Team Fortress 2

Team Fortress 2

您已具備了所需必要條件了嗎?
創造並提交全新物品(像是帽帽、徽章、靴子以及更多)來讓官方考慮加入實際遊戲中。點擊這裡來了解更多。
Maillot 2024 年 6 月 25 日 上午 11:22
Generator
Hello

A secondary for medic, he have no active weapon on secondary slot (medigun back pack with magnetizing coils and lightning rods).
He have an aura:

Allies in the aura gains 24-72hp regen /sec (if seen by the medic).
-10% damage taken by allies in the aura.

-100% heal on allies with other weapons of the wearer.

Charge uber with damages inflicted by the medic to enemy players (maybe 10%) and a few passively (2%/sec and increased in spawn at start maybe) and active it with mouse2 on primary for giving 25% damage resist instead of 10% during 8 sec.

(invisible spherical aura of 450hu as radius, with maybe little electric effect around allies in + ub oc)(medic can't get any benefit of the aura)(work on disguised spies).
(Regen can't overheal, debuff and timers are the same than medigun heal)

(% damage reduc done by a generator = total dmg reduc of the generator * (1-(% of overheal on target/100)) * 1/1 if first, 2 if second generator which applied on target etc maybe, Reduce mediguns healing like if it's a medigun, approximatively the same thing with heal, just without the overheal part which is 0 if there is overheal and +1 by medigun healing the target for the las term) or something like that just to explain omg.

Non overhealable targets have no damage reduction.

Don't reduce debuff duration but reduced healing like mediguns too. Don't increase regen of the medic when healing.
(Only 3 can be stackable at the same time, others are ignored)
(can't gain movespeed is there is scout in the aura)

(solemn have -15% dmg instead of 10 as)(overdose have flat +10% MS when active for 15% damage penalty).

Nice day at least.......
最後修改者:Maillot; 7 月 13 日 上午 4:11