Team Fortress 2

Team Fortress 2

The Foxhound
xstagnes Sep 12, 2015 @ 8:10pm
Stats (Didn't see that coming)
The Foxhound
Spy Primary
Lv 5 Handgun
Pros-
+On hit- Gain a five second speed boost
Cons-
+30% damage penalty

A keep-away gun meant for fleeing.
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Showing 1-15 of 47 comments
Ben Quadinaros Sep 13, 2015 @ 12:35am 
Actually, I'd see it as more as a quickdraw revolver. here are some stats:


Pros-
+Full crits for three seconds after drawing
+30% speed on kill for 10 seconds

Cons-
+-20% damage after three seconds
+-15% draw speed
Fröge Sep 13, 2015 @ 1:16am 
Crits for 3 seconds after drawing seems a bit much, after all you can just switch weapons constantly, mabye something like

Pros-
+Minicrits for 1.5 seconds after drawing (with an internal cooldown of 5 sec)
+Speed boost when equipped on hit

Cons-
+-10% firing speed (mabye with a hammer pull back animation)
+-15% damage after minicriting
Bird Scoot Sep 13, 2015 @ 2:31am 
(+) Crits from behind
(+) +25 HP

(-) no random crits
(-) -40% firing speed
Muse Sep 13, 2015 @ 3:57am 
Mini-crits for 4 seconds after weapon being deployed
15% Faster reload speed

25% Slower weapon switch speed
-15% Damage after 4 seconds from weapon deployment
Last edited by Muse; Sep 13, 2015 @ 3:57am
「Voltic」 Sep 13, 2015 @ 4:12am 
+25% Fring Speed
-10% Slower Reload Time
-No random mini Crits
-10% Damage penatly
76561198207285213 Sep 13, 2015 @ 4:21am 
-30% damage
-Mini-crits where it would normally crit.
-No random critical hits
+10% firing speed
+Mini-crits behind
+50% bigger ammo size
Last edited by Psycho Boost; Sep 13, 2015 @ 4:59am
Shakkari Sep 13, 2015 @ 4:30am 
(+) Has only one downside, thankfully

(-) No random critical hits
some regerts Sep 13, 2015 @ 8:24am 
On the first concept, the idea of you gaining a speed boost kind of reminds of the l'etranger. That's not a bad thing, I just thought I would give my piece on it. But instead, because if it's meant for fleeing, how about if you are getting shot while it's active you getting a speed boost?

PS: Sorry for crappy grammar
Last edited by some regerts; Sep 13, 2015 @ 9:43am
MrajaX Sep 13, 2015 @ 8:26am 
Increased draw speed
+15% Firing Speed

Headshots do... something...

-25% Reload speed (This relaod time is exhilarating!)
xstagnes Sep 13, 2015 @ 8:29am 
Originally posted by no regerts:
On the first concept, the idea of you gaining a speed boost kind of reminds of the l'etranger. That's not a bad thing, I just thought I would give my piece on it. But instead, because if it's meant for fleeing, how about if you are getting shot while it's active you getting a speed boost?
That's a good idea.
Zoracs (Banned) Sep 13, 2015 @ 11:12am 
Does anybody have any idea how to balance at all?


+15% faster weapon switch.
+When inflicted with a debuff (bleed, milk, burn, pee) shoot an enemy to inflict the debuff on them for 4 seconds (When inflicted with afterburn, enemy Pyros suffer bleed instead).

-10% Fire vulnerability.
-While active, cannot jump.
Guile Sep 13, 2015 @ 11:26am 
I'd see this weapon as a backup means of eliminating your target when sometimes that backstab will not land, and you will turn out to swing your knife into thin air. This would be alternative to Ambassador or Diamondback with few crits

Pros :

+ This weapon has 50% faster deploy time

+ After deploying next three shots have 100% accuracy and deal mini-crit damage over medium-to-close range. This lasts for about 3 seconds and has about 12 seconds cooldown time.

Cons :

- After boost expires/Shots are used, This weapon deploys only 25% faster

- After boost expires/Shots are used, -25% Player Damage

- No random crits

As a type of a weapon that is good when things get too hot and it's best to quickly escape back into the shadows

Pros :

+ When your health is below 65%, shooting enemy with the revolver grants you 4 second speed boost (Same power as Disciplinary Action/Concheror)

+ When cloaked, your movement speed increases by 15%

+ When your health is below 65%, cloaking/turning invisible speed is +25% faster

Cons :

- Damage Penalty vs. Players 25%

- When your health is above 65%, vs. Player Damage Penalty rises to 50%

- Decloaking/turning visible takes 15% longer

- No random crits


(First time at designing stats, I believe this may be overpowered for now, feedback is appreciated)
Zoracs (Banned) Sep 13, 2015 @ 11:39am 
Originally posted by Keksimus Maximus XL:
- No random crits

- No random crits


(First time at designing stats, I believe this may be overpowered for now, feedback is appreciated)
NRC is worthless on a weapon without a crit mechanic, also, both those suggestions have too many stats. 5 at the most, 4 if you want to be safe.
Guile Sep 13, 2015 @ 11:57am 
Originally posted by Zoracs:
Originally posted by Keksimus Maximus XL:
- No random crits

- No random crits


(First time at designing stats, I believe this may be overpowered for now, feedback is appreciated)
NRC is worthless on a weapon without a crit mechanic, also, both those suggestions have too many stats. 5 at the most, 4 if you want to be safe.

Ahem at first time. But it's okay.

Crit mechanic was at 1st variant. But I believe I put too much stuff, you're right.

Originally posted by Zoracs:
Does anybody have any idea how to balance at all?



+When inflicted with a debuff (bleed, milk, burn, pee) shoot an enemy to inflict the debuff on them for 4 seconds (When inflicted with afterburn, enemy Pyros suffer bleed instead).

-While active, cannot jump.

...what
Andrey Sep 13, 2015 @ 2:20pm 
Pros:

+15 faster move speed on wearer
+15 damage boost on wearer

Cons:

-No damage done on headshot
-15 cloak on wearer
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