Team Fortress 2

Team Fortress 2

The Shock Wave
Sleepy-Keyzer 2015 年 2 月 9 日 下午 5:54
Stat discussion
Cause every weapon on the workshop needs one. (Apparently.)

Heres mine:

+ Upon backstab, stuns enemy for 5 (or higher) seconds.
+ Higher damage Vs wet players.
-Cannot backstab.
- Lower damage.
最后由 Sleepy-Keyzer 编辑于; 2018 年 12 月 2 日 上午 10:29
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正在显示第 1 - 15 条,共 154 条留言
Dzhēk, not Dhēk 2015 年 2 月 9 日 下午 6:03 
+Stun Enemies For 5 Seconds
+Deactivate Sentrys For 10 Seconds
+10% More damage on Wet Players
-Cannot backstab
-50% Damage
-No Backstab
最后由 Dzhēk, not Dhēk 编辑于; 2015 年 2 月 9 日 下午 6:04
Bar Fight Bob 2015 年 2 月 9 日 下午 6:51 
Pros:
Stuns enemies.
Extra damage on wet players.
+10 damage against buildings. (sapping and slashing at buildings)

Cons:
No backstabs.
Very loud.
Slower attack speed.
Raddish 2015 年 2 月 9 日 下午 7:04 
I don't know why you'd want a spy knife that can't backstab (instakilling is better than stunning), but it would be cool if it would vaporize enemies like the cow mangler.
Ryuga_Knight 2015 年 2 月 9 日 下午 7:19 
引用自 TheCoherentRaddish
I don't know why you'd want a spy knife that can't backstab (instakilling is better than stunning), but it would be cool if it would vaporize enemies like the cow mangler.

It could be useful on a quordanted attack. like if you kill a heavy and he respawns just as your pal gets on to cap a point so the heavy kills him, but instead you stun heavy so he does not get respawned and your friend caps the point with no heavy interfering.
Zhou Baideng 2015 年 2 月 9 日 下午 11:29 
+Silent Killer: no killfeed
+Does not alert enemies on a normal stab (no attack alert)
+On failstab: your disguise will flicker a little but will not destroy disguise
-Noisy sound and vaporize enemies on backstabs
-100% damg(does not affect backstabs)
This can be very helpful when you failstab somebody and then they notice you and bleh... you are ded, this allow the spy to hav a second chance if he failstab once
Destructible Watermelon 2015 年 2 月 10 日 上午 12:11 
cheeseburger. WHY IS IT A NOISY SILENT KILLER?!?!
最后由 Destructible Watermelon 编辑于; 2015 年 2 月 10 日 上午 12:11
Schnoz 2015 年 2 月 10 日 上午 3:08 
引用自 "TheCakeIsAPie"
+Stun Enemies For 5 Seconds
+Deactivate Sentrys For 10 Seconds
+10% More damage on Wet Players
-Cannot backstab
-50% Damage
-No Backstab
You said no backstabing twice.
FantasyRow 2015 年 2 月 10 日 上午 3:50 
-Upon backstab enemy disentegrates into a pile of ashes.
-Backstab doesn't show up in the kill-feed.
-Upon a non-backstab you get 10% cloak and back-stabs give you back 20% cloak

-Non-backstabs do 50% less damage.
-Misses with the knife negate 25% cloak from your total cloak.
dead 2015 年 2 月 10 日 上午 4:10 
引用自 FantasyRogue
-Upon backstab enemy disentegrates into a pile of ashes.
-Backstab doesn't show up in the kill-feed.
-Upon a non-backstab you get 10% cloak and back-stabs give you back 20% cloak

-Non-backstabs do 50% less damage.
-Misses with the knife negate 25% cloak from your total cloak.

Ooh, I liek dis... BUT!
It feels as if the butterknifing stats are useless, as 50% less damage will give a whopping base damage of 20hp. And if it turns out you miraculously butterknife someone to death on 20hp, your reward is only about 1 second of extra cloak time. The rest of the stats are solid imo.
Sleutelmeisje 2015 年 2 月 10 日 上午 5:48 
Here's my idea; nothing big, but still different from standard.
+Silent killer, no killfeed
-Cow mangler death animations
最后由 Sleutelmeisje 编辑于; 2015 年 2 月 10 日 上午 5:51
Cai V3.6 2015 年 2 月 10 日 上午 9:10 
Comes with a primary that you can spray enemies with water with.

Silent killer: No noise on kill
If enemy is wet, crit regardles of backstab or not

Can't backstab
cobalt 2015 年 2 月 10 日 下午 12:01 
Ok how does this sound;

+Stuns enemy for 2 seconds on hit
+Vaporizes enemy on backstab
+75% damage to wet players

-Depletes charge on hit/ backstab*
-50% damage on hit (does not affect backstabs)
-Hurts self when deployed underwater
-Charge replenishes after 4 seconds (debatable)

*I was thinking that it could have a charge meter that depletes after any successful hit (to prevent stunning and then instantly backstabbing)
最后由 cobalt 编辑于; 2015 年 2 月 10 日 下午 12:01
Undead Flareon 2015 年 2 月 10 日 下午 2:34 
Here's my Suggestion that I loosely based from Colbaltor's idea:

+ On Backstab: Stuns anyone connected via medibeam for 5 seconds, but deals only 95% of the normal Backstab damage to the Medibeam patient. (This makes it so that fighting against tough enemies, for example: a Heavy/Medic Combo, wont be too much trouble, and makes the Spy more of a support while the rest of the team beats the living crap out of them, or you can finish them off with your revolver.)
+ Disables Buildings on Hit for 2 seconds(allowing for the spy to deal with that pesky engineer)
+ On Backstab Kill: Vaporization Death

= Backstabbing and "butterknifing" uses up the Stun meter. Stun meter takes 8 seconds to recharge. If Stun meter is empty or not fully charged, players cannot be stunned by this weapon.

- Short circuits upon deploying underwater, Instantly deminishing the stun meter for 12 seconds and will make you take 15 Dmg per short circuit.
- 15% Slower Melee Speed
- Backstabbing a Razorback will cause both players to be stunned
FantasyRow 2015 年 2 月 10 日 下午 3:14 
Here's my Suggestion that I loosely based from Colbaltor's idea:

+ On Backstab: Stuns anyone connected via medibeam for 5 seconds, but deals only 95% of the normal Backstab damage to the Medibeam patient. (This makes it so that fighting against tough enemies, for example: a Heavy/Medic Combo, wont be too much trouble, and makes the Spy more of a support while the rest of the team beats the living crap out of them, or you can finish them off with your revolver.)
+ Disables Buildings on Hit for 2 seconds(allowing for the spy to deal with that pesky engineer)
+ On Backstab Kill: Vaporization Death

= Backstabbing and "butterknifing" uses up the Stun meter. Stun meter takes 8 seconds to recharge. If Stun meter is empty or not fully charged, players cannot be stunned by this weapon.

- Short circuits upon deploying underwater, Instantly deminishing the stun meter for 12 seconds and will make you take 15 Dmg per short circuit.
- 15% Slower Melee Speed
- Backstabbing a Razorback will cause both players to be stunned
One problem, why would you want to stun the building and then kill the engineer when you can place a sapper on it which will still stun the building and do damage to it, which is ultimatly more useful then hitting it with your knife and exposing yourself. Plus the 2 second stun might where off before you kill the engineeer, where a sapper will keep it stunned until death.

(HOWEVER) If this weapon can stun the building and the engineer cant fix it (Like he can with the sappers) then I can see why this would be somewhat useful.
Undead Flareon 2015 年 2 月 10 日 下午 4:34 
引用自 FantasyRogue
Here's my Suggestion that I loosely based from Colbaltor's idea:

+ On Backstab: Stuns anyone connected via medibeam for 5 seconds, but deals only 95% of the normal Backstab damage to the Medibeam patient. (This makes it so that fighting against tough enemies, for example: a Heavy/Medic Combo, wont be too much trouble, and makes the Spy more of a support while the rest of the team beats the living crap out of them, or you can finish them off with your revolver.)
+ Disables Buildings on Hit for 2 seconds(allowing for the spy to deal with that pesky engineer)
+ On Backstab Kill: Vaporization Death

= Backstabbing and "butterknifing" uses up the Stun meter. Stun meter takes 8 seconds to recharge. If Stun meter is empty or not fully charged, players cannot be stunned by this weapon.

- Short circuits upon deploying underwater, Instantly deminishing the stun meter for 12 seconds and will make you take 15 Dmg per short circuit.
- 15% Slower Melee Speed
- Backstabbing a Razorback will cause both players to be stunned
One problem, why would you want to stun the building and then kill the engineer when you can place a sapper on it which will still stun the building and do damage to it, which is ultimatly more useful then hitting it with your knife and exposing yourself. Plus the 2 second stun might where off before you kill the engineeer, where a sapper will keep it stunned until death.

(HOWEVER) If this weapon can stun the building and the engineer cant fix it (Like he can with the sappers) then I can see why this would be somewhat useful.

The Building disable functionality is similar to that of the Cow Mangler's ability to disable buildings. The Electrical feedback from the tazer will interfere with the system and therefore cause an error and disable the buildings.
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