Team Fortress 2

Team Fortress 2

Der Schmerzschild
Stats and Rename
The "Munitional", it has 150-200 ammo max(YES AMMO), and on heal it gives 4-8 ammunition a second with rapidfire weapons, and 2-4 on Slower weapons like rocketlaunchers, it slows the ,medic down by 5-20%, all three of the stats are dependent of ubercharge %, increasing each effect as uber increases, and has 2 ubers to store. Upon uber, it sets ammunition to half, and gives out 10 ammunition per second to all nearby targets with rapidfire, and 6 To slower weapons per second. It's like a less quality dispensers, that can move.
< >
Showing 1-1 of 1 comments
Mcfighter2 19 Feb, 2018 @ 10:29am 
I like the concept, but I'd like the stats to some-what fit the design of the medi-gun. (What I mean is that when a melee weapon has way more spikes or pointy things on it, it'd do more damage or bleed damage). Here's my suggested stats:

(+) +10% damage resistance from all sources for patient and medic (While held)
(+) Uber gives +90% damage resistance from all sources to both medic and patient
(+) Damage dealt by the patient is increased by how much damage is taken by a 2:100 ratio (So for every 100 dmg absorbed for the patient, he gains +2% damage for every weapon.(caps at +25% damage)
(=) Uber changes the 2:100 ratio to 10:100. (caps at +100% damage) Yeah, thats alot.
(=) all effects slowly drains away from the previous patient after medic switches patients.
(-) -25% healing rate
(-) patients healed recieves no random critical hits

This medigun would be great for individual pushes with a small group. Ubers would definitely be used for taking out strong defenses. The ability to manipulate the damage stat to great hights and have an always availabe damage resistance sounds too OP, but with the slower heal rate and the no random critical hits for the patient, it really balances it out.

Let me know what you think in the comments!
< >
Showing 1-1 of 1 comments
Per page: 1530 50