Team Fortress 2

Team Fortress 2

The Makeshift Mutilator
 This topic has been pinned, so it's probably important
mishael1 19 Aug, 2015 @ 1:08pm
Stats
Guidline:
Under 5 stats
Keep the idea simple, original, not oviously OP and please not a copy of already existing concept: No extra damage from behind, faster weapon switch speed or a crit inducing meter please.
A good way to start thinking about stats is thinking about one cool feature the weapon has, and then balancing around it. Think about the way the weapon looks and what gameplay it promotes.

Oh and remember that valve is the one with the final call on stats anyways.
Last edited by mishael1; 19 Aug, 2015 @ 1:11pm
< >
Showing 1-15 of 136 comments
mishael1 19 Aug, 2015 @ 1:21pm 
How about this one:
Pros
    Airblast ignites enemies and deal 40 damage
Cons
    +100% airblast cost (Can use up to 5 airblasts)

I thought of this since this weapon uses a liquid fuel that is mixed with an oxidant before ignition instead of a gas tank, so maybe "Airblast" is more like a small explosion when it hits the lighter.
Last edited by mishael1; 20 Aug, 2015 @ 12:50am
kaa 19 Aug, 2015 @ 2:49pm 
pro's:
Flame becomes narrower and long the longer you hold down fire.
Con's:
Weapon overheats after 5 seconds.
nhjoiug 19 Aug, 2015 @ 3:05pm 
+25% damage bonus.
+10% afterburn damage.
-10% afterburn last.
-25% max primary ammo.

Or

Airblast has increased knockback on enemies.
Airblast deals knockback to you.
+50% airblast cost.
(this would make for cool jumps or manuevers. Would be paired well with the detonator.)
Last edited by nhjoiug; 19 Aug, 2015 @ 3:05pm
Mr. Gaming 19 Aug, 2015 @ 4:14pm 
20% to 40% range increase (i am not sure witch one is a beater a better increase so i will let you decide for yourself).

Chance to fail when using it (maybe increases the longer you hold it down).
Alpha393 19 Aug, 2015 @ 5:54pm 
+100% range
+50% damage

airblast consumes half of current ammo rounded up
mishael1 19 Aug, 2015 @ 6:03pm 
Originally posted by Alphanoob393:
+100% range
+50% damage

airblast consumes half of current ammo rounded up
Seriously dude? How is that not OP?? Even the airblast mechanic is a bonus, you can make 5 airblasts with 32 ammo...
RangerLab 19 Aug, 2015 @ 11:40pm 
Pros:
- +25% Airblast force
- -10% Airblast cost

Cons:
- -25% damage
- -10% range

Reflecting projectiles builds up an "Mmmph" Meter (No this is not the phlog, stick with me). Pressing "Reload" while active drains the Mmmph meter and exchanges it for ammo (2 ammo per %. Ie, 50% gives 100 ammo)

Or maybe instead of that...

Reflecting projectiles builds up an "Mmmph" meter. When full, pressing "Reload" while active turns all airblasts give off bursts of fire that can ignite projectiles as well as reflect them, until the meter runs out.


Maybe the second one is too OP? The point is I think it would be cool to see a weapon that promotes airblasting instead of W+M1 gameplay, rewarding players for getting good reflects.
Last edited by RangerLab; 19 Aug, 2015 @ 11:46pm
RangerLab 19 Aug, 2015 @ 11:43pm 
Originally posted by I've Benin Worse:
Airblast has increased knockback on enemies.
Airblast deals knockback to you.
+50% airblast cost.
(this would make for cool jumps or manuevers. Would be paired well with the detonator.)

I actually really like this idea, except maybe remove the airblast cost, and replace it with less damage or something. I feel like the knockback already balances itself out as you also get knocked back, and a cost on ammo kind of discourages airblasting. Idk though.
mishael1 20 Aug, 2015 @ 12:01am 
Originally posted by |TTS| RangerLab:
Pros:
- +25% Airblast force
- -10% Airblast cost

Cons:
- -25% damage
- -10% range

Reflecting projectiles builds up an "Mmmph" Meter (No this is not the phlog, stick with me). Pressing "Reload" while active drains the Mmmph meter and exchanges it for ammo (2 ammo per %. Ie, 50% gives 100 ammo)

Or maybe instead of that...

Reflecting projectiles builds up an "Mmmph" meter. When full, pressing "Reload" while active turns all airblasts give off bursts of fire that can ignite projectiles as well as reflect them, until the meter runs out.


Maybe the second one is too OP? The point is I think it would be cool to see a weapon that promotes airblasting instead of W+M1 gameplay, rewarding players for getting good reflects.
The stock and degreaser are already promoting projectile reflection to the maximum by turning reflected projectiles into minicrits.

What are your thoughts on my idea?
Last edited by mishael1; 20 Aug, 2015 @ 12:01am
RangerLab 20 Aug, 2015 @ 12:14am 
Originally posted by mishael1:
The stock and degreaser are already promoting projectile reflection to the maximum by turning reflected projectiles into minicrits.

What are your thoughts on my idea?

All reflected projectiles are minicrits, and though the degreaser does provide some encouragement with doing combos, there's not really a thrower that is designed for airblasting.

Originally posted by mishael1:
How about this one:
Pros
    Airblast ignites enemies and deal 50 damage
Cons
    +100% airblast cost (Can use up to 5 airblasts)

I do like your idea though, it promotes airblasting as well, but more towards pushing players off of objectives rather than W+M1ing into the point. I think those stats could really help shake up the Pyro meta, and lean more towards situational loadouts rather than pure Combos or Py-bros.
My only problem is that 50 damage is A LOT of damage for an air blast. Even with the hefty airblast cost, you could nearly kill a scout with one airblast (50 airblast damage+60 Afterburn damage). If it does deal any airblast damage, maybe afterburn time is reduced?
mishael1 20 Aug, 2015 @ 12:19am 
Originally posted by |TTS| RangerLab:
I do like your idea though, it promotes airblasting as well, but more towards pushing players off of objectives rather than W+M1ing into the point. I think those stats could really help shake up the Pyro meta, and lean more towards situational loadouts rather than pure Combos or Py-bros.
My only problem is that 50 damage is A LOT of damage for an air blast. Even with the hefty airblast cost, you could nearly kill a scout with one airblast (50 airblast damage+60 Afterburn damage). If it does deal any airblast damage, maybe afterburn time is reduced?
The entire 60 afterburn is almost never fulfilled since the scout can get health, and if you managed to get a player into your airblast radius you could W+M1 for 0.5 seconds and reach that 50 damage probably, but instead you airblast and cause the same 50 damage. Consider that point blank shotgun shells deal 90 damage please, 50 is Not alot. And most pyros flame a bit before the airblast for the afterburn, the "Ignite players on airblast" is only to go with the idea that the airblast is more of an explosion.
RangerLab 20 Aug, 2015 @ 12:45am 
Originally posted by mishael1:
The entire 60 afterburn is almost never fulfilled since the scout can get health, and if you managed to get a player into your airblast radius you could W+M1 for 0.5 seconds and reach that 50 damage probably, but instead you airblast and cause the same 50 damage. Consider that point blank shotgun shells deal 90 damage please, 50 is Not alot. And most pyros flame a bit before the airblast for the afterburn, the "Ignite players on airblast" is only to go with the idea that the airblast is more of an explosion.

Fair enough, but again, the shotgun has to be point blank, even slightly less than that and you're dealing a lot less damage. Plus, if you airblast once on a x3 or an x5 cart, you've just dealt 150 to 250 damage with out even using your main flame. Not all of those classes on the cart can get health, and there's juggling. Three airblasts kills a medic/engie/sniper, maybe even a demo if he's been sticky jumping or can't get health, and that's ignoring the afterburn. They're all helpless, suspended in air. Even though he only has one or two more puffs, he's still dealt massive damage, just with airblasts, and if it's Payload or there's a dispenser near by, the Pyro doesn't have to worry so much that he's low on ammo. And yes, W+M1 does deal 50 in .33 seconds, but it doesn't have the spread like an airblast does. I like your idea, but the 50 damage on the airblast is too much.
mishael1 20 Aug, 2015 @ 12:49am 
Originally posted by |TTS| RangerLab:

Fair enough, but again, the shotgun has to be point blank, even slightly less than that and you're dealing a lot less damage. Plus, if you airblast once on a x3 or an x5 cart, you've just dealt 150 to 250 damage with out even using your main flame. Not all of those classes on the cart can get health, and there's juggling. Three airblasts kills a medic/engie/sniper, maybe even a demo if he's been sticky jumping or can't get health, and that's ignoring the afterburn. They're all helpless, suspended in air. Even though he only has one or two more puffs, he's still dealt massive damage, just with airblasts, and if it's Payload or there's a dispenser near by, the Pyro doesn't have to worry so much that he's low on ammo. And yes, W+M1 does deal 50 in .33 seconds, but it doesn't have the spread like an airblast does. I like your idea, but the 50 damage on the airblast is too much.

Point taken, I would lower it to 40.
Wag 20 Aug, 2015 @ 1:15am 
Originally posted by mishael1:
How about this one:
Pros
    Airblast ignites enemies and deal 40 damage
Cons
    +100% airblast cost (Can use up to 5 airblasts)

I thought of this since this weapon uses a liquid fuel that is mixed with an oxidant before ignition instead of a gas tank, so maybe "Airblast" is more like a small explosion when it hits the lighter.

I like the idea, I have a simular one and that's why I'm replying to this comment.
How about, since the 'propane tank' is replaced by this canister... which in my mind could be a sort of insecticide substance, there would be no airblasts at all, because how could he build up the pressure for that.

Instead. The "airblast" is a cloud of insecticide that the pyro can produce with M2. (Costs are the same as airblasts) (Disappears after 3-5secs) Which can be ignited by your M1 Fire. People that stand in the cloud whilst ignited will be damaged and have afterburn on them in form of burning acid stuff. It burns them and slows their movespeed by 50%. People that stand near the cloud while it ignites only get the afterburn and less damage from the explosion.

There is no knockback from that explosion at all.

I was going with insecticide because it could lead to a pest patrol set. His melee could be a huge fly swatter that deals 50% less damage but deals knockback to burning enemies (not as powerful as a regular aiblast, I'm thinking maybe scorch shot knockback on burning players). Swatting them away. (Good replacement for the missing airblast on your primary.)

mishael1 20 Aug, 2015 @ 1:20am 
Originally posted by Wingbella:
I like the idea, I have a simular one and that's why I'm replying to this comment.
How about, since the 'propane tank' is replaced by this canister... which in my mind could be a sort of insecticide substance, there would be no airblasts at all, because how could he build up the pressure for that.

Instead. The "airblast" is a cloud of insecticide that the pyro can produce with M2. (Costs are the same as airblasts) (Disappears after 3-5secs) Which can be ignited by your M1 Fire. People that stand in the cloud whilst ignited will be damaged and have afterburn on them in form of burning acid stuff. It burns them and slows their movespeed by 50%. People that stand near the cloud while it ignites only get the afterburn and less damage from the explosion.

There is no knockback from that explosion at all.

I was going with insecticide because it could lead to a pest patrol set. His melee could be a huge fly swatter that deals 50% less damage but deals knockback to burning enemies (not as powerful as a regular aiblast, I'm thinking maybe scorch shot knockback on burning players). Swatting them away. (Good replacement for the missing airblast on your primary.)
Problem with that idea is the slow mechanic. This game does not need any more slow mechanic weapons.
Last edited by mishael1; 20 Aug, 2015 @ 1:20am
< >
Showing 1-15 of 136 comments
Per page: 1530 50