Team Fortress 2

Team Fortress 2

The Fat Tommy
mishael1 20 Jul, 2016 @ 8:22am
~Stats~
Stats go here.

Please avoid using more than 5 stats, it never works.

If possible, attempt to make as balanced and unique stat arrays as you can, easiest done by thinking of a core stat and working around it.

Best of luck.
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Showing 1-15 of 335 comments
Testsubject276 20 Jul, 2016 @ 8:35am 
+ 25% firing/reload speed

+ Fully charged shots will detonate on impact on enemy players.
(Only fully charged shots will do this, uncharged or partially charged shots will bounce off like normal stickies)

- Bombs will roll slowly, and not stick to surfaces, but can still be detonated remotely.
(Similar to the Grenade Launcher in the beta trailer)

- 20% damage penalty

This is the most i can think of, not sure if any of it's good. Opinions?
Last edited by Testsubject276; 25 Apr, 2022 @ 9:30pm
mishael1 20 Jul, 2016 @ 8:59am 
Originally posted by Testsubject276:
+ 25% firing/reload speed

+ Charged shots (and only charged shots) will detonate on impact of another players.

- Bombs will roll slowly (At dropped bowling ball speed), and not stick, but can still be detonated remotely. (Similar to the Grenade Launcher in the beta trailer)

- Some sort of damage penalty i'm still calculating

Still thinkin of stats atm but this is the most i can think of, not sure if any of it's good.
That sound like a great idea, if simplified. I don't think the damage and firing speed changed are at all necessary, like so:

Pros:
  • Shots charged 50% or higher detonate on impact with enemy players
Cons:
  • Bombs roll instead of stick
Hidden con- on impact detonation damage is capped at 110

Obviously, the con can be helpful, but generally you do lose the ability to make overhang traps.
Last edited by mishael1; 20 Jul, 2016 @ 8:59am
Testsubject276 20 Jul, 2016 @ 9:03am 
Originally posted by mishael1:
Originally posted by Testsubject276:
+ 25% firing/reload speed

+ Charged shots (and only charged shots) will detonate on impact of another players.

- Bombs will roll slowly (At dropped bowling ball speed), and not stick, but can still be detonated remotely. (Similar to the Grenade Launcher in the beta trailer)

- Some sort of damage penalty i'm still calculating

Still thinkin of stats atm but this is the most i can think of, not sure if any of it's good.
That sound like a great idea, if simplified. I don't think the damage and firing speed changed are at all necessary, like so:

Pros:
  • Shots charged 50% or higher detonate on impact with enemy players
Cons:
  • Bombs roll instead of stick
Hidden con- on impact detonation damage is capped at 110

Obviously, the con can be helpful, but generally you do lose the ability to make overhang traps.
But gain a weaker backup grenade launcher, i like your stats better. gg.
mishael1 20 Jul, 2016 @ 9:07am 
Originally posted by Testsubject276:
Originally posted by mishael1:
That sound like a great idea, if simplified. I don't think the damage and firing speed changed are at all necessary, like so:

Pros:
  • Shots charged 50% or higher detonate on impact with enemy players
Cons:
  • Bombs roll instead of stick
Hidden con- on impact detonation damage is capped at 110

Obviously, the con can be helpful, but generally you do lose the ability to make overhang traps.
But gain a weaker backup grenade launcher, i like your stats better. gg.
Thanks! It's all about the collaboration m8, I didn't "win", We won!
Pyrite 20 Jul, 2016 @ 9:18am 
Since it was called The "Fat" Tommy, I kept thinking of a stat that would make the demo slower.

While weapon is active:

-10% movement speed
+10% damage invulnrability to all sources
-15% firing speed
+15% damage bonus

Maybe not the greatest stats for a sticky bomb luancher though.
Last edited by Pyrite; 20 Jul, 2016 @ 9:18am
mishael1 20 Jul, 2016 @ 9:23am 
Originally posted by Tiny Berd:
Since it was called The "Fat" Tommy, I kept thinking of a stat that would make the demo slower.

While weapon is active:

-10% movement speed
+10% damage invulnrability to all sources
-15% firing speed
+15% damage bonus

Maybe not the greatest stats for a sticky bomb luancher though.
Yeah. Here is a general advice- think of a stat that could serve as a core for a weapon, which is usually either a unique stats (see above idea testsubject- rolling stickies)) or a high-percent and purposeful "normal" stat (see the direct hit), then you work around it. Sometimes there are exceptions, but you would still come up with fitting exceptions even while following said advice.
SalKokomo[Cheezy] 20 Jul, 2016 @ 9:31am 
Since its based on an smg:
PROS:
+20%firespeed
+20 mag size
CONS
-50% reload speed
-10% damage
Silverwind 20 Jul, 2016 @ 9:39am 
+50% fire rate
-90% Blast radius
mishael1 20 Jul, 2016 @ 9:45am 
Both the above do lack some extra something to make this truely unique. Also, silverwind, -90% blast radius makes the weapon trash as you won't hit anything.
Stickybobms can be attached to players
If an enemy touches a stickybomb that is grounded, it has a 25% chance to stick to them
-25% damage penalty
-20% blast radius
Only can have 6 stickies active at any time

*Stickybombs can only be removed via the resupply locker, the death of the Demoman, self inflicted damage, friendly (the enemy's team) bullets or friendly (the enemy team's) airblast*
Last edited by Dèlila (out of practice); 20 Jul, 2016 @ 10:03am
tf2player (Banned) 20 Jul, 2016 @ 9:56am 
Originally posted by Mochi Sandvich:
Stickybobms can be attached to players
If an enemy touches a stickybomb that is grounded, it will stick to them
-25% damage penalty
-20% blast radius
Only can have 6 stickies active at any time

*Stickybombs can only be removed via the resupply locker, the death of the Demoman, self inflicted damage, friendly (the enemy's team) bullets or friendly (the enemy team's) airblast*
can they be stuck to teammates as well? if so this'd be great and if so you could stick them to yourself as well and then do a double kamikaze with 8 stickies on you and the caber
Originally posted by flump:
Originally posted by Mochi Sandvich:
Stickybobms can be attached to players
If an enemy touches a stickybomb that is grounded, it will stick to them
-25% damage penalty
-20% blast radius
Only can have 6 stickies active at any time

*Stickybombs can only be removed via the resupply locker, the death of the Demoman, self inflicted damage, friendly (the enemy's team) bullets or friendly (the enemy team's) airblast*
can they be stuck to teammates as well? if so this'd be great and if so you could stick them to yourself as well and then do a double kamikaze with 8 stickies on you and the caber
You can stick them to yourself but that's it. Kind of a hidden downside. And you can only have 6 stickies active.
Last edited by Dèlila (out of practice); 20 Jul, 2016 @ 9:59am
mishael1 20 Jul, 2016 @ 9:59am 
Originally posted by Mochi Sandvich:
Stickybobms can be attached to players
If an enemy touches a stickybomb that is grounded, it will stick to them
-25% damage penalty
-20% blast radius
Only can have 6 stickies active at any time

*Stickybombs can only be removed via the resupply locker, the death of the Demoman, self inflicted damage, friendly (the enemy's team) bullets or friendly (the enemy team's) airblast*
That's OP due to stickybombs doubling as GLs, and broken due to trollers getting stickied and running to a teammate.
Originally posted by mishael1:
Originally posted by Mochi Sandvich:
Stickybobms can be attached to players
If an enemy touches a stickybomb that is grounded, it will stick to them
-25% damage penalty
-20% blast radius
Only can have 6 stickies active at any time

*Stickybombs can only be removed via the resupply locker, the death of the Demoman, self inflicted damage, friendly (the enemy's team) bullets or friendly (the enemy team's) airblast*
That's OP due to stickybombs doubling as GLs, and broken due to trollers getting stickied and running to a teammate.
GLs?
Ass exploder 20 Jul, 2016 @ 10:02am 
for me it looks like a machine gun, alright so

30% faster firing speed
15% more push force against ubercharged players
25% clip size


-Deals only 30 damage against overhealed and full health to enemies
-cant be krit boosted
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