Team Fortress 2

Team Fortress 2

Trooper's Trenchbuster
mishael1 15 Jul, 2016 @ 3:50am
~Stats~
Stats go here.

Please avoid using more than 5 stats, it never works.

If possible, attempt to make as balanced and unique stat arrays as you can, easiest done by thinking of a core stat and working around it.

Best of luck.
Last edited by mishael1; 15 Jul, 2016 @ 3:51am
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Showing 1-15 of 86 comments
-50% Damage
Mini-crits when hitting the target at their back
Mini-crits will stun the target for 2 seconds. When triggered, this effect has a cooldown time of 15 seconds before you can stun again.
No random crits

Taunt: Kamikaze
Last edited by Lewd but I approve; 15 Jul, 2016 @ 5:00am
mishael1 15 Jul, 2016 @ 5:15am 
Originally posted by Pyromaniac Snake:
-50% Damage
Mini-crits when hitting the target at their back
Mini-crits will stun the target for 2 seconds. When triggered, this effect has a cooldown time of 15 seconds before you can stun again.
No random crits

Taunt: Kamikaze
Stuns are a broken mechanic in TF2, and having a buff banner for you or your team means you can stun reliably, but you get A+ at form (And most people don't come close to that). I would note that minicrits combined 50% damage reduction mean it still does less damage.

Taking this remarkably well made form, how about a variation on that?

  • -20% swing speed
  • Hitting an enemie's back grants a speed boost for 2 seconds
  • Hitting an enemie's back causes them to be Marked for Death for 2 seconds
  • No random crits
100% critical hit chance vs players below 50% health
-50% damage poenalty
25% slower firing speed
No random critical hits
mishael1 15 Jul, 2016 @ 6:14am 
Originally posted by Mochi Sandvich:
100% critical hit chance vs players below 50% health
-50% damage poenalty
25% slower firing speed
No random critical hits
That's interesting, actually. The damage numbers becone 97.5 against players below 50% HP and 32.5 against "Healthy" players.

The 125 HP classes would die to a normal stock hit when under 50% HP, the Medic Demo and Pyro will normally not die to it but with this weapon they will hence it's a big boon for them, and the Soldier and Heavy benifit from this extra damage in a varying way.

The end result is that the weapon is bad vs light classes, but good-ish against heavier classes that you chought low HP. Honestly, I don't think this variation that might seem major but really isn't is worth adding.
kisskissbang 15 Jul, 2016 @ 4:05pm 
Market Gardener Reskin
Lenos 15 Jul, 2016 @ 4:09pm 

When fully charged press the right button to throw mud in the face of the enemies
Enemies with mud go blind and lose 60% of movement speed
No random crits
30% less damage
Last edited by Lenos; 15 Jul, 2016 @ 4:09pm
Originally posted by lenostheoriginal:
When fully charged press the right button to throw mud in the face of the enemies
Enemies with mud go blind and lose 60% of movement speed
No random crits
30% less damage
Would this charge by dealing damage like the banners?
Schmidley 15 Jul, 2016 @ 8:17pm 
Here are my stat ideas:

* Swings 50% faster

* Makes target bleed for 10 seconds

* Does -75% damage
mishael1 16 Jul, 2016 @ 6:43am 
Originally posted by .K.F.F.C. Sgt. Pigeon:
Here are my stat ideas:

* Swings 50% faster

* Makes target bleed for 10 seconds

* Does -75% damage
So a "Bleed" weapon. Ya, that's unique, Absolutely. On a class that isn't melee reliant too.


Originally posted by lenostheoriginal:
When fully charged press the right button to throw mud in the face of the enemies
Enemies with mud go blind and lose 60% of movement speed
No random crits
30% less damage
Blinding and slow are rather broken mechanics in a game like tf2. Unless the mud is a slow projectile, in which case -30%- movement reduction and -Partial- blinding could -maybe- work, But I wouldn't count on that.
Originally posted by mishael1:
Blinding and slow are rather broken mechanics in a game like tf2. Unless the mud is a slow projectile, in which case -30%- movement reduction and -Partial- blinding could -maybe- work, But I wouldn't count on that.
When I think blinding in this game, I think it does an effect similar to Jarate on their screen, but brown/black and a bit darker tint.
mishael1 16 Jul, 2016 @ 7:26am 
Originally posted by Mochi Sandvich:
Originally posted by mishael1:
Blinding and slow are rather broken mechanics in a game like tf2. Unless the mud is a slow projectile, in which case -30%- movement reduction and -Partial- blinding could -maybe- work, But I wouldn't count on that.
When I think blinding in this game, I think it does an effect similar to Jarate on their screen, but brown/black and a bit darker tint.
Yeah. Still, coupling it with 60% speed reduction is wayyyy too much. And even without it, I can't help but feel iffy about the whole ordeal in TF2 balance context.
tf2player (Banned) 16 Jul, 2016 @ 10:03am 
+Taking damage while the weapon is active builds up a meter
+ Your damage resist while the weapon is active increases with the meter until you have 50% damage resistance while active
-40% switch speed
-50% swing speed
įidibiį 16 Jul, 2016 @ 12:28pm 
Originally posted by flump:
+Taking damage while the weapon is active builds up a meter
+ Your damage resist while the weapon is active increases with the meter until you have 50% damage resistance while active
-40% switch speed
-50% swing speed

I don't think the damage resistance should only be there when the weapon is active. Sounds underpowering to me. If the damage resistance stays with you even with the weapon inactive, then its sound pretty damn good. Then again, you could just get a medic, get hurt, and then be nearly unstoppable. Maybe you could have mini-crits for primary and secondary and crits on the melee for 10 seconds in exchange for the entire meter? Sounds good to me
tf2player (Banned) 16 Jul, 2016 @ 12:30pm 
Originally posted by Renegade Puff {Fank}:
Originally posted by flump:
+Taking damage while the weapon is active builds up a meter
+ Your damage resist while the weapon is active increases with the meter until you have 50% damage resistance while active
-40% switch speed
-50% swing speed

I don't think the damage resistance should only be there when the weapon is active. Sounds underpowering to me. If the damage resistance stays with you even with the weapon inactive, then its sound pretty damn good. Then again, you could just get a medic, get hurt, and then be nearly unstoppable. Maybe you could have mini-crits for primary and secondary and crits on the melee for 10 seconds in exchange for the entire meter? Sounds good to me
maybe it could work as a much smaller scale quick fix uber when fully charged that can't overheal, and you have to kill an enemy with the shovel to activate it, it can be activated at any point in the meter but the higher the meter the longer the charge
Last edited by tf2player; 16 Jul, 2016 @ 12:30pm
įidibiį 16 Jul, 2016 @ 12:33pm 
Originally posted by flump:
Originally posted by Renegade Puff {Fank}:

I don't think the damage resistance should only be there when the weapon is active. Sounds underpowering to me. If the damage resistance stays with you even with the weapon inactive, then its sound pretty damn good. Then again, you could just get a medic, get hurt, and then be nearly unstoppable. Maybe you could have mini-crits for primary and secondary and crits on the melee for 10 seconds in exchange for the entire meter? Sounds good to me
maybe it could work as a much smaller scale quick fix uber when fully charged that can't overheal, make it activateable once the meter is full and you have to kill an enemy with the shovel to activate it

so how would the stats look like now?
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