Team Fortress 2

Team Fortress 2

Airburst Rifle
Cee 14 Sep, 2016 @ 12:04pm
Stats for this baby
How to get started:

Use max 5 stats, more than 5 is unacceptable, less than 4 is always appreciated by everyone!
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Lets get started.

Charged stickybombs travel 50% farther
Mini-crits vs Airborne enemies (not on normal jumps)
-25% blast radius
20% more self-damage
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Showing 1-15 of 184 comments
Arctic 14 Sep, 2016 @ 12:14pm 
dont forget this thing can shoot bullets
Cee 14 Sep, 2016 @ 12:15pm 
Originally posted by Arctic:
dont forget this thing can shoot bullets
Oh my god.

Just, lets pretend this is a stixky launcher? Okay?
Dr. Martex 14 Sep, 2016 @ 12:15pm 
The Master Blaster
Lv. 5 sticky bomb-rifle hybrid
Primary fire fires a single, headshot capable hitscan bullet that detonates any of your stickies when you hit them with it
Alt fire fires a single sticky bomb with an obsurdly slow recharge before you can fire another one.
Headshots deal minicrits
Projectiles travel 50% farther
+25% faster projectile speed
On hit: bleed for 6 seconds
-88% max clip size
-88% mac stickybombs out at a time
No charge (Stickybomb charge for distance and damage)
No manual detonation
Opulence 14 Sep, 2016 @ 12:54pm 
Something along the lines of

Sticky:
Stickybombs break on impact with surfaace
minicrit airborne targets
Less explosion radius (like 20% ish maybe?)
Faster charge time (15%? or 20%?)


Bullets:
Less direct damage to players and buildings (insert number here %)
Ability to detonate airborne stickybombs on hit
Accuracy up ( insert number here %)

Other:
More charge on stickybombs deals more damage, but also move much faster
[upon hitting a player will break and deal bleed damage OR Will stick to player for a short amount of time.]

I know this is more than 5 but hey, i just wanted to put my thoughts out there, you decide what you like and or don't like.
Changing some stats from the previous replies to conform it to a specific playstyle.
+ = positive
- = negative
* = tip (a.k.a. a hidden stat that's neither positive nor negative)


Sticky:
Alt-Fire: Fires a sticky into the air faster than a normal sticky.
+ -40% lower charge time
+ *hidden* +5% blast radius (due to the fact that most of your stickies will be in mid-air)
+ Deals minicrits to airborne enemies by airblasts and enemy (your team's) attacks.
* Must wait 3 seconds to be able to fire another sticky
- Charging does not increase speed of sticky, only damage
- Uncharged stickies do 15% less damage

Bullet:
Fires a headshot-capable bullet which detonates any stickybombs within close proximity to it with a slow firing speed and slow reload speed.
+ Can headshot
+ 10 bullets per clip
- Headshots mini-crit
- -15% firing speed (from stock Stickybomb Launcher)
- -15% reload speed (but reloads its whole clip at once)

These stats might either be OP or UP. I'm not sure.
Last edited by Right in the bug-ular; 14 Sep, 2016 @ 1:24pm
LarsCykel 14 Sep, 2016 @ 2:00pm 
Let's add some stats!

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The Airburst Rifle:

Left click is a rifle shot with similar damage to the Heatmakers unscoped bodyshot. Right click shoots a stickybomb that's slightly larger than normal (so they're easier to shoot).

Has 6 shots in a clip and a 20% slower firing speed. It can shoot as many stickies as you'd like without reloading, the clip only counts for bullets. Reloads it's entire clip at once, with a 200% slower reload speed.

The Rifle part's firing speed, and the Launcher part's firing speed are independant off eachother. So you could shoot a sticky and detonate it straigth away. BUT you take 50% extra self-damage doing so.

Stickies cannot be charged, but will have a 25% faster projectile speed. No stickie arm time.

Stickies only detonate when shot with your rifle. If one sticky goes off, every sticky goes off. You can only have a maximum of 2 stickies out at once. Stickybombs fizzle after 4 seconds.
Grounded stickies have a 15% damage bonus.

Stickies detonated airbourne, will mini-crit and will have a 25% larger explosion radius. Grounded stickies will not.

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What do you guys think? Does it seem balanced enough?^^
Or a bit OP / UP? Let me know!
HoneyBee 14 Sep, 2016 @ 3:06pm 
Originally posted by Teem Peyote:
Something along the lines of

Sticky:
Stickybombs break on impact with surfaace
minicrit airborne targets
Less explosion radius (like 20% ish maybe?)
Faster charge time (15%? or 20%?)


Bullets:
Less direct damage to players and buildings (insert number here %)
Ability to detonate airborne stickybombs on hit
Accuracy up ( insert number here %)

Other:
More charge on stickybombs deals more damage, but also move much faster
[upon hitting a player will break and deal bleed damage OR Will stick to player for a short amount of time.]

I know this is more than 5 but hey, i just wanted to put my thoughts out there, you decide what you like and or don't like.
I absolutely love your idea of a minicrit on airborn targets, but I think the blast radius could be larger, since it seems that you would have to shoot the sticky, it would have to be more rewarding than stock, or quickiebomb launcher
sherif 14 Sep, 2016 @ 3:52pm 
+50% damage on rifle sticky combo
+Critical hits if fully charged sticky with rifle combo
-No access to primary weapon (This also means boots have no effect.)
-Stickies dissolve after 5 seconds
Last edited by sherif; 14 Sep, 2016 @ 3:56pm
sticky bombs have 30% weight (they cant fall as fast...)
bombs have -10% less damage while the bomb is on the ground
+25% damage while both you and the sticky bomb are in the air
-20% damage to self while in air
+20% damage to self while not in air
doing damage with fully charged bombs adds damage to your bombs
doing damage without fully charging resets damage back to normal state
Harpwing 14 Sep, 2016 @ 5:27pm 
Originally posted by Dr.Martex:
The Master Blaster
Lv. 5 sticky bomb-rifle hybrid
Primary fire fires a single, headshot capable hitscan bullet that detonates any of your stickies when you hit them with it
Alt fire fires a single sticky bomb with an obsurdly slow recharge before you can fire another one.
Headshots deal minicrits
stickies are 50% slower
SmugBoi 14 Sep, 2016 @ 6:15pm 
Bullet deals 50% of sticky bomb dmg against players

Airshot stickies deal 15% more dmg

Sticky bombs are 10% larger

Sticky bombs deal 25% less dmg when on the ground

Eh, i just took a creative approach on the gun and if similar stats were posted already disreguard these.:kumiko_cb1:
Last edited by SmugBoi; 14 Sep, 2016 @ 6:16pm
JurassicIan 14 Sep, 2016 @ 6:19pm 
Originally posted by Mochi Sandvich:
Projectiles travel 50% farther
+25% faster projectile speed
On hit: bleed for 6 seconds
-88% max clip size
-88% mac stickybombs out at a time
No charge (Stickybomb charge for distance and damage)
No manual detonation
Horrible for x10.
Kevin Malone 14 Sep, 2016 @ 6:24pm 
op af
Beef Stromboli 14 Sep, 2016 @ 8:55pm 
+30% Faster Projectile Speed
+40% Faster Charge Time
-25% Blast Damage
-30% smaller blast radius

Minicrit upon a fully charged, airborne sticky <--- Prevent minicrit sticky spam and promote the long distance fire
Last edited by Beef Stromboli; 14 Sep, 2016 @ 8:56pm
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