Team Fortress 2

Team Fortress 2

The Hit Induction
 This topic has been pinned, so it's probably important
Rapoza Dynamica  [developer] 10 Aug, 2018 @ 8:35pm
Stats Suggestions
Tell us your weapon stats ideas!
Here's mine as example
- Magnetic: Will pickup any metal in a range of 5-10 meters arround while active
- Increases both sentry gun and dispenser range in 30-50%
- Increases all building speeds in 30-50% (both hiting it and leaving it build itself)
- Can only build up to level 2 buildings (but can help build to level 3 allies)
-*(Maybe another disavantage would be cannot build teleports? Or each building costs
250 metal per level, or can only carry 150 metal at once)
- Will set on fire disguised/invisible spies only
- +20% swing speed
- -30% damage


** A cool effect would be every time you hit a building, it would glow red hot for
half second, but I imagine it would be kinda tricky to do.
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Showing 1-4 of 4 comments
Renantasy 11 Aug, 2018 @ 7:06pm 
+30% Damage if underwater
+ Magnetic: Will pickup any metal in a range of 5-10 meters arround while active
+ Destroy sappers with just one hit
+ Crits in enemies on fire
+20% vulnerable to fire damage
No Random Crits
Beans 21 Aug, 2018 @ 12:56pm 
3 seconds of fire on hit
immunity to afterburn
50% increased dmg from fire attacks
destroys sappers in on hit
no random crits
-30% metal gained from metal sources

Magentic: metal dropped from bodys float up and gravitate towards you
Scrangican 14 Sep, 2018 @ 1:48pm 
Hammer that is very hot
+ on hit: burst into flames
+ buildings take 75% less damage from fire
- mini crits instead of regular crits
Overdone 8 Oct, 2018 @ 5:21pm 
+Causes fire on hitting enemies.
+As a perk, killing someone on fire grants an aura that gives your allies flaming bullets. (This might be too overpowered.)
-25% less damage
-No random criticals, but it's obvious, isn't it?
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Showing 1-4 of 4 comments
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