Team Fortress 2

Team Fortress 2

The Perforator
Stats?
Because. Also, my (likely horrible) idea:

-Only 5 shells in a magazine
-Larger spread
-Replaces melee weapon, as well as being a secondary.

+Alt fire is a melee stab with either a longer range or higher damage than the Fire Axe. (or bleeding, apparently)
+Larger amount of pellets per shell

These stats would make this weapon a very powerful tool for medium-ish to close range fighting, much like traditional shotguns in videogames. However, it might be kinda pointless since the Pyro already has a flamethrower...please don't flame me.

Last edited by Stromboli Jones; 21 Jul, 2013 @ 6:32am
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Showing 1-15 of 60 comments
DinkyTRex 4 Jun, 2013 @ 3:36pm 
The Perforator
Level 1 Trench Gun
Alt-fire:Bayonet Lunge(Melee Attack)
No Melee weapon
8 Shots in a chamber
-20% damage per shot
Melee attack has larger range then regular melee attacks
presto 20 Jul, 2013 @ 3:09pm 
Alt-fire: Swing Bayonet
Any enemy who comes into physical contact with you will bleed for 7 seconds
+4 shots in chamber
Bayonet deals bleed effect towards enemies for 5 seconds
+50% melee attack damage
+10% melee critical hit chance (that's a large increase if you look into the critical hit chance)

+25% damage falloff increase (bullets deal much less damage the further they travel from you)
-40% melee range
-15% damage per shot
-25 health
Shots cannot deal crits or minicrits
No melee weapon slot
_Lich 21 Jul, 2013 @ 1:00am 
Kind of agreed on stats:
Alt fire stab/swing bayonet
takes away melee slot

mine:

pros:
-20% spread
alt fire stab
stab does moderate damage [less then stock melee] and makes target bleed for seven[ish] seconds
stores 1 crit for every bayonet made/assisted kill [maybe]
Bayonet jabbing has 20% more melee range [because its on the end of a gun]

cons:
No melee slot
-16.5% clip size [5 shots]
[maybe] -15%movement speed when getting healed by medic/dispenser
no random crits
no mini crits on jarate
-15% movement speed when carrying intel or on a capture point

Constructive critisism is welcome.
Last edited by _Lich; 21 Jul, 2013 @ 1:04am
Stromboli Jones 21 Jul, 2013 @ 6:41am 
Originally posted by ₮₮₣2₱F05T3R:
Kind of agreed on stats:
Alt fire stab/swing bayonet
takes away melee slot

mine:

pros:
-20% spread
alt fire stab
stab does moderate damage [less then stock melee] and makes target bleed for seven[ish] seconds
stores 1 crit for every bayonet made/assisted kill [maybe]
Bayonet jabbing has 20% more melee range [because its on the end of a gun]

cons:
No melee slot
-16.5% clip size [5 shots]
[maybe] -15%movement speed when getting healed by medic/dispenser
no random crits
no mini crits on jarate
-15% movement speed when carrying intel or on a capture point

Constructive critisism is welcome.

Personally, I think that no mini crits with jarate and moving slower when you have an objective or are being healed by medics or dispensers is a bit too situational. Also, they don't really make much sense for the gun. (How would this gun slow down someone if they were being healed by a medic?) Maybe a longer reload time and/or slower fire speed instead?
_Lich 24 Jul, 2013 @ 1:47am 
I just realised that the stats are way longer then they should be :3

GODAMMIT ITS SUCH A COOL GUN
_Lich 24 Jul, 2013 @ 1:50am 
Originally posted by The Cyborg Mercenary Raccoon:

Personally, I think that no mini crits with jarate and moving slower when you have an objective or are being healed by medics or dispensers is a bit too situational. Also, they don't really make much sense for the gun. (How would this gun slow down someone if they were being healed by a medic?) Maybe a longer reload time and/or slower fire speed instead?
yeah hadnt really thought about that. also: it doesnt make sense because i can urinate
in a jar and throw it on people to make them take minicrits.


Last edited by _Lich; 24 Jul, 2013 @ 2:27am
The Perforator
Level 1914 Trench Gun
Description: Show those Jerries who's going to clean their Trench! WITH THIS!
20% more damage
40% more accuracy than stock shotgun
10% more ammo (10 shells)
Alt Fire- Press F to do a bayonet stab.
The weapon, due to the bayonet, can be still wielded even when it is empty.
BUT:
15% slower firing speed
Much narrower spread than stock
No mini crits
Longer reload time
User cannot wield melee weapon when this is equipped.
Last edited by The Wild West Pyro; 7 Aug, 2013 @ 5:58am
+50% damage
Alt fire: Thrust bayonet
Bayonet causes bleed for 5 seconds
Every kill stores a crit
Wide spread pellets
50% less accurate
No melee slot
No random crits
Polyergus 26 Aug, 2013 @ 11:08pm 
I wonder if other classes would make use of it, if it makes it into game play. It looks like its intended for close range, and your stats suggest the same, so if other classes like the soldier got their hands on it, it would probably be weaker than if just the pyro had it, given the pyro's already formidible close quarters capabilities. Still this would be great for fighting enemy pyros. I think Bayonets I think it would be neat to stab and shoot someone at the same time, maybe that might be how the weapon critically hits with a melee attack (but then that would, of course, probably have the expense of having requiring it to be loaded to critically hit with melee). I like the idea of being able to have the weapon out even if your out of ammo, as it seems pretty much everyone here thinks this should take both the secondary and melee slot.
Last edited by Polyergus; 27 Aug, 2013 @ 9:48pm
Originally posted by Polyergus:
I wonder if other classes would make use of it, if it makes it into game play. It looks like its intended for close range, and your stats suggest the same, so if other classes like the soldier got their hands on it, it would probably be weaker than if just the pyro had it, given the pyro's already formidible close quarters capabilities. Still this would be great for fighting enemy pyros. I think Bayonets I think it would be neat to stab and shoot someone at the same time, maybe that might be how the weapon critically hits with a melee attack (but then that would, of course, probably have the expense of having requiring it to be loaded to critically hit with melee). I like the idea of being able to have the weapon out even if your out of ammo, as it seems pretty much everyone here thinks this should take both the secondary and melee slot.

It's probably supposed to be a Shotgun based on the British Lee Enfield. Or another rifle used in WWI, like the Gewehr 98 or the Springfield M1903. And rifles also make very nice pikes.
Stromboli Jones 27 Aug, 2013 @ 9:49am 
Originally posted by The Wild West Pyro:
Originally posted by Polyergus:
I wonder if other classes would make use of it, if it makes it into game play. It looks like its intended for close range, and your stats suggest the same, so if other classes like the soldier got their hands on it, it would probably be weaker than if just the pyro had it, given the pyro's already formidible close quarters capabilities. Still this would be great for fighting enemy pyros. I think Bayonets I think it would be neat to stab and shoot someone at the same time, maybe that might be how the weapon critically hits with a melee attack (but then that would, of course, probably have the expense of having requiring it to be loaded to critically hit with melee). I like the idea of being able to have the weapon out even if your out of ammo, as it seems pretty much everyone here thinks this should take both the secondary and melee slot.

It's probably supposed to be a Shotgun based on the British Lee Enfield. Or another rifle used in WWI, like the Gewehr 98 or the Springfield M1903. And rifles also make very nice pikes.

With all due respect, that looks NOTHING like any of those rifles. In fact, it's likely based off the M1897 Trench Gun. (This: http://i57.photobucket.com/albums/g236/Gutss/008-15.jpg )
Polyergus 27 Aug, 2013 @ 9:48pm 
On second thought I think stabbing someone and shooting them at the same time would make a cool kill taunt.
Last edited by Polyergus; 27 Aug, 2013 @ 9:48pm
Polyergus 27 Aug, 2013 @ 9:57pm 
Assuming it does pervent you from using your another melee weapon, do you think it would pervent having a melee weapon in your melee loadout slot (which just wouldn't show up when you play it)? I would prefer not incase the server switchs to medieval mode, melee sudden death or something. In which case the game play would use the melee item in your actual melee slot. But in regular game play the weapon in your melee slot would be unaccessable when this item is on your person. (I hope that made sense)
Stromboli Jones 27 Aug, 2013 @ 10:02pm 
Originally posted by Polyergus:
Assuming it does pervent you from using your another melee weapon, do you think it would pervent having a melee weapon in your melee loadout slot (which just wouldn't show up when you play it)? I would prefer not incase the server switchs to medieval mode, melee sudden death or something. In which case the game play would use the melee item in your actual melee slot. But in regular game play the weapon in your melee slot would be unaccessable when this item is on your person. (I hope that made sense)

That...is actually a rather good idea.
Polyergus 28 Aug, 2013 @ 11:00am 
Originally posted by The Cyborg Mercenary Raccoon:
Originally posted by Polyergus:
Assuming it does pervent you from using your another melee weapon, do you think it would pervent having a melee weapon in your melee loadout slot (which just wouldn't show up when you play it)? I would prefer not incase the server switchs to medieval mode, melee sudden death or something. In which case the game play would use the melee item in your actual melee slot. But in regular game play the weapon in your melee slot would be unaccessable when this item is on your person. (I hope that made sense)

That...is actually a rather good idea.
I think that if it happens the weapon in your melee slot won't do anything, including changes normally occor if it is your slot and you are not holding it (such as the backscratcher's influence on healing).
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