Team Fortress 2

Team Fortress 2

Jupiter
Stats: Recharge Repeater
+On Hit: Damage is added to a Recharge Gauge
+On Reload: If the Recharge Gauge is full, Engineer is fully healed and gets 100 metal
-Recharge Gauge decreases on miss
-Bullets leave a laser trail (like the Machina but doesn't stay as long)
-Less random crits (Normally, when you get a crit, you actually shoot five or so crits. This stat means you only get one crit instead)
-30% damage
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Showing 1-8 of 8 comments
OP to the limit, here's why:
*It doesn't matter if the position of the engineer is given, he usually retreats to base anyways.
*The phlo is balanced for the pyro because the instant heal comes at the cost of the taunt time, reloading is too easy.
*The damage penalty is hardly any for the benefits of the weapon.
Actually, the Recharge Gauge would not be as easy to fill as the Phlogaystonator. With the decreased damage AND the miss penalty, getting the ~400 damage needed would be a bit more tough than W+M1ing your way through some ♥♥♥♥♥♥♥♥♥♥.

If you think it's still OP...

-Engineer is marked for death after using the Recharge Gauge

Though that may be a little excessive.
All72Virgins 6 Sep, 2013 @ 5:52pm 
I think Traveler's right on the reload insta-heal be cause it would be to easy.
Let Valve decide the stats.
Let us have our fun. I know Valve ain't gonna do ♥♥♥♥, but it's still fun to flex the creative muscles and imagine (OH MY GOD IMAGINATION AND CREATIVITY IN TF2).
ash3 7 Sep, 2013 @ 10:15am 
Sad, this entire post made me sad.
How does this make you sad? -_-
William H. Taft 7 Sep, 2013 @ 4:00pm 
Nah, a taser would be cool.
-%75 secondary ammo
-%100 damage
-%95 magazine size
-Cannot "stun" disguised spys
+15% All weapon change speed ( Like reserve shooter)
+Stun for few seconds
+30 reserve metal increase
Short ranged, good for defense and combo shotgun+ stun
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Showing 1-8 of 8 comments
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