Team Fortress 2

Team Fortress 2

Hydro Pump
skur 5 Nov, 2017 @ 10:23am
Stat Suggestions!
Pros:
Upon healing, exstingushes teammates after 1 second
Whilst healing, teammate is immune to afterburn
10% less vulnerable to Fire damage.
33% Increased Ubercharge Rate

Cons:
Healing in water is 80% less effective
-10% Heal Rate
Makes teammates being healed wet

Ubercharge:
Drastically Increases Movement Speed of Teammate and User (by 55%) and boosts Heal rate by 20%. Immune to all Debuffs while active (Bleed, Jarate, Mad Milk).
Last edited by skur; 5 Nov, 2017 @ 4:07pm
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Showing 1-15 of 127 comments
skur 5 Nov, 2017 @ 10:26am 
These stats would make a kind of "Anti-Pyro" Medic, but at the same time, can destroy itself if the target being healed if the Pyro were to run the Neon Annihalator.

Also, healing in water being 80% less effective because why would being surrounded by water whilst getting water healing particles be effective at all? Probably just dilutes the healing.
Sirsa 5 Nov, 2017 @ 10:55am 
Healing in water is 50% less effective and produces a Aoe healing ....maybe, maybe not .... it'd follow your idea of "diluted healing" but it might be too Gimmicky

EDIT: The Anti pyro med gun idea is cool, i like the immune too ire but ... well personally i'd use the vac ... its less situational ... this weapon would only see a lot of usage during a pyro update and who knows when that'll happen again ...
Last edited by Sirsa; 5 Nov, 2017 @ 10:58am
Limes314 5 Nov, 2017 @ 11:12am 
Also

+33% ubercharge rate
Sirsa 5 Nov, 2017 @ 11:48am 
Originally posted by Limes314:
Also

+33% ubercharge rate
yeah that might make it a bit better.
Pitchumi 5 Nov, 2017 @ 12:31pm 
Ideas

I imagine a lot a new firing mod that transform the healing beam into a kind of water projection that can healing multiple allies who touching it.

This firing mod will works a bit like the pyro's flamethrower: The medigun will emiting many particles attracted by gravity. Each particle giving a certain amout of health to the allied player who touch it. But the medic himself and ennemies aren't affected by it.

---

Übercharge idea:
• -33% Übercharge duration
• Übercharge all nearby wet allies (Area Of Effect)

---

Übercharge idea 2 (not approved):
• Überchage morph all nearby wet allies into a water shape that can't attack but can't be attacked too. (Area Of Effect)
• Unmorphing inside a enemy or a engineer's building will kill it.
• Morphing players can't use teleporters.

--

Originally posted by Sir.Salami:
Healing in water is 50% less effective and produces a Aoe healing ....maybe, maybe not .... it'd follow your idea of "diluted healing" but it might be too Gimmicky
+1 for diluted healing

Originally posted by kittynebula34:
Originally posted by Pitchumi:
Idea
• Diluted healing : Healing in water is 75% less effective but affect all underwater allies.
Well shouldnt that be in cons instead?

Neutral because both powerful and penalizing : Very powerfull when a lot of people are underwater but pretty ineffective for only one person, it's like the amputator's heeling effect when taunting.

---

Originally posted by Lord Skanderbeg Kastrioti I:
that should heal the medic too when he shoots it in the air but at half speed and no natural health regen

I think this idea not fitting with the others medic's weapons like Blutsauger and will make these a bit useless, but I can allow the self-extinguish.

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Originally posted by gergo:

The 'ubercharge all wet allies' is pretty much just up to to kind of uber it is... Maybe a quick fix type uber, decreasing with distance from the medic? Straight up invulnerability for all wet players is pretty hardcore, same with crits.

I will maybe rethink the über to create a new kind, I want something around the water theme.

I want to keep this idea of sharable über and healing. It's the originality of the concept.

---

Originally posted by ZöldHóember:
-The water coming from it would push back enemies significantly (maybe it would damage them minimally)

+1

Full stat idea

Neutral:
• Replace the classic automatic healing beam by a manual liquid and scattering healing projectiles.
• Diluted healing : Healing in water is 75% less effective but affect all underwater allies.
• [Hidden] Wet duration : 10 seconds

Pros:
• Healing projectiles exstingushes teammates and the medic himself
• 33% Increased Übercharge Rate
• Healing projectiles push back enemies and make them wet.

Cons:
• Makes teammates being healed wet
• Healing projectiles cannot healing the medic himself

Ubercharge:
• -33% Übercharge duration
• Übercharge all nearby wet allies
Last edited by Pitchumi; 21 Nov, 2017 @ 1:11am
skur 5 Nov, 2017 @ 12:33pm 
Originally posted by Limes314:
Also

+33% ubercharge rate

Added!
bloodalyssum 5 Nov, 2017 @ 12:46pm 
i think this weapon is awesome
Pitchumi 5 Nov, 2017 @ 12:47pm 
Originally posted by ertuga15:
i think this weapon is awesome
Me too ! Very nice designed.
bloodalyssum 5 Nov, 2017 @ 12:48pm 
im know
bloodalyssum 5 Nov, 2017 @ 12:48pm 
i wat this weapon in the game:steamhappy:
Smicky 5 Nov, 2017 @ 12:59pm 
since it's water how about make it have it heal only in a straight line, and farther away you are from the target makes the healing effect worse, it would add a whole new playing style for medic
Diego Vasquez 5 Nov, 2017 @ 3:57pm 
make this a pyro weapon it would work with the neon
Pros:
Target that is being healed has afterburn immunity and Jarate/Mad Milk immunity
+100% faster Uber rate
Pyros cannot lower the healing rate if they attack the medic.
Uber will make the target completely immune to fire damage
Cons:
-66% uber time.
-20% healing rate.
Diego Vasquez 5 Nov, 2017 @ 4:05pm 
what are you pointing at
Kitsu 5 Nov, 2017 @ 7:28pm 
Forget about the medigun, I want those bulky arm cosmetics.
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