#Caber Rework

1 messages · Page 1 of 1 (latest)

rancid otter
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I feel like the caber could be a good addition to TF2C if tweaked a bit, and I feel like the 2 main things holding the caber back are the little damage it does, and the fact that after hitting someone with it you're stuck with a direct downgrade to the bottle unless you get to a resupply (and the fact that the exposition doesn't always register when hitting a player but thats a technical issue and not a stats issue). So I think that if the explosive damage dealt were to be raised to 100 instead of 80 it'd be much better at least against spys and scouts (and maybe snipers if you feel like it) and give it a recharge so you don't have to go all the way back to spawn to get a new one it would make the caber way more fun and reliable to use. Also the vanilla caber taunt should be a taunt kill so I added that as well. I also added a little optional stat at the bottom just for POSSIBLE consideration cause I always felt like making the caber a market gardener for demo would be funny, but again its only there for possible discussion and not a solid addition to the concept.

rancid otter
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I guess it could technically also be reworked to be a throwable secondary too, like the bundle of dynamite thats already in the game, but hitting people with it as a melee weapon is funnier

knotty raven
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Introducing the grenade launcher: 100 explosion to enemy. 60 explosion to self. +25% attack speed over bottle. +5,000% max range.

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Quick question: is it 100 + 65 from melee?