Team Fortress 2

Team Fortress 2

The Mann Buster
ZPH 27 Sep, 2021 @ 1:53pm
STATS!
you guys make the stats
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Showing 1-15 of 57 comments
troller mode 27 Sep, 2021 @ 2:20pm 
sand man but boom
Shrimple 27 Sep, 2021 @ 2:41pm 
gives a small exploshen when it by ball and minis 15 damge when hit by bat
void 27 Sep, 2021 @ 2:45pm 
50 percent damage on all mercenary bots

13 percent negative damage penalty on none bots

41 percent damage bonus on bomb contact
chimney 27 Sep, 2021 @ 3:58pm 
gotta have extra building damage, maybe for the ball?
Microwave 27 Sep, 2021 @ 6:02pm 
- 5 health
on hit ball explodes
+ 10 damage
- 5 speed
+ 50 damage if you are wearing a robot hat or are playing mvm
Mustache Mann 27 Sep, 2021 @ 11:36pm 
looking at the sandman and the wrap assassin, I think having this item:
-15 health, or -20 damage penalty
ball explodes, maybe causing burn damage?
ball does more damage against buildings, epsecially sentries, maybe a 15 damage bonus against sentries

while active, go a bit slower, and slower switch speed?

Saw some ideas in here, but would love a new mvm item
Одноглазый 28 Sep, 2021 @ 1:07pm 
When weapon is active:

Alt-Fire: Launches a mini-bomb that does a little area explosion (10 - 35 health) and knocks back enemies.
Mini-bomb does 50% more damage vs buildings.

-40% slower mini-bomb recharge rate.
Bat does 50% less damage vs buildings.

"Don't let your enemies live in peace!"
Last edited by Одноглазый; 28 Sep, 2021 @ 1:08pm
ZPH 28 Sep, 2021 @ 1:39pm 
well these ideas are interesting
Actually, this would really be a nice way to make Scout more viable against buildings/sentries. I'd say give the ball blast damage, but increased blast damage on all buildings that ramps up with distance, and going far enough will not only damage the building but also "Bot Bonk" it, disabling it for a couple seconds like the charge-shot with the Cow Mangler does. However, unlike the other ball and bat projectile weapons, the scout has to do enough damage to earn the ball back instead of having to wait for a timer.
Cot 29 Sep, 2021 @ 2:07am 
the ball wont explode on impact it will push the person back a bit the damage is 25% penalty and the movement speed slowed by 10%
Mengie 29 Sep, 2021 @ 4:20am 
+20% damage against buildings
-10% damage taken from sentries

-15% swingspeed
+15% pushforce taken from damage sources

Ball explodes on contact with enemies/enemy buildings (blast disables sentry for 1sec)
Ball explodes in a small blast radius 3sec after firing
ZPH 29 Sep, 2021 @ 5:01am 
i like goeatatowels stats its actively sounds like a good one
Mima 2 Oct, 2021 @ 1:13pm 
why do complex stuff when you can go simple?

alt fire: toss a mini bomb that deals 65 dmg + splash damage half the size of a stock rocket.

on hit: deals 50 dmg + push back the victim (rocket blast like)

on miss: detonate yourself, idiot. (self damage: 25 + you get blasted backward)
durian redbag  [developer] 2 Oct, 2021 @ 7:05pm 
Originally posted by GoEatATowel:
Actually, this would really be a nice way to make Scout more viable against buildings/sentries. I'd say give the ball blast damage, but increased blast damage on all buildings that ramps up with distance, and going far enough will not only damage the building but also "Bot Bonk" it, disabling it for a couple seconds like the charge-shot with the Cow Mangler does. However, unlike the other ball and bat projectile weapons, the scout has to do enough damage to earn the ball back instead of having to wait for a timer.
this is excellent
extra damage to sentries
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