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:D
On kill: Speed Boost
+15% attack speed
+20% reload speed
Shots penetrate through enemies
Minicrits on stun
-When fired there is a 10% chance to lose 5 health
-20% damage
-33.333333333 Clip size (4 SHOTS)
-5% health
This makes it more of a thing where you use if your capture point is being taken over and you need to deal with it quickly, Making you fast enough to be able to deal with the heavy. but once that speed runs out you gotta hide. Also good for assassinations Another idea:
+30% Damage
+15% Speed
On Kill: 1 second of invincibility
-20% health
After invincibility you take +10% damage
You cant attack during invincibility
-25% Reload speed
-50% Clip size
This makes it more like an assassin scout, Making it the class it is ment to be: Hit and run
The next suggestion you posted, still has the same flaw: you really don't want to get less health on a class that only has 125 health. Spy's conniver is an exception because he has a disguise kit and turning invisable to boot, including his obvious ability to "vampire" all of the health from enemies killed. Scout... well... he has double jumping and running fast.
Invincibility can really be annoying, especially when the scout already has that +105 dmg point blank shotgun that does 30% more damage, but only contains 2 shells.
If you think about it: It's more overpowered than under-powered, even with all the debuffs layed out: 30% of 105 damage. That's 136.5 damage already. Let's round it to 137.
Think about how many times you catch enemies off-guard and do point blank shots because of how fast you run and your double jump ability.
137 health can already instantly kill the following:
(keep in mind everyone shot with this thing unless they're a heavy or soldier, still only have about 50 health left from this.)
Engineers without the Gunslinger
Medics
Spies without Conniver Bonus
Snipers without Darwin's Danger Shield
Enemy Scouts
You may think "It's not big deal, right?" Well there's no firing speed debuff on the shotgun anyway, so finishing the enemy off with that 1 more pellet is REALLY easy, if you get the first shot right. It would only take about an extra second because knockback wouldn't make it harder to aim, because it doesn't exist on the stats. If you miss both of your shots, you're pretty much screwed nonetheless with that 35% reduced reload speed.
In conclusion, or TL;DR, your first stat already has more rng, as if the shotguns didn't have enough, penetration can be a ♥♥♥♥♥ if the heavy and medic are staying close together, literal 2 birds with one stone if you switch to your pistol quick enough once you've point-blanked both your shots with the heavy and medic.
Your second suggestion wants more attack damage, when almost every other shotgun doesn't have extra damage. Imagine using a crit-a-cola with your second suggestion. Already more than 137 damage you can deal without being point blank. Not to mention invcincibility. Seems way too easy to kill enemy pairs or even a small crowd of them if you reload during your invincibility and hide. 10% increased damage on yourself isn't really anything scary.
Your stats have way too many stats as well: this isn't a gunslinger or game changing weapon. It's a scattergun. Choose your stat boosts and reductions very carefully while introducing a whole-new playstyle for scout (or make one easier)