FreakFortress2: Apocalyptic Punch (Remade)

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Supernova7077
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Joined: Tue Sep 13, 2016 11:53 pm

FreakFortress2: Apocalyptic Punch (Remade)

Post by Supernova7077 »

Here is my idea for the Apoco-fists.


Version one:
Apoco-fists Receives a Super punch called "Apocalyptic Punch" (remember that). Apocalyptic Punch is a powerful melee strike that deals 3% damage to the bosses health and has 65% more knockback. the knockback is for the heavy, giving him a chance to switch to his shotgun or minigun while the boss is still recovering. However upon use the Apoco-fists instantly become unusable for the next 2 minutes, having heavy have absolutely no melee attack.

EXAMPLE: A Heavy using the Apoco-fists is on a server with 10 people, the current hale has 10k health. The heavy encounters the hale alone with the hale having full health. The heavy proceeds to equip the Apoco-fists and hit the hale which causes the hale to launch across the moderately sized map and deals 300 damage, he then switches to his minigun and taunts, giving him crits and allowing him to deal an extra 1,500 damage until the hale catches up. The heavy tries to bring out his melee to try and knock the hale back, but his melee is disabled and he is killed.


Version two:
Apoco-fists Receives a Super punch called "Apocalyptic Punch" (remember that). Apocalyptic Punch is a powerful melee strike that deals 5% damage to the bosses health and has 75% more knockback. After use of the Apocalyptic Punch, a bar displaying the time until the Apocalyptic Punch can be used again will be found on the bottom of the screen. Once full, next melee attack will use the Apocalyptic Punch. While the Apocalyptic Punch is still charging up he heavy may proceed to continue using the Apoco-fists like it is a regular melee weapon. It however deals 90% less damage than the Apocalyptic Punch deals, and knockback is increased by 50%. Upon equipping this weapon the minigun is removed from the heavy's weapon slot and shotgun receives Free Critical hits.

EXAMPLE: A heavy using the Apoco-fists is in a team of 10 people fighting against a hale with 10k health. The Heavy encounters the hale first, heavy begins using his shotgun because his minigun is currently not in his weapon slot. His shotgun deals critical hits so he was able to make 800 damage before the hale managed to reach to him, he quickly switches to his Apoco-fists and effectively hits the hale, dealing 500 more damage and knocking him at a far distance, heavy switches to shotgun and reloads his shotgun before shooting again at the hale and switching to his melee, hitting him again, but with only 25 damage and not as much knockback, hale attacks again. Heavy misses his melee and gets killed.
Last edited by Supernova7077 on Fri Jan 20, 2017 1:22 am, edited 10 times in total.
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notjus
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Re: Punch of Apocalypse (Freak Fortress 2)

Post by notjus »

So you're suggesting that, in a server with 10 people, the Apoco Fist will do an average of 600 dmg + large knockback per charge then 200 dmg for each hit when not charged? And this'll scale with each person that comes into the server? Goomba Stomps do 6-7% of the boss's max hp and you want a single melee hit from any direction to do slightly under that? And with a full server (31 people), the average damage you'll do is 1860 dmg on a charged punch and 620 dmg per non-charged punch. And the knockback is well... Knockback. Hard to punch the boss afterwards if you knock him away, right?

A heavy with a stock minigun can taunt, wind up their gun, then deal up to 4460 dmg in 5 seconds.

Truthfully though, playing Fat Scout is like playing Revolver Spy. It's an option you shouldn't focus on
.

The concept of this is certainly interesting, but restricting it to a weapon re-skin?

Melee was *NEVER* a primary nor secondary source of damage for heavy. In FF2, it's used as a means to knock the boss back and buy yourself time. You've grasped this quite well, though you *do* have to take into account that it is a team-orientated game, and that you'll be sacrificing the mobility of GRU/KGB (that does fine on knockback) For a bit more knockback and damage. And even then, the class is limitless, allowing people to do melee heavy rushes, even if not al of them have Apoco-Fists. If you really want to use a shotgun that much, Pyro; Soldier; and even Engi do better with the shotgun without being as slow.

Heavy is fine (and even very strong) where he is and should be played the way he's meant to be played.


EDIT : Strike is Pre-OP Revision ; Orange is remaining Pre-OP Revision
Last edited by notjus on Fri Jan 27, 2017 5:01 am, edited 22 times in total.
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