Team Fortress 2

Team Fortress 2

The Trench Chopper
mishael1 20 Jul, 2016 @ 8:23am
~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 145 comments
brems 20 Jul, 2016 @ 8:35am 
Weapon can "charge" attacks
-Charged attacks always mini-crit and stun enemy for 2 seconds
-15% attack speed
-10% damage
Last edited by brems; 20 Jul, 2016 @ 8:35am
CV35W 20 Jul, 2016 @ 8:43am 
-Bleed on hit for 5 seconds
-Mini-crits on bleeding enemies
-10% attack speed
-No random critical hits
Pyrite 20 Jul, 2016 @ 8:56am 
-This weapon has a shorter attack range.
+Bleed on hit for 3 seconds.
+Hitting an emeny who is already bleeding will increase the bleed damage by 1 and add 0.5 seconds to his bleed time.
+10% attack speed.

you can imagine how hard it will be to hit an enemy with shorter attack range, thats why you can attack faster. You dont stand a chance to a demo knight since he will have a longer attack range. The bleeding is for helping kill the enemy.
Last edited by Pyrite; 20 Jul, 2016 @ 8:57am
mishael1 20 Jul, 2016 @ 9:03am 
Any ideas that aren't bleed/meleeing the enemy down? Sure, those can work, but to me this seems pike a demoman, not demoknight, weapon. Obviously, if the weapon caries a utility or passive ability, the con has to be not to the meleeing ability for it to be balanced.
Pyrite 20 Jul, 2016 @ 9:11am 
I have more stats. I can't stop thinking of stats.

While weapon is active:

-15% attack speed
+When you strike an enemy, your "blood thirsty" bar will fill slowly. When the bar is half full, you will regain your normal attack speed and gain +5% damage invulnrability to ranged attacks. When the bar is full, you will gain +15% attack speed and +10% damage invulnrability to ranged attacks. You will need to strike an enemy 6 times to fill the bar.
-When an enemy melees you, the bar will go down by 1.
+10% damage vulnrability to melee attacks.

This item would be great if you want to escape a fight, as long as you have your bar full, for you will take less damage from ranged attacks. just make sure there isn't a demoknight around.
mishael1 20 Jul, 2016 @ 9:13am 
Originally posted by Tiny Berd:
I have more stats. I can't stop thinking of stats.

While weapon is active:

-15% attack speed
+When you strike an enemy, your "blood thirsty" bar will fill slowly. When the bar is half full, you will regain your normal attack speed and gain +5% damage invulnrability to ranged attacks. When the bar is full, you will gain +15% attack speed and +10% damage invulnrability to ranged attacks. You will need to strike an enemy 6 times to fill the bar.
-When an enemy melees you, the bar will go down by 1.
+10% damage vulnrability to melee attacks.

This item would be great if you want to escape a fight, as long as you have your bar full, for you will take less damage from ranged attacks. just make sure there isn't a demoknight around.
Sounds like an overcomplex design for a concept that could potentially work out. Do you have ideas as to how to streamline that?
Deal damage to build a "HIGHLANDER" meter
Upon activation: +50% faster melee attack speed and +25% faster movement speed
When meter is activated, you can only use melee
-35% damage penalty
-20% slower firing speed

*Meter takes 450 damage to fill*
*Meter can be filled using any weapon*
*Meter is activated by pressing reload with melee weapon out*
Dooms 20 Jul, 2016 @ 10:07am 
stats: when you're using this weapon your speed increase until you change weapon
+ Speed to unsheathe the weapon
while duller players meter increases and the right you click mini active critical for 8 seconds
- 30 penalty damage
Tabby3456 20 Jul, 2016 @ 10:08am 
20% fire rate
-20% damage
(does origonal melle wep damage upon backstab)
Last edited by Tabby3456; 20 Jul, 2016 @ 10:08am
FuriHD 20 Jul, 2016 @ 11:00am 
-No random crits
dave miller 20 Jul, 2016 @ 11:35am 
Originally posted by Tabby 542:
20% fire rate
-20% damage
(does origonal melle wep damage upon backstab)
Backstab? BACKSTAB? Did You Even Look At What Class This Weapon Is For?
Last edited by dave miller; 20 Jul, 2016 @ 11:35am
Agent Ulgrin 20 Jul, 2016 @ 11:53am 
Originally posted by mishael1:
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.

+75% crit chance when health is 25% or lower

-75% crit chance when health is 25% or higher

Basically shahanshah for demo.
mishael1 20 Jul, 2016 @ 11:59am 
Originally posted by Dat Cat:

+75% crit chance when health is 25% or lower

-75% crit chance when health is 25% or higher

Basically shahanshah for demo.
I don't think you get the difference between crits and damaage difference. Also, why reply to the OP?
Agent Ulgrin 20 Jul, 2016 @ 12:02pm 
Originally posted by mishael1:
Originally posted by Dat Cat:

+75% crit chance when health is 25% or lower

-75% crit chance when health is 25% or higher

Basically shahanshah for demo.
I don't think you get the difference between crits and damaage difference. Also, why reply to the OP?

Dunno,it's a habit. And I do know the difference.
A edited shahanshah for demo.
Last edited by Agent Ulgrin; 20 Jul, 2016 @ 12:02pm
mishael1 20 Jul, 2016 @ 12:14pm 
Originally posted by Dat Cat:
Originally posted by mishael1:
I don't think you get the difference between crits and damaage difference. Also, why reply to the OP?

Dunno,it's a habit. And I do know the difference.
A edited shahanshah for demo.
Random crit m as manipwation don't amount to prpper weapon stats though.
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