Team Fortress 2

Team Fortress 2

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Carl weezer 21 Aug, 2022 @ 11:56am
-Sigh- here we go aga-STATS!?!!?!!1/11?!?!?!/1?!
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Pros: You decide
Cons: whatever
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Showing 1-15 of 28 comments
Timothy_Mark 21 Aug, 2022 @ 12:25pm 
4
pros: +35% faster fire rate, 35%+ projectile speed, faster reload speed when at low health

cons: 40%- slower reload speed, 25% increased spread after firing for 1.5 seconds
babil 21 Aug, 2022 @ 12:33pm 
pros: +20% damage

cons: The stock syringe gun is now obsolete
Appz 21 Aug, 2022 @ 2:01pm 
Pros: +20% Faster firerate, +10HP, Self healing can go up to 6

Cons: -25% Heal Rate, -50% Overheal for targets

Basically a battle medic gun
Geebanger0 22 Aug, 2022 @ 4:21am 
It’d be interesting if it filled a meter by dealing damage, and when that meter was filled you could activate it to heal all nearby teammates and build Uber based on how much you healed. That might make battle medic actually viable. It wouldn’t be as efficient as using your medigun obviously, but it would be a fun and not useless alternative at least.
Canned canadian 22 Aug, 2022 @ 6:16pm 
pros: +25 projectile speed, +10 damage


cons: -15 firing speed, -10 damage vulnerability

i hope this gets added to the game :demoticon:
Griffbo 22 Aug, 2022 @ 7:00pm 
Pros: greatly decreased projectile arc, +2 hp per second on wearer

Cons: -50%(or less) hp from medkits

Medic gets an actual gun-like gun but has to be careful with decreased health sources while under fire
JWEB 7 Oct, 2022 @ 1:08pm 
Stat Suggestions:
Pros:
- 35% decreased projectile arc.
- Alt-fire fires a projectile that looks like a team-colored version of the small health kit. Projectile tumbles and detonates like a demoman pipe would. All targets hit by the projectile are marked with a new status effect, poisoned, which is represented in the same way Marked-for-Death is represented, but with a purple medical cross instead of a skull and bones. Poisoned victims grant 1% of ubercharge for every ten damage dealt to the victim by medics whilst also having each hit automatically trigger one tick of passive regeneration on the medic. The projectile has a very small explosion radius and costs 25% ubercharge to fire.

Cons:
- No reload, but the weapon only has 75 needles.
- 15% reduced damage.
Pros: 25% damage increase and is able to heal teammates when shot at with which gives 10 health per shot for the enemy, 25% faster movement speed but has 50 rounds per mag

Cons: 25% slower reload, unable to uber.
S5lty 7 Oct, 2022 @ 10:48pm 
pros: Functions as a crossbow lite edition, where each syringe heals 3 health to teammates. 25% faster firing speed. On crit, heals 50 health . (for the funni)

cons: 35% slower ubercharge rate, ubercharge runs out 20% faster. 15% less damage.No random crits on enemies
also demoknight tf2
Shiro-Luna 8 Oct, 2022 @ 10:47pm 
Kind of makes me think of the Tomislav for stat ideas, so, I'll give it a try.

+Syringes have no damage fall-off
+25% Projectile speed
+Syringes do not travel in an arc
(And maybe +20% Faster reload speed)

-20% Slower firing speed
-50% Clip size (Resulting in a clip size of 20)
-20% Damage penalty
floofy 17 Oct, 2022 @ 11:20am 
pros: +50 projectile speed
+10 damage
+3 health on it
+no syringe damage or arc falloff
cons: -20 regeneration
Last edited by floofy; 17 Oct, 2022 @ 11:21am
76561199190917765 11 Feb, 2023 @ 1:03am 
Originally posted by Geebanger0:
It’d be interesting if it filled a meter by dealing damage, and when that meter was filled you could activate it to heal all nearby teammates and build Uber based on how much you healed. That might make battle medic actually viable. It wouldn’t be as efficient as using your medigun obviously, but it would be a fun and not useless alternative at least.
I like the idea. But also make it so you have to work for it.

+ 25% increased clip size
+ Very decreased bullet spread (This should really be given to every needle gun)
+ Build "Heal" with damage
+ On full "Heal" press alt-fire to deploy a healing ring around you that heals nearby teammates and yourself (Think everybody gets their own quick-fix beam)
- 50% overheal on patients
- 25% heal rate

OR you could take the mad milk syringe gun from MVM. That would technically help your team. Basically take the blutsauger, but instead of sapping health for every needle you hit, you apply mad milk on every hit, allowing teammates who you are pushing with to get more health.
76561199190917765 11 Feb, 2023 @ 1:04am 
Originally posted by floofy:
pros: +50 projectile speed
+10 damage
+3 health on it
+no syringe damage or arc falloff
cons: -20 regeneration
What about health on kill instead of +3 health on it since that would make this a direct upgrade to the blutsauger. Maybe 25% health on kill.
Dr. Martex 13 Feb, 2023 @ 10:13am 
Pros:
+25% Damage Bonus
+Syringes do not travel in an arc
+On kill: gain +3 Health Regenerated per second (Stacks up to 12 Health regenerated per second)
+Altfire "An offer you can't refuse": Give a teammate +3 HP regen at the cost of 3 of your own. (Also stacks up to 12 HP per second)

Cons:
On Equip: -3 Health regenerated per second (Removes all your default regen)
Cannot Altfire when you have less than 3 HP of Regen
-10% slower reload
All health regen is lost upon death (Teammates will lose any given regen when they die)
Giving teammates regen will not give you ubercharge

It encourages Medics to be more active in combat, but also gives them another avenue to distribute healing, theoretically on a mass scale.
Last edited by Dr. Martex; 13 Feb, 2023 @ 10:15am
viper2165 18 Feb, 2023 @ 5:24am 
Pros: +100% clip size and amo pool
+30% faster projectile speed
On kill: removes any status effects(mad milk, marqued for death, afterburn...)

Cons: 25% slower reload time
Status effects last 25% longer
20% slower firing speed
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