Team Fortress 2

Team Fortress 2

Thunderbuss
 This topic has been pinned, so it's probably important
Item Stats
+20% damage
Builds up a 'Pirate' meter through damage. when activated minicrits
-30% accuracy penalty
made this like 3 years ago
had no idea what i was doing
Last edited by Molly Percocet; 28 Sep, 2019 @ 7:12am
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Showing 1-15 of 239 comments
Weapon spread decreases with distance
100% mini crit chance when airborn
Shots fade off after a certain distance
-34% clip size
-15% bullets per shot
No random critical hits

*Not sure about the hammer unit where shots will fade, but I'm thinking about shortly after weapon spread on the Scattergun maxs out*
*Airborn mini crits are only dealt upon a double jump*
Last edited by Dèlila (out of practice); 15 Apr, 2016 @ 11:47am
Originally posted by ODOG125:
+20% damage penalty
+35% bullet spread
builds up a 'Pirate' meter through damage. when activated +10% more damage penalty
-30% accureccy
I'm going to clean these stats up for you a bit because I can only guess this is what you were trying to say:
Builds a "Pirate" meter upon dealing damage
When activated: "Pirate" meter grants a 10% damge bonus
-20% damge penalty
-30% less accurate
+35% bullet spread

If this is accurate, I'd suggest making the pirate damage bous 30% to make up for the inital damage penalty and then grant an extra 10% damage bonus
Mechanical Kiwi 13 Apr, 2016 @ 5:29pm 
Builds a "Pirate" meter upon dealing damage
When activated: +20% damage bonus
+30% bullet spread
+20% damage in close combat situations
-25% accurate
-67% clip size
-10% moving speed when active
-10% reloading speed
-Can get ammo just by crouching (Pirates would put anything into their guns such as rocks and glass)
Wolven 13 Apr, 2016 @ 5:30pm 
Originally posted by ODOG125:
+20% damage penalty
+35% bullet spread
builds up a 'Pirate' meter through damage. when activated +10% more damage penalty
-30% accureccy

Did you mean?:

Positive:
+20% Damage Bonus
-35% Weapon Spread
Negative:
-30% Accuracy
Builds up "Pirate" Meter with damage. When activated, enables a 30% damage bonus for 10 seconds

Because by your stats, that's practically shooting yourself in the foot.
ItsHipsterNoah 13 Apr, 2016 @ 10:27pm 
Positive attributes:

+20% damage bonus
+15% accuracy

Negative attributes:

-67% clip size
-10% slower firing speed

Bonus attribute:

Damage fills a "Yaaargh!" meter. Upon activation, damage & accuracy is increased by 10%.

Description:

Make your enemies "walk the plank" with this classic weapon of the seven high seas!

Notes:

Creating weapon stats is all about balance. If the player can output more damage, then you need to decrease how much damage a player can output at any given time. By increasing damage, you need to decrease the clip size and firing speed, so players don't go on constant killing sprees, doing incredible damage at close range.
Last edited by ItsHipsterNoah; 13 Apr, 2016 @ 10:29pm
Originally posted by Miami Nights:
Positive attributes:

+20% damage bonus
+15% accuracy

Negative attributes:

-67% clip size
-10% slower firing speed

Bonus attribute:

Damage fills a "Yaaargh!" meter. Upon activation, damage & accuracy is increased by 10%.

Description:

Make your enemies "walk the plank" with this classic weapon of the seven high seas!

Notes:

Creating weapon stats is all about balance. If the player can output more damage, then you need to decrease how much damage a player can output at any given time. By increasing damage, you need to decrease the clip size and firing speed, so players don't go on constant killing sprees, doing incredible damage at close range.

uuuh, giving a blunderbuss an accuracy increase doesnt really make much sense tbh, just look at the barrel
ReVolt 14 Apr, 2016 @ 2:03am 
Blunderbuss
Scout Primary
+20% more bullets per shot
+30% firing speed
+20% reload speed
+Deals mini crits to players with less than 50 health
+Deal crits if enemy is above 400 health
+Gain a 40 max health increase for 10 seconds upon melee kill
-30% less accurate
-Recoils aim upwards per shot
-Projectiles slows down wearer by 20% for 3 seconds
-33% clip size
-50% secondary ammo
You recieve 50% more knockback from all scources

A risky gun. The firing power is massive compared to all other scout guns, that is balanced out with the accuracy and recoil penalty. These stats stop scouts from going to aggressive with the gun. This gun is great for lowering down overhealed heavies or to finish people off from low health. Even if scouts do become aggressive they can't go for long as the secondary ammo is lowered by a half. The knockback is to push the scout off if he is too close or it can be a handy escape mechanism as the extra push can help. Finally the extra 40 health per melee kill helps the scout's longetivity for a short amount of time.
Fluid 14 Apr, 2016 @ 5:28am 
Trying to give the weapon any more then 4 stats is just a bad idea guys.

Also any 'meter' ideas make me cringe so hard because we don't need anymore of these 'gimmick' weapons, I want this to actually be a sidegrade to the stock, not some gimmick weapon that requires a new playstyle.
Mechanical Kiwi 14 Apr, 2016 @ 5:44am 
You make a good point about the charge meter.

Originally posted by Fancy Flaming 3D Shade Guy:
Trying to give the weapon any more then 4 stats is just a bad idea guys.

Also any 'meter' ideas make me cringe so hard because we don't need anymore of these 'gimmick' weapons, I want this to actually be a sidegrade to the stock, not some gimmick weapon that requires a new playstyle.
Fluid 14 Apr, 2016 @ 5:56am 
Originally posted by Trump Face:
Blunderbuss
Scout Primary
+20% more bullets per shot
+30% firing speed
+20% reload speed
+Deals mini crits to players with less than 50 health
+Deal crits if enemy is above 400 health
+Gain a 40 max health increase for 10 seconds upon melee kill
-30% less accurate
-Recoils aim upwards per shot
-Projectiles slows down wearer by 20% for 3 seconds
-33% clip size
-50% secondary ammo
You recieve 50% more knockback from all scources

A risky gun. The firing power is massive compared to all other scout guns, that is balanced out with the accuracy and recoil penalty. These stats stop scouts from going to aggressive with the gun. This gun is great for lowering down overhealed heavies or to finish people off from low health. Even if scouts do become aggressive they can't go for long as the secondary ammo is lowered by a half. The knockback is to push the scout off if he is too close or it can be a handy escape mechanism as the extra push can help. Finally the extra 40 health per melee kill helps the scout's longetivity for a short amount of time.
I highly doubt those are actual stats and you just made that for your benefit lol.
CrisWithoutH 14 Apr, 2016 @ 7:50am 
30% slower reload speed
-84% clip size (if I count correctly, that's one shell per clip)
15% less pellets per shot
Each kill increases the amount of pellets per shot (Similar to Eyelander buff), starting with 5% more pellets on first kill up to 30% more pellets on sixth kill.
15% extra pellets (30% of buff minus 15% of debuff) would make each shot more powerful than the standard scattergun, allowing to kill 125hp classes in one hit. However, getting these 6 kills would take a bit of skill. Also, slower reload speed would make it extremely difficult to kill tougher classes, as reloading this long in front of a revved up Heavy may be a bad idea.
The Banana King 14 Apr, 2016 @ 8:07am 
The Thunderbuss
Level -- Blunderbuss

(-) -80% Clip Size (one shot per clip)
(-) -20% Slower Firing Speed
(-) -20% Less Accurate
(-) No Random Critical Hits

(+) +20% Damage Bonus
(+) +30% Bullets Per Shot
(+) +20% Max Primary Ammo
(+) Deals Minicrits on Nearby Enemies (max distance of 400 Hammer Units or approx. 25 feet)

For an explanation as to why it only has one shot per clip and why it deals more damage at close range, this is a Blunderbuss. Blunderbusses were muzzle loaders, which meant one bullet per shot. On top of that, these guns had horrible accuracy. They're where the phrase, "Don't shoot until you see the whites of their eyes," comes from.

Also, this gun would be built for the scouts who chase after weakened opponents and end their pathetic lives. Since it has a slower firing speed and only one ammo per clip, it's not really built for the super offensive scout.

Lupus Deluna 14 Apr, 2016 @ 11:24am 
cool, here my idea

Pressing [Reload] adds one charge to you next shot, up to a maximum or 3 charges: each charge uses 1 primary ammo, adds +20% pellets per shot and 10% greater pellet spread.

+20% faster reload speed

-25% Damage at Mid and Long ranges

-83% clip size
Fluid 14 Apr, 2016 @ 11:55am 
Originally posted by Lupus Deluna:
cool, here my idea

Pressing [Reload] adds one charge to you next shot, up to a maximum or 3 charges: each charge uses 1 primary ammo, adds +20% pellets per shot and 10% greater pellet spread.

+20% faster reload speed

-25% Damage at Mid and Long ranges

-83% clip size
That is overpowered regardless.

Also, assaulttron head/laser musket from fallout 4 much? lol. this is a blunderbuss, not a musket.
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