Team Fortress 2

Team Fortress 2

The Goalkeeper
Zoracs (Banned) Jul 5, 2015 @ 8:49am
Obligatory Stats Thread.
+Increase Damage Resistance and Firing Speed by 25% when Capping or Defending an objective.
+Cannot be mini-critted or random critted when capping or defending an objective.

-15% Damage resistance from all sources.
-50% ammo capacity


-A Minigun good for cart-hugging Heavies would be nice.
Last edited by Zoracs; Jul 5, 2015 @ 8:50am
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Showing 1-15 of 17 comments
fish Jul 6, 2015 @ 9:31am 
+ 15% Firing Speed
+ 15% Bullet Damage Resistance
+ 15% Movement Speed
On Hit: Slows Enemy by 10%
- 20% Damage
- 15% Fire Damage Resistance
Random Crits are Minicrits

This would be great for hugging a cart or capping a control point. Just gotta make sure no pyros sneek up on you. Or a flaming Huntsman Arrow.
these stats are good but what about the ability to destroy rockets
the big m Dec 15, 2015 @ 7:32pm 
-50% Firing Speed
+75% Damage
+20% Spinup Time
Ignores all resistances on targets
+50% Firing Speed when doing a objective
+25% Damage Resistance when doing objectives
-20% Spinup time while doing objectives
May not move while Deployed.
Every objective done by your team will grant you Crits
Last edited by the big m; Dec 15, 2015 @ 7:32pm
Zoracs (Banned) Dec 15, 2015 @ 7:40pm 
Originally posted by lukernuker:
-50% Firing Speed
+75% Damage
+20% Spinup Time
Ignores all resistances on targets
+50% Firing Speed when doing a objective
+25% Damage Resistance when doing objectives
-20% Spinup time while doing objectives
May not move while Deployed.
Every objective done by your team will grant you Crits
Two words

Stat
Salad.
+1 capture rate while deployed
On hit: deals knockback (like sentry knockback)
15% damage penalty
25% lower max primary ammo
Pokeyfish Dec 13, 2016 @ 7:23pm 
+30% damage while capturing point
+30% movement speed while capturing
+20% resistance while capturing

opposite stats while not capping eccept for movement speedtht will be -15%
Pokeyfish Dec 13, 2016 @ 7:23pm 
worth a shot i guess
Strix Jan 24, 2017 @ 4:20pm 
I agree that it needs some cap/defense based stats.
Also, it should have a slower fire rate just looking at the lack of a fifth and sixth barrel.
perhaps:
x2 cap rate while active/equipped (could be either)
+30% damage while capturing/defending
-20% firing speed
-10% damage while not capturing/defending
these stats almost certainly aren't well balanced, but that's what I'm going for.:steamhappy:
CRYO555 Sep 26, 2017 @ 4:27pm 
My idea:
-Special ability: uses lasers. Lasers will vaporize an enemy upon death
-50% less "ammo" carried
-Special ability: regenerates "ammo" after 5 seconds of no use
-After firing the gun for 7 seconds, will overheat and not be able to be used
NeuRosae Feb 19, 2021 @ 7:10am 
So everyone's thinking of the weapon being based around capturing, similar to the pain train?
(+) 35% more accurate
(+) +30% damage
(+) While directly working toward the objective or directly defending the objective: Downsides are ignored
(-) 30% slower firing speed
(-) 50% slower spin-up speed
(-) When an objective is cleared by the enemy team: Upsides are ignored for 15 seconds
Lord_of_Light Dec 5, 2021 @ 11:47am 
This is my idea. Sorry if my english is bad.


(Pro)
(It is seen that the weapon has a large firing barrel, if you can say so and a large magazine)
+ More shooting precision at long distances and a little more at very long distances.
+ More magazine size.

(cons)
-lower deployment speed.
-Less weapon damage, at too close ranges.
Doesn't Require Ammo
Weapon Draws 25% Faster


-15 Firing Speed
-15 Holster Speed
When Shooting the Weapon Will Overheat Over Time
Overheating Ignites the Player (Overheating Afterburn Lasts Half as Long)
Weapon Becomes Inactive for 15 Seconds when Overheated
Reactivation Time Resets with Resupply Locker
Last edited by now you menstruate; Feb 14, 2023 @ 5:04pm
Pilotcentaur Feb 26, 2023 @ 11:11pm 
Originally posted by Coupe Clip:
Doesn't Require Ammo
Weapon Draws 25% Faster


-15 Firing Speed
-15 Holster Speed
When Shooting the Weapon Will Overheat Over Time
Overheating Ignites the Player (Overheating Afterburn Lasts Half as Long)
Weapon Becomes Inactive for 15 Seconds when Overheated
Reactivation Time Resets with Resupply Locker

15 ♥♥♥♥♥♥♥ seconds do you even play tf2 and poor heavy gets set on fire poor bald bastard would literally be good as dead as soon as he overheats
Dr. Shenanigans Aug 25, 2023 @ 8:03pm 
(+) 200% increased firing speed
(+) Weapon accuracy increases the longer you shoot (Max +200% accuracy)
(-) Firing speed decreases the longer you shoot (Max -125% firing speed)
(-) -50% decreased accuracy
(=) Accuracy, and firing speed slowly return to normal if not shooting
(=) Firing sound gets lower pitched the longer the weapon is fired.

Sematics - burst firing would effectively make this weapon fire double-speed with a half-accuracy penalty. At full "reverse" due to firing for so long, the gun will effectively have 150% accuracy, and 75% fire rate.
Last edited by Dr. Shenanigans; Aug 25, 2023 @ 8:11pm
Originally posted by Neurolight:
So everyone's thinking of the weapon being based around capturing, similar to the pain train?
(+) 35% more accurate
(+) +30% damage
(+) While directly working toward the objective or directly defending the objective: Downsides are ignored
(-) 30% slower firing speed
(-) 50% slower spin-up speed
(-) When an objective is cleared by the enemy team: Upsides are ignored for 15 seconds
Hm its interesting concept
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