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+Full HP for you and your teammates
-10% damage done with rocket(why would a medieval guy have a rpg)
(edit) +2 health per second on wearer
+10% Damage bonus
+15% Damage resistance from all sources.
+Restore 30% HP based on damage dealt.
-Requires 500 Damage to charge.
=heals wearer and all nearby teammates 50 health when activated.
=metre is charged by picking up ammo or health,the amount that is charged is dependent on the health or ammo replenished.
for the confusion yes
Well, I enjoy this idea, plus it would bring something new to the table: a defensive backpack item that isn't as terrible and unused as the Battalion's.
Alrighty, I feel like this would go hand and hand with the medieval rocket launcher (for obvious reasons.), so I propose this:
When Activated:
+ 33% reload speed (So with the stock launcher, it cuts off a full second from reloading a whole clip, and a third of a second when reloading one rocket, shooting it, reloading again, etc.)
+ 20% attack speed (Stock launcher fires a fifth of a second faster, basic math. An approximate 0.65 second delay in between consecutive shots.)
+ Acts as a weaker yet wider range dispenser for any teammate including yourself in range, without the healing part, that mechanic is the Concheror's job. Any teammate in the vicinity gets 5% of their current ammo pool's added into their clip every 2.5 seconds, meaning that a Soldier who is constantly firing with the stock launcher while this is active (assuming he/she is firing immediately after use) will get 1 extra rocket to fire before having to reload, since firing these 5 rockets takes 4 seconds, meaning only one will get added in. Any class using a weapon type that has one main pool will just take 5% of the max ammo pool and put it back into the pool.
(Continuation) Due to this effect, a "timer" of sorts could be added, or even better, a non-obnoxious sound can be heard from the horn trumpet every time another round of ammo is given, so players will know when to expect ammo and plan accordingly. Assuming this will have the same duration as a buff banner, 10 seconds, any soldier who uses the buff will get, in total, one full clip of ammo back, so it's nice that it works out that way.
(Continued.) Some cool side effects of this ammo given ability could be that Spies on your team (this does not give ammo to any disguised or cloaked enemy spies, however.) get some of their ammo and cloak back (half a second of cloak per ammo distribution.). This could also help Engineers on your team too, as it could give 10 metal per 2.5 seconds, for a total of 40 metal. May not seem useful, but when you're defending, it could help in a pinch.
This may seem a bit overpowered, so to compensate, it takes 1000 damage dealt to charge. I know, I know, that may seem like a lot, but I think that a cool defense oriented back pack item would be awesome, since most, if not all of them, reward the user and teammates with an offensive buff.
Since I know Valve hates having to implement new things, they could easily replace this ammo effect and cut right to the chase, giving anyone in the vicinity a small ammo kit per every 5 seconds of the charge, giving 40% ammo back to the users in total. The 1000 damage dealt should still be kept, as, in my opinion, this should be a defensive item, meaning that you'd stay back and slowly rack up the buff, rather than going guns blazing and risking losing it for a buff that'd be much better used when defending a push, since the faster reloading/firing speed plus ammo could mean that a Pyro teammate can have ample ammo to push the uber back and a Demo could have plenty time to set up a lot of stickies on the point, payload, etc.
If you have any suggestions on whether it's too weak, too strong, please suggest changes, as although I love posting new ideas for items, I believe I can get carried away sometimes. Anyways, take care, and if I remember about this awesome weapon, I can come back to see suggestions if need be!
what the ^&$$^*#*$)($*)#
At max charge, when activated, Increases Attack Speed, Reload Speed, and Replinishes Ammo for you and your allies. (Basicly I'm agreeing the the Mod creator on this.)
Yes please! Simple, easy to understand, and it works kinda well, but take away the bullet resistance, instead add melee resistance because this pack that Gadget made is a medieval mode update, basically.
When Activated:
+ 33% reload speed (So with the stock launcher, it cuts off a full second from reloading a whole clip, and a third of a second when reloading one rocket, shooting it, reloading again, etc.)
+ 20% attack speed (Stock launcher fires a fifth of a second faster, basic math. An approximate 0.65 second delay in between consecutive shots.)
+ 2 small ammo packs every 5 seconds for the 10 second duration to anyone in range.
1000 damage to charge.
You know, it isn't that hard to skim over, plus it's not like you were obligated to read it in the first place, assuming you didn't already skip it because it looked rather large. As I stated in my second to last paragraph, if the idea above was too large and complicated to add, Valve could simply add the 2 small ammo kits mechanic I've added to the "When Activated" section so you can read it in about five seconds, make a comment along the lines of "stupid" or "great" etc., and be on your way, so there you go. I knew I should've put a tl;dr, but I thought there was a tiny glimmer of hope that people would read it, so I guess my mistake. Have fun with the shortened version of the stats, I guess.
Oh, and the reason why I proposed the reload speed/attack speed/etc. instead of something dealing more towards melee is because Gadget suggested that he liked those mechanics. So yeah xD