Team Fortress 2

Team Fortress 2

Anastasia
Groovy 27 Feb, 2017 @ 7:39pm
Stats
Ok, here we go

+Deploys and Holsters 50% faster
+Silent Spin
+Ammo increased by 21%
+20% Higher jump
+-75% Barrel spin time
+ Replaces standard bullets with balistic bullets. Balistic bullets blow up in a very small radius, and damage the user. Balistic bullets increase damage by 25% but are able to be airblasted
+If you fire long enough, you'll get a rocketjump boost (or Pootisbird flight boost i dont care)
+ 20% movement speed
- You have to Reload, Holds 3 clips of 50 bullets
- %10 less damage
-%50 firing speed
-No random minicrits
*Altfire After firing continuously for three seconds every other shot pierces targets
(Thanks to OZK, Enter the Domain, lleft, Octothorpe Obelus [ADF/G2], and Gator13 nosound for edits)
Last edited by Groovy; 8 Mar, 2017 @ 7:51pm
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Showing 1-15 of 32 comments
Groovy 27 Feb, 2017 @ 7:39pm 
im evil arent i :steamfacepalm:
JÀŸ 27 Feb, 2017 @ 8:01pm 
sounds way to over powered maybe if it did like 15% less damage that would even it out
frodgit 27 Feb, 2017 @ 9:27pm 
Fixing this upp..

+ Replaces standard bullets with balistic bullets. Balistic bullets blow up in a very small radius, and damage the user.
+ 20% movement speed
+ -%75 barrel spin time
-%50 max ammo
-%50 firing speed

(Balistic bullets do +%25 more damage, but can be airblasted)
Gator13 (nosound) 28 Feb, 2017 @ 11:41am 
when wielding: faster movement speed
deploys and holsters faster

slight damage penalty
slightly slower firing speed
TomatoBerries 28 Feb, 2017 @ 2:59pm 
There should be no silencing for this gun. If anything louder.
That is a Freaking ww1 Mg08.
Brisk God Diesel 28 Feb, 2017 @ 5:16pm 
lol "ballistic bullets"
Groovy 28 Feb, 2017 @ 6:49pm 
Your ideas are all good!
(and credit is now given =3)
Last edited by Groovy; 28 Feb, 2017 @ 6:53pm
Enter the Domain 1 Mar, 2017 @ 7:19am 
-35% slower fire rate
-1 projectiles fired per shot
+25% damage

Hidden stat: After firing continuously for three seconds every other shot pierces targets.

Fewer projectiles condenses the damage to the remaining ones rather than reducing damage. Increasing the damage per projectile further. At longer ranges it will still do 9 damage per projectile, and a nice possible 72 damage to sentries at any range per projectile.

It's weakness is that it doesn't kill quite as quickly at short range, but generally faster beyond standard ranges for the heavy except at extreme ranges, where it can only really target sentries or other heavies. It will generally win in a medium range fight with the Tomislav, but lose against it at long and short range. Win against most other miniguns at long and medium range, but lose against everything at point blank. In addition, the piercing gives the weapon a bit more versatility during pushes allowing it to force the enemy medic to pop slightly earlier.

TL;DR: Weapon is a medium range power-house that outdoes all others (very slightly), with other miniguns operating more efficiently up close, and the thomislav taking the victory at longer ranges.
Last edited by Enter the Domain; 1 Mar, 2017 @ 7:20am
Lakilazur 1 Mar, 2017 @ 1:36pm 
you know a minigun doesnt have a "clip size" right its only max ammo so yeah
Groovy 2 Mar, 2017 @ 4:33pm 
well now i gotta add more
orangeninja27 3 Mar, 2017 @ 2:43pm 
Anastasia Statistics:

+20 movement speed

+Deals two times the normal minigun damage

+40% less spread (It has only one barrel)

-70% firing speed (As mentioned above, it has only one barrel)

-Can only carry 100 maximum ammo

-Will overheat after thirty seconds of continuous firing, taking away 50 HP and making the minigun unusuable for five seconds as it has to cool down.

~Uses clips (you have to reload; each clip has 50 bullets in it)

~Very loud firing sound

I personally think this would change the way the Heavy could be played by making him much stronger and a bit faster at the cost of less ammo, a slow firing speed, and having to stop firing every so often to reload or to wait for the gun to cool down.
Groovy 4 Mar, 2017 @ 2:10am 
Originally posted by orangeninja27 (on new pc):
Anastasia Statistics:

+20 movement speed

+Deals two times the normal minigun damage

+40% less spread (It has only one barrel)

-70% firing speed (As mentioned above, it has only one barrel)

-Can only carry 100 maximum ammo

-Will overheat after thirty seconds of continuous firing, taking away 50 HP and making the minigun unusuable for five seconds as it has to cool down.

~Uses clips (you have to reload; each clip has 50 bullets in it)

~Very loud firing sound

I personally think this would change the way the Heavy could be played by making him much stronger and a bit faster at the cost of less ammo, a slow firing speed, and having to stop firing every so often to reload or to wait for the gun to cool down.
i kinda caught that done already, but hey, good job! but why the clips?
Octo 4 Mar, 2017 @ 3:38am 
Personally I think these are balanced:

+Ballistic Bullets cause 15% more damage
+Silent Killer (spinup)
+Wearer can overheal 10% more than normal
+Gives the player 2 HP for every hit
+If fired at the ground continuously, the player slowly rises into the air (obsurd, but neat)
-25% less accurate (short barrel)
-Overheal decays 5% faster
-Ballistic bullets have a 20% chance to be airblasted back
-Loud firing sound
Last edited by Octo; 4 Mar, 2017 @ 3:41am
Groovy 4 Mar, 2017 @ 4:04pm 
Originally posted by Octothorpe Obelus ADF/G2:
Personally I think these are balanced:

+Ballistic Bullets cause 15% more damage
+Silent Killer (spinup)
+Wearer can overheal 10% more than normal
+Gives the player 2 HP for every hit
+If fired at the ground continuously, the player slowly rises into the air (obsurd, but neat)
-25% less accurate (short barrel)
-Overheal decays 5% faster
-Ballistic bullets have a 20% chance to be airblasted back
-Loud firing sound
actually that ground jump thing is great! its like hoovy rocket jumping!
Octo 4 Mar, 2017 @ 6:35pm 
Originally posted by BlazingAxzavierYT:
Originally posted by Octothorpe Obelus ADF/G2:
Personally I think these are balanced:

+Ballistic Bullets cause 15% more damage
+Silent Killer (spinup)
+Wearer can overheal 10% more than normal
+Gives the player 2 HP for every hit
+If fired at the ground continuously, the player slowly rises into the air (obsurd, but neat)
-25% less accurate (short barrel)
-Overheal decays 5% faster
-Ballistic bullets have a 20% chance to be airblasted back
-Loud firing sound
actually that ground jump thing is great! its like hoovy rocket jumping!

Well WWI Miniguns had horrible recoil, and physics shows that a machine gun can indeed thrust itself into the air.
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