Team Fortress 2

Team Fortress 2

Boltflinger
Ragnarok 1 Nov, 2014 @ 6:58am
Stats
I'm thinking:
Pros:
2x ammo.
+100% reload speed
+100% damage vs. buildings
Can pin enemies to wall like huntsman or RR.

Cons:
one round in a clip
-60% move speed
+25% bullet vulnerability
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Showing 1-15 of 19 comments
How about It can uprade your sentry from a distance?
Ragnarok 8 Dec, 2014 @ 1:07pm 
Why not?
flinch1031 19 Dec, 2014 @ 11:02am 
Yeah I like the upgrading sentry from a distance but it should cost more metal than usual to upgrade with it instead of wrench
Ragnarok 19 Dec, 2014 @ 12:13pm 
Reworked stats:

Pros:
Can upgrade sentry from distance
+50% projectile speed
pin effect (like huntsman)
+30% damage vs buildings

Cons:
Upgrades cost 300 metal (even with wrench)
-84% clip size (1 round per clip)
-15% move speed (all the metal bolts are heavy)
-20% reload speed

Basically makes it a viable offensive tool or one for keeping out of line of fire. Makes it non-useful for combat, as slow reload+small clip mean constant reloading for very little DPS. Does extra damage to buildings, making engie a better nest-killer.
--= 1 9 1 1' =-- 24 Dec, 2014 @ 7:20am 
555
Gabriel Garcia 17 Mar, 2015 @ 4:05pm 
It Looks like a Machine Gun Maybe Incrased Firing speed
RollingBox 27 Jul, 2015 @ 12:40am 
•Shots are charged with Primary Fire
•Uncharge with Secondary Fire
•Weapon fires bolt projectiles similar to the Huntsman, but have seemingly no fall or drag.

+Fully charged shots deal bleed damage
-Overcharging a shot destroys the bolt, while losing ammo in the process.
-33% smaller magazine size
puppygirl gaming 22 Oct, 2015 @ 7:59am 
Pros:

Alt fire: fires a stream of water that knocks enemies back and puts out fire on burning teammates

Cons:

-20% Firing speed
-Water does no damage
I think it should act like the old scout/spy nailgun from tfc.
WhiteRushinBear 14 Dec, 2015 @ 3:36pm 
The Boltfinger
Level --- Nailgun

+20% faster firing speed
+No Reload Required
+Upon Crit: Causes bleed damage, which multiplies over time based on how many land.
-30% damage
-Bleed Damage isn't crit boosted nor mini-crit boosted.

[Bleed Damage multiplies up to a total of 6 times]
fires gravity affected projectiles that induce bleeding after traveling a certain distance
Deals more damage, has longer bleeding time, and higher knockback the farther it travels
33% smaller clip size
20% slower firing speed
20% slower reload speed

evil vvizard vveed 11 Jun, 2016 @ 11:04pm 
This would be a great reskin for the Pomson (make a mod, dude!). Otherwise, here are some stats:
+Fires bolts of energy, similar to Pomson (much longer range than Shotgun)
+Bolts disable buldings for 2 sec (similar to Cow Mangler's charged shot)
+Bolts can chain damage to up to 2 other enemies in close proximity to the original target
-15% damage penalty
-Must be cranked to reload (longer reload time, think laser musket from FO4)

What do you guys think? The cranking would be used to show the gun generating energy.
WAEEEJ 15 Sep, 2016 @ 10:33am 
Fires rivet/bolt projectiles effected by gravity (ark like needle gun)

+50% damage towards buildings

+25% fire rate (than stock shotgun)

base damage = 50

projectiles penetrate targets and pin ragdolls to walls

10% slower move speed while active

no random crits

20% slower reload speed (also than stock shotgun)

projectiles can remove sappers

when crit boosted shots have regular damage multiplier and inflict bleed damage

Longest ever weapon description
Kingicehunter 9 Oct, 2017 @ 3:35pm 
Originally posted by RollingBox:
•Shots are charged with Primary Fire
•Uncharge with Secondary Fire
•Weapon fires bolt projectiles similar to the Huntsman, but have seemingly no fall or drag.

+Fully charged shots deal bleed damage
-Overcharging a shot destroys the bolt, while losing ammo in the process.
-33% smaller magazine size


this i like^
Kingicehunter 9 Oct, 2017 @ 4:25pm 
Originally posted by WAEEEJ:



put simply,

1. Shotgun causes bleed when going through one target and hitting another.

2. Hitting a bleeding player with this gun causes mini-crit hits and bleeding to turn into mini-crits.

3. For every sapper destroyed get 5 seconds of stored 'Bleed Bullets'

4. No crits from random or Uber.




Base damage = 50

Clip size 5
Max number of ammo 15 (shots total)

Projectiles penetrate targets
(if it goes through at least 1 target, all other targets hit by the penetration bullets get inflicted with bleed)

15% slower move speed while active

15% slower reload speed (compared to stock)

Shooting sapper can remove them.

For every sapper destroyed by shotgun (whether its yours a friendlies, or an enemy machine) is 5 seconds of stored bleed time. For a maximum of 30 seconds.

bleed can be transferred over to pistol but loses twice as much bleed time per second


this is closer to how I would like the gun.

Spy can get crits for each back stab and building destruction; Pyro can get it for damage and putting out the flames of near by team mates; Engineer should be able to get crits for sentry kills and dispenser heals....but since dispenser heals would be to OP, bleed damage for sappers will have to do.
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