Team Fortress 2

Team Fortress 2

The Rattlesnake
Whippin' In Some Stats
(=w=)
< >
Showing 1-15 of 33 comments
This weapon has a long melee range and deploys and holsters slower
Weapon may hit twice
Second hit is a minicrit
-20% damage penalty
-35% slower firing speed
Spooky T1001 12 May, 2017 @ 4:07pm 
Originally posted by Mochi Sandvich:
This weapon has a long melee range and deploys and holsters slower
Weapon may hit twice
Second hit is a minicrit
-20% damage penalty
-35% slower firing speed
soo

+20% Range
Chance to hit twice
Mini crit every other hit

-20% damage
-35% slower firing speed
-20% weapon draw
Battle Beast 12 May, 2017 @ 5:05pm 
+10 Damage
+10 Knockback

-20 Draw Speed
-10 Firing Speed

Miss, hit yourself with the wip (10 Damage), idiot!
KingCrimson2003 13 May, 2017 @ 3:48am 
THE TEXAS RATTLESNAKE STONE COLD STEVE AUSTIN
Originally posted by Evilsonz:
Originally posted by Mochi Sandvich:
This weapon has a long melee range and deploys and holsters slower
Weapon may hit twice
Second hit is a minicrit
-20% damage penalty
-35% slower firing speed
soo

+20% Range
Chance to hit twice
Mini crit every other hit

-20% damage
-35% slower firing speed
-20% weapon draw
It's not every other hit, it's the second hit if the weapon strikes twice in one hit.
IJCT  [developer] 13 May, 2017 @ 11:29am 
what about a 35% chance of stunning the enemy?
Originally posted by IJCT:
what about a 35% chance of stunning the enemy?
While I personally have no problems with that, a lot of people don't like stun mechanics.
Beefy 13 May, 2017 @ 11:49am 
Originally posted by IJCT:
what about a 35% chance of stunning the enemy?

The problem is no one really likes getting stunned. and fighting against a stunning weapon is really horrible. especialy a chance % one, that doesn't requiere a charge like the sandman or to be well positioned like the holiday punch.

I think that the stats should take advantage of it's longer range, and make it possibly the longest range melee weapon in the game. as well as knockback to keep your enemies far away from you. It'll work like a great counter to demoknights, or even the definitive weapon for DeGrout Keep mode on sniper. but for that it needs a couple downsides, like lowering the damage and no random crits and none of that double hitting bs.

Since it has really good range and a knock back, this can be a great combo weapon for something like a huntsman and a jarrate. So I added holstering speed, but notice no draw speed or straight up weapon changing speed. I don't want this weapon to become a panic mode airblast, but a weapon that rewards planing ahead.

Speaking a little bit of "meta" I have in mind, you could whip, knock back, swap to another weapon. If the enemy is behind a door/corridor the added CC can really help you in a pinch and get a distance. It would be a great weapon because it can reward you for learning how to not only land hits with it's huge melee range, but also how to knock enemies to where you want them to go.

+100% Range
+ Knockback
+ Holstering speed

-20% Damage
No random crits
Miss hits yourself.

I don't put slowering firing speed because, have any of you seen a whip? Fun fact, the crackling sound a whip makes is the tip of the whip breaking the sound barrior and making a small sonic boom. I also don't put the chance to hit twice because I feel it doesn't fit in with what a whip is.
Rale 13 May, 2017 @ 2:53pm 
+20% damage bonus
+50% range
-This weapon deploys 20% slower and holsters 20% slower
-66% firing speed
-Attacking enemies will pull them closer
Jess 14 May, 2017 @ 4:24am 
I quite like Rick's idea.
madame spirochete 14 May, 2017 @ 8:02am 
i think, it could be a soldier's whipper reskin
Jess 14 May, 2017 @ 8:21am 
Originally posted by RdmFT | Neko:
i think, it could be a soldier's whipper reskin
BUT IT'S FOR THE SNIPER, SO NO.
WhiteRushinBear 14 May, 2017 @ 1:49pm 
The Rattlesnake
Level --- Whip

+25% weapon range
+Damage from all weapons builds up "KRAK!" meter. Once meter is full and weapon is deployed, gain a additional 60% range. Critical Hits allow this weapon to strike twice.
-50% damage penalty
-20% attack speed
-Miss: Hit yourself, idiot.
Flpstrike 14 May, 2017 @ 5:13pm 
It could have a Secondary Attack (bigger range) that causes less damage than the normal 65 DMG from Stock Kukri
Insumes 15 May, 2017 @ 1:54pm 
This weapon has a large range and can be used to grab healthkits, ammo packs, and enemy weapons from a long distance
-20% damage penalty
< >
Showing 1-15 of 33 comments
Per page: 1530 50