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God no. Do you realize how broken a good Scout would be? I say let it simply be a reskin.
it shouldn't hold 20 nails
and nails are projectiles
+60% ammo clip (20)
+150% total ammo (90)
+50% damage to buildings (max - 33)
-75% damage to players (max - 2-3)
-25% slower reload speed (1.5 sec)
-75% slower fire rate (only three shots per second)
OP? If you get MAX DAMAGE (33), you can destroy sentry only for 10 sec. But if you get default damage (near 23), and, this is pistol, so, spread, you will took 25-30 sec for lvl 3 sentry.
25-30 seconds for a lv 3 SG? Heads up, that is inaccurate.
I tested this with a stopwatch and the Sentry room on TF_walkway with the scout and a default handgun, spawning a lv 3 SG and standing just out of sentry gun range, no god mode to allow me to point blank it. It takes only about 4.5 seconds to destory a lv 3 sentry gun with the stock handgun. So not sure where 25-30 seconds is coming from. Unless you are going off of gameplay while a rival engie is repairing it. In which case you should either be focusing on the engie first to stop him from doing that, or be relying on your team to take out a supported SG nest.
This if of course assuming the pistol was assumed for the latter expection for 25-30 seconds for a SG, going off of how the sentence was structured.
To be honest, from a gameplay persepective, a excessively slow fire rate and low damage to players would be a massive turn off, and while you could in theory destory sentry guns in less then 2 seconds at point blank range with those stats, there will be VERY few cases where you are going to get that close without getting ventalated. So in essence, this is far too situational, and in such a way it's not that good.
Also to point out, some of those damage numbers are off, due to the fact that they at the very least fail to account for damage rampup, which occurs when you start blasting point blank at anything. The base damage for the handgun is 15 damage, which if calculated alone results in the 2-3 damage vs players if taken at 75% damage reduction. But add damage rampup (22 for the handgun) and it should be 5.5 damage per shot on players. That however still does not justify such poor stats.
What I'd go for personally would be...
+100% ammo clip (24 rounds per clip)
+100% ammo capacity (72 rounds)
+30% Damage increase (base 19.5 damage, ramp up max 28.6, 10.4 minimum)
-Projectiles affected by gravity and have a arc (Thus limiting range to about the syringe gun's)
-50% reload speed
Those stats should turn the nailgun into more of a close range tool if logic is anything to go by. It will outdo the pistol massively if faced off at close range, but at longer ranges, pistols could just snipe the nailgun user without risk of injury.
Alternatively, it could be made into a primary alternative and balanced like so. After all, the nailgun was meant to be a scout primary weapon in the early phases of TF2 development.
10%+ faster fire rate
10%+more damage
5- health
20 Ammo
20% faster fire rate
Cons:
10% less damage done
5% more damage taken by wearer
20 bullets per clip
-30% damage
hold a total of 200 ammo both scout and engineer
shoots as fast as syringe gun
for scout causes a -5% speed
for engineer causes a -20 hp but can fix buildings just like the rescue range but 80% less eficient
if you repair your sentry or somebody else's sentry it will shoot 20% slower (for aboiding griefing players, it will only do that -20% shooting speed if sentry's health is not full)