Team Fortress 2

Team Fortress 2

The Retroactor V2
f@ck donald trump  [developer] 5 May, 2024 @ 5:44pm
Stat Proposal
Retroactor
+30% Faster Charge Rate
+Firewall Shield (Two charges)
This shield acts similar to the one in MvM preventing incoming enemy fire in the front of the user, it does not damage enemy players.

-50% Overheal
-No Invincibility from Uber
-Shield is not 180.
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Showing 1-15 of 17 comments
zaboinkers 6 May, 2024 @ 1:41pm 
reskin
i saw the page
f@ck donald trump  [developer] 6 May, 2024 @ 1:58pm 
Originally posted by idiot (real):
reskin
i saw the page

Hi, the only way to make new weapons is to reskin original bases. We do not determine stats, that is up to valve. I hope this clarifies any confusion!
belgrano 7 May, 2024 @ 12:46am 
Perhaps the shield could be countered with crits?

Perhaps it would reduce full crits into base damage but also reduce it slightly by perhaps 30% percent so enemy snipers can't fullscope headshot the medic? Especially since a medic with the shield on should be more focused on facing the enemy and making sure it encompasses his team. Also spys backstabs should do knife crits instead of insta killing to give the medic 30 hp to work with and hopefully try his best to act so he doesn't die. Therefore creating a need for his team to defend the medic while also using the shield to push/defend.

Just my thoughts tho
ViHoff 7 May, 2024 @ 7:45am 
this lookin good
Gluten 7 May, 2024 @ 11:18am 
It is hard to come with a good idea for a new Medigun, let me explain why:
If we generalize the 8 other classes of the game into a single "Mercenary" general class we could come up with something like this:
- A mercenary can deal damages (It can be burst or continuous)
- A mercenary can receive damage and die
- A mercenary can move
You get it, and an Übercharge would have to have an effect on a generic Mercenary class but the problem is, there's 3 different mediguns based around the idea that a Mercenary takes damages so it would be really hard to come with a good idea of a medigun that would help mitigates damages because those 3 already kinda covers all the cases:
- You don't want to take damages at all? Take Stock
- You'd like more uptime but take a bit of damages? Take Vaccinator
- The damages have already been dealt? Take Quickfix
My hypotesis is that a good new Medigun would have a mechanic based on something else a generic Mercenary class would be able to do, either
A. Help dealing damages in a way different enough from Kritz that you wouldn't be able to say "It's kritzkrieg but better / worse" which seems to me nearly impossible
B. Be around movement speed but it's hard because offensively that could result way to easily into you and your target running to your death but faster, and defensively it's better to tank damages than to run away from them
C. Be around another thing that a Mercenary can do

Your idea is around mitigating damages but really if it was in game it would either be always better to use either stock or vaccinator over yours, or it would be the opposite and kill another medigun by being OP in its same use case.
Gluten 7 May, 2024 @ 2:53pm 
Originally posted by ZPH:
well ladies and gentlemen i have a idea for stats for this this medigun that will give it a new direction for healing but some old and some new routes to give medic to make him more interesting to play:

Stats: Pros: gives you 25% more health as well as 20% mobility increase and finally fills up your teammates ammunition supplies as well as engineer's metal supplies.

Cons: -15% over-heal as well as Uber charge only gives you endless ammunition for 8 secs rather then immortality.

Ammo isn't much of an issue in TF2 enough to make a Medigun for it, for regular ammunition a single dispenser can already give infinite amount of ammos for a team, the only who would benefit from said Medigun would be an Engineer, and only until he gets his lv.3 buildings. Ammo packs are also not rare and only take a few seconds to reappear.
As for the Übercharge, if you already give ammo to your target for no cost, they will always be full ammo anyways so making them infinite wouldn't change anything.
nah ♥♥♥♥ tropic crisis we don't need updates
The Peniser 8 May, 2024 @ 1:45pm 
Alt-fire: replaces invincibility with an AOE speed bonus and heal.

Idea is to replace a single target ability with a group focused one. Makes the weapon less good for pocketing but great for a coordinated team push.
Gluten 8 May, 2024 @ 2:46pm 
Originally posted by The Peniser:
Alt-fire: replaces invincibility with an AOE speed bonus and heal.

Idea is to replace a single target ability with a group focused one. Makes the weapon less good for pocketing but great for a coordinated team push.

AoE buff are what Soldier banners are for.
Concheror does almost exactly what you suggest.
ponch 8 May, 2024 @ 4:05pm 
I like the shield idea, but make it breakable so it isn't an instant "block every source of damage for your push for 10 seconds", give it say 1500 heath? (just guesstimating). More niche/ controversial idea is to make projectiles be blocked, but not bullets. or have the option to switch between the two, but not both at the same time. Use it as the situation calls for it.
Last edited by ponch; 8 May, 2024 @ 4:06pm
ponch 8 May, 2024 @ 4:22pm 
Originally posted by ZPH:
That is similar to the Vaccinator within the game also ponch what do you think of my stats of my idea?.
I do like the ammo idea, the main problem is ammo isn't as much of a problem as health is
health determines your moves and actions, and if you run out of it you die
ammo (in my own personal experience) doesn't really matter if you're just mindful of where ammo packs are. most of the time you have plenty of it.
Gluten said it best, it's not that much of a problem compared to health.
Gluten 8 May, 2024 @ 11:26pm 
Originally posted by ZPH:
Also Gluten what do you think of my stats?.
As I mentionned the Übercharge wouldn't be very useful and that's the main point of using a medigun over another. As a Medic, surviving to get Übercharges and more healing done is your focus so you shouldn't be deep into the frontlines to get to your patients but it should be your patients that should retreat to you anyways but even if you want a more aggressive way to play the Vaccinator would be better than your suggestion because having a 75% resistance from a bubble is way more powerful than being able to move faster and have a bit more health, both offensively and while running away.
Originally posted by belgrano:
Perhaps the shield could be countered with crits?

Perhaps it would reduce full crits into base damage but also reduce it slightly by perhaps 30% percent so enemy snipers can't fullscope headshot the medic? Especially since a medic with the shield on should be more focused on facing the enemy and making sure it encompasses his team. Also spys backstabs should do knife crits instead of insta killing to give the medic 30 hp to work with and hopefully try his best to act so he doesn't die. Therefore creating a need for his team to defend the medic while also using the shield to push/defend.

Just my thoughts tho

I think that reducing crit damage to base would be smart while incoming through the sheild, but if a spy backstabs your med, he deserves that pick, because it would make it near impossible for spies to do their jobs if their main tool was basically taken away
P13R50N 28 May, 2024 @ 12:36pm 
I like the idea of bringing the mvm shield into the actual game, but also THIS MEDI GUN NEEDS LONGER HEALING RANGE
There's a couple of design angles I think are interesting for this medigun.

Given it's name and design, it could use reversing time- being a Retroactor -as a form of healing by undoing damage done within a set time interval.

Another possible approach is to have the medigun be tech/gadget-centric, perhaps with the ability to heal engineer buildings (though that'd probably be super busted balance-wise).

Perhaps the Uber could be split into 4 separate charges like the Vaxx, with each charge used "resetting" both user and patient to spawn via teleportation.

Hell, just given the visual design and shape language of the model, maybe the medic could use the medi-beam as a tractor beam, with the ability to pull patients towards yourself while healing them at a rate inversely proportional to your distance to them. The further away they are, the less they're healed, but you have a reliable (and frankly hilarious) way to bring your teammates to safety.

Thoughts?
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