Team Fortress 2

Team Fortress 2

Tesla Shocker
My idea for Tesla Shocker
Tesla Shocker

Level X Electroshot Scattergun


Pros:
Does not use ammo. But you do cycle the lever to "reload" it.

Has six shots.

Alt fire is a charge that uses 2 shots minimum to make a Lightning ball to deactivate the Engineer machinery for 3 seconds and can minicrit in the aoe. Minimum charge for 3 second duration you can charge it all up for 9 seconds, whatever you think is needed.

Can do the Neon Annihilator thing the crits on wet players, but you can hurt yourself as well, so watch out and have a sidearm.


Cons:

Deals only 50 or 20% damage dealt to buildings. This means that against sentries you are better off with a Pistol as a backup weapon. And at the moment the Stock Pistol is the best one, because the Winger needs some ammo(from 5 shots to 8 shots) tweaks and the PBPP needs its damage vulnerability changed to damage decreased and the HP on hit turned to a HP on kill.

On full charge teh charge thing is disabled and needs to "cooldown" to use cahrged shots again. Would probably have the Sniper Rifle ding when it is ready to use the charged shot.

Increased charge does not increase minicrits to crits.


No random crits.


Note
This is a Utility weapon, the Lightning ball especially is good against sentry guns. And you have the crits on wet players but that is most situational. The selling point of this is giving Scout a way to do a 1v1 against engie without the sentries getting in the way.


Edit changed the alt fire charged shot to disable buildings from 2 to 3, and it still works the say way, 2 shots to charge can charge with more shots for longer time, and the added negative of the ability having a cooldown when you do a full charge.

Last edited by DrIvanRadosivic; 14 Jun, 2016 @ 12:02pm
< >
Showing 1-8 of 8 comments
looks good
DrIvanRadosivic 19 Apr, 2016 @ 4:05am 
Originally posted by deskapple19:
looks good


Thank you.

Waht do you think about the syenergy with the other Scout weapons?
PaNtzBoY 14 Jun, 2016 @ 11:52am 
What if when you charge up the energy ball it disables the engis buildings for 3 seconds? Just for like a bonus ( Plus when the the effect of the buildings are gone you have to wait 5-10 seconds so you can shoot or charge a energy ball again)
Last edited by PaNtzBoY; 14 Jun, 2016 @ 11:53am
DrIvanRadosivic 14 Jun, 2016 @ 11:57am 
Originally posted by Bradders03:
What if when you charge up the energy ball it disables the engis buildings for 3 seconds? Just for like a bonus ( Plus when the the effect of the buildings are gone you have to wait 5-10 seconds so you can shoot or charge a energy ball again)


Ah so instead of 2 seconds, 3 seconds of disabling per charged shot, but witha cooldown time of that effect?

Lets say that it literaly needds to cool down if you do a full charge, but you can still fire it though.
PaNtzBoY 14 Jun, 2016 @ 11:58am 
Originally posted by DrIvanRadosivic:
Originally posted by Bradders03:
What if when you charge up the energy ball it disables the engis buildings for 3 seconds? Just for like a bonus ( Plus when the the effect of the buildings are gone you have to wait 5-10 seconds so you can shoot or charge a energy ball again)


Ah so instead of 2 seconds, 3 seconds of disabling per charged shot, but witha cooldown time of that effect?

Lets say that it literaly needds to cool down if you do a full charge, but you can still fire it though.
Yeah that would probably be more simpler
DrIvanRadosivic 14 Jun, 2016 @ 11:58am 
Originally posted by Bradders03:
Originally posted by DrIvanRadosivic:


Ah so instead of 2 seconds, 3 seconds of disabling per charged shot, but witha cooldown time of that effect?

Lets say that it literaly needds to cool down if you do a full charge, but you can still fire it though.
Yeah that would probably be more simpler

Internet fistbump.
PaNtzBoY 14 Jun, 2016 @ 11:59am 
Hell yeah
DrIvanRadosivic 14 Jun, 2016 @ 12:05pm 
Increased the charged shot building disabled time from 2 seconds to 3 seconds, and added a cooldown mechanic for full charge, that disables teh charged shot ability, but has a ding sound when it is ready to be charged.
< >
Showing 1-8 of 8 comments
Per page: 1530 50