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Something like :
Add 100% crit against players with <50% health
and -50% critical damage
Or instead of -50% critical damage you can add, maybe -50~100% attack speed, so med would not be able to just kill everything like w+m1 pyros :D
Hmm, or maybe make it do no damage with crits, but add +150% critical knockback...
Ok i don't know anymore, Valve still dgaf about weapons in workshop like 1 year :/ (i mean NOT reskins)
And no random crits ofc.
+10% resistance to explosives and bullets while held
+15% critical knockback
+5% knockback
Cons
-20% damage penalty
-Weapon destroyed when hit with fire
Neutral
+When weapon is destroyed,you get a 10 second ubercharge and speed boost
+5 second crits when weapon is destroyed
-30 seconds for weapon to recharge
-Of course,no melee weapon for medic for 30 seconds
(If overpowered,remove speed buff)
This weapon has a large melee range (Eyelander range)
-25% damage penalty
No random critical hits
Based on your own idea.
+30% Damage resistence
+25% faster switch to speed
-15% less Damage
-holsters 50% slower
Alt-fire: Hold to use as a sheild to grant 50% damage resistance (ends when you stop holding)
+20% faster weapon deploy
Weapon can not be fired while guarding (sheild)
-30% damage penalty
No random cirtical hits
Basically an escape weapon when your patient dies and you need to get out of there.
RIP
Increased melee distance is also a neat idea, though I wonder if you would notice it given how buggy hit detection is with lag.
@Festivized, It helps to not think of this as a melee weapon, and more of a melee tool. For example: the Escape Plan, Atomizer, and GRU. These weapons give the user an extra means to flee, but aren't necessarily suited for direct combat. The knockback provided let's you disorient or stall close range attackers, hopefully with enough time to run away or duck around a corner. You might think of it as a very limited point blank airblast for the Medic, but without all the other benefits.
And of course... launching people to their deaths.
It should have stats like :
+2 hp regen per. second
-10% heal rate
-15% ŭbercharge duration
-No random critical hits
On wearer :
+Healing a teammate charges a barrel. After it get's fully charged (to get a full charge you must heal 350 hp) pressing alt-attack button will activate large shield (from MvM).
(P.S THIS shield would not do any damage to enemies it touches. It'll just push them away instead.) Shield works only 5 seconds and has a 350 hp (it can be destroyed) after 5 seconds after deploying it'll block any 1 incoming attack (it can be rocket, or minigun's bullet for example)
- Increase in push force taken (like the Shortstop) while active.
If it looks like you're going to die after being ambushed, bust this melee out, hit the enemy once, and jump; the increased knockback from the enemy will send you flying away and the enemy will still be bleeding, allowing for a hit and run or to get out of harm's way while your partner goes for the kill. Also great for spy-checking; the Crusader's Crossbow is the only medic weapon that can spy check well and spies are one of the biggest worries of medics.
On the downside, you flying away in a straight line can be an easy shot for bullet-based weapons and where you land may spell death for you, so the stats are balanced to me.
N/A
Cons
its a fokin religous cross
Pros
Its a fokin religous cross
Cons
N/A
+ 15% Knock back on crit
- 40% Damage penalty
- 10% Switch Rate
While holding RMB, Medic takes a defensive stance, taking 50% less damage from melee from the front, 25% less from all ranged sources from the front (Cause honestly, it's not much of a shield for ranged attacks)
OR
+ 5% Knock back on hit
+ 15% Knock back on crit
- 20% Damage penalty
- 50% from push forces
OR
Amputator reskin.
As a medic main, I find myself running a lot once my team dies, taking out the amputator (amputator is life) to regen quickly and maybe live through the 9000+ bullets, rockets, etc aimed at me. The knockback is useful, but that would make it very effective with the crossbow (more damage for farther opponents + no strafe for first push force makes easy aimed shot). The first concept is taking the shield idea, though I'm partially against it for lacking in the concept agreement department. The second idea comes from my ability to avoid a lot of damage as medic by flying around with the rockets, airblasts, atc. I know the man treads make this better for soldier, but for a fragile class like medic, the knockback resistance leaves you unable to dodge consecutive rockets and such. The third is because amputator is life