#New Weapon [Scout][Melee]: Running Shoes

28 messages · Page 1 of 1 (latest)

plucky fog
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A utility for Scout's melee slot that replaces his melee capability (effectively speaking) with a minor boost to the one thing Scout does best: speed.

CODENAME: RUNNING SHOES
*** Class: Scout
*** Slot: Melee
*** Base Weapon: Bat
+ 15% faster move speed on wearer (400hu/s → 460hu/s)
- 97% damage penalty (35dmg → 1dmg)

Since (iirc) TF2 doesn't like it when you don't have any weapons available to equip, as a workaround to the Running Shoes simply disabling your melee outright, I decided that you can instead switch to them to deal dinky 1-damage meme kicks — you effectively still have no melee weapon, but you also won't get stuck in an A-Pose should you somehow run both your primary and secondary weapons dry.

From my own limited in-game testing, 15% extra speed is just barely high enough for you to notice the difference while running around.

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(shoes model used in mockup are the Buck Turner All-Stars from Live)

cinder kiln
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Scout doesn't use his melee anyways and 15% speed increase is nuts

opaque storm
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slap haste on a scout with this and he's pretty much an unreactable 100 damage projectile

grand monolith
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How about it having a real downside, like recieving higher knockback
? could make you more succeptible to explosions and other things that push you

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Or smaller hp, since scout would move at 148% movement speed instead of 133%

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That's huge

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Or at least an explosion damage vulnerability, like the candy cane in regular tf2

quaint epoch
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I don't wanna sound harsh but this is a very lame idea

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Not because it's obviously OP (melee scout is bad on purpose and the speed this gives you is insane)

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But because it's just a stat increase and nothing else

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It doesn't force you to engage in it to be interestinng (for example: gunboats is just a passive buff, but that only applies when you're engaging in rocket jumping)

sudden trail
quaint epoch
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I think that's how it should be

sudden trail
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Ofc but at that point why keep the bat with that thinking

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It is the duck it we ball weapon yes but it was treated too harshly compared to other melees just because scout can Walk up to your face really fast

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And then they added demoknight

quaint epoch
quaint epoch
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It's good that scout should be shooting people with shotgun for extremely high damage up close

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Rather than using the option that requires no aiming

plucky fog
# quaint epoch Rather than using the option that requires no aiming

for what it's worth, the Bat is arguably the melee that takes the most skill to aim, for 2 main reasons

  1. It does less damage than all the rest, so you need to hit more times to deal the same damage
  2. Since you're Scout (a fragile speedy boi) and your main survival mechanism is dodging, you have to constantly readjust your melee aim to compensate for your fancy footwork

but that's basically just trivia, ngl o~o

plucky fog
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tbh I made this more as an exercise that's part "what sort of item can I conjure up that could possibly justify the razor-thin opportunity cost of the Bat" and part "let's see what sort of neat thing I can make in SFM" o~o

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and the best answer to the first one I could come up with was "hm yes a boring one-stat passive thing that barely even does the one stat"

iron gyro
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I think thinking outside the box like this for weapons will always be more interesting than “look it’s an RPG but it arcs”