35 Votes in Poll
Grave-Digger's Gutbuster
Pros:
+30% Firing Speed
+20% Reload Speed
On Kill: Gives Sentry +25% Firing Speed And Mini Crits For 4s
Cons:
-20% Damage
-34% Clip Size
Succesive Shots Become Less Accurate
Just a dumb idea that changes the gutbuster completely
My plan is to make it a double barrel shotgun
Pros:
Mini-Crits Against Your Sentry's Target
+50% Faster Firing Speed
+15% More Ram-pup.
Every Kill Gives a Guts
Cons:
-66% Clip Size
+25% Sentry Damage Vulnerability
Buildings Cannot Be Upgraded To Level 3
Gimmick:
Guts Can Be Used To Increase The Efficiency Of Your Buildings
Maximum Of 3 Guts For All Buildings
Guts On Sentries:
1 Gut Reduce Damage Vulnerability To Your Sentry By 5%
1 Gut Increases Its Damage By 8%
1 Gut Increases Its Deploy Speed By 10%
Guts On Dispensers:
Dispenser
1 Gut Reduce Damage Vulnerability To Your Dispenser By 5%
1 Gut Increases Its Ammo & Health Per Second By 10%
1 Gut Increases Its Health By 13%
Guts On Teleporters
1 Gut Reduce Damage Vulnerability To Your Teleporters By 5%
1 Gut Increases Its Recharge Speed By 8%
1 Gut Increases Its Health By 13%
Like srsly why not whats wrong with a mechanic having a deathblow?
Unsound mind with ghastly horns, I traded my unusual night slash wicked winter and an unusual andromeda infinity sunset surfer, because I basically never play Marksman and Flanker, and because I main Mechanic. The hat looks a little weird, but I can play it off as a “bad hair day”
The Gunner(Replaces Construction PDA)
Pros:
+55% Firing Speed (Increased To 55% When Upgraded)
+20% HP (Increased To 35% When Upgraded)
+15% Damage Resistance From Explsion Damage, Bullet Damage, And Sapper Damage (Increased To 20% When Upgraded
Cons
+25% Required Metal To Construct
+50% Required Metal To Build
+15% Damage Vulnerability When Hauling Buildings
-25% Walkspeed When Hauling
Only Upgradable To Level 2
Doesn't Build Automatically (Requires Manually Swinging To Construct Unless If Placed After Being Hauled)
Cannot Shoot Rockets
Incompatible With Gunslinger
All 4 I made sing Wellerman:
https://app.kits.ai/conversions/YTJnLWtrMmd6YQ%3D%3D < Trooper
https://app.kits.ai/conversions/YTJnLTZKbXBiYQ%3D%3D < Mechanic
https://app.kits.ai/conversions/YTJnLVlWV253bw%3D%3D < Doctor
https://app.kits.ai/conversions/YTJnLU1CQXZkTQ%3D%3D < Annihilator
Peace maker
Dealing dmg slowly fills up a "peace" meter (100 dmg= 25% "peace"), press m2 to fire a "peace" shot, peace shots cost 30% peace, deal no dmg heal teamates by 80 hp and cause enemies to become marked for dead and outlined thru walls for 10s.
+30% more healing from healers on wearer
+30% faster deploy speed
-25% dmg penalty
-10% slower firing speed
Hand held protector
+damage and clip size increase as the user becomes injured (up to 50% dmg bonus and 50% higher clip size)
+50% reserve ammo
-25% dmg penalty
-34% clip size
Safety shotgun
+knockback on target
+45% less dmg fall off
+25% more accurate
-34% clip size
Pros:
-50% Damage Fall-off
+15% Clip Size
+50% Accuracy
+15% Damage To Players With Positive & Negative & Neutral Effects
Cons:
-35% Fewer Pellets(Used To Be -75% Damage-Ramp-up)
-10% Damage
(Used To Have -15% Reload Speed)
Description: "Classic Bull-Pup Model, Just Wished It Wasn't So Clunky"
-Delinquent(probably)
Basically a Better Einsteinium
tc2 bhopping is kinda different than the tf2 one, what do i mean by that?
Basically, tc2 bhopping lets you move 25% faster, and the first bhop always maintain your speed. but the game literally removes 50% of the speed you just gained in the first bhop so you cant abuse it.
So.. Technically, you can bypass it being trooper and just rocket jumping after the first bhop since it resets. (basically, free bhop demon)
My theory can be wrong tho so take it with a grain of salt.
But free bhop demon in trooper is cool ngl
Maxine:
[+] +40% move speed when spun up.
[+] +30% move speed when firing.
[-] -25% less max primary ammo on wearer
[-] -10% damage penalty
[-] -20% less accurate
[-] No ammo from dispensers when active.
The ammo drain feels overkill considering this weapon already has a max primary ammo penalty. So I changed the downside to make it less accurate. This way the weapon is specialized into a rusher minigun; the movement speed allows you throw your weight around the battlefield, but the accuracy penalty punishes you for hunkering down.
Phlogistinator:
[+] +25% damage bonus
[+] Build 'Energy' by dealing damage and destroying projectiles.
[+] Taunt on full 'Energy' to gain crits and knockback immunity for several seconds.
[-] -70% less afterburn duration
[-] Airblast cannot be used on players.
[=] •Airblast destroys projectiles.
This is a direct downgrade to the stock flamethrower in every way possible.
Southern Hospitality:
[+] Damage removes sappers
[+] +100% damage bonus against buildings
[+] On hit: Bleed for 5 seconds
[+] +40% faster repair rate
[+] +70% longer melee range
[+] 4:1 health-to-metal ratio instead of 3:1
[-] -25% slower firing speed
[-] -35% slower upgrade rate
Made this a defensive wrench better for tanking buildings and deterring Agents, but slower to set up a nest. Buffed the repair rate and firing speed so it actually can repair faster than stock (and more efficiently too).
https://beta.character.ai/chat?char=26aro1TTB9B1cyspLb_opjJqP1IiTTy9Ze_SualpxNY&source=recent-chats
Mechanic ai out now after that poll I made last year.
Agent sapper that can be placed on friendly buildings, slowly upgrading them. The upgrade rate depends on how many buildings have been sapped or how many players have been backstabbed during the Agent’s lifetime. It’s like a combination of the Diamondback and Red-Tape Recorder.
-THE SIPHON-
(+)Can be placed on friendly buildings to slowly upgrade them
(+)+15% move speed on wearer
(-)-20% damage to enemy buildings
(-)Sapper is destroyed if the player dies
Building upgrade rate depends on how many backstabs/saps the player has performed in their lifetime
(ADDITIONAL INFO:
0 stabs/saps: 5+ upgrade per second
1 stabs/saps: 10+ upgrade per second
2-3 stabs/saps: 15+ upgrade per second
4+ stabs/saps: 20+ upgrade per second)