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-20% Overheal
+10% Charge Rate.
Ubercharge activates like the vaccinator, where you can scroll through different options.
Option one: -50% Knockback and -25% Explosion Damage.
Option two: +25% Movement Speed and +25 jump height.
Option three: +75% damage resistance and 25% damage taken is returned as health.
playing more off the vaccinator, the pictures for each option could be the class images for the demoman, scout, and heavy (respectively for each mode)
-30% heal rate
-20% Ubercharge rate
Heal type A provides 20% faster firing and reload speeds.
Heal type C provides 20% faster speed and 20% more jump height. (You and target)
Heal type G provides 20% damage and knockback resistance. (You and target)
Heal type T provides 20% damage done to you and your heal target back to the player.
Ubercharge makes these effects 100% instead of 20%.
+You can heal dead member to spaw more faster;
-No ubercharge;
-Healing Does not give metal to Engineers,
-Your revived member went to the spaw point and not in from of you;
-While healing, you and your subject die if both recive a critical hit;
-You recive damage from your parner (Exept mini crits, rocket and sticky jump).
Telm me if you like it. :-)
-33% Uber rate
+10% Heal rate
Uber: Does the same shield as the MvM medic shield
- This would maybe be very overpowered, as you can get all your teammates behind the shield and take down a sentry nest easily
Maybe it would last something like 4-7 seconds
Charge Type A - Acceleration: 0-50% Movespeed Boost (up to 20% While actively healing depending on how low HP your heal target is)
Charge Type T - Targeting: Adds an overlay that shows visible enemies and their HP value maybe? (variable opacity/accuracy on hp on amount charged, basic faint red overlay on enemies.)
Charge Type G - Guard: 0-50% Defense. (Does what it says on the tin, defense against all elements, healing base defense 10%)
Charge Type C - Counter: Reflects a percentage of damage back to the attacker. 0-45% Damage reflected. (Base reflect damage while healing is 5%)
Keep in mind, you can mix all of these, but would you rather have 4 weak buffs, one stronger buff, or 2 moderate buffs, etc. etc.?
+ 25 faster uber gain
+ 2 sec longer uber (10sec in total, 5 if half use)
1: Speed
ads speed (same as scout and if used on scout: he gets 10% more speed) for medic and target but as a penalty it makes both have lower health (1/3 or someting: heavy has 200 hp , soldier 150, demo/pyro 125 ,medic 100 and spy/sniper/engie/ 75) (over heal is still in the business)
trick is that the hp is lowered but if you get damage over that hp it will stop the uber and give back the remaining healt (same happens if the uber stops normaly)
2: HP +
ads more hp (scout(jne) 200, soldier 300, demo/pyro 250 and medic 225) and addional over heal, the nerf is slower movment speed. (heavy doesnt get slower but only gets 25 more hp)
3: Effect immunity
effect immunity includes jarate, madmilk, natasha slowering effect, exlosion knockback, afterburn, marker for death, [MAYBY crit immunity]. has no real nerfs but it is more situational
4: jumper
effect that ads more bigger jumps and triple jumps (4 jumps for scout)
5: Helper
heals and gives ammo for everyone around the medic (just like amputator) and gives bit faster healing and 2+ passive healing for medic
6: headhunter
every head shot is minicrit and immunity to headshots and backstap (usefull for heavy and shotgun clases)
7: explosive ammo
every bullet/flame/jar/melee hit exlodes in low area effect (but doesnt give more damage exept for jars and other trowables) also ads 15% explosion resistance.
8: flame ammo
ammo that sets enemys on fire for 3 sec and gives 20% fire resistance
9: replisher
effect that fils all charges (for example the cloak and jarate) and fills buff banner/consilor/batalion for 50%
- 50% lower over heal
- 10 lower heal rate (exept in the 5. effect)
SORRY FOR LONG BORING TEXT (it had to be done) :/
basicly gives class based ability but bit different way. (genetic modification "snort" "snort")
+ 10% healing rate
+ Heals all nearby allies on uber
+ 10 health on wearer
- Shorter healing distance
- 10% less uber time
- Healing any spies cause 10 seconds of bleed
I Was only being creative. Don't be harsh.