Team Fortress 2

Team Fortress 2

The Target Practice
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Neo_Prime 5 Mar, 2020 @ 12:45am
Stats?
Grants the player 200% extra max primary ammo.

-100% damage penalty

Wearer cannot carry the intelligence briefcase or PASS Time JACK
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Showing 1-15 of 75 comments
Sniper 5 Mar, 2020 @ 3:55am 
Wow! That dont see everyday! This will help more players!:cozytf2mug:
Mr. Swags 5 Mar, 2020 @ 4:40am 
hgdtgh:lunar2020confidentrooster::lunar2020stoicox:
hochi momma 5 Mar, 2020 @ 7:25am 
Originally posted by N E O N_Magenta:
Grants the player 200% extra max primary ammo.

-100% damage penalty

Wearer cannot carry the intelligence briefcase or PASS Time JACK
Maybe have it when head shoting a player it marks them for death
Neo_Prime 5 Mar, 2020 @ 7:47am 
Originally posted by Sanny Inspector:
Originally posted by N E O N_Magenta:
Grants the player 200% extra max primary ammo.

-100% damage penalty

Wearer cannot carry the intelligence briefcase or PASS Time JACK
Maybe have it when head shoting a player it marks them for death
no, it makes this weapon support like fan o'war
hochi momma 5 Mar, 2020 @ 8:52am 
Originally posted by N E O N_Magenta:
Originally posted by Sanny Inspector:
Maybe have it when head shoting a player it marks them for death
no, it makes this weapon support like fan o'war
Idk Im sure the community would probrably see a bit more use of it then it doing zero to the enemy
Originally posted by N E O N_Magenta:
Wearer cannot carry the intelligence briefcase or PASS Time JACK
Why? It doesn't give you extra mobility like the jumpers do.


Pros:
+200% more primary ammo on wearer
+User cannot be headshot.
+Plays a hitsound depending on where the opponent was hit. Headshots make a critical hit sound, bodyshots make a normal hit sound.
+Upon a successful headshot, marks enemy player for death.

Cons:
-50% damage.
-Cannot deal headshot critical hits.

A training weapon indeed, but one that can be useful and rewards learning by being a support weapon as well.
Neo_Prime 6 Mar, 2020 @ 1:35am 
Originally posted by Tiresias - The Blind Lucario:
Pros:
+200% more primary ammo on wearer
+User cannot be headshot.
+Plays a hitsound depending on where the opponent was hit. Headshots make a critical hit sound, bodyshots make a normal hit sound.
+Upon a successful headshot, marks enemy player for death.

Cons:
-50% damage.
-Cannot deal headshot critical hits.

A training weapon indeed, but one that can be useful and rewards learning by being a support weapon as well.
AIGHT I was wrong and yes this is better
Matt 6 Mar, 2020 @ 5:18pm 
Originally posted by N E O N_Magenta:
Originally posted by Tiresias - The Blind Lucario:
Pros:
+200% more primary ammo on wearer
+User cannot be headshot.
+Plays a hitsound depending on where the opponent was hit. Headshots make a critical hit sound, bodyshots make a normal hit sound.
+Upon a successful headshot, marks enemy player for death.

Cons:
-50% damage.
-Cannot deal headshot critical hits.

A training weapon indeed, but one that can be useful and rewards learning by being a support weapon as well.
AIGHT I was wrong and yes this is better
uhh will you edit your discussion?
Matt 6 Mar, 2020 @ 5:19pm 
Originally posted by generic_sn:
-no damage on body shot
if they apply dis it wont do damage smart-a**
Last edited by Matt; 6 Mar, 2020 @ 5:19pm
Neo_Prime 7 Mar, 2020 @ 2:15am 
Originally posted by BAD mr SnIpEs:
Originally posted by N E O N_Magenta:
AIGHT I was wrong and yes this is better
uhh will you edit your discussion?
I dont think so 'couse im lazy
not a skinwalker 7 Mar, 2020 @ 11:23am 
Originally posted by N E O N_Magenta:
Grants the player 200% extra max primary ammo.

-100% damage penalty

Wearer cannot carry the intelligence briefcase or PASS Time JACK
Exactly like the sticky/rocket jumper, but for Sniper to help players play Sniper more effectively.
Matt 7 Mar, 2020 @ 5:44pm 
Originally posted by N E O N_Magenta:
Originally posted by BAD mr SnIpEs:
uhh will you edit your discussion?
I dont think so 'couse im lazy
okay m8
Last edited by Matt; 7 Mar, 2020 @ 5:45pm
Knusperfrosch 8 Mar, 2020 @ 5:09am 
Interesting concept. IMO a training sniper rifle should work like a paintgun:

1) -100% damage
2) Weapon has unlimited ammo, but not unlimited magazine, meaning the player has to reload after every shot like with a normal sniper rifle.
3) A successful hit on an opponent's hitbox leaves a paint blotch on the character model (like standard blood splatter, but in a different colour) and a notification as indicator (like the Double-Donk! particle of the Loose Cannon). Hits on the head hitbox produce a different colour and indicator than a bodyshot.

Considering it will only make sense to use this weapon in sniper training maps, I doubt we even need to bother with stuff like "can't carry the intel in CTF/Jack in PASStime).

A sniper rifle is only meant to do one thing, shoot, unlike the rocket jumper and stickie jumper who facilitate movement with no self-damage even if they can't deal damage. Jumpers have utility in the standard game, a training sniper rifle doesn't.

Toony_Xenon 8 Mar, 2020 @ 9:06pm 
stats:

pros-
(+75% ammo on user)
(inflicts the BONK! effect on headshot)
(inflicts the slow effect on bodyshot)
(right click when the FOCUS meter is full to highlight a player)

cons-
(deals no damage to players)
(+45 damage vulnerability on the user)
(-10 movement speed on user)
(FOCUS meter can only be built up by headshots)
(shots must be held for 2 seconds to fire)
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