Team Fortress 2

Team Fortress 2

Sewing Machine
I got carried away creating complicated wacky stats that sound fun in theory, here ya go.
Silly, Incredibly lengthy, yet creative-ish and interesting Idea that I lost track of time with soo
here ya go I guess
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"HEAVY'S INCREDIBLY COMPLICATED LIGHT HEALING GUN OF MASS...
K-KNOCKBACK I GUESS..?"

"This has a lot of stats, and I have a lot of freetime"



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[PASSIVE EFFECTS]

{PROS}
+ All Weapons' switch speed is 75% faster (keep in mind you can't switch whilst revving)
+ 15% damage received comes back as health
+ 33.3% damage done is received back as health (That's 3 max health per bullet at point blank with the damage downside below, but you aren't going to hit every bullet, and it's really not that good from afar so don't freak)
+ Revving movement speed penalty is cut in half
+ Ammunition amounts received from boxes are doubled

{CONS}
- Absolutely no healing from healthkits or medics
(Uber is still recievable so long as you aren't using your ability
(Sanvich/healing item is viable however, in exchange for a valuable secondary weapon)
- -33% primary damage
- 4x ammo consumption
- When revved you receive signifigantly more knockback
- Revving animation speed is 50% slower
- During the animation of getting revved up you are immobile (same goes for others trying to move you) until ready to fire
- -33% secondary clip



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[WHEN ABILITY IS ACTIVE]

{PROS}
+ Your movement penalty when minigun is revved is completely removed and you have free range of movement. (Crouching will still have default speed lowering however)
+ Increased size of cone spread 3x, with no shortage of bullets to fill in the spaces, but they won't add up to do extra damage or anything.
+ Ability will maintain usage as long as amunition is available
+ 35% damage received comes back as health (Worse than it seems, with heavy's large health pool and dealt damage healing conversion he'd have to be focused by enemy team or avoided)
+ Mingun's Knockback is drastically increased (DRASTICALLY(Like they'll be flying so high that you'd mistake them for birds migrating to away-from-your-scary-ass-gun-ville at the speed of intense fear to the power of liquid schwartz(but like maybe not that strong(prolly that strong tho))))

{CONS}
- Instead of 4x, now has 20x the ammo consumption (It'll last you 10 seconds on full ammo)
- No ammunition pickup from any source (dispensers duh)
- -66.6% damage instead of the passive -33.3%
- No Ubercharge (of any kind) or healing from other sources
- Damage and knockback have signifigantly more fall-off with distance
- As soon as you start revving a LOUD ASS noise (+probably some manly ass robo-terrifying murder screech of gears and greased statistical lightning sounding from the barrel) plays as you rev up using your ability. That let's everyone know you're about to go ♥♥♥♥♥♥♥. It's automatically played if you are already revved up when the ability becomes ready
- Y O U C A N ' T S T O P F I R I N G until you're out of ammo. Theres no stoping it.



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[ABILITY ACTIVATION]

1. After switching to your minigun, revving it up will trigger the LOUD ASS noise, and the effects will be applied when finished revving.

2. Ability becoming fully charged whilst revving grants effects instantly instead of having to rev up, AND although it does trigger the LOUD ASS noise, you aren't immobile so it gives the enemy less time to react. However, chances are if you were revved up, you were shooting at something, and that used ammo means for a shorter usage time (you'll read about it below).



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[ABILITY CHARGES WHEN]

1. large amounts of movement/distance is covered, but simply traveling around doesn't bring nearly as much charge as the second contributer below, and yeah this is similar to that one scout weapon no one gives a ♥♥♥♥ about. The, erm, Soda Popper.

2. In addition to distance, the amount of health you are self healed for contributes as well, charging your ability considerably faster than covering distance

Why is earning charge from movement and health recovery the best option? Why not damage dealt or received as methods of receiving charge? - Receiving damage would be too easy with the current stats, charge for getting health is better paced. As for charge for damage dealt, you deal some pretty poor damage, it wouldn't work well. Distance and Health fit the playstyle of this weapon best (in my opinion)



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I thought about these a good deal.



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[STUFF I WANTED TO CLARIFY THAT MAKES THIS KINDA NOT OP(hanotreallytho)]
(but les b real dis pur coo)

ABILITY USAGE - So basically It can be used exclusively as a team pusher or weapon that can be used as an alternative to a Heavy medic uber combo. Instead of raw killing power that Heavies and Medics can deliver, it can deliver a choatic unorthadox blow to the enemy that can be used to physically push people off of small or medium sized areas like control points or out of chokes.



KNOCKBACK IS ALSO YOUR ENEMY - You are very susceptable to knockback, so a lucky pyro or planned out stickies can send you far enough to render your weapon useless with fall-of damage and knockback, in the midst of using using your ability.



ABILITY STRATEGEY - Your bullet spread now is large, but when using this weapon in the midst of it's ability you shouldn't forget: you get health for doing damage, so use your large cone to rack up health in case they try focusing you.



ABILITY ANTI STRAT - The heavy can easily be focused and killed, enough fast coordinated attacks and the heavy is toast. What I think a lot of you might be thinking is how dangerous this is, but really It's more like a survival weapon and stalling device. Anyhow, It's best to use high damage offensive coordinated attacks, or the usage of a good sniper or spy, and especially engineers for a heavy's minigun already does poor damage against level threes, but honest to god the best way to counter his strat is just leave the vacinity. Or just get in his line of sight and ride the knockback.



LOUD ASS NOISE - noise is loud and let's enemy team now what's goin down, allowing for quick thinking against your favor.



REVVING WEAKNESS FOR ABILITIES AND MORE - There is a crucial opportunity to take out the heavy when he's revving and about to use his ability, you have a full 3 seconds of him being stationary, a big weakness he has for not only getting his ability taken out of the picture but also just getting killed trying to rev up in the middle of battle.



BAD DAMAGE - The minigun has a max ramp-up (point blank) damage of 9, compared to the 13.5 of the default minigun, and an average 6 damage compared to 9 average on the default. That's pretty bad.



THE REAL DISABILITY - It's the ammo. 4x faster consumption? I added this so if it ever sees the light of a game then ♥♥♥♥♥♥♥♥ wouldn't just aim down people and be un-killable. This weapon can keep you alive in plenty of 1v1 scenarios, but you have to make sure you are constantly getting ammo boxes/crates, so it'd be good to have map knowledge on where the ammos are.



WHEN YOUR ABILITY IS OVER, IT'S OVER, YOU GOTTA RELY ON THE TEAM - You did your job, the ability is done, you fire off the last shots, and sure enough people will bounce back as soon as the heavy is finished, so teamwork is crucial for taking and holding new ground heavy has cleaned of with his knockback. Usually that'd be just enough of an opportunity to squeeze through chokes and the like. But let's say team is very dead, you gotta get outta there because you have no primary ammo. And primary ammo is basically your health kit, shoot some dudes and get your health back. So get outta there.
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Showing 1-10 of 10 comments
freeman 14 Jan, 2017 @ 10:12am 
this is dumb
freeman 14 Jan, 2017 @ 10:13am 
waaaaaaaaay to many stats
freeman 14 Jan, 2017 @ 10:13am 
we see items like the scottish handshake in the game, and its just a reskin
freeman 14 Jan, 2017 @ 10:14am 
somebody tried really hard to make it, but overthought it, like 10 fold
Pyr0m4n14c 14 Jan, 2017 @ 4:49pm 
I, for one, think that these are excellent, unique stats. Good job, sir.
I sort of skimmed more and more as it porgressively got dumber, but I did like how, after saying you have increased knockback vulnerability when revved, you also added immobility when revving. Meaning you can't take that "downside," and use it as an upside to damage surf explosives coming toward you by just simply starting to rev up, making that downside an actual true downside.
Other than that, not too into it.
Snowman 15 Jan, 2017 @ 4:48pm 
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snea 19 Jan, 2017 @ 5:24pm 
Originally posted by putt-putt:
we see items like the scottish handshake in the game, and its just a reskin
or maybe it can be a reskin worth actual money... like the invasion update weps
Your feedback is appreciated geys thx. It was gonna be wayyy less complicated but I was tired and drank a lot of caffeinated bevereges and this was the result. Definatly wouldn't make it in with it's amount of stats, but If I ever become hackerman then I'd love to have this and a bunch of other ideas of mine or others added to like a server I own or somethin for funsies and science but I do not posess such skills, maybe one day.
Logrey 17 Mar, 2017 @ 11:08pm 
10/10 :steamhappy:
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