Team Fortress 2

Team Fortress 2

The Celtic Nut
meat. 2018 年 5 月 16 日 下午 3:04
Because every weapon deserves a stat discussion
*what do you mean that's a bad thing*
最后由 meat. 编辑于; 2018 年 5 月 16 日 下午 3:05
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正在显示第 1 - 15 条,共 17 条留言
WalrusChomps 2018 年 5 月 16 日 下午 8:33 
I honestly think that a reskin for the Splendid Screen could be fitting but............

+Launches you at a Forward-Upward Angle
+100% Longer charge time
+100% Charge speed
+50% Damage Vulnerability
+50% Damage vulnerability while charging
-100% Charge Damage
-100% Ability to think of good stats

Essentially this does no damage, but lets you flllllllllllllllllyyyyyyyyyyyyyyyyyyyyyyyy
and also you die easy

I know this idea sucks
meat. 2018 年 5 月 17 日 上午 7:14 
引用自 Walrus Wambagoni
I honestly think that a reskin for the Splendid Screen could be fitting but............

+Launches you at a Forward-Upward Angle
+100% Longer charge time
+100% Charge speed
+50% Damage Vulnerability
+50% Damage vulnerability while charging
-100% Charge Damage
-100% Ability to think of good stats

Essentially this does no damage, but lets you flllllllllllllllllyyyyyyyyyyyyyyyyyyyyyyyy
and also you die easy

I know this idea sucks

Coukd work with extra turning control
Kill da World 2018 年 5 月 18 日 下午 2:42 
Shield bash kills restore 50% of your charge meter
20% melee resistance on wearer
20% projectile resistance on wearer
100% immunity to debuffs on wearer
50% longer charge regen
最后由 Kill da World 编辑于; 2018 年 8 月 18 日 下午 12:09
WalrusChomps 2018 年 5 月 18 日 下午 10:05 
引用自 Jaiden
Shield bash kills restore 100% of your charge meter
25% melee resistance on wearer
25% projectile resistance on wearer
100% immunity to debuffs on wearer
20% longer charge regen
Way too overpowered. The 20% less charge regen is essentialy nothing, especially when shield bashing restores the entire charge meter. Honestly it's just a lot of pretty decent upsides with a minor downside at best.
Xpload 2018 年 7 月 25 日 上午 6:15 
My idea:
The Celtic Nut
Level X Shield

+/-) Charge is built with damage dealt
(350 damage needed to charge, maybe easier to build with hybrid-knights with hitting consistant pipes, but would also work with demoknights)
+) Gain increased resistance to all damage as charge is built. Empty charge meter starts off with low resistance.
(start off with a 15% resistance to all damage, 100% charge gains 50% total resistance)

+/-) 100% longer charge duration, with 50% slower charge movement
(you move half as fast while charging, but the effect lasts twice as long, which can be beneficial in some situations)
-) -25% health from all sources on wearer
-) No critical melee damage from charge
-) No debuff removal on charge
(these two stats can be hidden if you like?)

Alt-Fire: Charge towards your enemies. No melee critical strikes or debuffs are removed upon charging.
76561198850929204 2018 年 8 月 16 日 上午 5:26 
Why everyone wants Stats on workshop weapons if it's not accepted XD just wait for it to be accepted and Valve make their Stats on weapon.

However, you can't give Valve your own stats to them when the weapon is accepted.

also, get some help, stats people.
最后由 InvertedKris 编辑于; 2018 年 8 月 16 日 上午 5:27
meat. 2018 年 8 月 16 日 上午 5:55 
Why everyone wants Stats on workshop weapons if it's not accepted XD just wait for it to be accepted and Valve make their Stats on weapon.

However, you can't give Valve your own stats to them when the weapon is accepted.

also, get some help, stats people.

1st: no u
2nd: We don't care, for me, I'm just doing this to see what people will come up with, just firing up their creative juices, there's no harm in that as far as I can see and it's fun reading what people think of. The creativity of this community sometimes just blows me away.
76561198850929204 2018 年 8 月 16 日 上午 9:02 
Why everyone wants Stats on workshop weapons if it's not accepted XD just wait for it to be accepted and Valve make their Stats on weapon.

However, you can't give Valve your own stats to them when the weapon is accepted.

also, get some help, stats people.

1st: no u
2nd: We don't care, for me, I'm just doing this to see what people will come up with, just firing up their creative juices, there's no harm in that as far as I can see and it's fun reading what people think of. The creativity of this community sometimes just blows me away.

How dare u.
meat. 2018 年 8 月 17 日 上午 5:03 

1st: no u
2nd: We don't care, for me, I'm just doing this to see what people will come up with, just firing up their creative juices, there's no harm in that as far as I can see and it's fun reading what people think of. The creativity of this community sometimes just blows me away.

How dare u.

sowwi
76561198850929204 2018 年 8 月 17 日 上午 6:05 

How dare u.

sowwi
it's okay, good boi
meat. 2018 年 8 月 17 日 上午 8:02 

sowwi
it's okay, good boi

yey
Mdgcreeper 2018 年 8 月 18 日 下午 4:26 
引用自 Walrus Wambagoni
I honestly think that a reskin for the Splendid Screen could be fitting but............

+Launches you at a Forward-Upward Angle
+100% Longer charge time
+100% Charge speed
+50% Damage Vulnerability
+50% Damage vulnerability while charging
-100% Charge Damage
-100% Ability to think of good stats

Essentially this does no damage, but lets you flllllllllllllllllyyyyyyyyyyyyyyyyyyyyyyyy
and also you die easy

I know this idea sucks

I like this one the best!
Hedera 2018 年 11 月 6 日 下午 7:39 
To be honest, that initial launching shield idea is pretty good, however i think there's another cool movement ability could be put in here. sure, a jumper shield would be neat, but what about...

...a climber?

+ charging into a flat vertical wall lets you stick to it until you run out of charge meter or jump
+ wall charging drains meter 50% slower than default rate
+ can wall charge in all directions as long as it keeps the user on the wall
- 75% charge duration
- 50% longer recharge time
- 100% charge damage

It replaces the speedy and dangerous horizontal charge for a sneakier approach that allows them to move in ways no other class can. It provides a unique escape route, but denies the demoknight's key tool of the classic charge, so it pairs well with a grenade launcher.
Instead of using the sticky launcher for the trap, the player becomes the trap.
1- get chased
2- go through a doorway
3- charge and climb above the doorway
4- the enemies run through, and you rain grenades on them.
It's a key change to how the class can be played.
So, what do you all think?
meat. 2018 年 11 月 7 日 下午 2:43 
引用自 RegularBloke
To be honest, that initial launching shield idea is pretty good, however i think there's another cool movement ability could be put in here. sure, a jumper shield would be neat, but what about...

...a climber?

+ charging into a flat vertical wall lets you stick to it until you run out of charge meter or jump
+ wall charging drains meter 50% slower than default rate
+ can wall charge in all directions as long as it keeps the user on the wall
- 75% charge duration
- 50% longer recharge time
- 100% charge damage

It replaces the speedy and dangerous horizontal charge for a sneakier approach that allows them to move in ways no other class can. It provides a unique escape route, but denies the demoknight's key tool of the classic charge, so it pairs well with a grenade launcher.
Instead of using the sticky launcher for the trap, the player becomes the trap.
1- get chased
2- go through a doorway
3- charge and climb above the doorway
4- the enemies run through, and you rain grenades on them.
It's a key change to how the class can be played.
So, what do you all think?

I like this, it could work similarly to Lucio's wallride, but of course, add a stat that removes the demoman's charge scream because that makes tealth basically impossible.
lukaj 2019 年 1 月 6 日 下午 10:21 
Recharges 20% Faster
After Charge: +30% Ammo
After Charge: +50% Faster Fire Rate For 4 Seconds
15% Damage Resistance
5% Slower Move Speed
30% Less Charge Duration
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