Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
+5 HP on hit
CONS
-15% damage
(!) User must take 300 damage to charge alt.
(!) Fall damage and self damage cannot contribute to charge.
(!) Deflect buff lasts 8 seconds
Pros:
Taking damage charges your "Deflect" meter. (Thus Return to Sender)
Alt-fire allows you to deflect all projectiles and take -20% damage from explosives.
+20% Fire rate
Cons:
-30% Damage penalty
__________________________________________________________
For a more support type heavy, this weapon allows the user to help cap carts, take control of control points, defend areas, and push objectives much more easily. This weapon sacrifices damage for the ability to defend from incoming projectiles that may kill your team and stop that game winning push.
default 1 damage every bullet
(for example: health at first 200. after fall damage/got hit etc.. health left: 40. now damage per bullet will be: 200-40=160. 160+1 = 161 dmg output PER BULLET
+20% moving speed
-50% health
-30% damage vulnerability
-55% ammo
-50% spin up time
-50% accuracy
-70% speed when deployed
-30% less accurate
-80% from healing sources (including medic, dispenser, health packs)
*fires one bullet per unit of ammo used
*unable to use "mouse 2" to spin up
Since hes a "mail box", its super slow, delivers super slowly. But every time it never fails to deliver. This accurately presents "return to sender"
To some people, it may feels like its TOO OP as you can deal a total of 200 damage per shot, while some may feel its totally trash as of all the cons. Its really how you use it. It can be a hell of a weapon to both the user and the enemy. :/ This may not really be practical tho.
Cons
- Fire (all that burning paper) overheats the gun and causes it to shoot at 66% of max speed & spin up at 50%
- Medpacks heal 40% less
- Damage would be reduced 50% so that it would normally put out 4.5 instead of 9 base damage
- Drains Medics Uber at a 250% rate (only 2 seconds of Uber)
Pros
- Depending on how much damage you've recieved while your minigun is shooting (or spinning up) your damage is increased up to a max of 150% (13.5 base damage). If you're taking less damage then before, then your base damage percent is reduced by 1/5 every second, or if you're taking no damage -25% (until 0) so as long as you're taking some damage you wont have no boost but it punishes no damage intake.
- Medics Uber charges 15% faster if they're healing you (to make them want to heal you dispite the deployment punishment of the Uber)
- If you take or take more then 129 DPS in a second (a level 2 sentry) you get a 75% damage reduction from all sources and guaranteed mini-crits for 8 seconds plus the max 150% damage intake bonus. I call it "Emergency Uber" and it activetes automatically but needs a 130 second recharge time before you can use it again. Medics healing gets a 75% nerf for 12 seconds after deployed, and you can't Uber a Heavy for the 2 seconds in these 12 seconds.
-If you take 200 DPS in a second you get crits insted of mini-crits and an 85% damage reduction, but your recharge time increases to 150 seconds. The rest remains the same.
I wanted it to be fair, but it to have special abilities, making way for another Heavy gameplay type because people are always complaining about how the heavy doesn't have any weapons that can make playing as him more interesting.
+50% of damage received is converted into ammo, to a max of 300
+Damage and bleeding power increases/decreases dependant on maximum ammo (Normal bleed time/damage when at 100 ammo, both increase by 0.5% for every 1+ ammo, but decreases by every 2% for every 1 less ammo)
-Starts off with a max of 100 ammo
-30% damage penalty
-10% damage vulnerability when firing
Pros:
- Taking damage over time will build the "Return" meter. (250 damage will fill) (Falling damage or any other types of self inflicted damage don't count.)
- Activating Return will make all damage Mini-Crits.
- Increased Uber rate for Medics healing you when Return is active. (+5%)
Cons:
- Reduced health from health kits while active. (-25%)
- Increased damage while Return is active. (+10%)
- Reduced firing speed while Return is NOT active. (-10%)
I fully understand I basicly made the weapon fully about its "Return" meter. and that it's not exactly well balanced. But with some refining I think these stats could work. :D
( + ) When the medic healing you is killed the killer becomes marked for death
( + ) When the medic healing you is killed you gain 2 revenge crits
( + ) 20% more accurate
( - ) -30% damage penalty
( - ) No ammo from dispensers when active
( - ) -50% max primary ammo on wearer
(-) -80% healing from medics while spun up