Team Fortress 2

Team Fortress 2

The Iron Dream
 This topic has been pinned, so it's probably important
Cee 26 Feb, 2016 @ 3:53pm
Stats
While Active:
On 1st kill: Gain an extra rocket
On 2nd kill: Gain +10% damage and a extra rocket
20% slower firing speed
Weapon does not gain ammo from
Ammo pickups nor dispencers while active
Last edited by Cee; 2 Mar, 2016 @ 11:09am
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Showing 1-15 of 367 comments
No name 26 Feb, 2016 @ 3:59pm 
Or... 15+ damage
Slower reload,fire,slower deploy somethin liek dat
-10% projectile speed
+15%blast radius
+10%damage
+10%knockback

maybe for a defense soldier

tell me if this is too over powered
Last edited by DUBIOUS BODYWEIGHTBUILDER; 26 Feb, 2016 @ 4:01pm
Pick up ammo packs to gain up to 40 rockets
No reload necessary
-20% slower firing speed
-50% metal from ammo packs not dropped by players
Wearer starts with 0 rockets
No ammo from dispencers or resupply lockers
Forgoten Null 26 Feb, 2016 @ 6:14pm 
Originally posted by Seemenless Logic:
On Kill: Gain Mini-crits for 5 seconds

That would be stupidly overpowered.

"Hey, if you kill someone with your primary you suddenly do mini-crits for five seconds!"

How would you ever think that was a good idea? No offense, but seriously?

Anyway, maybe something with a lower projectile speed but with a higher blast radius with a direct hit. Kinda like a cheeky subversion of the Direct Hit, and it would be easy for Valve to code since they already have rocket specialist put into the game.

-20% Projectile Speed [80% normal]
-15% Blast radius [85% normal]
+50% Blast radius on direct hit of a player, does not apply to buildings [120% of normal blast radius when debuf is accounted for]
+30% Self push force

When thinking about these stats, you should also be math minded about anything involving blast radius. Because radius does not really equate to area in a one to one ratio. For example, a normal rocket launcher's blast covers an area of 1 rocket blast unit, or 1rbu. Meanwhile a direct hit's blast covers an area of 0.09rbu.

The above example of for The Iron Dream I just gave would have the rocket's blast covering an area of 0.7225rbu on a normal shot, and it would cover 1.44rbu on a direct hit. This would make it a kind of feast or famine rocket, insofar as it would be hard to hit anyone with it directly in a normal circumstance because of the reduced speed, but predicting their movments and flanking them are rewarded insofar as you can catch more people than you would normally.

It would also make it a good weapon for gaurding chokes and hallways, as it makes it harder for enemies, especially in groups, to dodge.

Also, Mochi Sandvich's build is kinda cool too. Sounds more fun than mine.
Cee 26 Feb, 2016 @ 11:09pm 
Originally posted by Forgoten Null:
Originally posted by Seemenless Logic:
On Kill: Gain Mini-crits for 5 seconds

That would be stupidly overpowered.

"Hey, if you kill someone with your primary you suddenly do mini-crits for five seconds!"

How would you ever think that was a good idea? No offense, but seriously?

Anyway, maybe something with a lower projectile speed but with a higher blast radius with a direct hit. Kinda like a cheeky subversion of the Direct Hit, and it would be easy for Valve to code since they already have rocket specialist put into the game.

-20% Projectile Speed [80% normal]
-15% Blast radius [85% normal]
+50% Blast radius on direct hit of a player, does not apply to buildings [120% of normal blast radius when debuf is accounted for]
+30% Self push force

When thinking about these stats, you should also be math minded about anything involving blast radius. Because radius does not really equate to area in a one to one ratio. For example, a normal rocket launcher's blast covers an area of 1 rocket blast unit, or 1rbu. Meanwhile a direct hit's blast covers an area of 0.09rbu.

The above example of for The Iron Dream I just gave would have the rocket's blast covering an area of 0.7225rbu on a normal shot, and it would cover 1.44rbu on a direct hit. This would make it a kind of feast or famine rocket, insofar as it would be hard to hit anyone with it directly in a normal circumstance because of the reduced speed, but predicting their movments and flanking them are rewarded insofar as you can catch more people than you would normally.

It would also make it a good weapon for gaurding chokes and hallways, as it makes it harder for enemies, especially in groups, to dodge.

Also, Mochi Sandvich's build is kinda cool too. Sounds more fun than mine.
I'm just sayin',
I made these stats at night and was watching/hearing ASMR sounds on a video, and that makes my brain jelly-like. It was a dumb idea for to gain mini-crits that now I have slept XD
76561198210640411 27 Feb, 2016 @ 1:07am 
First Pa, Furst Pa, shunshine, and mero ? Pyro is win, ouuuu:steamsad::steamsad:
prokaa 27 Feb, 2016 @ 1:20am 
yea
I_LIKE_BEANS 27 Feb, 2016 @ 1:23am 
I would say the stats for this weapons should be a followed:

Pros:

+30%% blast radius
+20% damage resitance
+10% less damage taken from rocket jumps
+5%% faster buff charge
+10% damage

Cons:
-20% less move speed while in use
-50% less clip size
-10% less health on wearer
-30% less buff time
-10% slower projectile speed
-20% less fire rate
-5% slower reload speed

are these stats to over powed ?
NIKFS 27 Feb, 2016 @ 1:38am 
Originally posted by CHICKNLICKER12134123:
I would say the stats for this weapons should be a followed:

Pros:

+30%% blast radius
+20% damage resitance
+10% less damage taken from rocket jumps
+5%% faster buff charge
+10% damage

Cons:
-20% less move speed while in use
-50% less clip size
-10% less health on wearer
-30% less buff time
-10% slower projectile speed
-20% less fire rate
-5% slower reload speed

are these stats to over powed ?

They're just way too many, that wouldn't fit in the description box and would confuse newer players, didn't read them at all because of this so... maybe yes maybe no, but irrelevant as they are too complex
Xeronious 27 Feb, 2016 @ 1:38am 
- 50% clip size
- on hit -50% dmg, do not explode on contact
! have to be manualy detonated
+ 30% explosion radius
NIKFS 27 Feb, 2016 @ 1:41am 
i'd like somethin based on the first picture of your weapon, the multiple warheads which you could change like the vaccinator of the medic, maybe with mouse2 instead of r for the people who manually reload,so you could have normal ones, napalm and just say some area of effect one, although maybe that would be too complex....
a downside could be a drawback to your walking speed, as soldier is already slow and only moveable via rocketjumping a slowness factor would be a great nerf
Pros:
Can switch to different kinds of rockets, such as rockets that set players on fire, cripple movement speed, have a larger than normal knockback, extra building damage. ( i got this idea from the picture that says it can use multiple kinds of warheads),
+ 50% clip size (6 rockets)
+ 50% ammo capacity ( 30 rockets)
Cons:
- 10% damage
- 10% reload speed
- 50% less ammo from pickups/dispencers.
Last edited by Powersurge The Protogen; 27 Feb, 2016 @ 1:45am
Orange Juice 27 Feb, 2016 @ 1:53am 
-99% damage but you are invincible and have ubercharge
R∃M1X 27 Feb, 2016 @ 2:02am 
Originally posted by NIK_F_S:
i'd like somethin based on the first picture of your weapon, the multiple warheads which you could change like the vaccinator of the medic, maybe with mouse2 instead of r for the people who manually reload,so you could have normal ones, napalm and just say some area of effect one, although maybe that would be too complex....
a downside could be a drawback to your walking speed, as soldier is already slow and only moveable via rocketjumping a slowness factor would be a great nerf
Soldier is the second slowest class in the game, a nerf to his walkspeed is pointless.
As for the warheads, i was thinking of having a a default warhead, a warhead that split into multiple ones but has a damage and projectile speed decrease, a warhead that would be like the Fatman in fallout, you could have higher damage and explosion radius but it would have a projectile speed decrease, delayed trigger and would have to be launched like an ark and a warhead that would be like a healing warhead, where it covers an area for 5 seconds and heals enemies within that area.
mishael1 27 Feb, 2016 @ 2:03am 
Seeing as this weapon has a long shaft but isn't high tech, how abou:

Stats:
  • Rockets accelerate after being fired

They start say 15% slower, and by midrange they are 15% faster (So to midrange the rockets arive at abour the same time as stock) and then your rockets keep 15% faster at long range. So you lose the close range speed, but gain long range spees.

The tradeoff is simple: close range for long range.
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