's swords with an increased range and holster/deploy time. (Maybe more range compared to the swords 'cause y'know, spears?)

...also unironically, what about having some bleed? There's blood on the spear after all.

Finally I gotta say: I love this model, it's about time we added a spear to TF2.
Last edited by BronzeSea; 5 May @ 9:45pm
how about


+10% movement speed

-15% damage penalty


Right click will cause you to throw the spear like a projectile dealing 68 damage, kills gain spear and can head shot

has a 20 second cooldown if miss
does this sound good
no has a 20 second cooldown if the enemy is not dead
The main reason I am against fanatic's Headshot idea is I imagine the spear would be a replacement to the flaregun and it is designed to finish only weakened enemies and in return leech some health and should not be a main source of damage however I do agree with color and see the Movement penalty is not needed, the only downside besides the lower health is the fact you don't have a melee after throwing the weapon.
ya i agree
just make it an axe reskin
Neh
personally:
left click to swing like normal melee
right click to throw
spear recharge is 7 seconds

+spear scales in damage over time like medics crossbow (~60 to begin with)

+gives hp relative to a third of the damage dealt from throwing (35 max)

-15% slower swing speed

-missing the spear causes it to recharge in 12 seconds instead of 7

-can't use it's melee attack during a recharge
Originally posted by choccy milk ( has pear in it:
personally:
left click to swing like normal melee
right click to throw
spear recharge is 7 seconds

+spear scales in damage over time like medics crossbow (~60 to begin with)

+gives hp relative to a third of the damage dealt from throwing (35 max)

-15% slower swing speed

-missing the spear causes it to recharge in 12 seconds instead of 7

-can't use it's melee attack during a recharge
I like this a bit more than my own idea
bwecer 3 Jun @ 3:00pm 
i think it could be used as a utility as in you throw the spear hit the enemy and pull them back with a rope to take advantage of pyros close range damage

so the stats would be

-throw spear to pull in enemy (15 second recharge and deals 30 damage)

-+6 second bleed on hit (because)

-+20% faster switch speed

-30% damage vulnerability while active

--10% slower movement speed while active

-no random crits
Last edited by bwecer; 3 Jun @ 3:01pm
Originally posted by Bwecer:
i think it could be used as a utility as in you throw the spear hit the enemy and pull them back with a rope to take advantage of pyros close range damage

so the stats would be

-throw spear to pull in enemy (15 second recharge and deals 30 damage)

-+6 second bleed on hit (because)

-+20% faster switch speed

-30% damage vulnerability while active

--10% slower movement speed while active

-no random crits

I like this, it's almost like an inversion of the flare guns. Instead of ending combos, the Spear starts 'em.
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