Team Fortress 2

Team Fortress 2

The Manatee Laser
[WoF]Babyhoof Jun 12, 2013 @ 1:21pm
Stats?
What about

+50% firing speed
+100% clip size
+100% max ammo

-50% damage
-20% reload time

????
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Showing 1-15 of 16 comments
NovaShotgunner Jun 24, 2013 @ 7:18am 
Maybe. It seems like to much though.
[WoF]Babyhoof Jun 24, 2013 @ 9:47am 
sorry if it is not good. just looks like thse stats fit it

how about

+50% firing speed
+100% max ammo

-50% damage
-20% reload time
Sherlock Homeless Aug 25, 2013 @ 12:29pm 
alt fire=one acurate shot that disables spy`s cloak for 3 seconds,disables the electro sapper for 5 seconds,does +20% damage and takes away 45 metal.
the projectile disapears after a certain range
-35% clip size
no random critical hits
doesn`t requre ammo
Last edited by Sherlock Homeless; Aug 25, 2013 @ 12:30pm
+ Freezes airbourne targets in the air for one second
- 50% Clip size
Here's a thought...

- Fires Medium range beam of energy
- Ammo count: 120
- Consumes 2 Ammo per second
- 100% Critical chance on Soaked or Mad Milked Enemies
- Base Damage -25% (from Shotgun)
- Replaces Primary Weapon
- No Random Critical Hits

Ignolian I think that's decent. But I think more like

Shoots a projectile with -20% damage (of all pellets hitting with no ramp up or spread)
Projectiles minicrit wet targets
Projectiles make targets glow on hit (so like afterburn with no damage)
-17% clip
+3 reserve ammo (I hate uneven clip to reserver stuff, like all the syringe guns leaving you with 10 ammo)
FaolanDoesGaming Nov 28, 2014 @ 1:03am 
PROS:

+Enemies glow on hit(thanks kolonel for idea)
+Fires a straight laser beam
+Sets enemy on fire for a fraction of a second.(Like when you get lit on fire as a pyro)
+10% damage
Alt fire:shoots a beam that richochets (however you spell it) for 3 seconds.
+Penetrates on head shot,up to three people

CONS:
-10% firerate
-20% primary ammo
-Fires a tracer beam
-Ammo count:20
-consumes 5 ammo per shot

Bonus:Cyborg Texan
Tiny Texan hat
Gunslinger
The Manatee Laser
Results: +5% more damage to Engineers using the Gunslinger
Your voice is cybernetic :D

Taunt:You toss up the laser gun and catch it,then put it over your shoulder.

Cyborg Texan Taunt:You spin the laser in your hand replaced with the Gunslinger,and then put it over your shoulder.
BeerMann (Marcus) Mar 11, 2015 @ 10:50am 
+50% max ammo
-20% damage
Fill the power bar with hits,reduce it with every lost hit, the damage will be higher as the power bar fills, max +30%
Alt fire: (when the power bar reach his limit) gain mini crits for 5 secs, then the bar will reset

Balanced, new, short, and interesting stats:

(!) Shoots a single hitscan beam that does ~55-18 falloff damage.

Pros:

No ammo required.
For every sapper removed from a building, you gain +1 guaranteed stored critical shot.
Cons:

Beam only travels for 10 meters.
No random critical hits
Last edited by ❤LibidinousKitty❤; Mar 18, 2015 @ 12:16pm
trencleman Mar 21, 2015 @ 6:59am 
+ 20% More accurate
+ 10% Faster atack speed
- 15% Damage
HeadHunter996 Apr 19, 2015 @ 12:35am 
I like the idea of no ammo needed (like the pompson), but as for the other stats...

+10% fire rate
+mag refills quickly on it's own when not fireing for 2.5 sec.
-20% damage (vs stock shotgun)
-15% reload speed for manual reloads
PSquiddy Jul 30, 2015 @ 11:56am 
+45% more damage
- Does not fire multiple pellets. Fires a straight laser that can penetrate enemies
-20% slower firing speed
On kill, gain 10 metal.
Originally posted by Ignolian the Hermit:
Here's a thought...

- Fires Medium range beam of energy
- Ammo count: 120
- Consumes 2 Ammo per second
- 100% Critical chance on Soaked or Mad Milked Enemies
- Base Damage -25% (from Shotgun)
- Replaces Primary Weapon
- No Random Critical Hits
good but the 2 amm per second lose will be bad
mishael1 Jan 26 @ 6:41am 
I think, as a weapon that can replace the shotgun on all the classes that can use it, we need to go for a different mechanic entirely, similarly to the panic attack:

Stats:
  • Hold down fire to charge up a laser shot (single hitscan)
  • Requires no ammunition (of course)
  • -25% damage to buildings

"Hidden" stats:
Hold down fire up to 1.2 seconds, at which point it will fire off automatically. Maximal damage is gained when reaching 1 second, 60 Base damage (same as stock), but it is perfectly accurate. Spamming it won't increase the DPS, it damages proportionally to the charge, so at 0.5 seconds it will deal 30 base damage. It is subject to regular ramp up and ramp down.
-Slows target
-Freezes on crit
-Gives cloaked spys "Light Up" Affect
Cons
-50% Max Ammo
-No damage on crit
-10% Damage
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