Team Fortress 2

Team Fortress 2

Bulletproof Battery[OLD]
 This topic has been pinned, so it's probably important
Astute  [developer] 16 Jan, 2015 @ 3:53pm
"Bulletproof Battery" Stats
Welcome to the discussion page for the Heavy primary-replacement, the "Bulletproof Battery". Here I will go into greater detail about the stats I came up with for this weapon. Feel free to cheer/jeer this, or add your own ideas to the pile.


Bulletproof Battery

Level 14 Minigun

Gives a small defensive bonus over time while deployed
Gives a small fire vulnerability over time while deployed


Basically, its a minigun that gives the Heavy a defensive boost while he's spinning his minigun, letting him hold his ground a bit better against large amounts of damage. It also makes tanking damage for his allies a more reasonable strategy.


Gives a small defensive bonus over time while deployed
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While deployed, the Heavy gains an increasing explosive resistance buff over time. Every 3 seconds, he gets an extra 10% explosive damage resistance, stacking up to 30%. This promotes more of a hold your ground behavior, forcing the Heavy to dig in, or rev up before approaching his targets. It lets the Heavy stay out front and soak damage from, dare I say, "spammier" classes that would normally make tight hallways and choke points unapproachable.


Gives a small fire vulnerability over time while deployed
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While deployed, the Heavy gains an increasing fire vulnerability while he's spinning his minigun, making him more susceptible to damage from Pyros. Every 3 seconds, he gets an extra 5% fire damage vulnerability, stacking up to 15%. The reasoning here is rather simple. Normally a Heavy is a fairly hard counter to Pyro, but in this scenario you are sacrificing your strength against Pyros, so that you can focus on explosive classes.


Maximum stats: 30% explosive damage resistance, -15% fire damage resistance.

Bullet-based classes are obviously unaffected by this weapon. This weapon would be beneficial when facing off against a large number of explosive classes, and would be less advantageous when facing teams with a large number of Pyros.



As a disclaimer, since these stats helped influence the design of this item. There is no demand, of Valve or the TF2 Team, that they be accepted or implemented. All time limits and percent values are adjustable. I'm also well aware stats on items do not get accepted, this is merely here for community discussion.
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Showing 1-15 of 709 comments
NoBody... 16 Jan, 2015 @ 4:25pm 
I would like to have this weapon in Tf2! But another idea that I think would be nice is to make it so the heavy can't move while the minigun is deployed instead of the fire vulnerability, making the backburner pyro's and spy's a huge threat to the heavy while having 30% explosive damage resistance.
Athris 16 Jan, 2015 @ 5:45pm 
you need a little bullet resistance over time as well as explosive

30% explosive resistance ,20% bullet resistance ,15% fire resistance.
JallBuggler 16 Jan, 2015 @ 5:46pm 
ok here are some solid stats

pluses

+25% damage resistance from the front, allies behind to a certain degrees will take less dmg also.
+35% damage
+100% ammo (it would be 400 instead of 200)

Negatives

-35% firerate
+65% spin up time
-50% ammo from dispencers (trust me true full time heavys would WINCE at this)
(yes this has a plus but it is a negative think about it) +25% damage vanerabuility from the rear, with the caption "the lack of baby man's bullets has soffened heavy's skin." (explains the 25% damage reduction and adding).


those are my stats i would like to see and they are pretty fair right, so help me god if i see someone say can't be healed by a medic as liam says (loosely as in not exactly to what he said) "i have a very special set of skills that i have at my disposal, I will find you, And I Will Kill You."

have a gud day (for trolls miss-spell was meant there)
Last edited by JallBuggler; 16 Jan, 2015 @ 6:26pm
󠂪󠂪 󠂪 16 Jan, 2015 @ 5:54pm 
Originally posted by low. John | Defender of the Cap:
ok here are some solid stats

pluses

+25% damage resistance from the front
+75% damage
+100% ammo

Negatives

-25% firerate
+45% spin up time
-50% ammo from dispencers (trust me true full time heavys would WINCE at this)
(yes this has a plus but it is a negative think about it) +25% damage vanerabuility from the rear, with the caption "the lack of baby man's bullets has soffened heavy's skin." (explains the 25% damage reduction and adding).


those are my stats i would like to see and they are pretty fair right, so help me god if i see someone say can't be healed by a medic as liam says (loosely as in not exactly to what he said) "i have a very special set of skills that i have at my disposal, I will find you, And I Will Kill You."

have a gud day (for trolls miss-spell was meant there)
These are some of the most overpowered proposed stats I've ever seen. 5% faster spin-up time than the brass beast with 30% more DPS while lacking its speed debuff, in addition to double the ammo capacity (which makes the dispenser negative even more ineffectual than it already is) and damage resistance.
JallBuggler 16 Jan, 2015 @ 6:24pm 
Originally posted by Big Noodles' #1 Fan:
Originally posted by low. John | Defender of the Cap:
ok here are some solid stats

pluses

+25% damage resistance from the front
+75% damage
+100% ammo

Negatives

-25% firerate
+45% spin up time
-50% ammo from dispencers (trust me true full time heavys would WINCE at this)
(yes this has a plus but it is a negative think about it) +25% damage vanerabuility from the rear, with the caption "the lack of baby man's bullets has soffened heavy's skin." (explains the 25% damage reduction and adding).


those are my stats i would like to see and they are pretty fair right, so help me god if i see someone say can't be healed by a medic as liam says (loosely as in not exactly to what he said) "i have a very special set of skills that i have at my disposal, I will find you, And I Will Kill You."

have a gud day (for trolls miss-spell was meant there)
These are some of the most overpowered proposed stats I've ever seen. 5% faster spin-up time than the brass beast with 30% more DPS while lacking its speed debuff, in addition to double the ammo capacity (which makes the dispenser negative even more ineffectual than it already is) and damage resistance.


ok as you can see i edited them shortly after this message and yea now that i think of it wow were was i going with that XD thank you.
Pros:
+10% overall damage resistance while active
+10% fire rate
+50% ammo from ammo pickups

Cons:
-35% damage
-10% movement while active
-50% health from health packs

The way I see this, it would make Heavy a wall of meat rather than a flat-out attacker. Perfect for area denial and tormenting weaker classes like Scout, Medic, and Spy.
Last edited by Tiresias - The Blind Lucario; 17 Jan, 2015 @ 3:28pm
JallBuggler 17 Jan, 2015 @ 12:01am 
Originally posted by Tiresias - The Blind Lucario:
Pros:
+10% overall damage resistance while active
+10% fire rate
+50% ammo increase from ammo pickups

Cons:
-35% damage decrease
-10% movement penalty while active
-50% health decrease from health packs

The way I see this, it would make Heavy a wall of meat rather than a flat-out attacker. Perfect for area denial and tormenting weaker classes like Scout, Medic, and Spy.

ok just a little correction -35% damage decrease is almost sayin +35% damage just say -35% damage that is good enough same goes for all of the cons so if you re word them then that is good
Dead 17 Jan, 2015 @ 12:22am 
+ 25 % Every damage type resistance while shooting
+ 20 % Damages
+ 20 % Health from medkits

- 50 % Moving speed while shooting
- 40 % Heatly from medic and dispensers
- No random crits
- Can't every reach crit hits
Last edited by Dead; 17 Jan, 2015 @ 12:22am
robibb3 17 Jan, 2015 @ 12:31am 
I would like to have this weapon
snatzehua 17 Jan, 2015 @ 12:35am 
+30% Bullet Resistance
+25% Explosive Resistance

- 20% Movement speed while shooting
- Shots from behind do 40% more damage
Mons 17 Jan, 2015 @ 12:51am 
+25% damage resistance while weapon is deployed
If in Mow Down mode Alt fire:blades will acts like chainsaws damaging players in close range
+25% spin up time
-5 bullets per sec while deployed
cal 17 Jan, 2015 @ 1:02am 
Originally posted by NoBody...:
I would like to have this weapon in Tf2! But another idea that I think would be nice is to make it so the heavy can't move while the minigun is deployed instead of the fire vulnerability, making the backburner pyro's and spy's a huge threat to the heavy while having 30% explosive damage resistance.

My thoughts exactly, I was thinking about this very concept not days ago, although I'd have never had the time or resources to make it. Great work dude, hope it gets accepted!
Papa Salt 17 Jan, 2015 @ 1:05am 
Originally posted by Athris:
you need a little bullet resistance over time as well as explosive

30% explosive resistance ,20% bullet resistance ,15% fire resistance.

do you mean 15% fire vulnerability? 'cause that's the stats of the weapon
Trędowaty Andrew 17 Jan, 2015 @ 1:06am 
+25 defense fire +25 defense bullet +20 defense exploding
50+ speed spining
-20 dmg
-50 max ammo
+25 dmg meele
no need taunt ;__;
George Bush 17 Jan, 2015 @ 1:24am 
Pro's -----------------------------------------------------------------------------------------------------------------------

+25% damage resistance against all classes
+20% more damage
+Small radius around heavy offers +15% damage resistance when deployed (doesn't stack with heavy)

Con's-----------------------------------------------------------------------------------------------------------------------

-15% slower movement speed
-can not be overhealed
-15% slower movement speed when deployed (stacks with the original 15% slower movespeed)
-25% longer spin-up time
-10% damage vulnerability when weapon is undeployed
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