

It's just over a month until the scariest day of the year, but you'd never know it by looking at the TF2 Workshop. Please tell me all you think about the concept, the classes, the balance, the design, whatever, or ask for any explanation/elaboration needed.Only a Thousand Hours Left Until the Witching Hour! SeptemTF2 Team Packs quite a punch, but very accurate weapon choosing is needed to be actually dangerous. Useful for classy snipes.Īll of these share the same ammo bar, with different ammo consuming rates. Weak damage, but bounce off obstacles, after which their damage doubles. Rainbows- Not to be used at randomly or directly shot at ennemies. Ice- Crowd-control weapon that will freeze then shatter close ennemies to cold pieces. (I'ld have made it so you could do airstrikes but that would be blatantly OP).īricks- Rapid-fire projectiles with a slightly random spread. Jump in midair- Hop on Catstrike, allowing you to glide on a distance quickly, but not to fire. Basically, he's midly viable on his own, but he's able to do passive and/or active defense and/or offense. If your soul is destroyed, the killer gets credited, the screen focuses back on you, and you may use it again when the conditions are met. Your soul loses attack power and speed the farther it is from you, and will permanently lose its HP and drain your ammo if it gets too far away ( may be changed). It is linked to you by a transparent beam your ennemies can't see, unless they hit the you or your soul (it will flicker visible). Has passive invisibility and does not bleed Has a more powerful attack but with a longer reload Can't enter the spawn (nor be healed- may be changed) If you have full ammo, are outside the spawn and wait a bit, your soul (a blurry, transparent version of the class) will spawn on you and the screen will be focused on it. M1- Creates a ball of energy that does a small explosion. A multipurpose battle medic that relies on spatial control and combo attacks. Healing + Explosive : Creates a healing explosionĮxplosive + Flammable : Creates a burning explosion. Healing + Flammable : Creates healing flames that give afterburn-ish heal over time to teammates that walk on them A flask will not have its normal effects when it hits the puddle created by another of your flasks. Upon breaking, a flask will leave a puddle of liquid of its color on the ground (except for the incendiary one, it simply leaves the flames). Explodes on contact.Īll flasks are loaded in the same ammo slot. M1 + M2- Launches a yellow explosive flask. Creates napalm-ish fire that burns the ground when it breaks. 120 HP, slightly higher than average speed.
