Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2866890 times)



his wand gives +6 speed to teammates

damage is reduced to 80% though.

Now I wanna switch out the Brimm-Full. What should I switch it for?
you dont have to swap it just because i have it


G'day y'all!

Also I'm selling a 50% off Magicka for a key.
« Last Edit: February 10, 2014, 03:03:49 PM by BlockoCrafter »

Thinking about naming my strange hitmans heatmaker "The JFK Special" but other name suggestions would be nice.

so I have a key and 3 ref

what's worth 1.5 keys

Thinking about naming my strange hitmans heatmaker "The JFK Special" but other name suggestions would be nice.
"Instant laser head removal"


so I have a key and 3 ref

what's worth 1.5 keys
A key is 7 ref now, so that's like 1.42 keys.

I have 2 name tags. What should i name my silver botkiller scattergun and my grenade launcher?

I have 2 name tags. What should i name my silver botkiller scattergun and my grenade launcher?
"grenade launcher" and "silver botkiller scattergun" in that order

should I get a strange holiday punch y/n

What if there was a Pyro Flamethrower that actually sucked people in with M2, slowing them down slightly instead of pushing them up and away to make it harder for them to escape the flames? Maybe give it a longer weapon switch time so it couldn't be abused with the Axtinguisher? Could be fun

should I get a strange holiday punch y/n
Yes. It tracks how many times you make people laugh primarily [normal kills secondary], and you can add taunt kills.
Also something I want to try is kritz'ing a holiday punch heavy.

The Bon Sappétit
+10 max health on wearer and Sapper for every Appetite earned, up to 5
+10 max overheal on wearer
Saves all of your Appetites upon respawning*

Each successful sap will give you one Appetite
When wearer has more than 5 Appetites, the wearer earns a max overheal
Picking up the dropped Sapper will be a health pickup instead of ammo
+10% fire vulnerability on wearer
When wearer gets damaged by fire, all Appetites burn up upon respawnig
-2 Appetite upon respawning*
-25 max health on wearer and Sapper
If an enemy destroys the Sapper, they get a heal/overheal

(*Downside however)
Reposting, but changed a few things

Reposting, but changed a few things
that seems a little TOO complex for a sapper




The Slippery Saboteur
Level 43 Sapper
Sapper is slid on the ground in a straight line as opposed to being manually attached
+200% sapper attach range
+30% damage vs buildings
Only one sapper deployed at a time
Sapper can be blocked while sliding by enemies
-50% normal sapper health


would function ala this