Team Fortress 2

Team Fortress 2

The Land Miner
Statan
Uses 20 primary weapon ammo to mark an enemy for death for 5 seconds, does not mark for death if no primary weapon ammo
Holsters 33% slower
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Showing 1-15 of 67 comments
Glugenash 10 Aug, 2016 @ 4:39pm 
On hit: Causes an explosion similar to the Ullapool Caber
On critical hit: Explosion radius is 60% bigger

-25% damage
No random critical hits
mishael1 10 Aug, 2016 @ 4:50pm 
Nuuuuuu You monster!
LittleBigB 10 Aug, 2016 @ 9:46pm 
Got an idea to make this a sort of "no retreat" weapon.
Pros:
*On hit: Enemy cannot jump or launch themself for 4 seconds (basically shuts off the spacebar and causes soldiers and demoman to have zero launch from their own explosions, can still be affected by gravity, airblasts, enemy attacks, environmental forces, etc.)
*+50% swing rate (.4 second intervals)

Cons:
*On hit: Deals 25 damage to self
*-20% damage penalty (52 damage)
Last edited by LittleBigB; 10 Aug, 2016 @ 9:47pm
It is a darn landmine, why not make it a BETTER version of the old Caber? ( since the pyro can't use the sticky jumper ) I mean really, a LANDMINE? ( which that one is an ANTI TANK MINE! ) that will make a HUGE boom! So... What about...

Pro's: On first hit creates an explosion 2-3 times the size of the Caber, does 175 damage and it draws 30% faster than stock, and as an alternate fire, you can remove the landmine and place it on the ground, which only does 125 damage when thrown AND there can only be 2-3 landmines out at a time. ( if you want to get another landmine on the weapon you need to visit the resupply locker )

Now for the huge list of cons

Cons: Swing speed is reduced by 80% ( land mines are kind of heavy aren't they? ), 200% slower holster speed, The User CAN NOT be uber'd, the user also cannot recieve overheal when the weapon is active, and recieves 75% less healing from all sources while active, when you land a hit, you die from the blast, CANNOT random crit, NOR can be crit boosted.

I can't think of any other cons for it, I mean really, is that pretty balanced or under powered? those are some pretty bad cons, Change them if you want! ( This version takes the Phrase " If I go down, I'm taking you with me " To a whole new level! )

Here's the short version,

Pro's, on hit creates an explostion 2-3 times the size of the caber's,

Does 175 damage and draws 30% faster than stock

Alternate fire removes the mine and places it on the ground with reduced damage.

And you can shoot the mine to detonate it.

Cons: Swing speed reduced by 80%,

200% slower holster speed,

User can't be uber'd,

user cannot recieve over heal while weapon is active,

User recieves 75% less healing from all sources while weapon is active,

User dies when they land a strike ( enemy or not ),

cannot random crit,

cannot be crit boosted.
Last edited by Meylin Libertas Messor; 17 Aug, 2016 @ 11:09pm
Pinball Wizard 11 Aug, 2016 @ 10:37am 
explodes burning targets if crit.
higher crit rate.
30% more damage resistance on wearer.
20% less damage.
hits 30% slower.
holsters 15% slower.
Sharcc 11 Aug, 2016 @ 10:47am 
My stat ideas I KNOW IT IS CRRRRRRRAAAAAAAAAAAAAZZZZZZYYYYYYY LONG

+ On hit: Hammer explodes causing even a heavy to be left with 15 HP (note ALL CLASES will be left with 15 HP unless they have 15 HP (or more) gone(then they die))

+Broken hammer has a 25% incerased swing speed

+Broken Hammer has a 45% chance to make the target bleed for 5 seconds

+Alt fire : 35% more damage then the powerjack (both r hammers no judge man)

~Alt fire: store mine and use it as a hammer (all normal swinging will be norm hammer unless u press alt fire again) (then pyro puts mine back on)

-Broken Hammer: on miss hit 45% chance to make yourself blees for 5 seconds (boston basher much)

-After mine explodes the hammer breaks and will do 35% less damage then the power jack (dont judge they are both hammers .-.)

-Alt fire: 35% slower swing speed

-Alt fire: takes 1-1.5 seconds for the pyro to take off/put the mine back on the hammer

-75% slower weapon switch

-Broken Hammer: 35% slower weapon switch

-Alt fire: 50% slower weapon switch
---------------------------------------------------------------------------------------------------------------------------------------------

Hope fully this is not to many stats to implement also I know its very long and complicated
:steamhappy: Reply telling me if this is OP balacned or Under Powered:steamhappy:
Originally posted by The lone spy crab:
My stat ideas I KNOW IT IS CRRRRRRRAAAAAAAAAAAAAZZZZZZYYYYYYY LONG

+ On hit: Hammer explodes causing even a heavy to be left with 15 HP (note ALL CLASES will be left with 15 HP unless they have 15 HP (or more) gone(then they die))

+Broken hammer has a 25% incerased swing speed

+Broken Hammer has a 45% chance to make the target bleed for 5 seconds

+Alt fire : 35% more damage then the powerjack (both r hammers no judge man)

~Alt fire: store mine and use it as a hammer (all normal swinging will be norm hammer unless u press alt fire again) (then pyro puts mine back on)

-Broken Hammer: on miss hit 45% chance to make yourself blees for 5 seconds (boston basher much)

-After mine explodes the hammer breaks and will do 35% less damage then the power jack (dont judge they are both hammers .-.)

-Alt fire: 35% slower swing speed

-Alt fire: takes 1-1.5 seconds for the pyro to take off/put the mine back on the hammer

-75% slower weapon switch

-Broken Hammer: 35% slower weapon switch

-Alt fire: 50% slower weapon switch
---------------------------------------------------------------------------------------------------------------------------------------------

Hope fully this is not to many stats to implement also I know its very long and complicated
:steamhappy: Reply telling me if this is OP balacned or Under Powered:steamhappy:
too many
Partysnake 11 Aug, 2016 @ 12:04pm 
Originally posted by Shadow Dash:
It is a darn landmine, why not make it a BETTER version of the old Caber? ( since the pyro can't use the sticky jumper ) I mean really, a LANDMINE? ( which that one is an ANTI TANK MINE! ) that will make a HUGE boom! So... What about...

Pro's: On first hit creates an explosion 2-3 times the size of the Caber, does 175 damage and it draws 30% faster than stock, and as an alternate fire, you can remove the landmine and place it on the ground, which only does 125 damage when thrown AND there can only be 1 landmine out at a time. ( if you want to get another landmine on the weapon you need to visit the resupply locker )

Now for the huge list of cons

Cons: Swing speed is reduced by 80% ( land mines are kind of heavy aren't they? ), 200% slower holster speed, The User CAN NOT be uber'd, the user also cannot recieve overheal when the weapon is active, and recieves 75% less healing from all sources while active, when you land a hit, you die from the blast, CANNOT random crit, NOR can be crit boosted.

I can't think of any other cons for it, I mean really, is that pretty balanced or under powered? those are some pretty bad cons, Change them if you want!

Here's the short version,

Pro's, on hit creates an explostion 2-3 times the size of the caber's,

Does 175 damage and draws 30% faster than stock

Alternate fire removes the mine and places it on the ground with reduced damage.

Cons: Swing speed reduced by 80%,

200% slower holster speed,

User can't be uber'd,

user cannot recieve over heal while weapon is active,

User recieves 75% less healing from all sources while weapon is active,

User dies when they land a strike ( enemy or not ),

cannot random crit,

cannot be crit boosted.
this
Andlex 11 Aug, 2016 @ 1:58pm 
+ When an enemy gets hitted creates a little mine that sticks to him untill he jumps on his own or gets fall-damage.
-> Jumping with the mine, or getting fall-damage, will couse a fire-ring that sets nearby enemys on fire. (hidden > while on fire with the mine the explosion will be a mini-crit ( only to wearer))

(the explosion deals 50 dm to the wearer and 30 -- 10 to nearby enemys ( depending on distance)

- 20% firerate
- mines can not be stacked
-only 1 mine can exist
- 7 selfdamage when holstering
-mine will get of after 7 seconds

If you do any changes i would say in any way you have to ceep the first plus. Pyro means fire, fire means fear.
Last edited by Andlex; 11 Aug, 2016 @ 1:59pm
Originally posted by Andlex:
+ When an enemy gets hitted creates a little mine that sticks to him untill he jumps on his own or gets fall-damage.
-> Jumping with the mine, or getting fall-damage, will couse a fire-ring that sets nearby enemys on fire. (hidden > while on fire with the mine the explosion will be a mini-crit)

(the explosion deals 50 dm to the wearer and 30 -- 10 to nearby enemys ( depending on distance)

- 20% firerate
- mines can not be stacked
-only 1 mine can exist
- 7 selfdamage when holstering
-mine will get of after 7 seconds

If you do any changes i would say in any way you have to ceep the first plus. Pyro means fire, fire means fear.
I think it should be this form imo

Stick a mine into an Enemy that explodes and deals 40 damage if the
Enemy takes flame damage. Nearby allies will take 25 blast damage each.
-20% damage penalty
Weapon holsters 25% slower
mishael1 11 Aug, 2016 @ 2:19pm 
I got one for that:

Pros:
Alt fire to creat a detonation on impact (deals self damage)
Cons
-20% firing speed
Hidden: the Base Damage of the Alt Fire attack is 50 instead of 65

The detonation's base damage is 50, so that a detonatated hit will deal 100 damage and ~40 seld damage.

The detonations can be used as mobility utility too.
Originally posted by mishael1:
I got one for that:

Pros:
Alt fire to creat a detonation on impact (deals self damage)
Cons
-20% firing speed
Hidden: the Base Damage of the Alt Fire attack is 50 instead of 65

The detonation's base damage is 50, so that a detonatated hit will deal 100 damage and ~40 seld damage.

The detonations can be used as mobility utility too.
O my goood.
Mishael didnt use bulleted and (/)list!
Today we riot
mishael1 11 Aug, 2016 @ 3:03pm 
Originally posted by Sims Legit:
Originally posted by mishael1:
I got one for that:

Pros:
Alt fire to creat a detonation on impact (deals self damage)
Cons
-20% firing speed
Hidden: the Base Damage of the Alt Fire attack is 50 instead of 65

The detonation's base damage is 50, so that a detonatated hit will deal 100 damage and ~40 seld damage.

The detonations can be used as mobility utility too.
O my goood.
Mishael didnt use bulleted and (/)list!
Today we riot
Hey, I couldn't be nothered when it's one pro and one con! >_<
Andlex 11 Aug, 2016 @ 4:05pm 
Originally posted by Sims Legit:
Originally posted by Andlex:
+ When an enemy gets hitted creates a little mine that sticks to him untill he jumps on his own or gets fall-damage.
-> Jumping with the mine, or getting fall-damage, will couse a fire-ring that sets nearby enemys on fire. (hidden > while on fire with the mine the explosion will be a mini-crit)

(the explosion deals 50 dm to the wearer and 30 -- 10 to nearby enemys ( depending on distance)

- 20% firerate
- mines can not be stacked
-only 1 mine can exist
- 7 selfdamage when holstering
-mine will get of after 7 seconds

If you do any changes i would say in any way you have to ceep the first plus. Pyro means fire, fire means fear.
I think it should be this form imo

Stick a mine into an Enemy that explodes and deals 40 damage if the
Enemy takes flame damage. Nearby allies will take 25 blast damage each.
-20% damage penalty
Weapon holsters 25% slower

God please no slower Holster that is the Plan B for : ♥♥♥♥ it needs 1 more down side to Balance it. Be more creativ
Last edited by Andlex; 11 Aug, 2016 @ 4:05pm
The Grim Jeeper 11 Aug, 2016 @ 5:06pm 
Pros:
On hit, nearby enemies are damaged from an explosion
Critical hit to players using the same weapon
+20% Speed boost after explosion for 6 seconds

Cons:
No Random Critical hits
When deployed you are marked for death
20% less health from pick ups
Explosion does damage to self

i'm not used to making stats soo idk if these are any good
Last edited by The Grim Jeeper; 11 Aug, 2016 @ 5:07pm
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