Team Fortress 2

Team Fortress 2

The Fat Tommy
~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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Se afișează 1-15 din 335 comentarii
+ 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?
Editat ultima dată de Testsubject276; 25 apr. 2022 la 21:30
Postat inițial de 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.
Editat ultima dată de mishael1; 20 iul. 2016 la 8:59
Postat inițial de mishael1:
Postat inițial de 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.
Postat inițial de Testsubject276:
Postat inițial de 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 iul. 2016 la 9:18 
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.
Editat ultima dată de Pyrite; 20 iul. 2016 la 9:18
Postat inițial de 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.
Since its based on an smg:
PROS:
+20%firespeed
+20 mag size
CONS
-50% reload speed
-10% damage
+50% fire rate
-90% Blast radius
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*
Editat ultima dată de Dèlila (out of practice); 20 iul. 2016 la 10:03
tf2player (Interzis) 20 iul. 2016 la 9:56 
Postat inițial de 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
Postat inițial de flump:
Postat inițial de 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.
Editat ultima dată de Dèlila (out of practice); 20 iul. 2016 la 9:59
Postat inițial de 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.
Postat inițial de mishael1:
Postat inițial de 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?
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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