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That'd be up to valve. I see no reason why it couldn't be done.
I think that'd be pretty neat to see and scary at the same time!
+on hit: bleed effect on target for 10 seconds
+Crits from behind
+25% Damage
+doesnt make noises
+45% move speed, when equipped
Cons:
-dont shoot bullets / flamethrower range
-6 ammo per second
-when ammo runs out, no bleed effect
it's a drill :v
+75% damage
-dont shot bullets
+attack in rect line
-can be stopped when this hit the wall or a enemie; no wall or no enemies + abyss = suicide
+25% fire speed
+25% damage received
2 seconds to load the attack
+75% Damage resistance while spun up
+50% Damage increase against buildings (90 dmg/ammo)
+25% Damage increase against players (75 dmg/ammo)
+Can continue to attack after ammo runs out
+Bleed Effect on players while ammo remains in clip
Cons:
-Doesn't shoot bullets, can only attack at close range (0-200 hammer units)
-10% smaller clip (180 total ammunition)
-25% slower firing speed
-No bleed effect once ammo is depleted
-No random critical hits
Unlisted Stats:
-Accessible during the effects of a Buffalo Steak Sandvich minicrits
-Is the only weapon that can Mini/Full crit buildings
So basically, it does 75 damage to players (and 90 to buildings) a quarter as fast as the stock minigun for a total of 600 dmg/second plus the 30 total damage from Bleeding on players when it has ammo (and 720 to buildings). On minicrits it does 112 damage (and 135 on buildings) and does 225 damage on a full crit (and 270 on buildings).
It can only hit players up to 200 hammer units away (the same distance to get maximum damage from the stock flamethrower), but gives a 75% resistance to damage while it is spun up, meaning it easier to rush heavier enemies like Sentry Guns and other Heavies.
What do you think? Too much?
PROS:
-40 damage per half-second
-every building destroyed gives +5 seconds of speed boost (same amount of speed as Disciplinary Action), stacks time
CONS:
-must spin up before using
-50% slower spin-up time
-25% less ammo capacity
-somewhat noisy spin-up
Note: Buffalo Steak Sandvich does NOT work with this item.
I would suggest taking away any ammo limitations for this weapon as it would most likely become 'Heavies Limited Second Melee' without doing so. It may also be appropriate to have the drill deflect any incoming projectiles that are coming in from the front while spun-up. This gives the drill more usage against more projectile based classes like Soldier, Demo, and even the Engineer with his Sentry Rockets while still leaving him vulnerable to classes such as spies or scouts.
Yet he will still be able to be head-shot by a sniper, but with the resistance buffs that could come along with it this might mean that it could take three to four head-shots with a huntsman, heat-makers, and stock sniper rifle while giving more powerful ones like the Machina one or two depending on charge damage. For this reason, it would be wise to have both 'spin-up resistances', and 'non-spin-up resistances'. For example:
A Heavy weilding this weapon comes out of spawn on Doomsday, and has not spun up his 'drill-minigun'. As a result a Machina Sniper from across the map one-shots him with a fully charged shot. On the other hand, another heavy then comes out with his drill already spun up. As a result he will survive the machina shot with an extremely low amount of HP, but will retreat so that he may either recover at spawn or regain health with a sandvich.
It is important that this weapon has potential, but not as some sort of Gurren Lagann reference. It turns the Heavy from an offensive class to a strict defensive. It makes the Heavy into a tank with both positive outcomes and negative effects that no other weapon can provide.
Along with the topic of Pyros, it would be best to add a stat as to where push-back is also reduced if not made impossible with this weapon to reduce any chance of Pyros taking advantage of this weapon.
75% faster attack rate
recieve no knockback while reved
does no knockback
while reved move 10% faster
doesn't consume ammo
no criticals (even with Kritzkrieg)
100% crit resistance when reved
very loud
My idea for this would be a somewhat faster moving heavy who can only be stopped if attacked with weapons that don't rely on crits (sniper cant harm him much, as they will be doing body shot damage). However with teamwork this heavy can push in, destroying buildings and any who get in his way (so this could be ubered, and the only thing that could stop it is if the heavy is body blocked by another uber / medic is seperated. More devilish ideas would be having a Natascha heavy slow the enemy who the drill is after or having a pyro airblast a enemy into the heavy).
+25% damage
-melee ranged
+press alt to charge
hitting a enemy will gore them makeing it harder from them to get away from you
while a enemy is gored he will slowly get pulled tward you whild impaled
+crits if it hit from behind
-cannot be crit boosted
-can only minicrit
there all balenced
oh yea
+250% moar primary ammo (since this is somewaht like a melee weapon your going to need some ammo am i right?)
secreat stats
+has a 50% chance to block bullets and projectiles
+45% damage ressitance to all but melee to the front(only while reved up)
+22% melee resist(Reved up_
+30% move speed (while reved up)
pireces multiple targets infront of you
- throws drills at enemies
- 1 krit whit every multi kill done by yourself (no one helped you for the kill)
- slower speed
- when you pick up the same wep it give you more ammo
- if the enemy survives it let the enemy bleeding
- it pushes the enemies whit uber, bonk, etc.
- life reduced to 250.
i also have a wep idea, but i dont do workshop items so if someone want the idea take it, but at least in the workshop profile of the item say that i gave the idea.