Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is this a primary or secondary weapon?
============
Notes: shoots lasers like pomson, same projectile speed
Pros:
+sets enemy on fire for 7 seconds
+requires no ammo
Cons:
-only one shot before reloading
-20% slower reloadspeed than shortstop
-no random crits
-75% afterburn damage
I get that TF2 was a thing for compact pistols, but the UltraBlaster needs a longer barrel and a longer grip. Otherwise it is a Toy rather than a Gun(Yes I think that the Stock and Winger(needs magazine size change(7 or 8 shots total) to be in a sweet spot) look like toys rather then guns but PBPP is a Pocket Pistol so it is excused. Maybe just increase the Barrel length and Grip length for it.)
Right. I would recommend the Barrel model tweaked to be longer. And compare the size of UltraBlaster to the Gauntlets, it is so small! Just look at the Reskins for reference related tot he barrel length.
Anyway in TF2 Laser Guns vaporize targets so that would be a feature of this gun.
What are the other features of this?
EMP blast as an alt fire? A charged type like the Cow Manglers altfire? Could be useful both against Engie nests and MvM.
Is this a Shortstop reskin? A shame.
Anyway. Maybe if it is a Primary alt fire consumes the magazine to cause the EMP stun?
Now, I thought this could be a risk-reward type of weapon that would have a dip of a difficulty curve but could be the winning factor in the right arms.
PROS
+Weapon has +48 to the magazine capacity. (On respawn, making it 60.)
+Weapon's reserve supply is automatically fed into the clip. (You may store up to 600 into the "magazine" until it will not store anymore.)
+Weapon can be held down like a beam. (mass fire rate up, projectile looks like a short circut beam)
+Weapon's base damage modifier is negated when the target is in water. (Yes, it's useful against pyrosharks.)
+Weapon can destroy sappers, buildings and projectiles.
+Each sapper, projectile, building or person killed counts as +30 to your reserve supply. +Weapon's beam arcs to any nearby target (that can be killed/destroyed)
+Enemies, buildings, projectiles, etc will disintigrate on death. Horribly.
CONS
-Weapon cannot be resupplied by ammo packs or resupply lockers.
-Using the weapon point blank can stun you. (nikola's tesla effect, these also include targets that have an arc effect on them.)
-Every target arced will only take half the damage of what the original damage to its former target was. (if a heavy is taking 6 damage consistantly, the medic who'se healing them gets arced for 3 damage, the limit is 1 damage, rounding 1.5 to 2)
-Weapon recieves -33% base damage. (9 base, 5 to the first arc, 3 to the next, 2 to the next and so on.)
It's an extremely advanced weapon, that should be treated as such.
way too many stats
The stats I have posted fall in line with it being a primary. But it could be either a primary or secondary.
Shots penetrate players
On hit: ignite players (only the first, players hit be penetration are not effected)
Fires projectiles that can be reflected
One shot clip
Penetrated shots deal less damage the more players they pass through
*shots deal 20 damage at close range and up to 90 at long range*
*weapon projectiles only go so far before disappearing*
Secondary:
Weapon does not require ammo, instead, has a recharge time of 3 seconds between shots
Critical hits disable primary and secondary weapons for 6 seconds
100% critical hit chance vs wet players
One shot clip
*Weapon deals a constant 26 damage at all ranges*
Hopefully not. Although it would be a reskin with the Vaporize effect.
But yes if it is not a reskin of the Shortstop, then it should have a longer barrel.
Like I said before, its the same size as the shortstop.
Meaning its just as long as it aswell. I don't understand you reasoning for wanting a longer barrel on an energy weapon.
I want the Stock and the winger to have longer barrels, like teh Luger for example. Teh Capper has a longer barrel, what about that. And the UltraBlaster looks so tiny when compared to the Gauntlets. Teh Gauntlets could be a melee item, yes?
secondary fire to do a charged shot that is a weaker version of cow manglers charged shot
+infinite ammo
-deals only 50% damage to buildings
-no random crits
-minicrits instead of crits
minicrits and crits shoot a speard of shots (like a shotgun)
-50% max ammo
minicrits and crits deal no extra damage
Fires Unreflectable projectiles
Natascha slow, but half the potency
-25% clip size
-10% damage
But for an original weapon:
Contains a 4 shot clip and reloads all at once
Bullets are large in size, increasing per charge level
Pro's:
+Can Charge shot up to 4, taking one second to charge per level (Damage increases Per Charge)
+Level 4 Shots Always Mini Crit
+Increased reload speed
Cons:
-99% Less pellets per shot (One bullet)
-No random Criticals
-Bullet decreases slightly in speed per charge level (Example, Regular fires at the speed a Direct Hit rocket goes, but the charged shot is sluggish like a Loose Cannon Ball)
(Why the stats? Well, Scout could use some Longer range weapons, as they should play like a harassment class. and a big mini critting bomb can be a really great final screw in the coffin, but also could limit them with the speed being off. And for criticals, something we all dread, having it become a weapon that forces it's own "Crits" will make the user constantly aware of what risks they have to take for extra damage. and what better class for diving?
With this though, the scout's up close ability could be hampered by the single bullet schematic, made not terrible by a large Bullet size, but still prety bad. Also bullet, key term, cant be reflected.)