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+ Give health and metal to patient
+ Make spies sap them before stabbing them
- It cannot heal Pateints using dispensers
- Medic cannot use teleporters.
Uber makes the medic and his target have infinite ammo and not reload their guns.
The dispenser itself gives health and metal to patients, also the medigun itself can heal to the players current max health, that is why Medineers cannot overheal players or take care of heavies like a stock or other medigun wearing Medics. Medineers level 1 dispenser on their back will be automatically not function during the Medineer is dead cause of a Spy backstabbed him. Backstab = Both Back-Dispenser and Medineer down. Medineers are all able to heal patients using his dispenser on his back but with only level 1 dispenser power and not higher.
- Medic cannot use teleporters
I think this one is a great idea cause any Medineer using an electric device physically on an electric device on his back causes the two opposite working polus on buildings are not functioning with each other and not compatible, so I would support this disadvantage for Medineers. They have to go to the battlefield on foot and follow Engineers. The last one is not needed, the Übercharge only regenerates Metals for Engineers and for their Dispensers. Another little idea I got at this point.
- The Übercharge is unable to deploy on any other players like Engineers and their Dispensers
(Maybe a little nerf may comes here if Valve adds this weapon cause Übering an Engineer disguised Spy won't work on that kind of enemy so the Medineers will notice their patient is an enemy Spy while healing them but the medigun refuses to über them when an übercharge is ready.)
my stats for the weapon:
+ medi-gun charges 10% faster
+ uber gives player unlimited ammo with no reload
+ 5% faster movement speed
+ 2% faster health recharge speed for medic
+ medi-gun refills players ammo
- can not overheal players
- uber reduces damage output
- player can not random crit when uberd
- 5% slower healing rate
Stats:
Pros:
+25% ubercharge build rate on buildings
+Repleneshes paitiants ammo
Cons:
-25% Ubercharge build rate on players
-25% Heal rate on buildings
Discription:
Allows Medic to heal friendly Engineer buildings and acts as a P.D. (Portable Dispencer) giving health and ammo to any helpless souls upon ubercharge patiant gets full ammo.
Now becuse of these buffs the two weps that need to be nerfed or dumb downed r the engineers' gunslinger and the short circuit. thats just my ideas tell me what u think :D my name is Fart and i luv <3 TF2
5% of targets ammo is replenished every 5 seconds
+1 health regen on nearby teamates
by healing target fill up shock wave, which disables nearby buildings for 5 seconds.*
15% explosive damage*
* i quite like this because i have wasted many an uber because of a camping engineer
*there is only one con becuase i am following the suit of the darwins danger shield
+On Ubercharge: Patient,Healer and Surrounding Teammates in a Medium Radius Regenerate Ammo/Health
+15% Damage Boost on Patient during Ubercharge
+15% Firing Speed on Patient during Ubercharge
-Patient's Damage Taken increases to 23% on Ubercharge
-95% Overheal Bonus
-45% Heal Rate Bonus
+Patient Slowly Rengerates Ammo
+When in Range of Medic and not the Patient, You regenerate Health/Ammo at a slightly slower pace than being healed
-50 Health
+15% Blast Resistance
-10% Bullet Damage
This is how it could possibly work as an Item by itself and not a skin
Edit:
-30% Ammo Regen from Dispensers
Edit No.2:
Changed 17% to 23%
Added in "in a medium radius" to On Ubercharge
-25% slower overheal build rate
+100% Uber build rate
Uber is instant and does not have a duration, it will also burn out the medigun, meaning you must wait for 5s before using again. Uber needs to have an interval of 15s before it can be used again. (Lol @ ubersaw users)
If latched onto a player -
Target casually regenerates 10% of their metal / cloak (not applying to the dead ringer) or ammo capacity per 3 sec of being linked.
Player recieves full ammo / metal and will get a health regeneration bonus for ten seconds after being ubered.
If latched onto a building during uber -
They will be fullly healed
Dispensers will receive full metal and dispense 25% faster for ten seconds.
Sentries will receive full ammo and fire 10% faster for ten seconds.
Teleporters will work twice as fast. Nothing cool here.
Cannot be applied if the building is being sapped.
None of the effects will stack if another medic uses the same medigun or ubers with the same medigun. Otherwise this thing could be fricking OP.
THIS ONE IS REALL NICEEE
You have a mini dispenser on your back that constantly heals nearby players and even buildings a little bit. But it's really more of a horn for the soldier but it charges with amount of healing as well as damage. You don't have a medi gun until your uber is full and your uber is the shield from MvM.
Provides healing and ammo to the patient
When Active: Players around user are healed at rate of level 1 dispenser
+1 health regenerated per second on wearer
-10% ubercharge rate
-25 heal rate
Cannot overheal
No crits when being healed
Ubercharge: Infinite ammo, faster move speed, provides shield from MVM, no disadvantages on the medi-gun
Pros:
- While active, allies recieve small amounts of ammo in an AoE (15% per second)
- +25% Ubercharge rate
Cons:
- Fixed Healing Rate (Ignore "Crit Healing")
- -10% Movement Speed
Ubercharge Casts a larger AoE with +60% ammo regen and a +40% Healing regen
+Healing grants 5% ammo to heal target per second (metal and cloak for those classess too)
Ubercharge grants refills ammo to max, minicrits and unlimited ammo for 8 seconds to heal target and provides medic with passive healing durring effect without self overheal
+builds uber 20% faster
-10% overheal rate
-25% overheal durration (how quickly it wears off on it's own)
-25% total overheal