Team Fortress 2

Team Fortress 2

Supernova Scout
Item Set Stats
I'll be Combining all the weapons to support each other

Beam Bat:
As it is based off the Lightsaber, a difficult to use but totally worth it weapon, I've made the stats based off it's abilities

Pros:
Can Deflect/Destroy Most Projectiles (except for Jarate and Mad Milk)
On Back hit: 45% chance Mini Crit, 45% chance Full crit, 5% Instakill, 5% Razorback-like Missfire

Cons:
-33% movement speed while equipped (Normal speed)
-80% movement speed while active (about Huntsman Aiming Speed)

Pros make it seem Overpowered, Cons make it seem Underpowered, Perfect Balance of the Force

The Pros will make the player want to play stealthily and not so in-your-face, dealing a lot of damage on "Backstab" and being an infinite airblast Pyro will seem overpowered in some eyes, the lack of mobility may compensate for that Overpower

Tossable Teleporter:

I thought that at Teleporter for the most mobile class would be useless, fortunately I found myself a way

~When thrown it will take about 2s to teleport the player to it's location, it will take 15s to recharge.
~When teleported, player will lose a measly 5hp.
~Can telefrag enemy players but at the cost of half your health.

Compensating for the Scout's newfound Lack of Mobility, the Teleporter will obviously teleport the Scout from point A to point B in a matter of seconds. Other than compensation, it can also be used to deny major fall damage and escape risky situations or just to troll people and risk having to predict where enemies will be to telefrag 'em.

Master Blaster:

Pros:
On Crouch-Jump while active: grants 40% larger jump height and stackable Triple-jump
-50% Damage Falloff effect

Cons:
Fires Reflectable Laser Projectile
-10% damage penalty
If target is low on health (<25% hp), may teleport target to nearby location instead of damaging it (20% chance)


With it's jump effect extra mobility is granted along with death from above when combined with it's Damage Falloff effect, allowing the Scout to gain ranged combat as long as the lasers hit their mark.
But they might not be able to kill too easily, with less damage and the possibility of teleporting enemies to freedom or escape, on the other hand, that teleportation device could lead them to any imminent death filled with heights and bullets

Last edited by Pimp Skeletor; 21 Mar, 2015 @ 10:44am
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Showing 1-4 of 4 comments
WickyDicky 1 Oct, 2015 @ 12:15am 
10% or less to all stats
Pimp Skeletor 1 Oct, 2015 @ 12:37pm 
Originally posted by BONDARN:
10% or less to all stats
In other words, making them more like their default counterparts.
Making the Beam Bat spammable and forgettable and the Master Blaster have weak pros and be UP.
GatorHunter 3 Oct, 2015 @ 4:54pm 
I. Love. This.
Pimp Skeletor 3 Oct, 2015 @ 6:06pm 
Originally posted by |TC| Ģ∆†ΩⱤ | trade.tf:
I. Love. This.
Why, thank you.. :)
Last edited by Pimp Skeletor; 3 Oct, 2015 @ 6:06pm
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