Team Fortress 2

Team Fortress 2

The Provisioner
Cyocat 20 May, 2015 @ 4:16pm
Realistic stats
I would say this:
Pros: +1 ammo per second on wearer
+1 health per second on wearer
while spinning minigun, meter fills up
when full, press ALT-fire to give +50 health to nearby allies
Cons: -25 max health on wearer
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Showing 1-15 of 15 comments
Ace Ice 31 Jul, 2015 @ 11:59am 
Not enough cons.
carl 6 Aug, 2015 @ 11:17am 
Delete the +1 health buff and make the ammo regen when not revved up. I like the ALT fire thing, but maybe lower the health you send out.
nope 19 Oct, 2015 @ 9:54am 
When active:
+infinite ammo
+10 hp on hit
+can give metal, health and ammo to nearby allies and engis
+while spinning up, heavy has 20% resistence to all sources of demage
+after taunt: heavy gets a 25% speed bonus
taunt: heavy breaks down his minigun and puts a dispencer
-after taunt, heavy needs to destory his disp to get the minigun back from the ressuply cabinet
-when spin up, heavy can not move
-15% demage
-15% firing speed
-20% spin up time
While unactive:
+15% demage vulnerability
All the time:
-30% healine from medics, dispencers and health packs
-all ammo collected becomes health
Postal Merchant 13 Dec, 2015 @ 2:14am 
when active
+recharging ammo
+10 hp every second
+can supply ammo, metal to engis and health
-10 damage
-5 firing speed
-50 hp from medics
Dr.Saturn 13 Dec, 2015 @ 9:38pm 
how about this:

+ 2 health per second
+ 2 ammo per second
+ act as a levle 1 dispenser for allies around you, but you do not produce metal

- when damage is taken, -1 health and ammo per second for 4 seconds (so when ever you are in a fight, and for 4 seconds after, you only regen health and ammo at a rate of 1 per second)
-

on taunt: deploy the provisioner as a building!
(if you taunt near the provisioner building you pick it back up)

the provisioner building basicly acts a level one sentry and dispenser put together, exept the sentry part has less range and more damage and the dispenser part has a bigger heal radius that gets better the closer you are the provisioner. and as long as the building is deployed you no longer have a minigun, and when you die so does your building. if you made it to the end of my comment, congratulations!
Dr.Saturn 13 Dec, 2015 @ 9:39pm 
oh and you also get 50% less heal from dispensers, other than your building, 25% less from med packs and 10% less from medics
Monwil 10 Apr, 2016 @ 6:44am 
How do you Alt-fire with minigun when spinning up?
Also for me author's stats are already good and don't need forced complexity.
(Just a roaming Heavy's minigun)
d/b+4,4 11 Apr, 2016 @ 8:38am 
this is what i think should be the stats

When equipped, you regenerate 2 health per sec
Regain 10 ammo per sec
15% more accuracy
Heals teamates except yourself when in alt fire
Alt fire will keep you stationary
-15% slower firing speed

although it might not come true, maybe the heavy can spawn near an engineer if that engineer uses the rescue ranger on him
quantum xorbhead 23 Jun, 2016 @ 1:14am 
I think the health regeneration part is a little far-fetched, as even with a 1+ health bonus can turn the tide of a Heavy-on-Heavy face-off. Of course, it all depends on when you spin down your minigun, but a health regen factor would change that drastically.
Automobiles_ 23 Jan, 2017 @ 7:36pm 
pros
aoe healing when revved up(+3 per second and +5 when at full hp)
engineers can heal you by hitting you with a wrench (+20 hp, -20 metal)

alt fire PDA but instead
A: sandvich (-175 hp)
B: large ammo crate (-150 hp)
C: refill ammo (-1 through 100 depending on ammo needed)

cons
can get sapped, aoe healing lost and -2 hp per second, can be destroyed with a melee hit or a heath pack

shoots syringes (at slightly higher velocity than medic's syringes, dealing 15 damage point blank, 8 mid ranged, and 2 long range)

+15% damage vulnerability
Last edited by Automobiles_; 19 Oct, 2017 @ 3:37pm
Kingicehunter 19 Oct, 2017 @ 11:27am 
Pro:
+1 health + 1 amo per second

minigun rev creates a small circle of healing 5 points of damage (no meter to fill up)

Con:

1. 275 health.

2. Can not be over healed.
Automobiles_ 19 Oct, 2017 @ 3:40pm 
Yeah that seems pretty good, though the overheal should not be nerfed if you are going to lower his health.
Sabbatfan 29 Nov, 2017 @ 8:21am 
(+) Regenerate health on kill based on target's max health (numbers below).
(-) -40% health and overheal from medics.
(-) -20% damage penalty.
Health:
125 or lower: 40 health.
126-150: 50 health.
151-220: 60 health.
Over 221: 75 health.
This is good for solo heavy play with a lot of health gained on kill but less everything from medics.
Enderspoons 26 Aug, 2018 @ 7:55pm 
The Provisioner: When you swap out Sasha's ammo drum for a dispenser!
+ +40 Ammo every 5 seconds on wearer
+ +4 Health per second on wearer
+ Provides healing aura while spun up

~ Ammo supply is distributed to nearby teammates while spun up

- -50% ammo capacity (100 down from 200)
- 60% slower move speed while spun up
- -50% Maximum overheal

When yous spin up, you act like a dispenser for your teammates at the expense of (figuratively speaking) having the same mobility as a dispenser. Otherwise you can roam around the map independently more or less indefinitely.
A minigun aimed primarily at roamer heavies while also satisfying the heavies who prefer more of a support role. Combining the two is not recommended as trying to shoot at people while you have teammates nearby may suddenly result in a critical lack of bullets.
Last edited by Enderspoons; 12 Sep, 2018 @ 2:23pm
Scrangican 12 Sep, 2018 @ 2:22pm 
Dispenser that stoots
+ player and teammates gain 25 per second when spun up
- lose 2 ammo per second
- 50% healing from medics on wearer
Last edited by Scrangican; 7 Oct, 2018 @ 5:23pm
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