Team Fortress 2

Team Fortress 2

The Magnetonator: The Resubmit
Mumsfilibabba 2014 年 8 月 15 日 上午 8:05
Stats :P
Show me your ideas y'all!

My ideas:

+Can stick to enemy's
+Will deal mini-crit when stuck to enemy's
+50% Damage to buildings
-50% Clips size
+0,2 Seconds taken to detonate
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正在显示第 1 - 15 条,共 24 条留言
Xeronious 2014 年 9 月 25 日 上午 7:42 
+80% to buildings
+ stick to enemy's and building (maby even ur own team)
+ can remove sappers
-90% to living things
-75% clip size

! shoots silently

(idea for this sticky is to shoot on a unaware enemy engy. bombs sticks to engy. engy walks back to his nest. pop go's the sentry :demoticon:
最后由 Xeronious 编辑于; 2014 年 9 月 25 日 上午 7:43
wild wild west 2014 年 12 月 11 日 下午 3:11 
Slowly moves toward nearby enemies and building
Detonating will send the stick bombs in the direction of the nearest sticky bomb(can be done up to 5 times, also it flings the sticky bombs like a rocket jump)
Will auto detonate after 30 seconds
-75% self inflicted explosive damage
-4 sticky bombs out at a time
-25% damage to players
+25% damage to building
-66% explosion radius
The Caretaker 2014 年 12 月 17 日 上午 11:25 
Stickies will disable buildings when placed next to them
On detonation: buildings are disabled for 5 seconds (if stickies are destroyed, buildings will immediately reinable)
Removes cloak from nearby spies when detonated (spies can still recloak immediately after)
+25% blast radius
-30% damage vs buildings
-10% damage vs players
-50% clip size

Deadprofile 2015 年 2 月 28 日 下午 5:39 
Reasonable and short stats:

Pros:
+20% Damage against buildings.
Can be charged up for 3 seconds to lay a critical sticky.

Cons:
-20% Damage against players
+.5 Second arm time
joe axe-murderer 2015 年 3 月 1 日 上午 7:11 
Pros:
Stickies are magnetically attracted to enemies and buildings, and will tend to roll towards enemies within their explosion radius.
On Hit: Stuns player for 1 second, stuns building for 4 seconds
+100% Fire rate
+50% Explosion Radius
-0.2 Second Arm Time

Cons:
Stickies aren't sticky, they just roll on the ground
-4 Max Stickies deployed
-50% Damage Penalty
最后由 joe axe-murderer 编辑于; 2015 年 3 月 1 日 上午 7:14
keey sworjowsceschough 2015 年 3 月 1 日 下午 5:02 
引用自 Xeronious
+80% to buildings
+ stick to enemy's and building (maby even ur own team)
+ can remove sappers
-90% to living things
-75% clip size

! shoots silently

(idea for this sticky is to shoot on a unaware enemy engy. bombs sticks to engy. engy walks back to his nest. pop go's the sentry :demoticon:

♥♥♥♥♥♥♥♥♥ imagine just unloading your bombs onto a bonked scout and having him run at the engy with you detonating the stickies just destroying everything.
quinn50 2015 年 3 月 1 日 下午 6:14 
-25% dmg to buldings
+ disables enemy buildings for 10 seconds, depending on how many stickies.
- max stickies 3
- doesnt stick to surfaces
+ fuse time based on charge ie no charge - 3 seconds max charge - 10 seconds
+ deals 50% extra damage to wet enemys, immune to crits from weapons like neon ahhnilator
+ explosive range increased by 25% in water
- take 10 dmg per second while in water on wearer
Blarrg2 2015 年 4 月 8 日 上午 5:53 
+Can stick to enemy buildings
+Stickies placed on enemy buildings disable them after 2 seconds until the sticky is destroyed
+When placed on a building, detonation disables enemy buildings for 2 seconds
-Max stickies 4
-2 second slower bomb arm time when on buildings
-70% damage
-Cannot damage buildings

Would be designed to be used specifically on nests and for taking down buildings. It requires the demo to either use the pill launcher, or have a team mate help. It punishes Engies not watching thier sentries, but stickies wont take affect for 2 seconds, so and Engie watching over their senty will quickly destroy it. If an Engie is gone all together, the Demo could leave the stickies on there to indefinetly disable it. To be honest it would probably suck for competitive, as the Engies would immediatly destroy the stickies, but for pubs and such it would probably be pretty effective.
Lobster Emperor 2015 年 4 月 9 日 上午 6:16 
My idea

+Attracted to buildings
+20% Damage to buildings
+Can remove enemy sappers from teammates buildings

-35% Damage to players
-10% Reload Speed
-10% Projectile Speed
Sam-7 2015 年 4 月 9 日 下午 8:10 
super special, probably difficult to make stats but would be epic and useful.

DESC:
Designed and built by Professor Gordbort, the Magnetonator uses a positive or negative electro-magnetic discharge, resulting in a positive or negative force applied to you and well anyone else wearing or holding metal.


PROS:
+50% blast radious
+10% blast force
CRITS enemies in water (like neon annihilator)

CONS:

-10% damage to enemy players (-5% done to you, to help keep it fair)
-25% damage to arbourne enemies (electric discharge so no grounding, no damage)
No random crits
-2 grenades in clip

White letters:

Taunt causes demoman to change setting between push and pull
(can be instant with no animation or he does the twirl and then pushes that small black switch on the side of the launcher.)
最后由 Sam-7 编辑于; 2015 年 4 月 9 日 下午 8:14
Blarrg2 2015 年 4 月 10 日 上午 5:48 
引用自 Samuel-Grey
super special, probably difficult to make stats but would be epic and useful.

DESC:
Designed and built by Professor Gordbort, the Magnetonator uses a positive or negative electro-magnetic discharge, resulting in a positive or negative force applied to you and well anyone else wearing or holding metal.


PROS:
+50% blast radious
+10% blast force
CRITS enemies in water (like neon annihilator)

CONS:

-10% damage to enemy players (-5% done to you, to help keep it fair)
-25% damage to arbourne enemies (electric discharge so no grounding, no damage)
No random crits
-2 grenades in clip

White letters:

Taunt causes demoman to change setting between push and pull
(can be instant with no animation or he does the twirl and then pushes that small black switch on the side of the launcher.)
This probably wouldn't work for technical reasons. I don't remember where exactly, but I remember some member of the TF2 team talking about how they wanted to make a sucking flame thrower for the pyro, replacing the airblast with a giant pull. It apperantly messed a lot with predicability and would cause lag because of it. This may not apply to sticky bombs, but it seems like it wouldn't work to me.
+30% larger blast range
+24% larger clip size (10 stickies)
+20% damage vs buildings
+20% damage taken from enemy buildings while weapon is active
+0.5 second sticky arm time.
älcheminty 2015 年 7 月 14 日 上午 3:08 
How about this:

Upon detenation of the the bombs they will suck in all enimies and mark play(ers) for death (7 secends) in a certon area and then explode
Dis-ables sentrys for 2 secends
+25 Run speed upon placing stickies
-50 damage penelty (20 30)
-100 damage to sentry (no damage)
-30 firing speed

This whepon could be used as a helpfull wepon that basicly astists the team pushing forward i mean as you can tell this whepon is far from damageing to players and more for helping the team
to be honest the whepon is a little weak in the damage front but the amount it helps the team it just... I want plz respond to this if you like
Pizza delivery boy 2015 年 8 月 12 日 下午 5:07 
引用自 «★ Dane ★ Doctor Who ★»
Show me your ideas y'all!

My ideas:

+Can stick to enemy's
+Will deal mini-crit when stuck to enemy's
+50% Damage to buildings
+0,2 Seconds taken to detonate

yea i whant to add just to not make it too overpowerd

pros:

works like EMP disable all buildings including / invins watch / deadringer etc.

con:

- 10% slower fiering speed
- 45% Clips size
- 5% explosion radius
- 40% less healing from medic sources

thespook2001 2015 年 8 月 15 日 上午 5:06 
Pros:
- +50% explosion blast
- +50% damage against buildings
Will roll towards buildings if they are in explosion range once the sticky hits the ground
If it directly hits a building it will disable it. Disabling is very different of sapping: it will render dispensers useless, teleporters will deal a small but annoying ammountof damage and sentries will still work,but with -30% firerate
Uncloaks spies,doesn't allow them to cloak for 3 seconds
Disables Medic's medigun for 3 seconds

Cons:
- -99% damage against players(no damage)
- No knockback dealt(also disables sticky jumping)
- only 4 magnetobombs can be deployed at the same time
-if there is no building in explosion range the magnetobomb will instantly explode
- -50% clip size
- -20% ammo


This would make the Demoman a huge treat for Engineers, a pain in the ass for Medics and Spies, but useless against other classes. This weapon would require the player to be extremely dynamic(no allowing sticky traps) without the aid of sticky bomb jumping, having to use only the grenade launcher.
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