Team Fortress 2

Team Fortress 2

Dr Grordbort's Rocketboy Weapons for Scout
Some ideas for stats, if any cared -_- With an extra intro to wep :P
Ah yes, Dr.Gordbort's finnest lines of weaponry has once again entered the market to all communities, Whether it's civalian use, hunting events, to millitary appilcations, or spying events, or you just want to have a nice gun to show to your friends. Gordbort has yet to fail us due to there impressive invations and creative minds. Now that being said, Gordbort is proud to present the two children to there glorious family of weapons : The Saboteur 66, and the Mule Molester!

*Saboteur 66: Have you ever wondered why there was always a sentry somewhere that always ruins your day? Well fear not my friend, Gordbort has got you covered!
+ Gun has infinive ammo
+ Has a 4 shot cappasity and, each shot needs to be reloaded manually
+ On every third successful hit to a player or building, shall always be a mini crited shot. If this shot was on buildings then the shot would disable the building for 3 secconds
+ 22% base damage
- 50% damage to buildings
- 33 firing speed
- Crit boosting the weapon will only rusult to mini crits and not full crits, respectively any random crits shall also become mini crits

*Mule Molester: Like it's name sugested, this weapon is no means nice, it's a crime to wield such a weapon, but there's no saying you can't play dirty on the battlefield now are there?
+ Running or jumping will charge up the weapon, incressing the weapon's damage up to 40% of it's base damage (note that you have 4 stacks, and each incressing the weapon's damage by 10%)
+ The weapon has virtually no recoil and each shot will land where it should on your cross hair
- 33% weapon's firing speed
- Only one round is chambered at a time
- Only has an ammo cap of 18 rounds
- Cannot be crit boosted
- Stop moving and the stacks decrese dramaticly
- 30% damage to buildings

To sum up, the Gordtbord lines of weapons are energy based weaponry, which means while it can be used quite efficently on live targets, it's not suited for anti buildings purposes, desptite the fact that it can effect electronics. These two weapons are ment for scout, with the Mule Molester as accentiually a beam rifle working on a charging mechanic (imagine a buffed mann melter) It rewards those who's aim is true, but is very hard to use due to it's unique features.
The Saboteur is ment for a semi- supporive/ back up , as the weapon got infinive ammo, you can knock your selves out firing shot after shots and watching foes vapporise to thin air with each mini crited shots. But still, it's was ment as a back up weapon and though it's maybe powerful on paper, out there is a differant story, giving your self a 3 seccond window to flee or attacking a sentry is a very worthy price to pay, and if all things gone to ♥♥♥♥, well then you're ♥♥♥♥♥♥.
Anyways, that was too much info that no one shall read or care so feel free to spam hate comments below, or you could tell me your own oppinions!
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Showing 1-15 of 24 comments
Tempo_Cor Sep 16, 2017 @ 12:35pm 
not bad :hammerheadsnark:
Sgt. Pickles :3 Sep 16, 2017 @ 11:03pm 
Thanks, you have an opinion mate? I'd love to hear it :3
Tempo_Cor Sep 17, 2017 @ 1:16pm 
Originally posted by Sgt. Pickles :3:
Thanks, you have an opinion mate? I'd love to hear it :3

nah dont need to, seems like its balanced and i dont really see anything wrong with it
Sgt. Pickles :3 Sep 17, 2017 @ 11:20pm 
Why thank you :D
Niw' Oct 10, 2017 @ 9:45am 
For some reason, have so much damage. Try do something like a pompsom 6000 with the shot but more fast and stacks counting in the enemy visually. I have a lot of ideas for your weapons.
Sgt. Pickles :3 Oct 11, 2017 @ 12:39am 
Well, technicily, they are not mine, I just done an over dramatic introduction to them.
But, I'd more then love to hear your ideas! So tell me ples!
Niw' Oct 11, 2017 @ 9:07am 
To say everything here is a bit complicated, IT IS VERY MUCH THING, what about in particular?
Sgt. Pickles :3 Oct 11, 2017 @ 11:03pm 
Well, I had ideas for the two weapons.
The Sabotuer is like a bizon's baby brother, only it's meant for shutting down sentries from a safe distance, all while open a gap for your teammates to attack the thing and make the engie have a really, really bad day. But i thought that if it only does that, it will just suck dongs, having a clip size of only 4 shots, so i amped up the damage, making it acutally usable in combat, and i give it infinive ammo. So that you wont have to worry about getting caught with your pants down while your primary's empty, there is also the mechanic of having every third shot a mini crited shot. Regradless of you actually hitting something or not, just shoot the gun and it will start charging. Which means you can charge the gun up by shotting at blanks, then go over to your target and ♥♥♥♥ their day up. Overall a Bizon for scoot, a reliable back up, and it infuriates engies and players alike. So what's not to love? Ofcourse, then people would just ♥♥♥♥ arround with it and ♥♥♥♥♥♥♥♥ METAs with Krits Medics pocketing them, so i made it so that it can only have mini crits. One, to be diferant from the Bizon it's self, and two is for people to not bamboozle the opposing team with a pocket sized infinive ammo machine pistol and a stack of crits.

As for the molemollester, It's a beam rifle, as said. It's a sniper rifle for scout but it works on a charging mechanic simular to how the Soda Popper used to be. If you run, jump, or just ♥♥♥♥♥♥♥ arround as scout, you slowly amp up the damage of your chambered shot. The amp process works on stacks. And you have four stacks, with each giving the gun 10% more damage for the shot. After you shoot the shot chambered in the gun, the stacks resets. Respectivly, if you deceide to stop moving as scout, but if you do those hard earned stacks drops down dramaticly, as to make the gun ballenced in a way.Teaching new scout mains to not stay still and get their asses moving! And speaking of ballence, this gun only have one projectile dealling the same ammount of damage as a normal full scatter round though, but it's damage drops quite fast. And ofcourse, like a snoopin rifle, after each shot you must chamber another one. So yeah, that is how I got the idea of the "ONLY ONE ROUND CAN BE CHAMBERED AT A TIME" thing. I want dis gun to be a new experiance for scout players, having them to move out of the close range thing, And to be honnest, this weapon is inspiered greatly from the Charge Rifle in DOOM 4! Check it out! It's badass af.

Anyways, I hope I haven't bored you to death by the time you read to this part. But i'm more then loving to have more of your ideas! TELL ME THEM PLES ;-;
Also, I am Wil, nice to meet you.

Shermaus May 13, 2018 @ 7:34am 
Originally posted by Sgt. Pickles :3:
Thanks, you have an opinion mate? I'd love to hear it :3
I feel like the Sabotuer has to have more damage to buildind like 20 percent but it"s still a great consept for a Gord bort fast bosten boy
Sgt. Pickles :3 May 7, 2019 @ 9:00am 
Originally posted by Pop Pop:
Originally posted by Sgt. Pickles :3:
Thanks, you have an opinion mate? I'd love to hear it :3
I feel like the Sabotuer has to have more damage to buildind like 20 percent but it"s still a great consept for a Gord bort fast bosten boy
Why thank you good sir for your opinion :D But what else do you suggest about the stats of the weapon?
autumn May 13, 2019 @ 4:53pm 
imainge liking tf2 LUL
I cant get the "to be reloaded manually" and "Only one round is chambered at a time" so i suggest something like this:
Shotty- might work like force of nature or that other "double-barrel" but each hit on building disable it for 1 sec (or 2 i'm not a disgner) and it can jam spy's cloak watch. Damage can be buffed for 10% and whitch each player hit get +5% up to 20% overall damage. And only 4 shots at a time. And while being laser-gun no need for ammo. Annnd if we make kinda more balanced it reloads slower for... 2% :D

Pistol: While equiped you get ... let's say speed boost and jump boost, BUT you recive a death mark and get more damage into you, pulling weapon out take's more time (need to disable it so it wont shoot in ur pocket) and No crits... can break Spy's jammer (why n0t?), no crits, no ammo...and that's it. Not like this gun gonna make into game but who knows, maybe one day...
Btw your stat is interesting and way more well-thought than mine.
Sgt. Pickles :3 Jun 6, 2019 @ 7:56am 
Originally posted by Igor_HellishGuy-c902:
I cant get the "to be reloaded manually" and "Only one round is chambered at a time" so i suggest something like this:
Shotty- might work like force of nature or that other "double-barrel" but each hit on building disable it for 1 sec (or 2 i'm not a disgner) and it can jam spy's cloak watch. Damage can be buffed for 10% and whitch each player hit get +5% up to 20% overall damage. And only 4 shots at a time. And while being laser-gun no need for ammo. Annnd if we make kinda more balanced it reloads slower for... 2% :D

Pistol: While equiped you get ... let's say speed boost and jump boost, BUT you recive a death mark and get more damage into you, pulling weapon out take's more time (need to disable it so it wont shoot in ur pocket) and No crits... can break Spy's jammer (why n0t?), no crits, no ammo...and that's it. Not like this gun gonna make into game but who knows, maybe one day...
Btw your stat is interesting and way more well-thought than mine.

On contuary my friend, yours is definetly well thought out here :D I'm interested in your stats ideas here, but i must ask, does the Shotty fire projectiles like the Pomson 6000? Or is it an actual lazer beamer?
Bass Trombone Guy Feb 17, 2020 @ 8:40pm 
mule malester (based off FaN stats)
infinate ammo
4 ammo in clip
whole thing is reload in 1 load
fires fast projectile
penatrates targets
deals 30 damage per pellet
3 pellets in single shot
30% more accurate
no damage fall off
sabatoer 66
30 bullets in clip
100% slower reload speed
infanate ammo
fires fast projectile
50% less accurate
no damage fall off
shot does 20 damage
100% slower fire speed
Sgt. Pickles :3 Feb 18, 2020 @ 3:13am 
you stats makes me intruiged my guy :0
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