Team Fortress 2

Team Fortress 2

The Hell Beneath
 This topic has been pinned, so it's probably important
Captain Kibbleknight  [developer] 6 May @ 10:57am
Post Stat Suggestions Here
If you wish to post your own stat suggestions post them in this thread, don't leave them in the comments or make a new thread. Any comments or extra threads about stats will be deleted.

Stat suggestions have no impact on what the stats might actually be if the item does end up in game at some point, as Valve themselves will make the stats.
< >
Showing 1-11 of 11 comments
on hit: makes people wet
miniecrits against wet players

25% fire damage vulnurability
10% less damage on people who are on fire
I think it should function the same as the sticky jumper, except it can launch both friend and foe alike in the air. Could either be used for trolling or as support for your team.
it could shoot a shotgun blast of 4 sticky's at once
on hit: 8 seconds of bleed
infinite bleed

no random crits

p e r f e c t.
+Knockback scales with how much charge

+50% knockback

+10 seconds of bleeding

+ bleeding stacks infinitely

-90% damage

-mines are bigger with more charge
big raul 10 May @ 10:53am 
this is so close to stock what's even the point. The downsides are almost nonexistent
Jaxbacon 12 May @ 12:36pm 
stats:
+ one shot shoots 3 stickies.
- have 6 stickies at once.
- more sticky spread
+ 25% faster reload speed

Please don't hate on me, it's just a stupid idea.
Last edited by Jaxbacon; 12 May @ 6:32pm
Upsides:
20% faster charge rate
On Detonate: leave behind some fire for 1.5 seconds
+10% larger explosion radius

Downsides:
-2 ammo per clip.
Stickies will only start arming after hitting a surface.
+15% self damage.
ChTennis 25 May @ 2:56pm 
Upsides:
+20% Knockback
Upon Detonate: Leave Mini-mines that do a 1/4 of the damage
Shoots Mines that explode when touched

Downsides:
-33% Clip Size
+1 Secs of Mine Arm Time
-10% Damage
-Cannot be Detonated

(these stats are based on the mine layer from TF2C)
+
mines activate automatically when someone is in range
mines do mini-crits on wet players
+40% explosion radius
+25% knockback

-
mines cannot be manually activated if the user is outside the explosion radius
mines cannot automatically activate a disguised/invisible spy
-50% clip size
you can only have 4 mines out at once
mines are 40% bigger than normal stickies and emit a sound periodically
cannot be attached to walls or ceilings
mines take 1 second to detonate after activated

Neutral
when fired, the mine will float off the ground slightly, but remain in place do to a chain connecting it to the ground
Explode instantly when destroyed, can be destroyed by explosions, including by other mines
Last edited by Puggos702; 25 May @ 3:51pm
CatBot1236 12 Jun @ 11:28am 
Originally posted by Puggos702:
+
mines activate automatically when someone is in range
mines do mini-crits on wet players
+40% explosion radius
+25% knockback

-
mines cannot be manually activated if the user is outside the explosion radius
mines cannot automatically activate a disguised/invisible spy
-50% clip size
you can only have 4 mines out at once
mines are 40% bigger than normal stickies and emit a sound periodically
cannot be attached to walls or ceilings
mines take 1 second to detonate after activated

Neutral
when fired, the mine will float off the ground slightly, but remain in place do to a chain connecting it to the ground
Explode instantly when destroyed, can be destroyed by explosions, including by other mines
i think the idia of it placing mines in great but it could flout in water and be detonated if a spy is in range wilst desquised if the demo detonates it manully
< >
Showing 1-11 of 11 comments
Per page: 1530 50