Team Fortress 2

Team Fortress 2

The Not-so Longsword
Viking Mar 26, 2016 @ 5:38pm
STATS
20% faster hiting speed 10secs bleed time (no cirts) 10%faster backstabs
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Showing 1-8 of 8 comments
james739123 Sep 6, 2016 @ 12:53am 
how's in addition 1 second les clock and can,t disguise as enemies
Viking Sep 7, 2016 @ 2:10pm 
good idea!
Adruen of Reddon May 2, 2017 @ 9:45pm 
I have an idea, but its the general idea I'm trying to get across more then the stats

Pros--
+ 66% damage against non-over healed players
+ 150% damage against over healed players
+ 200% damage to buildings

Cons--
- instant kill backstabs are replaced by regular crit backstabs
- no random cries (obviously)

it makes it so the spy can "crit" against buildings, doing 105 each time, destroying minis in one swing, level 1 and level 2 with the second, and level three by the third (though the second swing would bring a level 3 sentry down to 6 hp). his swings agents players are now 58 instead of 35, and about 87 (87.5 but I'm rounding down because 150% looks nice) on over healed ones, so when he backstabs a non-over healed player it will do 174, just below pro and demos health, but on over healed players he backstabs for 262 (even if its only 1 hp extra), again just below there max over heal health, but it will always take 2 swings minimum to kill a heavy with full or over healed health.
So it stops the spy's ability to pick higher health classes but increase his capability to take out nests and other kind of sentry placement with a faster and more aggressive play style
I thought this weapon looked good for this because of a good description I randomly thought for it " this isn't a weapon of precision, but more of a tearing, stabbing, and breaking kind of one, and its missing half would be proud" and a broken lond sword seemed Perfect this

so let me think of your guy's thoughts
ImmaHere Nov 4, 2017 @ 8:41pm 
triple normal damage and no backstab or double/1.5 damage and backstab takes half/three-quaters health
Dylstion Feb 25, 2019 @ 1:22pm 
Idea?
+25 more health
Gives user a "Dishonor" meter which can be filled with five (Non-Backstab) kills or three backstabs, it will give the user a good sum of health for overheal, +15% firing speed and +10% Movement speed. lasts five seconds

But the user has -5% storing speed, -5% weilding speed when weapon is active and the user's ability to use ANY Invis-Watch's when "Dishonor" is active is disabled for the five seconds.

and the spy would mutter at the end of the five seconds
"et ils disent que nous nous rendons" in his native tongue.
Last edited by Dylstion; Aug 10, 2020 @ 4:32pm
on sucsessful back stab:
+the back stab range get 10% longer(caps off at 5 back stabs)(like the blade is getting longer)
-10% less cloak time(caps off at 5 back stabs)(sense the blade is getting longer it's harder to
conceal)

this would make spy more relient on his knife and good movement as the more you back stab the harder it is to get away, i also think their could be a re-skin wear its a ruler
Usiah Jan 6, 2021 @ 10:20pm 
The Shattered Sidearm
"Intentional or not I can use it"


+25% Damage

+15% Range

Ability To Back-stab Uber-Charged Targets

+50% Holster Time

+100% Longer Cloak Initiation Speed

+50% Longer Un-Cloak Speed

(means when you use your watch you won't go invisible for 100% longer)
gamer! Mar 18, 2021 @ 1:02pm 
This is a long one so be warned

+50% damage
+20% range

-10% holster and draw speed
-25% attack speed

Passives (yeah, multiple)

Positive passive :
Skills of a warrior
-Spy, after achieving a backstab, is granted 50% cloak meter. If the meter is full, however, the kill adds to a special counter. This counter maxes out at 4 backstabs. When the meter is full, the spy gains an entire extra second of cloak time

Negative passive :
Inability of a warrior
-Spy's electronic devices are worsened. After a single sap, the sapper will be put on a (3 to 5, i couldn't decide) cooldown. Also, while deploying one of the invisa-watches, it will take an additional 1 second

Clarification on passives :
-The disguise kit will not have the extra time put on to disguise
-Even if your invisa-watch is over 50% charge, it will only increase the amount of on-hand meter. Which also means even if you're at 99% charge and get a stab, it will not add to the special counter
-Before the special counter is at 4, the additional cloak time will still be implemented, but in smaller amounts. Since 4 is the max, a single stab adds only a fourth of the max 1 second

Also, I think the weapon should be able to have warpaints applied to it
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