Team Fortress 2

Team Fortress 2

The Manncannon
Stats
ye knew wut 2 dew m90

+200% damage against buildings
-when firing pushes you backwards
-50% fire rate
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+50% damage against buildings
+20% charge rate
-30% firing speed
No headshots
+50% damage vs airborne enemies
+50% damage when not using the scope
-25% damage
-15% firing rate
headshots against airborne enemies play a sound to the entire server
this is the trickshot gun
Origineel geplaatst door |TV| Selling free toes:
+50% damage vs airborne enemies
+50% damage when not using the scope
-25% damage
-15% firing rate
headshots against airborne enemies play a sound to the entire server
this is the trickshot gun
the PTRS err PTRD whichever varient shoots bullets the size of your hand...

and was designed to shoot through 40-50mm of armor

and would physicaly push you backwards after you shot even when laying on the ground

and was used as the basis for the RPG-7

gtfo skrub :csgogun:
+150% damage
-no headshots
-no charging
-ridiculous self knockback
+Shots can disable buildings like the cow mangler (short period) + the damage output is normal.
+if you get hit by this weapon you have a small knockback push like the Force o nature.
-20% sniper's charge meter to charge the weapon.
-20% reload speed.

--

I think it's balanced like this. c:
-40% reload speed.
-20% firing speed
+150% damage
There needs to be a rifle for the sniper that is essentially an elephant gun.

-It does INSANELY high damage (a clean body shot at close-mid range can put down most classes that other rifles need a charged headshot to kill).
-It causes significant pushback to targets.
-The full-charged shot detonates like a flare (just the splash damage, NO fire/afterburn)


For the weaknesses:
- slower reload time OR slower weapon switch
- damages the sniper per shot (or 2 sec bleed?)
- self-pushback is as much as an airblast
- the fully charged shot does NOT work for headshots
- and/or is flat out more lethal to enemies when it is no-scoped (a risky gun no matter how you use it)
+50% Damage Against Buildings
+10% Damage
-30% Slower Firing Rate
-25% Ammo
Looks like the barret....

Can fire multiple times without needed to reload
-50% Damage Penalty?
Origineel geplaatst door Fierce1:
There needs to be a rifle for the sniper that is essentially an elephant gun.

-It does INSANELY high damage (a clean body shot at close-mid range can put down most classes that other rifles need a charged headshot to kill).
-It causes significant pushback to targets.
-The full-charged shot detonates like a flare (just the splash damage, NO fire/afterburn)


For the weaknesses:
- slower reload time OR slower weapon switch
- damages the sniper per shot (or 2 sec bleed?)
- self-pushback is as much as an airblast
- the fully charged shot does NOT work for headshots
- and/or is flat out more lethal to enemies when it is no-scoped (a risky gun no matter how you use it)
Way too many ups and downs, the desc can't fit all that. >.<
+40% damage penalty
+100% damage to buildings
-20% charge rate
20% slower weapon switch
Barrel cooldown: weapon cannot zoom in for 2 seconds after the last zoomed shot (it can still fire no-scopes though)
Headshots are so important for a sniper (the Sydney Sleeper is underused).

Even if this sniper rifle is powerfull, it cannot have more power than the Machina (so the limit is <+15% damage), but it can charge faster (the limit is <+50% cause of the Sydney Sleeper which has +50% faster charging)

There are different possibilities (for damage) :

1/ charging faster (because the bullet is bigger and the charge rises the hitbox of the bullet) (+15% for example)

OR

2/ bonus damage <+15% (+5% for example)

However the Manncannon is heavier than the "default" sniper rifle and it has to have disadvantages.

Once again, different possibilities :

1/ slower reload speed (= more difficult "no-scope")

2/ slower weapon switch

3/ slower move when aiming



Laatst bewerkt door Full Luck; 28 mrt 2015 om 15:45
What i would like to see would be slower charge and more time between shots but when fully charged can shoot through some walls and more damage to buildings but not shure that would work.
CONS:
-%20 reload speed
-%30 damage
-%50 move speed
PROS:
can charge 3 times more than a normal sniper
fully charged shots explodes like a rocket on hit
+100 building damage

is this balenced?
No, it makes SNiper too slow. >.<
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