Team Fortress 2

Team Fortress 2

Airburst Rifle
tdogredman 13 Sep, 2016 @ 11:56pm
It's unlikely, but the mechanics you list in the description would be great.
A unique new weapon with a high skill cap. I'd like that. Sticky and then shoot mid air. To balance this mechanic the rifle shot would have to be a single shot hitscan. But then there's the issue with reloading and firing. How do you fire both? How do you reload both? Right click? Left click? R?
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Showing 1-15 of 30 comments
Stevos 14 Sep, 2016 @ 1:43am 
well it could just be that a sticky or bullet shot both draw from the uhh "clip" so if you have a clip of say 4 thats either 4 bullets or 4 stickies or half n half and maybe set detonate to scroll wheel click?
Jessu 14 Sep, 2016 @ 4:44am 
or maybe infinite bullets?
tdogredman 14 Sep, 2016 @ 6:40am 
Originally posted by kraZy:
or maybe infinite bullets?
I like that. Bullets could be on a cooldown, stickes limited ammo
Or you can't shot targets while they aren't flying.
I have an idea. Right/Middle click will shoot the sticky, right click will detonate ones that are stuck and not mid-air and left click will fire, which will detonate ones in the air, but not stuck ones. The clip max increased by x3 and reload by x1.5. Reload ammo would be the stickys and clip will be bullets. So stats:

Clip ammo +200%
Reload ammo +50%
Airborne explosion radius/damage +15%
Bullet damage -35%
Stuck explosion radius/damage -15%

It will display how to use the launcher in the info box.

And tip: For a greater chance of this weapon becoming a reality, make other weapons with advanced techniques and stats for other classes. ex: Medic, Sniper, Spy, Heavy or Pyro.
ex 2: Heavy: Brain Flux/Heart Stopper/Whatever: Faster firing and spin-up speed, decreased damage. Right click fires faster, uses less ammo but is less accurate. Left click deals less damage and is slower, but is more accurate.
MrComp 14 Sep, 2016 @ 12:10pm 
Here's my idea.
+shoots and reloads 20% faster.
+deals critical hits on airtargets.

-only has 2 stickies.
-Stickies die 1 sec after they hit the ground.

Not really my final option, but it would be cool to see demo's find a way to fling enemies into the air to take them out with this afterwards.
A direct hit-ish weapon for demoman?
Last edited by MrComp; 14 Sep, 2016 @ 12:11pm
You could simply remove the "bullet" attribute and give it more of a laser pointer to activate detonation. That way, changes to the weapon's design, I.E. the barrel, could easily be changed. Left click to fire, right click (Hold) to activate laser, R to reload.

I would post some stats, but i'm not gonna be one of those people. I don't work for valve nor do custom weapons. Also because this isn't the place to post the stats lol. (had to get this off my chest because i really hate when people (kids), post stats as if weapons would seriously get added in.
There is a minor problem with this weapon, and that is with sticky jumping with this thing.
Of course, though, there's the Scottish Resistance, which is a pain to stickyjump with, so my argument is sorta invalid. :P
Derringer 14 Sep, 2016 @ 2:41pm 
this is a fun concept, however, i think the bullets should do no damage to players and the stickies should act like the loch and load to balance it out a bit. On the bright side this weapon would have double damage to that of the sticky bomb launcher, the bullets themselves would be infinite but you would only be able to carry 10 +1 stickies.
Umik 14 Sep, 2016 @ 5:10pm 
I think the sticky could be on cooldown as an alt-fire and M1 would shoot the main gun.
Lucky4449 14 Sep, 2016 @ 5:12pm 
If Valve decided to add it in the game, they'd come up with a solution.
Qayn 14 Sep, 2016 @ 8:59pm 
Valve implementing something new that takes skill and than fixing it?


Lol, I doubt it.

This looks like a fun gun though, instead of the ones that are exactly like eachother.
maildropfolder 14 Sep, 2016 @ 10:11pm 
You could just make it so that the only way to explode the stickies is by shooting them, perhaps even if shot by enemies. that way, m1 is shoot rifle, m2 is charge/shoot sticky.

Awesome item BTW.
Last edited by maildropfolder; 14 Sep, 2016 @ 10:12pm
Dewa 15 Sep, 2016 @ 1:30am 
Originally posted by Umik:
I think the sticky could be on cooldown as an alt-fire and M1 would shoot the main gun.

exactly my thought
me & u 15 Sep, 2016 @ 5:30am 
Here's my suggestion:

Given that this item is intended to shoot hitscan and sticky bombs (which is a nice concept for Demoman), I would suggest that:

+Fires a (hitscan) round that penetrates enemies. (Using +attack to fire)

+Penetrates 2 enemies. (The first and the second enemy that is.)

+30% damage to buildings.

+20% damage to enemies.

+Fires a stickybomb that can be shot by your team and yourself to explode. (Using +attack2 to fire)

The concept here is to make the rifle's stickybombs like the MIRV pumpkin bomb(s) from Scream Fortress, and the rifle itself like the Machina/Penetration Upgrade from MVM.
Now, the balances:

-Stickybomb requires (8 - 6) second recharge time.

-7 stickybombs out.

-88% clip size. (Basically, the Demoman has only a single shot in his rifle.)

-60% more self damage.

Demoman loses his mobility and firing speed for more damage for 1 person and building, making his playstyle more of the "Sniper Demoman" than the normal "Area-Denial Demoman".
It makes it easy for the Demoman to pick building off from afar, making the Engineer feel pressured.

Please do take my suggestions, this is not a bad suggested item statistic.

Edit 1; added missing argument parse.
Last edited by me & u; 15 Sep, 2016 @ 5:31am
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