Team Fortress 2

Team Fortress 2

The Fuming Snake
roz 8 May, 2024 @ 4:29am
Stats proposal
My take is:
10% more damage
15% more movment speed
10% more acurate

can only hold 150 bullets
max overheal caps at 400 hp

Frants heavy mobility and power but takes away survivalibity and how long he can be in fight
Last edited by roz; 8 May, 2024 @ 4:33am
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Showing 1-13 of 13 comments
*****Machine821 8 May, 2024 @ 4:36am 
400 overheal is a bit much for all those great stats, maybe 150 instead?
*****Machine821 8 May, 2024 @ 4:36am 
250*
roz 8 May, 2024 @ 6:25am 
Originally posted by *****machine821:
250*
So if I get it right, you want Heavys health, while he's overhealed, to go down to 250 with this weapon active, right?
Angie 9 May, 2024 @ 4:33pm 
Originally posted by roz:
Originally posted by *****machine821:
250*
So if I get it right, you want Heavy's health, while he's overhealed, to go down to 250 with this weapon active, right?
i think that he thinks you want heavy to have 400 extra overheal, instead of max health + overheal totaling 400. i can see the confusion though and i still agree it's a bit high, maybe make it 350 max, just my thought. :demoticon:
Angie 9 May, 2024 @ 4:53pm 
I do not get why there is an extra damage boost, if you wanted to make a more mobile heavy primary, I'd do it like this:
The Fuming Snake
(+) 20% Faster rev up and rev down speed
(+) 30% Quicker movement speed while revved.
(+) 50% Max ammo. (300 rounds total.)
(-) 15% Wider spread.
(-) 22% Max overheal. (Totaling 350 health w/ overheal.)
(-) 25% Less healing from all sources. (Sandvich included.)
*This gun has three 100 ammo magazines that when emptied, take 4 seconds to reload.*
These stats I propose make heavy a more mobile threat while still making him give the enemies downtime and a chance to catch him out while it's harder to defend himself. The faster rev and movement speed while revved make him a quicker threat while the 100 ammo mag and lower overheal make him more vulnerable, and the accuracy being lower makes it so he has to get in closer to deal better damage, again, making him need to use his speed.


but hey that's just what I think. :demoticon:
Last edited by Angie; 9 May, 2024 @ 4:56pm
My Proposal
25% more accurate at base
On hit: gain Focus
Weapon accuracy increased with Focus
20% slower firing speed
30% slower movement speed while firing weapon
Focus depletes while spun down
———
Basically, this is a gun that you use to set up at a sightline of some kind and use the accuracy to punish enemies at longer ranges, but punishes you for getting caught at closer ranges.
Last edited by = Uber the Sylveon ツ =; 16 May, 2024 @ 11:55am
bluroc 17 May, 2024 @ 2:02pm 
pros
-doesnt need to spin barrel to fire
spining barrel instead charges the focus meter
when activated,10 heavily acurate and more damaging shots are fired in a quick burst
-makes no noise when spinning barrel

cons
-unless focus meter is full,forced and random crits cannot be fired
-20% less acurate
-15% fire rate
P13R50N 28 May, 2024 @ 12:39pm 
think it would be cool if we had a minigun that has a lot of movement speed while reved up and shot out a bunch a bullets every 1.5 seconds or so, like a shotgun mingun
2EyedGlasses 11 Jun, 2024 @ 12:30pm 
My stats for that weapon:

20% increased damage bonus.

Decreasing 0.05% walk speed depends how much ammo you have

20% decreased firing speed.

40% decreased holster speed.

Get slow effect when holstering.

Shoots big projectile bullets instead of the regular.

Bullets will explode by a small radius dealing extra 5 dmg.

Hitting enemy sentries will deal extra 10 dmg.

When hitting enemy 10 times will apparently slow down.

Gunfires are loud than usual.

Gain extra ammo depends how big is the ammo supply 200-500[MAX].

"Let's bring the old times like WAR!"
Last edited by 2EyedGlasses; 11 Jun, 2024 @ 12:33pm
meow 27 Jun, 2024 @ 4:17am 
[+] +10% Accuracy bonus

[-] -20% Max Ammo penalty

[~] Reaching below 50% health initiates a persistent "Viper" effect, reloading swaps between the two. Both effects always provide 20% Damage Resistance.

[~] Pit Viper: +15% Damage bonus, -30% slower spin-down penalty

[~] Striking Viper: +10% Movement Speed bonus, -30% slower spin-up penalty
himayamata 4 Jul, 2024 @ 12:52am 
+Victims leave behind a poisonous cloud for 5 seconds
+Gains health from poison cloud damage
-20% slower firing speed
T60MKVI 14 Apr @ 6:39pm 
Originally posted by Angie:
I do not get why there is an extra damage boost, if you wanted to make a more mobile heavy primary, I'd do it like this:
The Fuming Snake
(+) 20% Faster rev up and rev down speed
(+) 30% Quicker movement speed while revved.
(+) 50% Max ammo. (300 rounds total.)
(-) 15% Wider spread.
(-) 22% Max overheal. (Totaling 350 health w/ overheal.)
(-) 25% Less healing from all sources. (Sandvich included.)
*This gun has three 100 ammo magazines that when emptied, take 4 seconds to reload.*
These stats I propose make heavy a more mobile threat while still making him give the enemies downtime and a chance to catch him out while it's harder to defend himself. The faster rev and movement speed while revved make him a quicker threat while the 100 ammo mag and lower overheal make him more vulnerable, and the accuracy being lower makes it so he has to get in closer to deal better damage, again, making him need to use his speed.


but hey that's just what I think. :demoticon:

This is good for Fat Scout
Angie 19 Apr @ 9:14am 
Originally posted by T60MKVI:
Originally posted by Angie:
I do not get why there is an extra damage boost, if you wanted to make a more mobile heavy primary, I'd do it like this:
The Fuming Snake
(+) 20% Faster rev up and rev down speed
(+) 30% Quicker movement speed while revved.
(+) 50% Max ammo. (300 rounds total.)
(-) 15% Wider spread.
(-) 22% Max overheal. (Totaling 350 health w/ overheal.)
(-) 25% Less healing from all sources. (Sandvich included.)
*This gun has three 100 ammo magazines that when emptied, take 4 seconds to reload.*
These stats I propose make heavy a more mobile threat while still making him give the enemies downtime and a chance to catch him out while it's harder to defend himself. The faster rev and movement speed while revved make him a quicker threat while the 100 ammo mag and lower overheal make him more vulnerable, and the accuracy being lower makes it so he has to get in closer to deal better damage, again, making him need to use his speed.


but hey that's just what I think. :demoticon:

This is good for Fat Scout
y'know i wasn't designing it for that but looking at it again i agree :demoticon:
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