Team Fortress 2

Team Fortress 2

The Booster Shot
tajs 25 Jul, 2015 @ 6:57am
Stats~
So, post your ideas for stats here, but the chance theyre getting into the game is minimal. Whats the chance it gets to TF2 anyway? :3 Oh well, feel free to post~


My idea:

Pros:
-30 Percent Overheal Decay Time
+45 Percent Max Overheal
+10 Percent Healing Beam Range
Cons:
-25 Percent Uber Charge Time
-2 Seconds of Uber Charge
-20 Percent Healing Time
-30 Percent Overheal Time

Probably not the best idea, but i guess its an idea :3
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Showing 1-15 of 439 comments
Rutabaga 25 Jul, 2015 @ 7:56am 
Here's my opinion.

Nuetral:
For every 2 seconds of healing a target, you send ammo to your target (small ammo kit)

Pro:
+5% Healing beam range
+10% Faster Ubercharge build rate

On Ubercharge:
Give Medium ammo kits to all team-mates in range (buff banner range)
-50% heal rate to nearby team mates (buff banner range, not heal target. a small health regen-like effect akin to the Amputator's taunt, however a far smaller regen comparatively)
+15% Heal rate on heal target
+15% Sentry gun resistance on heal target
tajs 25 Jul, 2015 @ 8:08am 
Originally posted by Shade:
Here's my opinion.

Nuetral:
For every 2 seconds of healing a target, you send ammo to your target (small ammo kit)

Pro:
+5% Healing beam range
+10% Faster Ubercharge build rate

On Ubercharge:
Give Medium ammo kits to all team-mates in range (buff banner range)
-50% heal rate to nearby team mates (buff banner range, not heal target. a small health regen-like effect akin to the Amputator's taunt, however a far smaller regen comparatively)
+15% Heal rate on heal target
+15% Sentry gun resistance on heal target

Hmm... what kinda ubercharge is it? I dont think it would make THAT good a medigun... I think it would be too advanced for new players too.
tajs 25 Jul, 2015 @ 9:07am 
Originally posted by atomiccrafter | trade.tf:
+10 übercharge rate
+10 damage resistance when you're not healing teammates
-5 movement speed
Wearer couldn't heal teammates when been attacked
That would make it useless, because the medic is usually the main target of everyone
Toastronaut 25 Jul, 2015 @ 9:20am 
Originally posted by ṔᖇI∀ᗩT ᗴ ᕈᗴᘉGU:
Originally posted by Shade:
Here's my opinion.

Nuetral:
For every 2 seconds of healing a target, you send ammo to your target (small ammo kit)

Pro:
+5% Healing beam range
+10% Faster Ubercharge build rate

On Ubercharge:
Give Medium ammo kits to all team-mates in range (buff banner range)
-50% heal rate to nearby team mates (buff banner range, not heal target. a small health regen-like effect akin to the Amputator's taunt, however a far smaller regen comparatively)
+15% Heal rate on heal target
+15% Sentry gun resistance on heal target

Hmm... what kinda ubercharge is it? I dont think it would make THAT good a medigun... I think it would be too advanced for new players too.

I don't necesarily think new players should be considered in a weapon stats thread. Last time they were mentioned, we lost a great map and gamemode.
tajs 25 Jul, 2015 @ 9:22am 
What great map? What gamemode?
tajs 25 Jul, 2015 @ 9:23am 
Wait, youre talking about CP_Snowplow, right?
Well it was quite a nice gamemode, i liked the idea.
TTA_Gamer 25 Jul, 2015 @ 9:26am 
2
When I saw the thumbail, I instantly thought, "Reverse Vaccinator". Like, instead of damage resistants, it'll be damage type boosts on the patient. So,stats:

(!) Reload: Cycles through damage boosts. Each boost adds 10% extra base damage to the current patient.
(!) Ubercharge: Adds 75% extra base damage to the current patient, nullifies enemy crits*.

PROS:
+50% Übercharge rate
+Can hold 4 charges

CONS:
-66% ÜberCharge rate on Overhealed patients
-66% Overheal build rate

*What I mean by nullifying crits, I mean ignoring the crit multiplyer. For example, if a soldier fires a critical rocket (which deals 270 dmg), the patient under the ubercharge will only recieve 90dmg. I thought I'd clarify.;)
tajs 25 Jul, 2015 @ 9:28am 
Dude, that is a very very good idea! I like it! But the thing is, people would get bored if its just another version of the Vaccinator. Maybe add a mini-crit thing, and a ammo thing? So the medic could give ammo and minicrits? That would be very nice. Also, if there maybe was like a shotgun that turned minicrits into crits. THAT would be awesome!
MukPile 25 Jul, 2015 @ 10:33am 
When I saw the name "The Booster Shot", I instantly thought that the theme of this medi-gun should be just that: a stat-booster gun. Basically, it boosts your patient's maximum health, speed, and damage output while you heal him. And to keep it all balanced, the healing and ubercharge build rates were reduced. I think that this version of the Booster Shot is designed to gives you and your patient the initial upper hand in a fire-fight, but requires you to retreat and heal before returning to combat for your next brawl.

    PROS
    • Increases patient's damage output by 10%
    • +25% more overheal
    • +30% overheal duration (i.e. increased to 19.5 seconds)
    • +5% speed boost for both patient and healer
    NEUTRALS
    • Ubercharge:
      • Patient deals mini-crits
      • +50% resistance to all damage types for both patient and healer
      • Speed boost increased to +20% for both patient and healer
    CONS
    • -15% healing rate (i.e. 20 hp/s in combat, 60 hp/s out of combat)
    • -15% ubercharge build rate (i.e. 2.125% per second, 47 seconds to fully charge)
Last edited by MukPile; 25 Jul, 2015 @ 10:49am
tajs 25 Jul, 2015 @ 10:57am 
Another extremely good idea, that came to mind when you look at name/picture. Awesome! I love it!
NMeister 25 Jul, 2015 @ 1:18pm 
Passive effect whilst healing:
Medic and patient take 50% less knockback and, if hit with a slowing effect (bonk, natascha etc.), effect lasts half the time.
Patient recieves a +15% faster fire and reload rate
on uber: Speed boost, 40% resistance to all damage, immunity to crits and mini-crits, 150% faster heal rate
-25% uber build rate
-33% overheal build rate
-overheal decays 15% faster
BRAVE BIRD 25 Jul, 2015 @ 2:01pm 
Originally posted by MukPile:
    PROS
    • Increases patient's damage output by 10%
    • +25% more overheal
    • +30% overheal duration (i.e. increased to 19.5 seconds)
    • +5% speed boost for both patient and healer
    NEUTRALS
    • Ubercharge:
      • Patient deals mini-crits
      • +50% resistance to all damage types for both patient and healer
      • Speed boost increased to +20% for both patient and healer
    CONS
    • -15% healing rate (i.e. 20 hp/s in combat, 60 hp/s out of combat)
    • -15% ubercharge build rate (i.e. 2.125% per second, 47 seconds to fully charge)

I think those stats are just the better ones.
I've always wanted to see a medic capable of doing something like having all 3 soldier banners at once during an ubercharge. Plus, the way you listed it doesn't make it op. Well done.
Spaceman Jim 25 Jul, 2015 @ 3:04pm 
It should work as a medigun, but is able to charge fire a shot that would work like the crusaders crossbow. Using up a bit of uber each time you fire a shot. I'm thinking 10%. And it would have no ubercharge, other than firing charge shots.
tajs 25 Jul, 2015 @ 3:34pm 
Originally posted by Hyper Beast:
It should work as a medigun, but is able to charge fire a shot that would work like the crusaders crossbow. Using up a bit of uber each time you fire a shot. I'm thinking 10%. And it would have no ubercharge, other than firing charge shots.
That wouldnt be useful. You should just equip the Crusaders Crossbow instead. No ubercharge? Would be completely useless in competitive. Ubercharge is important. i still think


Originally posted by MukPile:
When I saw the name "The Booster Shot", I instantly thought that the theme of this medi-gun should be just that: a stat-booster gun. Basically, it boosts your patient's maximum health, speed, and damage output while you heal him. And to keep it all balanced, the healing and ubercharge build rates were reduced. I think that this version of the Booster Shot is designed to gives you and your patient the initial upper hand in a fire-fight, but requires you to retreat and heal before returning to combat for your next brawl.

    PROS
    • Increases patient's damage output by 10%
    • +25% more overheal
    • +30% overheal duration (i.e. increased to 19.5 seconds)
    • +5% speed boost for both patient and healer
    NEUTRALS
    • Ubercharge:
      • Patient deals mini-crits
      • +50% resistance to all damage types for both patient and healer
      • Speed boost increased to +20% for both patient and healer
    CONS
    • -15% healing rate (i.e. 20 hp/s in combat, 60 hp/s out of combat)
    • -15% ubercharge build rate (i.e. 2.125% per second, 47 seconds to fully charge)
Is the better idea.
I_am_person 25 Jul, 2015 @ 3:40pm 
Here's my idea, Replaces Ubercharge with the ability to, after healing team a certian amount, to use medigun on enemy team to leech health from them. And some balancing stats and whatnot.
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