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+ Swapping to this weapon while Ubercharged does not end the charge's effects on you.
While Ubercharged:
+ 50% accuracy
+ 30% projectile speed
+ 15% damage
+ No reload required
While Not Ubercharged:
- 20% fire rate
So it's bad for self defence, but allows a medic to do a one-man push/hold if there are no nearby power classes to Uber. It'd also let battle medics have a little fun, while still requiring them to heal people before going on a rampage. My only concern with this is how it'd interact with the Vaccinator's bubbles, especially since those already don't end when you swap weapons. I'd probably give the gun a quarter of its total "when Ubercharged" buffs per bubble.
I like these suggested stats, however the increased projectile gravity combined with the slower firing speed would make this thing feel even more sloppy and sluggish then the default syringe guns. There are better ways to keep something like this in check without turning it into a Blutsauger-but-it-hurts-my-soul-like-the-Pomson.
With the self/ally healing abilities you've brought up, I'd personally suggest making it a 3-dart burst weapon with arcing and projectile speed akin to the crossbow. Landing all three darts deals more damage then the crossbow, however the overall healing potential is lower.An aggressive side-grade. The burst-fire would also make it feel radically different from the Blutsauger, another weapon that heals the medic via damage.
(I also LOVE the way you kept the self-healing thing in check with the disabled regen while active. Very clever idea!)
(Compared to crusaders crossbow)
+700% larger clip size (8 shots)
+100% faster projectile speed
+500% faster firing speed(slightly faster than the revolver)
+garentied minicrits on headshot
+on kill/assist: gain “health charge” can have up to 4. Heal charge instantly heals 50 health, and grants user a temporary speed boost. Can grant user an overheal if actived at full health
Alt fire: activate heal charge
-no random critical hits
-2 HP healed per second
-20% offhand primary ammo to user
-cannot heal teammates on hit
-35% damage penalty (47-32)
-10% slower reload speed
+20% damage bonus
-50% clip size
*Firing speed starts at -50% and goes up by 10% per hit up to +100%*
*Projectile speed starts at -30% and goes up by 5% up to +50%*
*"consecutive" in the sense that as long as you're holding down the fire button, it counts as a consecutive hit. releasing the fire button resets the speed bonus*
[+] Shoots a bolt that infects enemies with a disease. All Damage done to a diseased enemy by you and your healing target is increased by 20%. Only one enemy can be infected at a time.
[-] -25% reload speed
[-] -25% damage
The idea here is I'm essentially thinking it could be a weapon entirely based off of the principle "The enemy team can't hurt my teammates if I kill the enemy team first!"
Might be a bit broken in practice, but it would be really funny to see a bunch of medics going around killing everyone. Maybe swap the reload for a cooldown, I dunno.
+50% projectile speed
+10% max overheal on teammates for medigun
+fires 2-6 needles per shot that causes hit enemies to bleed for 5 seconds
-35 max ammo in clip
-80% fire rate
-50% reload speed
-can make teammates bleed
-2 health regen when equipped
-10% accuracy
https://www.youtube.com/watch?v=wWIJrJ1JleY
https://www.youtube.com/watch?v=EPqyPn-Al4k
Fantastic work, by the way; really refreshing to see medic's primary that looks that different from stock.
pros:
+30% more damage at close ranges
+15% more damage against buildings
on hit: builds 10% uber
neutral:
fires bullets
fires multiple shots in one shell (like a shotgun)
cons:
this weapon does not fire automatically ( meaning you have to left-click again to fire another shell )
+25% slower movement speed
only has 12 shots in the clip
no random crits
+25% vulnerability to blast damage
Stat Suggestions:
Pros:
-40% increased damage. (Syringe gun base)
-Weapon fires sample containers that have 45% reduced arc.
-Each successful hit adds one blood sample container to the target's body which can be collected from the body after the target dies. These samples are then added to the medic's inventory, marked in a Vita-Saw "organs collected" tab, during collection and can be spent to activate the weapon's alternative fire. The alternative fire costs seven samples and forces the user to switch to the Medi-gun whilst also granting the user 30% faster Uber build and 100% increased range on the beam. Finally, the beam can now also lock onto enemies, draining health at an appropriate rate and still building uber.
Con:
-85% reduced magazine capacity. (6 shots)
-80% reduced reserve ammo.
-75% reduced healing from all sources, including passive regeneration.
A weapon that allows the user to prey off of the cocky scouts and soldiers of a match to massively enhance the Medic's ability to fight off threats and build a commanding lead in the Uber economy of intense competitive matches.
- No random crits