Team Fortress 2

Team Fortress 2

Limewood Leg-Up
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Astute  [developer] 28 Jan, 2016 @ 2:06pm
"Limewood Leg-Up" Stats
Welcome to the discussion page for the Medic medigun-replacement, the "Limewood Leg-Up". Here I will go into greater detail about the stats I came up with for this weapon. Feel free to cheer/jeer this, or add your own ideas to the pile.



Limewood Leg-Up


Level 38 Medigun

Ubercharge grants continuous firing without reloading and increases firing speed by 15%
+20% healing distance


I'm going to go ahead and call this ubercharge "Barrage". The point of this medigun is that it trades protection and damage for more chances to do damage. It follows the same vein as Kritzkrieg, in that it's primarily an offensive medigun. Rather than giving your patient a handful of chances to do maximum damage, you're giving them a large number of chances to do regular damage. This medigun also works well with a wider range of classes.


Ubercharge grants continuous firing without reloading and increases firing speed by 15%
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When charged, the patient may fire their current weapon repeatedly without needing to reload. After they have exhausted the ammo in their clip, they continue firing from their reserve ammo. Once the charge completes, the patient will need to reload normally. For example, a Soldier firing at the beginning of an charge(assuming he has lightning reflexes) would be able to get off a maximum of 6 rockets with Stock. With a charge, he can fire 11 rockets at 15% faster firing speed. This effect could also be usable by classes that normally do not receive charges, like Scout, Sniper, Medic, Engineer, and potentially Spy.

The firing speed effect stacks with any melee weapon firing speed bonuses. This effect has no practical use for weapons that do not have clips(Minigun and Flamethrower). These no reload weapons still receive the 15% firing speed buff.


+20% healing distance
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This medigun has a slightly further reach than other mediguns. This was considered partly due to the fact that your healing target does not become super human when you charge him, and surviving without any sort of panic button or instant kill button might prove rather difficult. To keep the Medic further out of harms way, you can heal targets from 20% further away. This could be handy for situations where cover is sparse, or your healing target is particularly suicidal. This also promotes double charging targets, as you can keep further away from the action while the other Medic goes in with uber or kritz.



As a disclaimer, since these stats helped influence the design of this item. There is no demand, of Valve or the TF2 Team, that they be accepted or implemented. All time limits and percent values are adjustable. I'm also well aware stats on items do not get accepted, this is merely here for community discussion.
Last edited by Astute; 28 Jan, 2016 @ 2:07pm
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Showing 1-15 of 29 comments
Drywall Deluxe 28 Jan, 2016 @ 2:51pm 
I really love the design of this weapon, and definitely agree with your suggested stats! I really hope that this makes its way into the game. :steamhappy: Without a doubt this is one of the most elegant items I have ever seen on the workshop, and there has never been an item that I have seen that I have hoped to be implemented this badly. Best of luck!
Wyataz 28 Jan, 2016 @ 5:56pm 
Although I like this weapon stats idea, there is a little something about the general design of it.
The wooden design of the medigun kind of puts a druid medic-ish feel on weapon. I feel like that it would kind of work like this if it was more druid like.




) 15% longer crit-heal build-up speed

) While not healing with your medi-beam regenerate 10 health per second over 8 seconds (this cant overheal) however the doesn't apply if overhealed and instead makes it so your overheal doesn't decay for 3 seconds.

)Ubercharge reduces healrate on medibeam by 35% but heals everyone around you 18hp a second and your passive regen speed is tripled for the duration and people going out of the radius receive the medibeam's after effect for half the duration.

I hope this is an interesting concept for the stats and I hope you find this interesting.
3lla 29 Jan, 2016 @ 2:52am 
+25% ubercharge time
On uber: Grants Critical hit invulnerability,
50% faster weapon firing rate and no reload necessary.
33% slower heal rate on overhealed patients
WhiteRushinBear 29 Jan, 2016 @ 6:38am 
The Limewood Leg-Up
Level --- Medigun

+25% ubercharge rate
-10% fire vunerability

On Healing: User and Healed Target have a status effect time reduce. (I.e. Covered in a liquid, on fire)
On Uber: Grants the healed target a temporary increase of firing speed, along with a additional 20% damage reduction, but causes weapon to have a penalty of -15% damage. -15% damage reduction is removed if nearby player uses a buff (Soldier) or a crit source (Soldier,Other Medic).
input latency 29 Jan, 2016 @ 6:59am 
Perhaps it could be an offensive version of the vaccinator, with multiple mini-charges? It seems like that's how this would work with the author's suggested stats.

+66% Uber build rate
-34% Uber build rate on overhealed targets
-34% Overheal build rate

Regardless this is a really cool Medi gun design, hope it gets in as more than just a reskin!
Shesh paT 29 Jan, 2016 @ 10:01am 
What about add small walking speed bust?
Twilight_Jester 29 Jan, 2016 @ 4:10pm 
how about

+ has 20% faster charge rate
+ Medic mirrors blast jump of their heal target
i creates a chain of healing beams from team members who walk into it
+ +55% Übercharge rate
- Lowers speed by 15% when ubercharge is active
Zaphod Beeblebrox 30 Jan, 2016 @ 9:51am 
The medic has the second smallest aresenal in the game so a new Medigun would be the
BEST.
I WANT NEW MEDIGUNS!
I agree with the already set stats, a longer range would be really useful, but there is no real downside to this.
Add +25% fire vulnerbility and a -15% ubercharge
killerkirby96 30 Jan, 2016 @ 11:49am 
i really like your idea on the stats. there is only 2 changes i would add to the medi gun:
wearer is not affected by mad milk or jarate

cannot self heal when on fire
Uber gives all nearby teammates infinite ammo and a 30% faster firing speed
+50% faster Uber build rate
50% shorter Uber duration
Uber pops on full charge
Same statts, but with some hidden effects:
übercharge lowers spinnup-time from the minigun by 25%
Übercharge lowers the cooldown from airblasts by 25%
Übercharge fastens the meters from the loose cannon, stickybomblauncher and cowmangler with 25% and 5% lower for the after every fully loaded shot(the more charge cowmanglershots you fire, the faster the next one is)
Übercharge replenishes ammo up to 75% depending how much damage the patiënt has previously done.(so that more skilled players get rewarded more for landing shots)
Cossack 30 Jan, 2016 @ 4:31pm 
pros

+50% over heal speed/amount
can heal matines


~uber makes over heal permanent untill health goes below over heal amount
~uber speed is not effected by over heal amount


cons

10% slower uber build speed
can not over heal matienes
can not get uber or uber matienes
Cossack 30 Jan, 2016 @ 4:36pm 
pros

+10 uber charge rate

~3 smaller uber slots
~cycle trough 3 effect bleed,jaratie,or mad milk and add on those effects to patients wepon untill uber ends

Cons
uber lasts 3.5 sec
♥♥♥♥♥♥ 31 Jan, 2016 @ 11:17am 
Pros:
+50% Healing Rate
+While healing a patient, you heal yourself. (Just as fast)
+While healing a patient, the patient's and your aummo is replenished over time. ( Aummo replenishes the same speed as the healling)

Cons:
-No Ubercharge
-No Overheal
-3 Health drained per second
-Can not focus healing beam on full health patients, beam is dropped once a patient reaches full health.
Tele. 31 Jan, 2016 @ 11:49pm 
) when ubercharged you and your patient arnt invinsible but grants minicrits
) while minicrit charged you and your patient have a 20% faster moving speed
) -90% healrate
) gives ammo
) no overheal
) -25 hp on wearer


eh
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