Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
and -15 (or -10) speed
and the knock back might be a bad idea because everyone can get away from the heavy then
Unless the movespeed is reduced to make a weopon more deadly
+On hit, enemies can no longer aim their mouse
+While active, you take 50% more damage
+On hit, allies take 90% more damage from all sources
-When moving, music plays around the heavy
-When taking damage, spawns mini sentries that fire out slow moving bullets that can hurt allies
-All players on the server move 25% slower, and when moving forward, the game randomly pushes them left and right slightly, increasing the difficulty of the game, and making TF2 as realistic as possible.
Overall I feel that the changes of this weapon provide heavy with a good alternative to the fists, while maintaining weapon balance and gameplay integrity.
The fists are a great weapon, and these, with my stats, would complement TF2's current tournament scene very nicely.
The mini sentry spawning makes it great though, imagine all the skill required.
To recap:
- 10% movement speed
+15% damage
Do you realize that the warrior's spirit exists?
https://wiki.teamfortress.com/wiki/Warrior%27s_Spirit
**
+30% damage
+10 health on hit
-20 max health.
**
Losing speed for +15% damage for HEAVY is ♥♥♥♥♥♥♥ awful.
Demoknights WITH A SHIELD can barely run Scottsman's Skullcutter, and demo inherently has higher mobility AND A CHARGE.
My weapon idea was a parody of the absurd weapon ideas people regularly come up with.
It would be interesting if the fists couldn't even be used for punching, but instead were an equipped item, like soldier's gun boats.
The effect could be something like:
Take x less damage from all sources (where x is a small % 3-10)
or
All force is reduced on you by x amount (including pyro airblast, where x is a moderate % like 15-30)
or
Your bullets cause minor snare effect (like a very weak natascha, keeping in theme with the gloves being oppressing, could also combo with Natascha for a greater snare.)
The obvious downside to using these would be the lack of a melee weapon, which for heavy is negligble. So there would need to be a penalty to outweigh the constant buff from having them.
A small sacrifice of movement speed for more utility or durability would be interesting for heavy, as his other gloves all offer more ACTIVE utility roles, this would be a lesser passive.
What if the gloves affected the effectiveness of edible secondary items like the sandvich?
Pros
+40% faster eating rate
+33% faster secondary recharge rate
+Dropped secondary items provide 25% more health to team mates
Cons
-25% health from healers on wearer