Team Fortress 2

Team Fortress 2

The Puncture Test
 This topic has been pinned, so it's probably important
Captain Kibbleknight  [developer] 29 Jun, 2022 @ 2:29pm
Post Stat Suggestions Here
If you wish to post your own stat suggestions post them in this thread, don't leave them in the comments or make a new thread. Any comments or extra threads about stats will be deleted.

Stat suggestions have no impact on what the stats might actually be if the item does end up in game at some point, as Valve themselves will make the stats.

Developer Suggestions:

The Puncture Test
level xx pneumatic shotgun

+This weapon fires multiple projectiles
+Fires special syringes that heal self and nearby teammates based on damage dealt
-85% smaller clip size (6 shots)
-Significantly slower firing speed
-Projectile gravity is increased
-Passive health regen is disabled while this weapon is active, and for a short while after being holstered

------

4-5 Projectiles per shot, each dealing about 8 damage each. A full clip where you didn't miss and all projectiles hit would deal about 192 damage.

Roughly 40% of all damage dealt with this weapon is returned to the user and nearby teammates as health in an AoE. A full clip dealing 192 damage would result in healing around 76 health.

Fires roughly half as fast as the stock shotgun, to make up for the fact the entire clip is reloaded at once.

Increased projectile gravity means shorter arc travel, you will not be sniping with this weapon, or out ranging any actual shotgun users.

As long as this weapon is being actively held in your hands, medic's passive 3-4 health per second is completely disabled, and will take a few seconds to restart every time you put the weapon away.
Last edited by Captain Kibbleknight; 29 Jun, 2022 @ 2:31pm
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Showing 1-15 of 21 comments
Stogie 29 Jun, 2022 @ 2:34pm 
I'll start us off with something wacky:
+ 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.
Stogie 29 Jun, 2022 @ 2:47pm 
Originally posted by Kibbleknight:
If you wish to post your own stat suggestions post them in this thread, don't leave them in the comments or make a new thread. Any comments or extra threads about stats will be deleted.

Stat suggestions have no impact on what the stats might actually be if the item does end up in game at some point, as Valve themselves will make the stats.

Developer Suggestions:

The Puncture Test
level xx pneumatic shotgun

+This weapon fires multiple projectiles
+Fires special syringes that heal self and nearby teammates based on damage dealt
-85% smaller clip size (6 shots)
-Significantly slower firing speed
-Projectile gravity is increased
-Passive health regen is disabled while this weapon is active, and for a short while after being holstered

------

4-5 Projectiles per shot, each dealing about 8 damage each. A full clip where you didn't miss and all projectiles hit would deal about 192 damage.

Roughly 40% of all damage dealt with this weapon is returned to the user and nearby teammates as health in an AoE. A full clip dealing 192 damage would result in healing around 76 health.

Fires roughly half as fast as the stock shotgun, to make up for the fact the entire clip is reloaded at once.

Increased projectile gravity means shorter arc travel, you will not be sniping with this weapon, or out ranging any actual shotgun users.

As long as this weapon is being actively held in your hands, medic's passive 3-4 health per second is completely disabled, and will take a few seconds to restart every time you put the weapon away.

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!)
Last edited by Stogie; 29 Jun, 2022 @ 3:06pm
Cillian Murphy 29 Jun, 2022 @ 5:44pm 
I had this idea for a combat crossbow, so I think the model would fit it, so I’ll post it here:

(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
Firing speed and projectile speed increase on "consecutive" hits
+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*
bleeehhh 2 Jul, 2022 @ 1:42am 
Originally posted by Stogie:
Originally posted by Kibbleknight:
If you wish to post your own stat suggestions post them in this thread, don't leave them in the comments or make a new thread. Any comments or extra threads about stats will be deleted.

Stat suggestions have no impact on what the stats might actually be if the item does end up in game at some point, as Valve themselves will make the stats.

Developer Suggestions:

The Puncture Test
level xx pneumatic shotgun

+This weapon fires multiple projectiles
+Fires special syringes that heal self and nearby teammates based on damage dealt
-85% smaller clip size (6 shots)
-Significantly slower firing speed
-Projectile gravity is increased
-Passive health regen is disabled while this weapon is active, and for a short while after being holstered

------

4-5 Projectiles per shot, each dealing about 8 damage each. A full clip where you didn't miss and all projectiles hit would deal about 192 damage.

Roughly 40% of all damage dealt with this weapon is returned to the user and nearby teammates as health in an AoE. A full clip dealing 192 damage would result in healing around 76 health.

Fires roughly half as fast as the stock shotgun, to make up for the fact the entire clip is reloaded at once.

Increased projectile gravity means shorter arc travel, you will not be sniping with this weapon, or out ranging any actual shotgun users.

As long as this weapon is being actively held in your hands, medic's passive 3-4 health per second is completely disabled, and will take a few seconds to restart every time you put the weapon away.

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!)
omfg for a second i thought you were critiquing your own idea i didn't realize you were responding to the dev's concept
bleeehhh 2 Jul, 2022 @ 1:50am 
This looks a lot more like an actual weapon than most of Medic's weapons, so maybe this could be a good opportunity to try to turn medic into a sort of combat class.

[+] 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.
Certified NEET 7 Jul, 2022 @ 1:01am 
+30% damage
+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
Last edited by Certified NEET; 7 Jul, 2022 @ 1:03am
bigmazi 21 Jul, 2022 @ 2:23am 
Oh, I have implemented a syringe shotgun in my custom weapons mod :) Now I'm looking at this new model, hmmm...
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.
Mr. Enderman 22 22 Jul, 2022 @ 5:05pm 
heres my stats

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
Last edited by Mr. Enderman 22; 22 Jul, 2022 @ 5:14pm
JWEB 4 Aug, 2022 @ 7:40am 
I love KibbleKnights's idea and I think, with some minor tweaks from Stogie's suggestion, it would be a powerful way of healing a whole team without the Amputator taunt. However, I am an over creative fool who has thought of reworks for spy, sniper, heavy, and pyro so here we go.

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.
GiggleJiggle 9 Feb, 2023 @ 11:17pm 
+ 20% Faster firing speed
- No random crits
Originally posted by Floffie:
+ 20% Faster firing speed
- No random crits
Bruh, that's just a straight upgrade.
76561199190917765 11 Feb, 2023 @ 3:17am 
Originally posted by Stogie:
Originally posted by Kibbleknight:
If you wish to post your own stat suggestions post them in this thread, don't leave them in the comments or make a new thread. Any comments or extra threads about stats will be deleted.

Stat suggestions have no impact on what the stats might actually be if the item does end up in game at some point, as Valve themselves will make the stats.

Developer Suggestions:

The Puncture Test
level xx pneumatic shotgun

+This weapon fires multiple projectiles
+Fires special syringes that heal self and nearby teammates based on damage dealt
-85% smaller clip size (6 shots)
-Significantly slower firing speed
-Projectile gravity is increased
-Passive health regen is disabled while this weapon is active, and for a short while after being holstered

------

4-5 Projectiles per shot, each dealing about 8 damage each. A full clip where you didn't miss and all projectiles hit would deal about 192 damage.

Roughly 40% of all damage dealt with this weapon is returned to the user and nearby teammates as health in an AoE. A full clip dealing 192 damage would result in healing around 76 health.

Fires roughly half as fast as the stock shotgun, to make up for the fact the entire clip is reloaded at once.

Increased projectile gravity means shorter arc travel, you will not be sniping with this weapon, or out ranging any actual shotgun users.

As long as this weapon is being actively held in your hands, medic's passive 3-4 health per second is completely disabled, and will take a few seconds to restart every time you put the weapon away.

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!)
Oh, so it shoots 3 round bursts like the M16? Cool idea, and it would be distinct compared to the other weapons in TF2.
76561199190917765 11 Feb, 2023 @ 3:19am 
Originally posted by bigmazi:
Oh, I have implemented a syringe shotgun in my custom weapons mod :) Now I'm looking at this new model, hmmm...
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.
Woah. At first this looked kinda like the demoman's weapons, but then I saw the healing the second gun did, which is a really cool idea. The idea to dispense small healthpacks for your team is such a cool idea to keep the support class in mind while being able to do damage.
has 5 clips (25 needles per clip) and the stats are 25% fire rate 15% more dmg -10% uber rate -15% speed and 75% accuracy
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