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> Makes chainsaw noises on idle and on swings
+ On hit: Inflict Bleed for 7 seconds on the target
+ 15% Bullet resistance
- 35% Slower Swing Speed (1.08 seconds up from 0.8 seconds)
- Critical Hits deal Minicrits instead
+ Inflicts 5 Seconds of Bleed on Targets.
+ 20% Damage.
- 20% Switch Speed.
- 20% Swing Speed.
- Runs On Fuel: Every Swing Uses 5% Fuel - when empty, must return to a refill-cabinet for more.
- When Out Of Fuel: -45% Damage (it goes to -25% of base bone-saw damage).
- When Out Of Fuel: No Bleed Damage.
Six seconds though is longer than random crits on a Heavy, that's almost as long as an entire übercharge.
+50% damage
+15% movement speed
-10% healing ratio
-10% explosion vulnerability
Primary (lmb): Swing
-15-20% swing and switch speed, but +10-15% damage,
Secondary (rmb): Charged fire
fire a charged hit-scan shot that uses up 1% uber every quarter of a second but does more damage on longer charge/total uberchage meter that has the ability to headshot but instead of doing more damage on a headshot does half damage to surrounding enemies and heals nearby allies (allies near the original enemy) for the total damage done (think of the mvm possibilities) also every 3 seconds 1% of uber is used up to fuel it, if uber is empty it does same damage as bone saw.
+ 20% damage
+ 10% damage resistance
+ 10% speed
- 30% healing
- 20% uber build
OR
+ inflict 5 seconds of bleed
+ 10% uber charge on hit
- 25% damage
- 30% healing
secondary: Charge S.A.W
+ 100% damage (goes to 150% of bonesaw)
+ 15% damage resistance
+ 15% speed
- uses ubercharge(2% per second)
13 damage p/ sec
has a large melee range and deploys and holsters slower
-25% less damage explosion
-25 max health
no random crits
Lvl ?? Bonesaw
( + ) On Hit: Inflict Bleed for 6 Seconds
( = ) Right Click while weapon is active to "Overclock". While Overclocked, This weapon gets the following bonuses:
~~~ +20% Bleed Damage and Swing Speed Bonus
~~~ Bleed Duration Increased to 10 Seconds
( - ) Overclock drains 5% Uber per Second while it's active
( - ) -10% Base Slower Swing Speed Penalty
while in use consumes 2 fuel a second while not attacking while attacking consumes 5 fuel a second while fuel bar is filled attack is constantly attacking (chain moving) does 10 damage every hit (while in use with fuel every time chain moves counts as hit chain moves very fast) when empty does 10% more damage 40% slower fire rate and causes bleeding for 2 seconds
+target bleeds for 5 seconds
-20% slower swing speed
-50% slower weapon switch
(taunting will make you bleed for 5 seconds)
Holding M1 button charges the weapon, and releasing it attacks enemy (Max Charge time is 5s. after 5 seconds, it automatically attack even if button is being pressed)
Damage increases as weapon charges up. (40% per 1s)
Cons:
Charging requires Uber. (Consumes 1% per 1s)
-50% Basic Damage.
+ Alt-Click for the medic to charge up a shot that will cause the enemy to bleed for 6 seconds
+ Mini crits on bleeding targets
- 10% less damage on normal attack
- No random crits
- User must wait two seconds before charging again
It should also take three seconds to charge
Same taunt as uber saw
Is this OP?
Oh wait that needs a wholly new model sorry I just dont have any place to put this idea
+ On hit gain a small speed and jump boost
- Trade 10% of uber for 30 or more percent of "UberLite"
If UberLite and Uber combined make 100%, activating will give you and your
patient a speed boost and a small uber of maybe 2 seconds that will only deplete the
uberlite
- After a normal swing the weapon recharges for a sec (maybe have it like stop spinning for
a moment and then reactivate)
Idea with this would be for the med to get like a quick save feature where you stab someone to get near an overextended teammate and pull him out of trouble