Team Fortress 2

Team Fortress 2

The Unspeakable Horror
Fun 'Zombie' Uber.
Ubercharge meter can be charged to a maximum of 300%.
-10% heal rate.
-50% medigun range.
All damage (excluding sentry guns) inflicts the natasha slow effect on the medic.

Takes two times longer than a normal medigun to build up uber on healthy teammates and twice as fast from healing injured teammates. (Does not build at all during setup phase.)

Uber:
Uber effect is only applied to teammate while full and manually activated while healing.
Uber can only be manually activated when full.
Uber auto activates when medic runs out of health.

If manually activated:
30 second uber length.
-100% Heal rate.
-100% Medigun range.
All damage (excluding sentry guns) inflicts the natasha slow effect on ubered teammate.
No knockback is taken from any source.

Both medic and chosen teammate's health is lowered to 1 and is unable to drop or raise untill uber is finished.

Chosen teammate that recieves the uber is stripped to melee and medic becomes 'locked' onto them, unable to swap weapons, switch heal target, or stop healing. Medic automatically moves with his now 'zombified' teammate.

If activated by running out of health:
Uber lasts 1 second for every 10% that the uber is charged (rounded down).
Medics health is raised to 1 and is unable to drop until uber is finished. (Still can raise)
Medigun is unable to heal teammates until uber is used up.
Last edited by John Helldiver; 29 Apr, 2014 @ 12:26pm
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Showing 1-6 of 6 comments
tritregason 4 May, 2014 @ 11:08pm 
Why even bother with using this medigun if the stats are so bad? I can see how the no knockback and the death uber is useful; but the rest just seems like it puts you back so far it sucks. Maybe I just can't figure out the stats, I don't know.
Fistful_Of_Games 26 Dec, 2014 @ 3:32pm 
How about another idea? Here it is, the Ubercharge: resurrects nearby teammates or allows the patient to gain health through damage
Kiela 17 Aug, 2015 @ 9:40pm 
Yeah...those stats actually are kinda terrible. How about this:

+150% Healing rate.
-50% Ubercharge rate.
-No Overheal.

On Uber: Every nearby teammate receives health when attacked; gains zombie skins.
Last edited by Kiela; 17 Aug, 2015 @ 9:41pm
Abcmanx6 22 Aug, 2015 @ 12:49am 
let me try
+50% damage vs enemys with 25% hp or lower
pri fireing on a enemys will slowly drain there health
uber turns patient into a zombie
this gun will eat away at medi gun charge and cloaks
bodys will be digested if killed by this medi gun (it turns into goopy stuffs)

(zombiefied
+65% bullet resistant
immune to fire damage
after burn can still hurt
+80% damage taken on a headshot
+35% melee damage
+25% move speed
gain hp on attacks that kill
cant use med packs
can ONLY be zombified if a medic activates his charge when you have died

Hedera 23 May, 2018 @ 11:34am 
Actually I have recently had an idea for a similar medigun

Uber is referred to as 'Curse' (hidden stat)
+ 20% slower ubercharge build rate
+ 50% faster heal and overheal rate
+ No heal rate reduction when target is under fire
+ Uber can be used at any percentage, will stop when alt-fire is released
- When uber is used, damages weilder for 2hp per 1% used
- No health regen during and for a short duration after uber is used
- Heal rate slows as Ubercharge increases
the reduced range is to much but the Uber idea isn't bad though. I would suggest allow the medic to switch weapons and still be connected to their teammate and allow them to spawn a skeleton for the cost of uber just to make it a more fun gimmick weapon.
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Showing 1-6 of 6 comments
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