Team Fortress 2

Team Fortress 2

The Shock Absorber
snot bubble 30 Mar, 2016 @ 2:24pm
I know no one cares buuuuut... stat ideas.
+ user and healing target do not suffer knockback
+ 20 overheal
- 20% slower ubercharge build

I was thinking maybe more of a medigun that focuses more on just healing than on gaining Ubers.
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Showing 1-15 of 15 comments
DaBaconAssassin 5 Apr, 2016 @ 8:32pm 
I think that the uber should be all damage delt to target gets reflected on the attacker, with a minimized time of 5 sec.
Shiro-Luna 6 Apr, 2016 @ 12:31pm 
+Wearer and healing target receive 25% knockback
+Ubercharge grants full knockback immunity and 50% faster healing
-15% Ubercharge rate
-No overheal (OR 15% less overheal)
Jin 8 Apr, 2016 @ 4:37pm 
Originally posted by ♥Nana-Kyoto♥:
+Wearer and healing target receive 25% knockback
+Ubercharge grants full knockback immunity and 50% faster healing
-15% Ubercharge rate
-No overheal (OR 15% less overheal)
So kinda like the quickfix, exept slower uber?
Shiro-Luna 8 Apr, 2016 @ 4:47pm 
Originally posted by Hypnotic.exe:
Originally posted by ♥Nana-Kyoto♥:
+Wearer and healing target receive 25% knockback
+Ubercharge grants full knockback immunity and 50% faster healing
-15% Ubercharge rate
-No overheal (OR 15% less overheal)
So kinda like the quickfix, exept slower uber?
And knockback immunity from both you and patient, since Medics are vulnerable to knockback with any uber.
Jin 8 Apr, 2016 @ 4:48pm 
I like the idea of a DM=Uber BUT direct normal rockets deal 100+ DM and yeaaaaaa

I think
+DM healed is converted at a scale of 10 DM to 1 Uber ( Making it 1000 DM to an uber)
+33% overheal (being able to buff heavy up to 500 instead of 450)

-50% Uber is stored on target*
-50% uber duration (4 sec uber)

Uber is basicly a buffed Quickfix

*Meaning a Heavy is at 100%, you unhook to heal a Demo, demo then has your 50% + demo's 30%**
**your 50 can't be split even further up to 40 once you unhook from the demo, your % takes priority
Jin 8 Apr, 2016 @ 4:49pm 
Originally posted by ♥Nana-Kyoto♥:
Originally posted by Hypnotic.exe:
So kinda like the quickfix, exept slower uber?
And knockback immunity from both you and patient, since Medics are vulnerable to knockback with any uber.

True, it would be an anti-pyro uber...
Also the quickfix uber blockes airblast right? (I don't use it much)
Zethax 19 Apr, 2016 @ 9:15pm 
I feel like this could make an interesting Medigun.

(+) While healing: If you or your Patient takes Crit or Minicrit damage it is negated.
(+) Gain 20% knockback resistance to all sources for you and your Patient while healing.
(+) 10% of the damage the Patient takes will be returned as healing or Ubercharge to the Medic. This percentage of damage may then be resisted.

(-) 25% Slower healing speed
(-) The Medic takes 10% extra damage from all sources while healing

Ubercharge grants 35% damage resistance to all sources except Sentry gun damage, which has a provided 50% damage resistance, similarly to the Battalion's Backup. You and your Patient are immune to knockback for the duration of the Ubercharge.
I was thinking of a medigun that built übercharge based on healing done, not a rate determined by how hurt the heal target was.
Also, I was thinking of something different, a Passive Übercharge, that instead of filling and then activating, would have an effect all the time, or automatically activate, something like that.
Okay, so:

Instead of filling über through a %, let's say it fills on charge points, like Soldier's banners.
So, when healing, for every 3 HP healed, 2 charge would be gained, which resulted on 16 charge / s, and for every 5 HP overhealed, 2 charge would be gained, resulting in 5 charge / s.

The way the charge would work: When the Medic takes damage, the damage would be absorbed, and charge would be consumed. On hit effects would still occur, like stuns and afterburn, and health on hit effects will work as normal.

You would be able to store something like 200 charge or something, just because the Medic is already squishy enough, as his hp regen are affected by damage, he can't rocket jump, and is being focused down most of the time.



Also, another idea: Alt-fire will grant a guaranteed crit for all weapons, and 1 second of crits for all primaries other than the crossbow,at the cost of 40 charge. Heal targets will recieve mini-crits for most weapons, and 1 second for rapid-fire weapons like the pistol.

Note: The crit will be stored. That means that you can activate it and you are certain to crit on the next hit, no matter how long after you used the charge, as long as the charge is still active, and the primary crits will only activate after the first needle was shot. You can cancel by pressing alt- fire again.


This is what we need, new mechanics, not changes in numbers. I'm looking at you, Family Business.
Last edited by yoki's repo (read desc); 4 Sep, 2016 @ 4:02pm
CozyToast 8 Sep, 2016 @ 9:37am 
My idea: Make it a quick fix reskin
Shiro-Luna 8 Sep, 2016 @ 10:20am 
Originally posted by Dinnermahboi11:
My idea: Make it a quick fix reskin
No.
No.
NO.
Last edited by Shiro-Luna; 8 Sep, 2016 @ 10:21am
TheBlueRose 28 Sep, 2016 @ 8:26am 
User and healing target not affected by knockback or airblast
-50% uber charge rate
-25% heal rate
+50% max overheal (maybe)
-2 secs (or more or less idk) from uber durration
Pros:
Heal target takes 25% less damage to crits
Ubercharge grants a healing aura that provides a 20% damage resistance to crits.

Cons:
No preround Ubercharge gain.
-15% Ubercharge rate.
pros makes you able to steal other teams heath by using the medigun on them and gives you 25% more heath and makes you 10% faster cons unable to heal teammates unless you steal enemys heath and 30% chance of faulty uber charge from it which could end your teammate
you guys can ask me what faulty uber is
Agenttech4774 5 Aug, 2023 @ 10:40pm 
bro it already has states
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