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-10% firing speed
+5% damage
+50 Ammo Capacity
+10% firing speed
-50% ammo capacity
-10% damage
This idea came up to me because Wurdulac means vampire in Russian.
Pros:
+100 bullets in clip (300)
+2 HP Given on hit
Cons:
-50 Max HP (250)
Heal-on-Hit given only during bleeding (Gilloutine, Tribalman's Shiv etc)
Basically Blutsauger but for Heavy
not slowed down while using it
- 30 damage
no random crits
-50 less health
Thus.
+30% tighter spread
+15% extra damage
-50% damage fall off
-30% firing speed
+10% slower rev up time
I think it could be a pretty good sidegrade for maps that have long sightlines and big open spaces,and probobly would also be quite good for cart pushing. Im not entirly sure on the %s maybe some should be lowered and some should be bumped up,im open to suggestions.
Successful hits with the Wurdulac inflict bleeding.
Bleeding damage ramps upward over time with consecutive hits to a maximum of 10 damage per second, making the weapon become the only heavy primary besides the heater to inflict an alternate type of damage.
Increased Range, better than the Tomislav.
Drains health while equipped, but refills health drained on kill.
Great for finishing off enemies and stuffing snipers or wrangler engineers. Main caveat is decreased survivability for the Heavy, as the health drain makes attempted kills far riskier, but necessary. A risk/reward Heavy that can turn the tide of the battlefield, and requires immense skill.
(+)10 health a second when bleed damage is being dealt. (doesn't stack with more players bleeding)
(-)+10% inaccuracy
(-)while drawn, drains health (-5 a second)
Louder but unique rev and shooting sound
A mix of area denial and interesting risk/reward.
(+) +25% Ammo Capacity
(+) +5% Damage to Overhealed targets
(-) -100% Maximum Overheal on the user
(-) -80% less healing from MEDIC sources on the user
Reasoning
(+) On Hit +3 HP
The naming scheme is cool and wanted to keep the trend of vampires in suggestion.
(+) +25% Ammo Capacity
This is for sustained fights, you are going to need ammo to compensate for the fact you are going to focus on keeping yourself alive.
(+) +5% Damage to Overhealed targets
More blood means more food for a vampire. So you should be incentivized to target people with more blood (overheal).
(-) -100% Maximum Overheal on the user
With overheal you would be close to immortal, so you must give it up entirely in exchange for your new found powers.
(-) -70% less healing from MEDIC sources on the user
If you can heal yourself and have a Medic heal you, wouldn't that be a dream? Unfortunately you must have your weaknesses.
Bonus Gimmick
(-) +10% Damage received from Solar Energy (Sun-on-a-stick)
Thats like making a sniper rifle that does bleeding damage on headshots,why cause bleed if you can just kill em.
Heal-On-Hit similar to blutsauger(like 2-3 hp per shot/bullet hit).
+15% damage when shooting back(since a vampire from behind has an advantage, spy as proof).
Immune to Bleed effect while active.
Cons:
Vampire needs to feed himself: drains 5 hp per second while active/spun up
User takes 20% more fire damage
User has -50% overheal
50% less healing from outer healing sources
Slows uber rate by 25% when healed by medic
Special:
Weapon has a "Bloody Sunday" bar that fills up with time and damage(500 damage primary only).
Pressing reload activates the bar
While "Bloody Sunday" is active:
User immidiately heals himself(medium healthpack)
User gets immune to damage overtime(afterburn, drowning and self damage of the weapon) for 10 seconds
This weapon would mostly be for lonely heavies without a medic in the team. Higher damage on backstabs(with bullets) will make killing retreating players easier, and heal-on-hit will make heavy more sustainable in a long fight. However the draining health will make the life harder which will make heavy use shotgun instead of sandwich since you don't want to. And since you need no time to heal yourself, you might not even need a sandwich. Your team needs it? Once again: it is for lonely heavies who are tired to play with banana.
Also immunity to bleed might help againts scouts who use things like wrap assasin.(though it's not that helpful)
Yes this is sort of a mix between blutsauger, backstratcher, backscatter and a bit of southern hospitality. And I honestly have no idea if it's gonna perform well.it may become busted because of heal, or it may become ♥♥♥♥ because of slow healing and uber rate and health drain.
+ 20% faster spin up time
- 15% damage penalty
- 25% less primary ammo on wearer
+On kill:give +30% firing speed , effect drained
Cons:-30% damage
-10 health drained on shoot another victim,
I like the idea but I would add
+ Every tenth successful Bullet in a row bleeds the target
- Deals 15% less damage.