Team Fortress 2

Team Fortress 2

Little Dasha
Ragnarok 3 Nov, 2014 @ 1:34pm
Stats?
Thinking:
+15% move speed
+20% firing speed
+15% crit chance

-50% ammo
-15% damage
< >
Showing 1-15 of 28 comments
Big iron 21 Dec, 2014 @ 6:38am 
the -15%damage not so problom with the +15% crit chance
Ragnarok 21 Dec, 2014 @ 11:04am 
Originally posted by GOS DVIRGAMEWORLD:
the -15%damage not so problom with the +15% crit chance
Maybe -25% damage? I dunno.
doodledav 21 Dec, 2014 @ 12:34pm 
I think stats based around speed would fit better ( because its a tractor)
+10% move speed
+15%firing speed
-15%spin up
-20%damage
just saying..
Ragnarok 21 Dec, 2014 @ 12:47pm 
turn the spin up to an increase and add in -10% health and we have a well balanced weapon, I think.
XM1V1 22 Dec, 2014 @ 2:18pm 
Pros:
+25% faster firing speed
-10% spin-up time

Cons:
-20% damage
-50% ammo collected from dispensers and dropped weapons
Ragnarok 22 Dec, 2014 @ 3:06pm 
Hmmm.....purpose?
Fungus Chungus 4 Feb, 2015 @ 6:36am 
Originally posted by TPTGC Target Practice:
Thinking:
+15% move speed
+20% firing speed
+15% crit chance

-50% ammo
-15% damage


Maybe... 1.No movement speed debuf when charging
2.Charge time -10/20%
3.Damage penalty -50%
6.Firing speed +100%
7.Movespeed while not charging - 10/20%
8.Charge time max. 12 seconds


( i dunno if it should be 10% or 20% )


BTW Valve... ADD THIS ;)

Last edited by Fungus Chungus; 4 Feb, 2015 @ 6:39am
-10% Movement speed (on spawn)
as you move foward you gain momentum, taking you up to a total of +20% movement speed... so long as you don't spin the thing up
+15% fire rate
-10% damage
+25% more ammunition carried
=====================================================
Its a weapon like the GRU, where it gets you to the fron lines faster.
Blof 28 Mar, 2015 @ 6:52am 
PROS:
+20% faster move speed while deployed
Damage done creates Fury, alt-fire to activate Fury and deal critical hits for a short time
+20 max health on wearer

CONS:
-15% slower firing speed
-20% slower spin up time
No random critical hits
XM1V1 28 Mar, 2015 @ 9:13am 
Originally posted by Seacaber ⇄:
PROS:
+20% faster move speed while deployed
Damage done creates Fury, alt-fire to activate Fury and deal critical hits for a short time
+20 max health on wearer

CONS:
-15% slower firing speed
-20% slower spin up time
No random critical hits
Instead of Alt-fire, it has to be reload. Alt-fire for the Heavy makes you spin up the minigun. However, if Fury is activated by reload, like the Hitman's Heatmaker, there wouldn't be any controls mixup.
Can we have a minigun idea that doesnt involve changing his movespeed...

Volvo will never do that as it changes one of the core fundamentals of that class
Last edited by Inspector_Balloonicorn; 16 May, 2015 @ 3:40pm
LarryMoments 21 Jun, 2015 @ 2:44pm 
Pros:
- plus 30% speed when rotating
Cons:
- minus 30% rotate speed
-minus 20% attack speed
exala 11 Jul, 2016 @ 9:48pm 
Originally posted by TPTGC The Only Friendly:
Thinking:
+15% move speed
+20% firing speed
+15% crit chance

-50% ammo
-15% damage


Originally posted by doodledav:
I think stats based around speed would fit better ( because its a tractor)
+10% move speed
+15%firing speed
-15%spin up
-20%damage
just saying..

So what I am getting out of both of you is that this weapon seems to be focused on movement speed and firing speed. I want to say however, that if this is a locomotive referance, that it should be moving faster when it is activated then when it is not.

So.
+10% movement speed
+15% firing speed
+300% movement speed when spun up
-1 ammo per second to run the speed bonus when spun up
-15% damage penalty

this would be great for peeking around corners quickly and retreating while coving yourself
The Mikening 12 Jul, 2016 @ 1:15am 
Make it a cannon (it makes sense you know)
PanzerFartinWagen 15 Jul, 2016 @ 6:00am 
the only stat needed is "spreads pain and suffering"
< >
Showing 1-15 of 28 comments
Per page: 1530 50