Team Fortress 2

Team Fortress 2

The 50K Volt
Cee 28 Dec, 2016 @ 5:18pm
STATS (5 MAX)
title.
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Showing 1-15 of 18 comments
Olly 28 Dec, 2016 @ 6:14pm 
+ shocks your enemies
- may shock you
Cee 28 Dec, 2016 @ 6:21pm 
Originally posted by goanna67:
+ shocks your enemies
- may shock you
check the sniper rifle of this set out
Does not require ammo
No reload necessary
-20% damage penalty
25% slowe deploy speed
mimimimimimi 28 Dec, 2016 @ 10:36pm 
+10% Damage Bonus
On hit : Shock enemy, which will deal 2 damage per second, last about 5 seconds.
-80% Clip Size
-15% Firing speed
On hit: deals slight knockback and disorientation
40% larger clip size
20% damage penalty
Slower deploy and holster
Afuganisu-tan 30 Dec, 2016 @ 4:21pm 
Originally posted by Sims 45Frames & 30Hz Refresh-it:
Originally posted by goanna67:
+ shocks your enemies
- may shock you
check the sniper rifle of this set out
Isn't really a stat, so I'll make my own.

[+] Fires lasers
[+] 30% Faster firing speed
[-] Take twice as much damage underwater
[-] Fires tracer rounds (hidden)
Jason Eat Acid 1 Jan, 2017 @ 11:47pm 
[^] 10% Damage Bouns
[^] Deals Aftershock Damage

[v] 40% Smaller Clip Size
[v] Deploys and Holsters Slower (two or one and a half seconds should do the trick for both)


I'm thinking that aftershock would work like this: it lasts for three seconds (and cannot be applied for more time, max is three seconds) and does 4 damage a second. This equates to 12 damage, or exactly 20% of standard afterburn time. An alternative would be to simply apply modified fire, so that the electric effect does not need to be implemented.


The clip size could work in two ways: First, they could make the ammo capacaty 15 | 45, to match up with the smg's 25 | 75 (four clips) (and the 15 | 45 is also 40% on both sides of the coin with 25 | 75) Or, they could go the more risky route and give it 15 | 75, thus giving it six clips.

DAMAGE CALCULATION: (no ramp up because i suck)

Bullet Damage {no aftershock}: 528 [8.8 per bullet | 8.8 x 60] (Stock: 800, 8 per bullet | 8 x 100]

Aftershock Damage: 720 [12 per bullet | 12 x 60] (Flamethrower: 12000 [60 per uh... one ammo? | 60 x 200)

Bullet + aftershock: 1248

(all damage was calculated with maximum afterburn time / no ramp up / falloff. no pyro can logically rack up 12k damage with 200 ammo in one life.

So in short: A very quick damage dealer, to protect sniper close range. The deploy time can be a bugger if they are really close quarters, the holster time can be a missed headshot oppurtunity.

Is this a balanced weapon? :rbat:
c 5 Jan, 2017 @ 6:44pm 
Originally posted by A Freshly Baked Mochi:
Does not require ammo
No reload necessary
-20% damage penalty
25% slowe deploy speed
I'm going to be completely honest, the weapon looks like the Railgun from Team Fortress Classic. And I think that infinite ammunition wouldn't be very nice because of the damage penalty.
76561198355350177 10 Jan, 2017 @ 10:19pm 
The 50K Volt
"Bring it, I brought something far better." - Sniper
Requires no Ammo
No Reload Necessary
+ 50% Accuracy
+ 20% Damage towards wet targets
- 10% Damage
- 15% Deploy Speed
Diprotodon 11 Jan, 2017 @ 9:11am 
I'm still bored so I might as well make stats for all these weapons (which are outstanding by the way! Great job CoBalt for making these).

(+) Each bullet slows the target down by 3% (stacks up to 21%).
(+) When 7 bullets hit the same target in a short timespan that player is stunned for 4 seconds.
(-) 7 bullets in clip.
(-) 25% less damage (6 damage).

A more support based SMG than the stock or Cleaner's Carbine. Could be useful for slowing or even stunning targets for an easy kill or safe getaway. Might be a bit too OP against Heavies though. Nobody will respond to this, but criticism is appreciated.
Delle 10 Feb, 2017 @ 2:22pm 
+Ammo Recharges over time
Crits when enemies are Wet
-15% firing speed
When ammo is depleated, trying to shoot it until it recharges results in a shock that deals 40 damage to yourself
Archimedes5000 6 May, 2017 @ 7:57am 
Pros
+Does not require ammo
+15%(or +20%) attack speed

Cons
-20% clip size
-Shooting fills "Overheat" meter, if its filled you cannot shoot
(maybe 1 bullet 10% or something like that)
Dano 12 Aug, 2017 @ 10:06am 
Just watch Karma Charger's video














































Originally posted by danomc69.dl:
Just watch Karma Charger's video
Karma's stats are poo
Scrangican 4 Oct, 2018 @ 2:35pm 
Sappy Sappy
+ 20% firing speed
+ crits stun players for .5 seconds
+ on kill: crits for 5 seconds
- 20% more inaccurate
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