Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
Taking this remarkably well made form, how about a variation on that?
-50% damage poenalty
25% slower firing speed
No random critical hits
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.
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
* Swings 50% faster
* Makes target bleed for 10 seconds
* Does -75% 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.
+ 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
so how would the stats look like now?