Team Fortress 2

Team Fortress 2

The Sphere
tajs 25 Jul, 2015 @ 7:34am
My idea.
I PUT THIS UP BECAUSE STEAM WOULDNT LET ME PUT A COMMENT ON THE "STATS" DISCUSSION. I DONT KNOW WHY.



My idea~

Pros:
1) Typical Bullets are replaced with Laser Beam
2) +100 Percent Accuracy
3) +60 Percent Firing Speed
4) Silent Killer: No Bullet Sound When Firing, replaced with an laser-typed sound
5) Increased Damage Over Time.
6) Increased Firing Range.
7) Decreases Uber Charge Over Time
8) Doesnt Require Ammo
9) 20 Percent Fire Resistance While Firing
10) 20 Percent Explosion Resistance While Firing

Cons:
1) +40 Percent Spin Up Time
2) -40 Percent Damage Penalty
3) Decreased Firing Range Over Time
4) Decreased Firing Speed Over Time
5) Decreased Movement Speed Over Time
6) +20 Percent Damage done to self
7) -30 Percent Sensitivity
8) 10 Percent Bullet Weakness While Spun-up

Explaination:
First of all, the weapon probably wont get these stats, just a really confusing idea i had. Might be "too confusing for new players".

Pros Explained:
1) Instead of using bullets, it fires a ranged beam of lasers, with a high fire rate.
2) This fits with the laser, so the laser isnt too big and goes all over the place. Though this might not fit with the fact that its a sphere, so probably a bad and unrealistic (tf2 style) idea.
3) Kinda like explained above, it gets a firing rate, though this is changing, as explained further down.
4) Replaces the usual bullets with a looping silent laser beam sound, kinda like the EM1 from CoD AW.
5) Over time, basically what i meant with that, is when you spin it up, when you fire it, it increases in damage. When you stop firing, it sets back to normal. That is what i meant with all the "Over Time" attributes. There is no way to save your stats and so, and yes, you can farm it by shooting nothing, but this will decrease your movement speed ( Con number 5), so youll move very slowly if you farm it.
6) Doesnt increase it by much, and explained further down, it also gets decreased in the cons over time. So if you spray too much, youll basically go all the way down to hitting yourself, which makes it a non spray weapon.
7) Another Over Time attribute, but this one is a little different. If we take a target medic, and lets say he has 100 percent uber charge. The speed of the uber taken away will increase. But when you stop shooting at him, the increased rate will reset. So if the medic runs out of your beam, itll reset. If theres three medics standing next to eachother, you can move your beam to the other medics and still have the increased uber charge drain. So long story short, when you take your beam off the medic, the increased drain will reset.
8) Basically doesnt require ammo. This is because it reminds me of the EM1, which doesnt require ammo, but over time it overheats, and stops shooting. This falls within the damage to self over time, with decreased range. So the overheat is damage to self, in some kinda way.
9) Makes it so you cant get your butt ♥♥♥♥ed when youre slow and damage-dealing. But notice that this is only when firing, so be aware that youre not so tanky when standing on a rock with your gun down.
10) Explained above.

Cons Explained
1) Basically makes this more slow of a weapon, so its an anti-tomslav kinda weapon. But what makes this different from the Brass Beast then? Well, the decreased-increased damage, direct impact, anti-always-spin-up, and more of the tanky kinda weapon.
2) Makes this weapon a Eviction Notice kinda weapon, but gets a decreased firing rate and increased damage over time, unlike the Eviction Notice. But you dont get speedy when hitting someone.
3) Basically decreases the long range beam over time. When it finally hits you, you take damage and is forced to stop shooting. When you stoop shooting however, you get a burned effect on you, which will last for a bit of a time, with an increased damage. This is why the increased fire resistance is only while shooting.
4) As told above, you fire slower the more youve been shooting. But this doesnt really add up, because what about then you hit yourself? Dont you stop shooting, due to the slower firing speed? Excactly, which forces you to take your gun and run to a medic and/or medipack.
5) Makes your fat ♥♥♥ slower the more youve shot that gun, but it of course gets removed when you spin down ( i guess its the opposite of spin up ). Also, quick note. All the "Over Time" Things only takes off when you SPIN DOWN, not stop firing. So youre still on fire, yes, if you stop shooting. If this werent so, you could just stop firing for a millisecond and reset it.
6) Kinda fits with it all, so you do more damage to yourself when you finally hit yourself. But keep in mind, that when you hit yourself, you only shoot fast enough to hit yourself 1-2 times, which does about 50 damage with the increased damage over time, and the damage to self.
7) Makes it so your sensitivity is decreased when spun up. Now you cant play as extremely hyper super duper hoovy mcdoody with this equipped. Quack.
8) Gives you a bullet weakness while SPUN UP. Not while firing.


So this is my idea, probably a bit too big for new players. Maybe decrease the drop rate for F2Ps for it? Dunno, probably a stupid idea. Anyways, everyone can put up their suggestions, so i put up mine. And there you have it. Maybe 70 percent of all people here skims it, 15 percent are too lazy to even notice it, and the last 15 percent reads it all. Nerds. And then theres me that wrote this. NERD >-<
Last edited by tajs; 25 Jul, 2015 @ 7:35am
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Showing 1-7 of 7 comments
BRAVE BIRD 25 Jul, 2015 @ 1:53pm 
I didn't read all of it, but I think the stats you suggested feel a bit off for this weapon.
To me, this thing is not a laser shooter, but rather a sort of spherical "tesla coil" kind of thing.
So a thing like that would run on electricity rather than some fabulous out of the world kind of energy.

And the only way I could possibly make things clear would be listing some stats :

1) Fires bolts of electricity that decrease in power and range over time.
2) Runs with a charge meter that decreases as you fire the weapon, but regenerates over time. Standing nearby a dispenser can compensate the charge loss, and stops the decrease in power and range as long as affected by the said dispenser.
3) When fully charged, press alt-fire to fire a fast and powerful bolt that can penetrate multiple targets at the cost of all the charge and disabling this weapon for 3 seconds.
4) Enemy with the same weapon can kill you in one hit if both are active.


To me, my stats sound more reasonable than those listed before, but only if it is an electricity weapon.
tajs 25 Jul, 2015 @ 3:50pm 
Yea, i agree that it doesnt look like a direct energy weapon. But i think it would be kinda stupid to have a weapon that shoots beams everywhere. But maybe make an electrical beam around the heavy while firing, kinda like with the Huo-Long-Heater? Maybe?

If so, then this is my other idea:
    Pros:
  • +10 Percent Firing Speed
  • Does Not Requrie Ammo
  • Summons a ring of electricity around the user every 2 seconds when firing
  • Silent Killer: No Spin Up Sound
  • Silent Killer: Replace Bullet Sound with Laser Beam Sound
    Cons:
  • +30 Percent Slower Spin Up Time
  • When Firing, over time it becomes less accurate, and less damaging. Firing will increase this meter. When fully charged, the gun will have an insanely large weapon spread, not too much damage, but do damage to the wearer at the same time. The meter will slowly decrease when not firing.
  • When Mouse 1 is clicked, it takes 2 Seconds before the beam will start firing.
  • No random critical hits

    The meter thingy is a really good idea.
BRAVE BIRD 25 Jul, 2015 @ 4:49pm 
Originally posted by ṔᖇI∀ᗩT ᗴ ᕈᗴᘉGU:
Yea, i agree that it doesnt look like a direct energy weapon. But i think it would be kinda stupid to have a weapon that shoots beams everywhere. But maybe make an electrical beam around the heavy while firing, kinda like with the Huo-Long-Heater? Maybe?

If so, then this is my other idea:
    Pros:
  • +10 Percent Firing Speed
  • Does Not Requrie Ammo
  • Summons a ring of electricity around the user every 2 seconds when firing
  • Silent Killer: No Spin Up Sound
  • Silent Killer: Replace Bullet Sound with Laser Beam Sound
    Cons:
  • +30 Percent Slower Spin Up Time
  • When Firing, over time it becomes less accurate, and less damaging. Firing will increase this meter. When fully charged, the gun will have an insanely large weapon spread, not too much damage, but do damage to the wearer at the same time. The meter will slowly decrease when not firing.
  • When Mouse 1 is clicked, it takes 2 Seconds before the beam will start firing.
  • No random critical hits

    The meter thingy is a really good idea.

I wasn't thinking of attacking from everywhere, I meant like, it would mostly function like a stock minigun, except that it wouldn't have bullet travelling, but rather be like the short circuit for the engineer, only with a spread and also a longer range, and the latter would decrease when firing for too long. But I guess your new stats are far more better than what you first suggested, or at least far more reasonable
tajs 26 Jul, 2015 @ 3:25am 
Originally posted by Penal Anatration:
Originally posted by ṔᖇI∀ᗩT ᗴ ᕈᗴᘉGU:
Yea, i agree that it doesnt look like a direct energy weapon. But i think it would be kinda stupid to have a weapon that shoots beams everywhere. But maybe make an electrical beam around the heavy while firing, kinda like with the Huo-Long-Heater? Maybe?

If so, then this is my other idea:
    Pros:
  • +10 Percent Firing Speed
  • Does Not Requrie Ammo
  • Summons a ring of electricity around the user every 2 seconds when firing
  • Silent Killer: No Spin Up Sound
  • Silent Killer: Replace Bullet Sound with Laser Beam Sound
    Cons:
  • +30 Percent Slower Spin Up Time
  • When Firing, over time it becomes less accurate, and less damaging. Firing will increase this meter. When fully charged, the gun will have an insanely large weapon spread, not too much damage, but do damage to the wearer at the same time. The meter will slowly decrease when not firing.
  • When Mouse 1 is clicked, it takes 2 Seconds before the beam will start firing.
  • No random critical hits

    The meter thingy is a really good idea.

I wasn't thinking of attacking from everywhere, I meant like, it would mostly function like a stock minigun, except that it wouldn't have bullet travelling, but rather be like the short circuit for the engineer, only with a spread and also a longer range, and the latter would decrease when firing for too long. But I guess your new stats are far more better than what you first suggested, or at least far more reasonable

I guess so, but i just realized that my first idea would be extremely hard to first of all program, second of all confusing, and then it would also probably be kinda weak, or overpowered.
SlhammyWhammy 26 Jul, 2015 @ 9:36am 
Every time somebody makes some stats they make them too complicated, VALVe would never add weapons with stats like these they will be hard to change.
Last edited by SlhammyWhammy; 26 Jul, 2015 @ 11:30am
Alkonsmar 26 Jul, 2015 @ 11:15am 
How do we know that is was your idea?
tajs 1 Aug, 2015 @ 1:45am 
Originally posted by JoyHally (Mooney scoot):
Every time somebody makes some stats they make them too complicated, VALVe would never add weapons with stats like these they will be hard to change.

Yeah, excactly. I think my idea is a bit extreme o~o



Originally posted by Catinabox:
How do we know that is was your idea?

What do you mean? I didnt steal it ;~;
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