Team Fortress 2

Team Fortress 2

The Crash Course
The Usual Stat Screw
See what I did there?
I replaced thread with screw, because it's a metal weapon, and screws are like thread, but for machines...

It's funnier if I don't have to explain it.
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Showing 1-15 of 42 comments
+15% damage bonus on direct hits
+50% clip size
20% slower firing speed
-25% shorter charge duration on wearer
Originally posted by Das_Terminatör:
It looks like a loose cannon, it's a loose cannon. No stats, reskin
Boo! Boring!
mishael1 17 Mar, 2016 @ 3:31pm 
Please avoid using more than 5 stats, it never works

Kinda looks like it shoots larger bombs slower? Probably not both.
+25% damage
-25% clip size


The simpler things are, the better
Cossack 17 Mar, 2016 @ 5:55pm 
35% larger blast radius
20% slower shot speed
2 shots in a clip
50% damage penalty on direct hit
50% more damage on indirect hits
15%less bounce and roll

or iron bomber reskin
Tester 17 Mar, 2016 @ 8:29pm 
Originally posted by mishael1:
Please avoid using more than 5 stats, it never works

Kinda looks like it shoots larger bombs slower? Probably not both.


Actually, the holes of the pipes look like they have about the same diameter as the grenade launcher from the back in the second and third images. One thing to note is that it has 6 pipes like the stock grenade launcher, which ever since TF2 got out of beta has had a clip size of 4. My rationalization is that the stock grenade launcher is good ol' Mann Co quality and 2 of the pipes are to narrow to hold grenades due to a faulty design. So unless we apply that here, we'd get something like this:

+ +50% clip size
+ 30% less self damage while blast jumping (from this or secondary) while active
+/- Base damage is always 70 (as oppossed to 100 on direct hit and 50 to 80 from splash. This also means less self damage from grenade jumping)
- 13% slower move speed on wearer

Since this is called the Crash Course, I thought it would help sticky jumping by decreasing the blast jumping self damage while this wep is active and forcing the user to jump more by making Demo have just as slow a movespeed as Soldier.
QuaZaaR 18 Mar, 2016 @ 1:43am 
Originally posted by GrandSlamHamStack:
+25% damage
-25% clip size


The simpler things are, the better
the old loch 'n' load minus the faster projectile
Rimzell 18 Mar, 2016 @ 4:31am 
+25% damage to buildings
+20% blast radius

-75% clip size (one grenade)
-10% slower firing speed
Cee 18 Mar, 2016 @ 7:21am 
+50% more knockback
Self-push-force is affected when shot
Galgose 18 Mar, 2016 @ 9:26am 
Here are my stats!

+25% bigger explosion radius upon a NON direct hit

+15% damage done to players upon a NON direct hit

+10 firing speed

-35% slower reloading speed

-15% slower projectile speed

-Has a 10% smaller explosion radius to upon a direct hit

-Has a 20% damage penalty to players upon a direct hit

-15% damage penalty to buildings

The meta
The meta of this weapon would fit best if it would be used to take out groups of players and clean out rooms of enemies but to be much more less effective against direct hits.
I would like to know this: Does it have custom grenades?
Sparroh 18 Mar, 2016 @ 7:04pm 
This weapon is part of Iron Gauntlet, which means I would try to base the stats of MvM but in a way that's balenced for pub/comp play as well (Like the rescue ranger) I was thinking something like this:

+20% blast radius

For damaging groups of robots

+15% damage against targets currently being healed by a medic

This is the one weird stat I like to throw in. The being healed by med could be replaced with overhealed target I guess but I mostly made this so that the demo could attack the giant and use the blast radius to damage the medics as well and still do full damage to the giant.

-15% movement speed on wearer

This is what would deter it from pub play. Moving slower as demo is not what someone would want. The point for this weapon is to hold down a single position which is basically what you are doing in MvM anyway. This doesn't make it useless in pubs though. Just a bit of a downside.

-15% grenade speed

Another strange stat but I wanted to downgrade it a bit more. My thoughts are that if the enemy is coming to you, the reduced speed means nothing because they will run into it. Plus, in MvM, you don't need to worry about a robot dodging the pill. In pubs, you do need to worry about that. I'm just afraid that the 'damage against targets being healed by a medic' would be somewhat powerful and so I want to give it downsides that don't hurt MvM but do hurt pubs.

Overall, I designed it in a way that is built for defending against hoards attacking while the demo holds down a single position. Designed for MvM, but not entirely useless in pubs. Also, the percentage numbers aren't final, they are just an approximate guess.

This is assuming the weapon has it's own stats, I would still like it if it was a reskin <3
nosreve 19 Mar, 2016 @ 2:17pm 
If it was up to me, I'd keep it simple(ish). The weapon looks like it's got alot of power, so I'd go with a large blast radius of 40%.

But the weapon deals -35% damage. This is good for weakening large groups of enemies, whether Man or Robot. Which means that when enemies are huddled, like on Payloads it would be incredibly useful.

I think 2 grenades per reload is fair, as it it heavyweight and is a much bigger grenade.

And finally, an increased weapon firing speed of 15%. This would mean your enemies wouldn't have time to flee before the projectile hits them.

Anyway, those are my thoughts, and I really hope this gets introduced. We need some more grenade launchers, and it would also be cool to see it as a sticky bomb launcher.
Proxy-senpai 19 Mar, 2016 @ 8:44pm 
It looks larger and has an antena. I say:
Grenades have less bounce but roll like the the balls from the Loose Cannon.
The player can guide the direction the balls roll using the crosshair.
Wonder 20 Mar, 2016 @ 1:05pm 
hmmm........

On direct hit: Target is stunned for 1 second
+25% clip size

-50% damage on direct hits
-20% firing speed
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