Team Fortress 2

Team Fortress 2

The Land Miner
The Land Miner Ideas
So since in the description it says " It has a land mine on it. "
I came up with this idea...

Explosion on hit (one use) and Explosion does 30 damage to self.
+25% Hitting Speed
-15% Damage
-5% Switching Speed

Try to make the ideas fair and balanced...
Last edited by EeveeRealSenpai; 15 Aug, 2016 @ 6:41pm
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Showing 1-15 of 38 comments
Nerfit 17 Aug, 2016 @ 12:57pm 
what about same stats of caber to this pyro melee?
EeveeRealSenpai 17 Aug, 2016 @ 1:33pm 
Originally posted by Tio Jeff:
what about same stats of caber to this pyro melee?
not as creative...
im trying to make it not a reskin of something
iʟoonio 20 Aug, 2016 @ 8:24am 
How about this:

Explosion on hit, explosion does 20 damage to self
-40% damage

EeveeRealSenpai 20 Aug, 2016 @ 1:32pm 
Originally posted by Iʟo◎nio:
How about this:

Explosion on hit, explosion does 20 damage to self
-40% damage
The minus -40% damage part is what makes it not worth it :P
Alpha Omega42 22 Aug, 2016 @ 2:44am 
+altfire : Triggers the mine, and explodes on next hit (deals 35 additional damages,
|____ (like the caber) -> can also deal 30 damages to the player)
+deals damages depending on the enemy's speed (Faster = less dmg, Slower = more dmg
|____-> from -25% smg [scout speed and over] damages to +30% smg [hoovy speed])
-10% switch speed
-No random crits because why not?

In real life, if you're fast enought after stepping on a mine, you'll survive (minus 1 leg)
But if you're slow, well, guess what...

This weapon has no strategies or combos, is it bad? maybe not
for once, IT'S TO YOU to swing your weapon at the right moment. no free crits, melee only
And anyway, who's got a good strategy to avoid landmines? i want to know it.

After triggering the mine, hitting a wall or a player will make it explode, just like the caber, in fact
jarvan the 4th 27 Aug, 2016 @ 4:50am 
hit on ground: place landmine that will explode if enemies walk on it

can place another landmine 20 seconds after the first landmine has been placed

increased melee range so that players can hit ground while standing and not crouching

-25% damage to players

-10% swing speed

no random crits
EeveeRealSenpai 27 Aug, 2016 @ 8:14am 
Originally posted by sparky:
hit on ground: place landmine that will explode if enemies walk on it

can place another landmine 20 seconds after the first landmine has been placed

increased melee range so that players can hit ground while standing and not crouching

-25% damage to players

-10% swing speed

no random crits
That actually seems good. :steamhappy:
jarvan the 4th 27 Aug, 2016 @ 8:54pm 
Originally posted by ๖ۣۜEevee ๖RealSenpai ♥:
Originally posted by sparky:
hit on ground: place landmine that will explode if enemies walk on it

can place another landmine 20 seconds after the first landmine has been placed

increased melee range so that players can hit ground while standing and not crouching

-25% damage to players

-10% swing speed

no random crits
That actually seems good. :steamhappy:


thanks :3
Twisted Lemon 8 Sep, 2016 @ 5:35am 
Originally posted by ๖ۣۜEevee ๖RealSenpai ♥:

Explosion on hit (one use) and Explosion does 30 damage to self.
+25% Hitting Speed
-15% Damage
-5% Switching Speed



The explosion-on-hit fits with the weapon design, though the mine should recharge or should be replaceable by picking up ammo, though even then it seems like it would be a rip-off of the Caber, which itself is pretty useless.

Swings faster but does less damage, so 55 damage every 0.6 seconds as oppsed to 65 damage evert 0.8 seconds (stock bottle). Bland and uninteresting bonuses.

And 5% slower weapon switch speed? That's a pointless and irrelevent downside that would do literally nothing; base switch speed is 0.5 sec, so with this it would be 0.525, which is no difference at all.
Last edited by Twisted Lemon; 8 Sep, 2016 @ 5:37am
EeveeRealSenpai 8 Sep, 2016 @ 12:41pm 
Originally posted by Twisted Lemon:
Originally posted by ๖ۣۜEevee ๖RealSenpai ♥:

Explosion on hit (one use) and Explosion does 30 damage to self.
+25% Hitting Speed
-15% Damage
-5% Switching Speed



The explosion-on-hit fits with the weapon design, though the mine should recharge or should be replaceable by picking up ammo, though even then it seems like it would be a rip-off of the Caber, which itself is pretty useless.

Swings faster but does less damage, so 55 damage every 0.6 seconds as oppsed to 65 damage evert 0.8 seconds (stock bottle). Bland and uninteresting bonuses.

And 5% slower weapon switch speed? That's a pointless and irrelevent downside that would do literally nothing; base switch speed is 0.5 sec, so with this it would be 0.525, which is no difference at all.
Good point.
Alpha Omega42 9 Sep, 2016 @ 8:30am 
Off topic question : should i quit making stats? things are made are ignored or rated terrible...

Feels bad...
Twisted Lemon 9 Sep, 2016 @ 8:51am 
Originally posted by ░▒⌹divide_two⌹▒░:
Off topic question : should i quit making stats? things are made are ignored or rated terrible...

Feels bad...

Posting stats is great, just make sure what you suggest is balanced and not just a mish-mash of random stats or bland/pointless stats. There are a lot of stupid suggestions that get posted on every workshop item.
Alpha Omega42 10 Sep, 2016 @ 2:31am 
Originally posted by Twisted Lemon:
Originally posted by ░▒⌹divide_two⌹▒░:
Off topic question : should i quit making stats? things are made are ignored or rated terrible...

Feels bad...

Posting stats is great, just make sure what you suggest is balanced and not just a mish-mash of random stats or bland/pointless stats. There are a lot of stupid suggestions that get posted on every workshop item.

Erh
Usless?
I mean if you deal more damages on slower enemies, you'll have to think how to do it
Plus, using the extra explosion takes away your wep for some time

THAT AIN'T useless... that's just you didn't try to understand it
that's also why i've tried to explained how this weapon works

I mean, i've put efforts into this, i didn't just puke stats

and i would rather give up at this point...
jarvan the 4th 10 Sep, 2016 @ 4:14am 
Originally posted by ░▒⌹divide_two⌹▒░:
Originally posted by Twisted Lemon:

Posting stats is great, just make sure what you suggest is balanced and not just a mish-mash of random stats or bland/pointless stats. There are a lot of stupid suggestions that get posted on every workshop item.

Erh
Usless?
I mean if you deal more damages on slower enemies, you'll have to think how to do it
Plus, using the extra explosion takes away your wep for some time

THAT AIN'T useless... that's just you didn't try to understand it
that's also why i've tried to explained how this weapon works

I mean, i've put efforts into this, i didn't just puke stats

and i would rather give up at this point...



i like your stats but then you cant take away the wep since it will turn the player into civilian mode if the other weps dont have ammo. unlike the spycicle even if the revolver runs out of amma also you still have the sapper that cant disappear
Alpha Omega42 10 Sep, 2016 @ 4:25am 
Originally posted by miasma:
Originally posted by ░▒⌹divide_two⌹▒░:

Erh
Usless?
I mean if you deal more damages on slower enemies, you'll have to think how to do it
Plus, using the extra explosion takes away your wep for some time

THAT AIN'T useless... that's just you didn't try to understand it
that's also why i've tried to explained how this weapon works

I mean, i've put efforts into this, i didn't just puke stats

and i would rather give up at this point...



i like your stats but then you cant take away the wep since it will turn the player into civilian mode if the other weps dont have ammo. unlike the spycicle even if the revolver runs out of amma also you still have the sapper that cant disappear

when i meant unusuable, it's just that you can't swing it
sorry about not explaining that
Last edited by Alpha Omega42; 10 Sep, 2016 @ 4:25am
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