Team Fortress 2

Team Fortress 2

Corkscrew v.2
Mashpit 31 May, 2013 @ 8:56am
Corkscrew Stats
So, here goes nothing.

Corkscrew
Level 10 Robo-Popgun
+ Sets target on fire
+ Has 40% faster reload speed
+ Fires special projectiles that deal damage based on distance traveled.
- Has -50% base damage
- Has 84% less rounds per clip
- Has 50% less primary ammo

Finally, something that pairs well with the Sun-on-a-Stick! The -50% base damage will mean that at close range, this gun deals a measly 30 damage, while at far range (with maximum ramp-up and no damage deviation), it will deal around 45 damage with normal rampup, 50 with the default Scattergun rampup and if the TF2 team is as useful as I think they are, it should deal around 75 damage at long range. Yes, I stole the number from the Crusader's Crossbow. As a projectile, the screws will take a while to travel through the air and can be reflected by enemy pyros for minicrit damage. Projectile will light huntsman arrows (you light my fire~). 84% less rounds per clip means only 1 round per clip, so make every shot count! Less primary ammo will make this weapon almost exactly like a higher-damage flare gun for the Scout. Seems fairly balanced, and therefore easily ignored. Good try, me.
On the bright side, Valve can probably recycle the flare gun animations to be adopted for the Scout if none are provided with the model. Less hassle is always a plus..
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Showing 1-15 of 104 comments
Mashpit 31 May, 2013 @ 9:22am 
Aaaaaaand now that I look at the reload animation, this can't launch the screw unless the creator wants to go through painstakingly remaking the animation. GG, me. GG.
Of course, I guess the dev team can use multiple ideas.

Corkscrew
Level 10 Railgun
+ Shot can be "charged" by holding down Attack - charged shots inflict knockback and a slowdown effect for 3 seconds once fully charged.
+ Has 25% faster reload speed
- 84% less rounds per clip
- 25% less primary ammo
- 90% pellets per shot

If everything goes right, you'll have a weapon that's about as accurate as a revolver (remember that the spread steadies when a weapon is unused for 1.5 seconds, and with the 1 ammo per clip forcing users to pick their shots, this gun will be fairly accurate). The damage will have a base of 60 per shot - up to 105 damage at point blank (scattergun ramp-up) or 90 damage (normal ramp-up). Personally, I think the 90 damage would fit it better, since this would be designed to change the Scout's role from a close-range pickmaker to a mid-range hindrance, sorta like a mix between the Shortstop and the Baby Face's. The "Charging" mechanic took a bit of thought - what I originally planned was start doing extra damage at 50%+ charge, but I thought that was too overpowered. I'm thinking it will take around 2 seconds to "charge" a shot - around the time it takes for a normal scout to line up a direct hit (y'know, the kind that doesn't just spam the stock scatter and hope for the best). If this stat gets passed, it'll completely revolutionize Scout gameplay and anti-Scout strategies. Even in my opinion, these are pretty bad stats, not because they're unbalanced, but because they deviate too much from the class. It's like giving a medic a shotgun (Although Valve did give him a crossbow). But you know, better bad than nothing.
Meme Fortress 2 (Banned) 31 May, 2013 @ 11:37am 
on kill: turns victim to ice
Dominant Gamer 31 May, 2013 @ 11:39am 
STATS: (May be a bit better)
Pros:
+20% faster reload speed on land
+25% damage against burning enemys
+10% less fire damage taken on werear
when on fire: gain mini-crits til fire wears off

Cons:
-15% damage under water
-5% reload speed under water
No random critical hits
Last edited by Dominant Gamer; 31 May, 2013 @ 11:40am
pathnode  [developer] 31 May, 2013 @ 2:20pm 
Why should it be like a flare gun and shoot just 1 shot per clip? As I created the weapon, I thought about that the glowing "corkscrew" is somekind of an energiecore which gives the weapon 5 shots per core.

1reload=5shots (something like that)

⌐¬ 1 Jun, 2013 @ 12:53am 
"DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM"

POSITIVE:
+250% Damage
Hit: Enemy gets in fire for 10 seconds.
+75 HP
+50% Movement speed

NEGATIVE:
Clip size: 1
No headshots.
-100 reload speed
-50% Max ammo.
No critical hits.
pooed david 1 Jun, 2013 @ 2:48am 
On hit: Fire
-30 Damage
-20 clip size
jordan!!!!! 1 Jun, 2013 @ 3:29am 
On Hit: Flame for 6 secs
-20% Clipsize
+Hold Down Fire to charge, fuly charge does +50% damage
-15% accuracy

Set: Metal Menace

-Corkscrew
-Sun-On-A-Stick
-Bolt Boy

Effect: Run 10% faster
5% Shooting Speed
Cahillrock 1 Jun, 2013 @ 4:09am 
Originally posted by \W/:
"DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM"

POSITIVE:
+250% Damage
Hit: Enemy gets in fire for 10 seconds.
+75 HP
+50% Movement speed

NEGATIVE:
Clip size: 1
No headshots.
-100 reload speed
-50% Max ammo.
No critical hits.

Are you actually serious?
Mashpit 1 Jun, 2013 @ 4:26am 
Originally posted by Hugh Jass:
on kill: turns victim to ice
2op4me
Originally posted by Super Fancy Kitty:
STATS: (May be a bit better)
I hope you're kidding when you said that - this is completely overpowered. Not many maps have water to start off with, making the cons pretty much null - the buffs, on the other hand, are over-the-top and will make this gun a direct upgrade to the stock scattergun.

Originally posted by \/ A /\/\ /\/\ A /\/ E /\/:
"DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM"
If this guy is being serious, please kill him now.
+250% damage will deal 210 damage at medium range (That, for reference, will kill all but the Heavy if they don't have overheal), and will deal 315 damage with normal rampup and 368 damage with Scattergun rampup (Both kills a heavy in 1 hit, the latter quite possibly killing an overhealed heavy too). +75 health puts the scout on equal health with the soldier; for reference, the soldier is the SECOND HARDEST ♥♥♥♥♥♥♥ CLASS TO KILL IN THE ENTIRE GAME. By the time I got to +50% movement speed, I was 95% sure that this was a joke. Until I saw that you actually tried to balance these ♥♥♥♥ stats out with negatives.

Originally posted by Rotzlöffel:
Why should it be like a flare gun and shoot just 1 shot per clip? As I created the weapon, I thought about that the glowing "corkscrew" is somekind of an energiecore which gives the weapon 5 shots per core.

1reload=5shots (something like that)

Hm, I thought the corkscrew would be like something that would be shot out of the gun when fired; obviously, your reload animation pic put an end to that idea. The idea behind the railgun is that it uses the entire energy core in one, charged shot; the faster reload makes it easier for the user to last longer in long battles. Now that I look back at it, it's kinda weak; a damage boost or a reload boost wouldn't be a completely wasted idea. I'll pump out one more generic idea to tickle your pickle.

Corkscrew
Level 10 Flak Cannon
+ 20% damage bonus
+ Alt-fire: Launch all rounds in clip in an explosive package.
- 40% bullets per shot
- 33% clip size
- Has 10% slower reload speed

I don't feel creative right now, sowwy.
Alt-fire should create a Detonator-sized explosion, with about 80~100 damage on a direct hit and the fancy Source explosive distance damage scaling system depending on distance.
Canada 1 Jun, 2013 @ 11:15am 
I love your idea of the corkscrew, and maybe, seeing as a corkscrew is a single object, you could have a small blast radius with target penetration. Just a thought, of course. (Need steam xp)
miruku 1 Jun, 2013 @ 7:00pm 
Hm.

Corkscrew
Level 10 Screwblaster (Sounds awesome)

Pros:
(+) Sets enemies on fire on hit for two seconds, allowing for about an additional 6 damage.
(+) 20% Faster Reload Speed
(+) 25% Projectile Speed (This notes that there's not really kind of spray of bullets, it's like only one, the screw) (Not a hitscan weapon)

Cons:
(-) Damage is reduced on the travel of the screw, lasting up to a 75% Damage Penalty. (Therefore, a 60 damage shot would be reduced to 15 damage)
(-) -83.3% Clip Size (1 Screw per clip)
(-) -20% Primary Ammo Capacity (25 screws: +1 in clip at start, 25 in capacity = 26 screws)
(-) +20% Fire Vulnerability (Since fire can melt metal)

I think there's too many stats, but it's a start. Thanks for reading.
Last edited by miruku; 2 Jun, 2013 @ 5:14pm
uppercut 1 Jun, 2013 @ 10:46pm 
It's a really good idea but I think the fact that there is SO much ammo loss it's gonna be unused. If Valve adds, it which I wouldn't be surprised if they did, they would probably add more ammo and take away siomething else.
Last edited by uppercut; 1 Jun, 2013 @ 10:47pm
Mashpit 2 Jun, 2013 @ 3:45am 
A decent scout always remembers ammo and health locations, and keeps his health up through the use of mad milk/candy cane. Ammo can be aquired through either ammo boxes or battlefield pickups (dropped weapons) - a good scout should never, ever run out of ammo on his primary. Lowered ammo would actually promote either an extremely agressive playstyle (must make a kill or run out of ammo) or a conservative style (Hang around dispenser/metal spawn and defend one area) psychologically; however, it shouldn't change the default scout play (Hit and run, picks, harassment) too much.
no gin 2 Jun, 2013 @ 8:42am 
I agree mostly with *Mash + Skye*, but I would like to edit it a little.

+ All ammo collected becomes helath
+ Has 40% faster reload speed
+ Fires special projectiles that deals damage based on distance traveled.
- Has -50% base damage
- Has 84% less rounds per clip
- Has 25% less primary ammo

Last edited by no gin; 5 Jun, 2013 @ 1:57pm
Duck Dimmadome 2 Jun, 2013 @ 12:49pm 
I like that idea
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