Team Fortress 2

Team Fortress 2

The Little Star
SwagMuffin Feb 17, 2015 @ 10:58pm
Stats!
This can replace revolver
If thrown at back kills instantly
25% less damage
on kill grants crits for 5 seconds
slow recharge rate like 10 seconds or so
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Showing 1-15 of 19 comments
War-thog125 Apr 27, 2015 @ 5:58pm 
uhhhhh
maybe not insta kill on back just 20-30% damage when thrown at back, because if this replaces the revolver then its baisically a double knife for the spy, id accept this as a knife but a throwing star is more fun, anyways maybe:
Cons:
15% less damage
20% less accurate
One star(regens after 10 or 6 seconds)
Pros:
at max can do maybe somewhere between 50-100HP damage, but to keep it fair 100 damgae at far range 50 at close to prevent OPness(XD)

And on succesful kill u get a 8 second speed boost, not active while uncloaked

KonuroSilverTTV Apr 28, 2015 @ 12:21pm 
I have a better idea for the stats for this lovely star...

Pros:
First throw is always 100% accurate after you wait a few seconds.
Holding Left Mouse makes you change up to throw more stars at once like a shotgun spread but is less accurate.
Adds a 10%or 15% movement speed when equiped (cause it's not a heavy revolver...and well you are a ninja).

Cons:
Does 10% less damage in close range.
Using Charged shots take up more ammo.
Rahk Apr 30, 2015 @ 4:55am 
On-Hit: Slows target for 15 seconds
When active you gain a 10% speed boost.
-25% firing rate
-25% clip size

Ammo can only be obtained by picking up weapons.


I dunno
mishael1 Jun 14, 2015 @ 1:54pm 
How about this:

Carry a total of 10 stars (-66%)
Flying star travels at an arc
Deals 16 damage on hit
Uppon a succesful hit to the back, deals an additional -33% the victim's current health
(Up to 150 on overhealed heavy)
Kills with a Star backstab gives instant full cloack (Victim must be under 24 health, unless you gain crit buff)

Fires slower than the revolver.

Sneak, Weaken, Kill!

*Stars stay pinned to victim like arrows.
Last edited by mishael1; Jun 14, 2015 @ 1:57pm
Ash Berry Aug 9, 2015 @ 4:42am 
should be like a Huntsman

inbetween 30 to 50 damage at point blank range (depending on charge time)

Crit from behind
thrown stars from behind apply as backstabs, and will break razorbacks without being stunned

"Charging" is the spy readying to throw a star, the longer the charge, there will be slightly more damage, and the farther and faster it flies, there is a 10% slower run speed when drawing back the star. maybe takes about 2 seconds to fully ready a throw.

only 16 stars can be carried at once, long range stars apply bleed and minicrit targets, bonus effects do not apply at closer distances
OssomUmbra Nov 22, 2015 @ 6:19am 
Originally posted by Ash Berry:
should be like a Huntsman

inbetween 30 to 50 damage at point blank range (depending on charge time)

Crit from behind
thrown stars from behind apply as backstabs, and will break razorbacks without being stunned

"Charging" is the spy readying to throw a star, the longer the charge, there will be slightly more damage, and the farther and faster it flies, there is a 10% slower run speed when drawing back the star. maybe takes about 2 seconds to fully ready a throw.

only 16 stars can be carried at once, long range stars apply bleed and minicrit targets, bonus effects do not apply at closer distances
I like this, but i'd like to recommend a 33% bleed chance on full charge
TdstealthNinja Jan 10, 2016 @ 12:55pm 
I agree
or, here's an alternate idea

this weapon replaces the revolver

Same damages as the revolver

+Minicrits from behind
+On hit, slow down the enemy (-15% speed) for 3 seconds
+Sticks on walls, (disapears after 10 seconds) slow downs any enemies touching it, and makes them bleed for 3 seconds (and will make the projectile disapear)
+Silent, kills in silence

(~deals no knockback)

(-projectiles can be reflected, it's gonna hurt)
-4 projectiles, each one can be recovered by waiting 7 seconds, or picking up any of them from the ground

(the star is a about 15% slower then the flare gun's shells)

This weapon should fit the kunai well... unless it becomes too op with th other knives,
Anyone, once you stab someone, you will get 200 health,
throwing a star at an enemy at this moment will allow you to run in while taking damages ( you have over 200 health .-.) and maybe backstab him
the fact that you only get 4 projectiles makes things harder, this weapon is only to help backstabbing
Fertsa May 3, 2016 @ 11:11am 
My idea is

12 ammo
Shurikens arc
Can hold fire to charge, increasing travel distance
if you hold charge for too long it becomes inaccurate
Damage falloff reversed
Stuns when hitting enemy in head or from behind for an increasing amount based on distance
(Effectively huntsman with sandman effect instead of headshots)
Pros:
+25% movement speed
Breaks razorbacks instead of stunning from behind
Cons:
-20 max health on wearer

deals 25-75 damage

Originally posted by Porygon:
My idea is

12 ammo
Shurikens arc
Can hold fire to charge, increasing travel distance
if you hold charge for too long it becomes inaccurate
Damage falloff reversed
Stuns when hitting enemy in head or from behind for an increasing amount based on distance
(Effectively huntsman with sandman effect instead of headshots)
Pros:
+25% movement speed
Breaks razorbacks instead of stunning from behind
Cons:
-20 max health on wearer

deals 25-75 damage

That's my idea, but OP
12 shurikesn, and +25% speed, stuns
No.
Silverwind Jul 11, 2016 @ 4:17pm 
Replaces knife, can be used as melee

On Alt-Fire: Thrown as projectile, bleed on hit
exala Jul 11, 2016 @ 11:43pm 
Originally posted by Talented Atheist -TPF-:
uhhhhh
maybe not insta kill on back just 20-30% damage when thrown at back, because if this replaces the revolver then its baisically a double knife for the spy, id accept this as a knife but a throwing star is more fun, anyways maybe:
Cons:
15% less damage
20% less accurate
One star(regens after 10 or 6 seconds)
Pros:
at max can do maybe somewhere between 50-100HP damage, but to keep it fair 100 damgae at far range 50 at close to prevent OPness(XD)

And on succesful kill u get a 8 second speed boost, not active while uncloaked
I would have to disagree. the whole idea of a shuriken is its accuracy. And given how absolutely wimpy the revolver is, I think it should probably be more like this.

+30% more accurate
deals 80 damage with falloff at range
critical hit from the back
silent killer (no sound made from kill)
single weapon with regen very 8 seconds (cannot be replaced with ammo box or dispenser)
exala Jul 11, 2016 @ 11:44pm 
oh and ps.

Originally posted by I'm actually a Spy:
On hit:
  • +20% damage if hit in the back.
  • Enemies bleed for 5 seconds.
  • Mini-crits target with distances greater than 50m
On miss:
  • Lose shruiken (regenerates in 10 seconds)
While equipped:
  • No falling damage.
  • -20% max health.
  • -40% damage to buildings
  • -20% healing from health packs

Just some ideas to try based of what everyone has said thus far.
THAT ENGINEER IS A SPY
Lol247 Aug 14, 2016 @ 3:19pm 
I think that the little star stats should be
20% less damage
critical hit from behind
no random crits
6 second reload time
-75% building damage (I dunno, I just hate sapp and shooters :P)
Instant retrieval on succesful shot, walking over where it was thrown, picking up an ammo box, or getting ammo from a dispenser
Projectile travels slower (not like pomson or manmelter slow though)
Projectile has slight arc since it is being thrown not shot
and Silent Killer
Zethax Aug 14, 2016 @ 8:46pm 
So, this'd probably be overpowered in a real game, but I was thinking something along the lines of this:

(+) On backstab: You gain +1 Little Star. Up to 3 can be stored
(+) When you attack you throw all the Little Stars you have stored.
Each Little Star deals 65 damage. You throw them in a straight, horizontal line and they have little arc.
(-) You start with 0 Little Stars
(-) No random crits

Critique would be appreciated. It helps me get better at this...
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