Team Fortress 2

Team Fortress 2

Maniac's Maschinenpistole
AKnight 16 Aug, 2015 @ 4:50am
an actual cool idea that isnt just another crappy stats thing
Thist may take quite some time to do, but maybe the container at the top could slowly fill and represent your ubercharge meter, similar to the ubersaw, and possible as a decent stat that would fit in with that idea, gain uber as you deal damage?
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Showing 1-15 of 43 comments
Donut the Vikingchap  [developer] 16 Aug, 2015 @ 5:16am 
It's a nice idea, but I think it has been established already that a Syringe Gun that gains über on hit isn't a great idea in general since the idea with the Medigun is that you want to encourage the Medic to heal teammates who are hurt to gain über faster, and this would eliminate the need for that.

The whole container-representing-übercharge thing might actually be possible to implement, though. I'm not 100% sure how to do it but I might be able to figure it out.

It might not make sense though if Valve decides to give it stats that have nothing to do with Übercharge to begin with, and it might leave players wondering why it does that.
AKnight 16 Aug, 2015 @ 5:18am 
Originally posted by Donut the Vikingchap:
It's a nice idea, but I think it has been established already that a Syringe Gun that gains über on hit isn't a great idea in general since the idea with the Medigun is that you want to encourage the Medic to heal teammates who are hurt to gain über faster, and this would eliminate the need for that.

The whole container-representing-übercharge thing might actually be possible to implement, though. I'm not 100% sure how to do it but I might be able to figure it out.

It might not make sense though if Valve decides to give it stats that have nothing to do with Übercharge to begin with, and it might leave players wondering why it does that.
yeah, by the way the manmelter for the pyro kind of has that sort of effect on it, so that might be a good idea to look at for fluid animations
Donut the Vikingchap  [developer] 16 Aug, 2015 @ 5:37am 
Do you mean it represents your "Mmmph" meter or something? Because I'm not sure it does. Anyway, I can always just look at the Vita-Saw / Übersaw.
PickledSosig 16 Aug, 2015 @ 7:08am 
Maniac's Maschinenpistole

Level 10 Syringe Gun

Alt fire: Consume 2% uber per shot to gain a +25% damage bonus

-15% firing speed



Last edited by PickledSosig; 16 Aug, 2015 @ 7:09am
the putrid one 16 Aug, 2015 @ 7:38am 
Originally posted by Donut the Vikingchap:
It's a nice idea, but I think it has been established already that a Syringe Gun that gains über on hit isn't a great idea in general since the idea with the Medigun is that you want to encourage the Medic to heal teammates who are hurt to gain über faster, and this would eliminate the need for that.

The whole container-representing-übercharge thing might actually be possible to implement, though. I'm not 100% sure how to do it but I might be able to figure it out.

It might not make sense though if Valve decides to give it stats that have nothing to do with Übercharge to begin with, and it might leave players wondering why it does that.
An idea I had would be to have its syringes sap the uber from other medics that charges into the little vial thingy

Like
Syringe steal .5% of an enemy medic's uber
Syringes have 50% less drop from range
-10% Firing speed
-15% Clip size
AKnight 16 Aug, 2015 @ 7:42am 
Originally posted by Donut the Vikingchap:
Do you mean it represents your "Mmmph" meter or something? Because I'm not sure it does. Anyway, I can always just look at the Vita-Saw / Übersaw.
no, thats the phlogistinator, the manmelter is the flaregun which has this little vial thing on top with stuff in, thats what i meant
Donut the Vikingchap  [developer] 16 Aug, 2015 @ 7:45am 
Originally posted by arktrooperuk:
Originally posted by Donut the Vikingchap:
Do you mean it represents your "Mmmph" meter or something? Because I'm not sure it does. Anyway, I can always just look at the Vita-Saw / Übersaw.
no, thats the phlogistinator, the manmelter is the flaregun which has this little vial thing on top with stuff in, thats what i meant

Yeah but this gun already has the same wiggly liquid physics, so I thought you meant it filled up or something on the Manmelter too.
AKnight 16 Aug, 2015 @ 7:46am 
Originally posted by Donut the Vikingchap:
Originally posted by arktrooperuk:
no, thats the phlogistinator, the manmelter is the flaregun which has this little vial thing on top with stuff in, thats what i meant

Yeah but this gun already has the same wiggly liquid physics, so I thought you meant it filled up or something on the Manmelter too.
oh, no, i just meant to liquid physics
Jacob Heavy Main 16 Aug, 2015 @ 7:48am 
Well i have an idea

Make it so the more ubercharge you have the more damage it does but for every 20 needles it drains 5% ubercharge
I'm rather with the idea of this gun using the Uber you have in order to make it a step up from the default syringe gun. I think it's a rather good trade off with the actual stats behind it to be discussed.
With such a mechanic to think over, one would also see how it'd pair with other tools that the medic has at disposal, and the Quick Fix seems like the best choice IMO. It'd make a medic that's more dedicated towards healing all around him while building up that ubercharge for when a push is needed or when he needs to defend himself with an uber-powered "Maniac's Maschinenpistole".
AKnight 16 Aug, 2015 @ 2:08pm 
Originally posted by E1mo:
Originally posted by arktrooperuk:
Thist may take quite some time to do, but maybe the container at the top could slowly fill and represent your ubercharge meter, similar to the ubersaw, and possible as a decent stat that would fit in with that idea, gain uber as you deal damage?
that has already been discussed
-SNiGS- JAM 16 Aug, 2015 @ 2:35pm 
+1% uber on hit (decreases with range)
-50% ammo
-15% firing speed

40 needles in the gun, 75 on your belt. If the medic used this gun alone to get his uber charge, he would have to use 100 needles, leaving him with 10 in reserve. And hit with every single one at the right range, with every range increment subtracting 0.1 from your uber gain. Long range attacks would give you from 0.1% - 0.4% uber. With targets at medium range giving you 0.5% - 0.7%. And targets in close range would grant 0.8 - 1% uber charge.
mishael1 16 Aug, 2015 @ 3:55pm 
Originally posted by -SNiGS- Slayer:
+1% uber on hit (decreases with range)
-50% ammo
-15% firing speed

40 needles in the gun, 75 on your belt. If the medic used this gun alone to get his uber charge, he would have to use 100 needles, leaving him with 10 in reserve. And hit with every single one at the right range, with every range increment subtracting 0.1 from your uber gain. Long range attacks would give you from 0.1% - 0.4% uber. With targets at medium range giving you 0.5% - 0.7%. And targets in close range would grant 0.8 - 1% uber charge.
In case you did not know that, the Uber build on healing players is there to promote medics healing players instead of using the syringe all day. Making a syringe gun build uber is the best way to break pubs more than it is now.
Shai 16 Aug, 2015 @ 8:30pm 
25%+ Damage Penalty
-15% less health On wear
-25% Clip size.
Physical Theorist 17 Aug, 2015 @ 2:44am 
How about:

-10% passive move speed (since it looks a bit more bulky than the other syringe guns)

No Random Critical Hits

+25% Harsher projectile drop (syringes don't fly as far before dropping)

+10% medigun heal speed

+5% ubercharge rate

Ubercharge lasts 2 Seconds longer

+30% weapon switch speed




I looked through the comments before coming up with my own idea, everyone kept bringing up the fact that medic needs to worry more about healing than becoming a combat medic. So in order to fix that, this syringe gun makes it more important to rely on the person you're healing to protect you as opposed to not healing anyone and attacking with a somewhat weak weapon.
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