Team Fortress 2

Team Fortress 2

Gloves of Oppression
XM1V1 22 Dec, 2014 @ 2:24pm
Stats:
How about:
+15% moving speed
-10% damage
Able to push back enemies (not like a Pyro's airblast, but like a Soldier's rocket)
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Showing 1-15 of 20 comments
DMControllerz 2 Feb, 2015 @ 6:52pm 
i think it should be +15 damage
and -15 (or -10) speed
and the knock back might be a bad idea because everyone can get away from the heavy then
XM1V1 3 Feb, 2015 @ 9:23pm 
Yeah ok. But I still stand by my knockback idea.
Plz stop with the movespeed changes... plzz..... It wont happen...

Unless the movespeed is reduced to make a weopon more deadly

HUAHHHHH! 17 May, 2015 @ 4:46pm 
The best idea for melee weapons should look like...

+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.
Firefly 13 Aug, 2015 @ 12:18pm 
Originally posted by Demon Stash:
The best idea for melee weapons should look like...

+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.
That'll be best on Specialized servers. Not well on others due to the spawning of mini sentries.
HUAHHHHH! 13 Aug, 2015 @ 12:21pm 
Originally posted by Tiny Tank:
Originally posted by Demon Stash:
The best idea for melee weapons should look like...

+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.
That'll be best on Specialized servers. Not well on others due to the spawning of mini sentries.

The mini sentry spawning makes it great though, imagine all the skill required.
Firefly 13 Aug, 2015 @ 12:22pm 
Originally posted by DMControllerz:
i think it should be +15 damage
and -15 (or -10) speed
and the knock back might be a bad idea because everyone can get away from the heavy then
Good idea and I think the -10 speed be the reduction otherwise might not be worth it.

To recap:
- 10% movement speed
+15% damage
Firefly 13 Aug, 2015 @ 12:24pm 
Mini sentry spawning needs a limit as well Demon.
Firefly 13 Aug, 2015 @ 12:25pm 
Otherwise players have 5 - 10 of them in an area. All by one person.
Last edited by Firefly; 13 Aug, 2015 @ 12:25pm
HUAHHHHH! 13 Aug, 2015 @ 12:25pm 
Originally posted by Tiny Tank:
Originally posted by DMControllerz:
i think it should be +15 damage
and -15 (or -10) speed
and the knock back might be a bad idea because everyone can get away from the heavy then
Good idea and I think the -10 speed be the reduction otherwise might not be worth it.

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.
HUAHHHHH! 13 Aug, 2015 @ 12:25pm 
Originally posted by Tiny Tank:
Otherwise players have 5 - 10 of them in an area.

My weapon idea was a parody of the absurd weapon ideas people regularly come up with.
Firefly 13 Aug, 2015 @ 12:27pm 
Originally posted by Demon Stash:
Originally posted by Tiny Tank:
Good idea and I think the -10 speed be the reduction otherwise might not be worth it.

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.
Ok Demon, that is a good point. forget what i said about the stats.
Firefly 13 Aug, 2015 @ 12:27pm 
Originally posted by Demon Stash:
Originally posted by Tiny Tank:
Otherwise players have 5 - 10 of them in an area.

My weapon idea was a parody of the absurd weapon ideas people regularly come up with.
Oh, hahaha.
HUAHHHHH! 13 Aug, 2015 @ 12:38pm 
Originally posted by Tiny Tank:
Originally posted by Demon Stash:

My weapon idea was a parody of the absurd weapon ideas people regularly come up with.
Oh, hahaha.


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.

Muskrat 5oup 7 Jun, 2016 @ 4:27pm 
I'll just go ahead and revive this dead discussion

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

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