Team Fortress 2

Team Fortress 2

The Steel Smasher
stats
here's my idea

+Able to remove Electro Sappers (in one hit).
+Has 12% longer melee range.
+20% melee attack speed.
- 15% damage penalty.
- No random critical hits.
Sidst redigeret af Twilight_Jester; 22. juli 2018 kl. 9:54
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connorCD 22. juli 2018 kl. 15:02 
seems like a very good idea. but personally, i think it owuld be a good idea if the stats of the weapon differ depending of who's holding it. not really sure what those stats would be, though.
Tlaxx 23. juli 2018 kl. 3:00 
What about
+20% damage
-Swing speed/ damage vulnerability
Zeezee! 24. juli 2018 kl. 7:33 
Oprindeligt skrevet af Tlaxx:
What about
+20% damage
-Swing speed/ damage vulnerability


Oprindeligt skrevet af connorCD:
seems like a very good idea. but personally, i think it owuld be a good idea if the stats of the weapon differ depending of who's holding it. not really sure what those stats would be, though.


Oprindeligt skrevet af Twilight_Jester:
here's my idea

+Able to remove Electro Sappers (in one hit).
+Has 12% longer melee range.
+20% melee attack speed.
- 15% damage penalty.
- No random critical hits.

What about area damage? This IS basically a Thunder Hammer from Warhammer 40,000
Spitfyre37 24. juli 2018 kl. 9:20 
what if this thing had some sort of sapper collection system? like, the weapon starts with a 20% damage penalty and a 10% slower walk speed, but for every sapper destroyed, 5% of the negative attributes are removed. So, after destroying 4 sappers, you would have a 10% faster walk speed and no damage penalty. Like the eyelander, but for pyros and engies! alternatively, this could also grant the bonuses for killing spies, but thats up to you guys.
Spitfyre37 24. juli 2018 kl. 9:21 
And it wouldnt reset after death
Toxic Asset 24. juli 2018 kl. 10:37 
Any potential stats that don't slow swing speed, increase damage or have some mini crit function OR area damage are a total mismatch to what this weapon does in the 40k universe.

It could be quite gimmicky but to replicate how the weapon works in Dawn of War games the area damage mechanic could be a rage bar that gets filled based on damage done and then you can activate rage which would then slam the hammer on the ground dealing some small amount of damage but either stuns people and/or knocks them back within some certain radius.
Zeezee! 24. juli 2018 kl. 13:06 
Oprindeligt skrevet af Spitfyre37:
And it wouldnt reset after death
alright your pushing the anti-sapper role too much, try to go with a more offensive idea
Beans 7. okt. 2018 kl. 16:11 
the fact this goes for pyro demo and engie it dont really work because demo and pyro can share a weapon but they cannot share it with engie that well so...
Scrangican 10. okt. 2018 kl. 12:29 
Apocolyptic Robo Smasher
+/- sword boi stat
+ 50% damage bonus vs. buildings
+ 20% sentry damage resistance
- mini crits replace crits
meow 3. sep. 2020 kl. 17:15 
[~] Alt-Fire: Engage Turtle Mode
[~] With Turtle Mode active: Gain +66% damage resistance and 33% crit resistance but move, attack, deploy and holster 33% slower and receive 66% less heals from all sources. [~] Turtle Mode drains a secondary meter, lasts 9 seconds from max meter, and takes 12 seconds to regenerate fully from an empty meter.
(Heal penalty has a 1s buffer after Turtle Mode is disengaged)
[+] +40% damage bonus
[-] -10% swing speed penalty
[-] Crits become mini-crits
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