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
20% faster deploy
regen 5 ammo per second on wearer
dispences 5 ammo per second to nearby team mates
-20% damage
dealing damage builds uber
Ubercharge lasts 20% longer and dispences 15 ammo per second to nearby team mates.
probably not very balanced, but i think its a cool concept.
Able to deal damage!
Two modes: Healing - Hurting
Healing - Does what it says, Heals like any other medigun.
Hurting - Slow damage rate, but as you kill more and more mercs, You get a bigger damage rate.
Slower movement, (I mean, cmon, It IS a healing medigun.) -20 Movement (Or something close to heavy, but not EXACTLY heavy's speed.)
Press = to switch weapon modes, Healing has no meter, But Hurting does.
Hurting CAN hurt teammates, But only by 1 damage. (Don't abuse it.) BUT teammates can also hurt you. (It's only fair.)
Uber allows faster reloading speed, faster firing speed, faster uber depletion.
Special Taunt - Medic does the heavy shooting thing back and forth, It depletes 50 ammo. And when it runs out, Medic simply looks down the barrels of the minigun, and shrugs.
This ain't gonna be balanced, I just know it.
+No reload
+100% max ammo
+Fires bullets that heal teammates and damage enemies
+20% damage bonus
+On Übercharge: Increases bullet damage by 50% to nearby targets
-20% heal rate
-100% Übercharge rate
-Bullets do not follow target
!Übercharge meter increases on damage
+15% Faster fire rate
-20% Heal rate
-100% Ubercharge rate
*No reload
+10% Damage
*Healing consumes no ammo
Mode 1: Combat Medic
+Does damage similar of that to the minigun, but lowered by 60%
-50% move speed penalty when in this mode
Mode 2: MEDIC!
*Ubering gives patent infinite ammo
+Provides ammo along with health
+Heals almost as fast as Quick-Fix
-Ammo given to patent is taken from Mode 1 ammo
! any one near u regens health what u regen but doubled
(like u have a 4 hp a sec anyone near gets 8 hp regen)
! 20% of healing done fills ur minigun
- no overheal
! Works with The Amputator
minigun syringe thing
+no reload
-50% damage penalty ( 5 damage)
+ its a friking mini gun
- start with no ammo
Bullets heal allies shot, dealing 25% weapon damage as healing
-50% spin-up speed
-50% movement speed while spun up
Medic:
Medigun becomes medi-minigun, firing bullets that heal allies by 25% of the damage they would deal to enemies
Weapon requires spin up before reaching maximum fire-rate, functioning identical to Heavy's version of this weapon, but with reduced accuracy, and increased range fall-off
Weapon requires ammo - cannot heal or damage without it
Can gain Ubercharge from dealing damage or healing allies
Deploying Ubercharge temporarily provides infinite ammo for this weapon for the duration of the ubercharge, and provides a frontal barrier identical to the Projectile Shield from MvM.
Allies shot while Ubercharged gain ammo for all weapons as well as health.
+30% overheal to Heavy
-20% movement speed when welding
A successful kill will generate a small ammo pack usable only for allies.
Ubercharge gives ally being healed +50% overheal , infinite ammo (No reloading required during time span) and cannot be backstabbed or knocked back.
No more primary weapon (Syringe Gun, Crusader's Crossbow vice versa)
-20% damage done to enemy on wearer
Absorb :Damage done to an enemy will randomly heal an ally 20 feet from you. It can last up to
seven seconds.
Ammo and Medkits are both ammo for the gun, but only as ammo (Medkits cannot heal the medic itself)
Malfunction : A spy can sap the gun and thus when firing at teammates no effect is done. When firing at an enemy it will heal them. This will last for 4 seconds. (Spy cannot sap continuously)
(like the crossbow)
Compared the the crossbow:
it heals less, but it shoots faster, so you'll be able to hurt youre enemies a little bit
The Combat Medic
Level 12 Gatling Gun
- +33% max primary ammo on wearer
- No reload necessary
- -50% UberCharge rate
When weapon is active:
- Syringes no longer arc
- 20% slower move speed on wearer
- 50% slower firing speed
- After 3 seconds of continuous firing:
- 25% faster firing speed
In words, this Syringe Gun has 200 ammo, has no clip (similar to the Minigun), and causes the syringes to no longer travel in arcs, but in a straight line. The Medic also has 50% slower UberCharge build.
While the weapon is active (not just when it's spun up) the Medic has 20% slower movement speed.
When the weapon first fires, it will fire at half the speed of the normal Syringe Gun. Over a period of 3 seconds, it will increase the speed to 25% faster firing speed than the normal Syringe Gun (a total increase of 75%). When the weapon stops firing, it immediately decreases back to 50%.
NOTE: The syringes fired from this weapon do not heal teammates.
Are these overpowered? Underpowered? Too complicated? Let me know.