Team Fortress 2

Team Fortress 2

Mecha-Launcher
Finger Guns 13 Feb, 2015 @ 8:05am
STATS
what do you think that the stats should be
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Showing 1-15 of 15 comments
Frank 13 Feb, 2015 @ 8:44am 
pros;
+1 clip size
+40% fire speed
cons;
-15% damage
-20% splash damage
+15% damage done to self
Finger Guns 13 Feb, 2015 @ 8:49am 
damage done to self?

Originally posted by (^WyM^) frank0425afc:
pros;
+1 clip size
+40% fire speed
cons;
-15% damage
-20% splash damage
+15% damage done to self
degroid ebany 14 Feb, 2015 @ 6:21am 
-3 clip size
+75% damage to enemy
+80% damage to self
-25% speed when use
+85% damage to buildings (sentry gun for example)
I think thats all:balloon:
BOY♂NEXT♂DOOR 14 Feb, 2015 @ 2:54pm 
Direct hit reskin or,,,

Idea 1

Pros

+50% Damage vs, Buildings
+50% Damage vs. Robots (MvM or Robot Destruction)

Cons

-50% Damage vs. Players
-30% Reload speed

Idea 2

Pros

+30% Damage
+25% Reload speed

Cons

-40% Blast radius
On fire: -30% Movement speed for 1.5 seconds

Stat reasons

Idea 1 would be for a wepon made for MvM because the Soldier is one of the biggest roles in MvM, and he might as well have some help with it.

Idea 2 would be a sentry-busting weapon. The increased damage would be usefull for shotting down nests, and the reload speed would help you against anyone that interferes with your assault.
Phranck 14 Feb, 2015 @ 5:26pm 
I have an idea...
How about you have...


+15% Knockback
+30% Firing Speed

-1 clip size (25%)
-10% damage
Get knocked back when firing
How about just make it a rocket launcher where you can partly control with your mouse and make it likes a less explosion radious, like -90% but add like 40% on direct hit, i want a rocket launcher where i can control and maybe even airshot on a diffirent way, gettin' tired of the direct hit :/ We need new items...
-20(%) damage to players
+1 clip and max ammo size
+5 damage bonus against robots.
Hi I'm Herb 29 May, 2015 @ 2:10pm 
Originally posted by lieutenant Wick:
damage done to self?

Originally posted by (^WyM^) frank0425afc:
pros;
+1 clip size
+40% fire speed
cons;
-15% damage
-20% splash damage
+15% damage done to self
He means rocket jumping damage, etc.
OSNK 30 May, 2015 @ 2:23am 
-50% clip size
+40% damage
+30% blast radius
- cannot reload if weapon is not empty

basicly you spam it for two shots
then you reaload.
La Creatura 30 May, 2015 @ 8:19am 
my idea for stats:

pros:
+creates damage booster and when its full you can activate your rage and get rockets that have +15% damage bonus and rockets have +40% change to seek your enemy

cons:
-10% slower rockets
-15% accurate
Pinochet gaming 31 May, 2015 @ 11:51am 
I think it should be -15%damage to players +50% blast raidius +50% damage to buildings -25% clip and +100%firing speed
joe axe-murderer 31 May, 2015 @ 12:24pm 
+20% Damage
+30% Explosion Radius
+100% Knockback

-25% Max ammo loaded
-15% Projectile Speed
-25% Reload Speed

How to use this Rocket Lawnchair:

Payload Clearing: Just shoot people at the payload. It has a large radius and damage and knockback. There won't be many people on the payload anymore. Keep in mind that your rockets move slow. Also, you have less rockets and reload slower.

Sentry Bases: Take out sentry bases easy. It can deal damage to surrounding buildings as well because of the increased explosion size, and any engineers trying to repair will be killed or knocked away. However, if you don't take it out in 3 rockets you aren't gonna take it out so long as the engineers keep repairing. You take a while to reload.

Capture Point or KOTH: If they are capping, shoot the point and watch them die. If you are capping, keep people away with the damage and knockback. If you run out of ammo though, it's over.

In General: This thing is great at taking out clusters or just anything in general, but it isn't exactly spammable because of the low rocket count and high reload time. Also, it is best used at short to medium range because the rockets move slower, allowing far away enemies time to move out of the way. Overall it is very offensive, but you need to be sure you use your rockets sparingly.
Last edited by joe axe-murderer; 31 May, 2015 @ 12:33pm
schnitz 31 May, 2015 @ 7:13pm 
(+,-) rockets will be inacurrate when reflected
(+) knockback increases over distance (even towards yourself)
Originally posted by weinershnitzel:
(+,-) rockets will be inacurrate when reflected
(+) knockback increases over distance (even towards yourself)
I prefer the rockets being more accurate when they are reflected towards YOU.
Knockback is not needed on a rocket launcher
Originally posted by Ethosniper:
+20% Damage
+30% Explosion Radius
+100% Knockback

-25% Max ammo loaded
-15% Projectile Speed
-25% Reload Speed

How to use this Rocket Lawnchair:

Payload Clearing: Just shoot people at the payload. It has a large radius and damage and knockback. There won't be many people on the payload anymore. Keep in mind that your rockets move slow. Also, you have less rockets and reload slower.

Sentry Bases: Take out sentry bases easy. It can deal damage to surrounding buildings as well because of the increased explosion size, and any engineers trying to repair will be killed or knocked away. However, if you don't take it out in 3 rockets you aren't gonna take it out so long as the engineers keep repairing. You take a while to reload.

Capture Point or KOTH: If they are capping, shoot the point and watch them die. If you are capping, keep people away with the damage and knockback. If you run out of ammo though, it's over.

In General: This thing is great at taking out clusters or just anything in general, but it isn't exactly spammable because of the low rocket count and high reload time. Also, it is best used at short to medium range because the rockets move slower, allowing far away enemies time to move out of the way. Overall it is very offensive, but you need to be sure you use your rockets sparingly.
Maximum of 5 stats, the explosion radius is ridiculous, knockback not needed on a rocket launcher and decreasing somethings reload speed is lame, no item in tf2 has that.
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