Team Fortress 2

Team Fortress 2

Gutguster
jayjayjay1 10 Jul, 2014 @ 9:56am
Stats
- No fire or afterburn

+ can suck projectiles with air blast and collect them
+ sucked projectiles can be shot
+ sucked projectiles have minicrits and arrows are set on fire
+ no air-blast cost (no ammo)

Change between projectile types with MOUSE3



Can be sucked:
- Grenades
- Rockets
- Sticky bombs (cannot be shot)
- Syringes
- Arrows
- scout baseballs
- mad milk
- jarate
- ...
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Showing 1-15 of 35 comments
MellyHeals+ 18 Nov, 2014 @ 10:45am 
Awesome !
SpankTheDank777 24 Nov, 2014 @ 10:45am 
i literaly made this exact same iteam idea a while ago and never got to it... even the same ♥♥♥♥♥♥♥ stats.... dude.... thank you <3
SpankTheDank777 24 Nov, 2014 @ 10:47am 
btw the iteam is really op if anything no mini crits and no fire and no fire otherwize you are a walking tank
SpankTheDank777 24 Nov, 2014 @ 11:26am 
ok here is a good set Down sides: -25% damage -15% more damage taken by bullets -no fire -no mini crits from reflected shots -maximum of 5 iteams held in the weopon to reflect at a time (prevents farming for shots and server crashing)
Up sides: +no air blast cost +suck up all progectiles shot at you with M1 +fire maximum of 5 progectiles at a time with M2 Still needs some work but its some grounded ideas
Alci 15 Dec, 2014 @ 7:21pm 
So much yes
BeccaBunni 15 Dec, 2014 @ 9:58pm 
that is really badass
sm9ke 9 Mar, 2015 @ 9:58am 
Originally posted by jayjayjay1:
- No fire or afterburn

+ can suck projectiles with air blast and collect them
+ sucked projectiles can be shot
+ sucked projectiles have minicrits and arrows are set on fire
+ no air-blast cost (no ammo)

Change between projectile types with MOUSE3



Can be sucked:
- Grenades
- Rockets
- Sticky bombs (cannot be shot)
- Syringes
- Arrows
- scout baseballs
- mad milk
- jarate
- ...
YUSS DOO DISS
But, it can airblast players, into walls, and that deals damage, by using the fall damage algorithm, based on hammer units travelled, and double the answer. Then inflict that amount of damage on the poor sod who just got their life ended by an over-sprayed wall...
Tester 9 Apr, 2015 @ 9:09pm 
Here’s my suggestion for stats, perfect for what the Pyro is unmatched in; hit and runs:

+ Afterburn deals 2% of target’s current max health as damage per half second
+ Airblast is constant stream as primary fire is but at twice rate of ammo cost
- -50% damage penalty

Here’s a graph to show the first mechanic, keeping in mind that all damage in TF2 is rounded up

Current Max Health of Ignited Enemy (h) ---- Afterburn Damage per Half Second for 10 seconds

50 < h ≤ 100 ------------------------------------------- 2
100 < h ≤ 150 ------------------------------------------ 3
150 < h ≤ 200 ------------------------------------------ 4
200 < h ≤ 250 ------------------------------------------ 5
250 < h ≤ 300 ------------------------------------------ 6
sydam 26 Jun, 2015 @ 1:00am 
Feels really OP,and i know that im late
Fierce1 1 Sep, 2015 @ 3:53pm 
I'd actually come up an idea for an air-blast centered flamethrower a while back. Glad someone else did too. Anyway, here are my ideas for the stats:

-No Fire (Initially)
-Airblast is costs no ammo, but is significantly more powerful when using ammo (or built up energy from the meter)

-Vac sucks in fire (especially afterburn) and converts it to ammo
-Vac can also suck up certain projectiles for a few seconds but must either "release them" or "return them" by either letting go of M1 or using airblast to shoot them out in the direction the Vac is pointing.

*I'm aware this all is nothing new so far, but bear with me.*

-When the Vac takes in flames and afterburn it fills a special power meter, which upon maxing can be used to unleash a single powerful fireball that mini-critz on impact and afterburn.

--Downsides--

--No regular flamethrower
--Projectiles sucked up by the Vac can damage self if held too long
--20% Slower Weapon Swap
--The Fireball cannot be airblasted or vacuumed
--No airblast when the Fireball is fully charged
Brother Bandy 24 Sep, 2015 @ 3:42pm 
Originally posted by Fierce1:
I'd actually come up an idea for an air-blast centered flamethrower a while back. Glad someone else did too. Anyway, here are my ideas for the stats:

-No Fire (Initially)
-Airblast is costs no ammo, but is significantly more powerful when using ammo (or built up energy from the meter)

-Vac sucks in fire (especially afterburn) and converts it to ammo
-Vac can also suck up certain projectiles for a few seconds but must either "release them" or "return them" by either letting go of M1 or using airblast to shoot them out in the direction the Vac is pointing.

*I'm aware this all is nothing new so far, but bear with me.*

-When the Vac takes in flames and afterburn it fills a special power meter, which upon maxing can be used to unleash a single powerful fireball that mini-critz on impact and afterburn.

--Downsides--

--No regular flamethrower
--Projectiles sucked up by the Vac can damage self if held too long
--20% Slower Weapon Swap
--The Fireball cannot be airblasted or vacuumed
--No airblast when the Fireball is fully charged
I like this idea.
Cee 26 Nov, 2015 @ 12:18pm 
Airblasted projectiles deal 100% critical hits
0.3 sec slower airblasting speed
-25% afterburn damage penalty
Last edited by Cee; 26 Nov, 2015 @ 12:19pm
NoContent 26 Dec, 2015 @ 5:07pm 
-50% airblast cost
+20% airblast force
-30% damage
no afterburn damage
0tter 25 Apr, 2016 @ 11:40pm 
pro
airblast sucks up enemy projectiles, granting a tiny ammo return
airblast removes enemy liquid effects from teammates
airblast cone length +20%
con
afterburn duration -75%
airblast cost +25%
50% cheaper airblast cost
20% faster airblast rate
Airblasts remove all status effect from teammates
30% direct flame damage penalty
Slower draw and holster speed
The perfect weapon for the Pybro in your life.
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