Team Fortress 2

Team Fortress 2

The Trauma Kit (Backpack)
POSSIBLE STATS
Something I feel the medic lacks in his unlocks is a "backpack" weapon, similar to the soldier's Concheror or the Battalion's Backup.

However, this won't function like the usual packs, with a "damage meter" format in which you could activate an AOE bonus on yourself and your team.

Instead, it gives the medic the passive ability to continue being affected by their activated ubercharge after they switch weapons. This is meant to give the medic more escapability and survivability in combat, mainly by making chasing or directly attacking a medic more of a risk.

You might immediately look at this and say "this is overpowered", but you should first remember how poor the medic's combat capabilities are, and then how backpack weapons work. THEY REPLACE A WEAPON SLOT.

Now whether it should replace the melee slot or the primary slot can both be argued as a good choice.

The case for the primary slot being used is that with the ubersaw, every charge is completely broken. If a medic can flank behind the enemy team with any combination, they could practically extend their charge indefinitely using the 25 charge bonus on hit of the ubersaw, taking out the entire team with uber invincibility, quickfix resistance or kritz burst damage. It seems like a bad idea, but all it would take to remedy this would be to add one downside to the pack:

-unable to gain charge % after activation

This would make the ubersaw nothing but a stock downgrade during the charge and prevent a one-man uber chain situation. All other melee equips don't cause any problems, plus the stock bonesaw would actually provide the best DPS during a charge (I'm looking at you, ArraySeven).

If the pack took the melee slot, it really wouldn't cause any problems either, since all the syringe guns have poor DPS (outside of a kritz charge). The crusader's crossbow seems to menace with 1 charge added per hit, but with its slower firing speed, the most extra time it could buy a medic would be less than a second and pretty much inconsequential.

However, there is one more problem this pack creates, selfish medic behavior. With this pack, battlemedic is a more rewarding playstyle, meaning that instead of popping on a teammate, the medic can stupidly waste a charge and sacrifice a push to just run in and overextend, only now with possible rewards (which would be like, a kill or two). This also can be easily remedied with one downside:

-20 to 40 charge loss per weapon switch after charge activation

This would shorten the charge duration anywhere from 1 to 3 seconds after switching to a weapon, meaning an aggressive medic would have a smaller window to use their charge for evil. Remember, this weapon proposal is meant to be a flexible escape tool, not a berserker rage mode. As a wise man once said, "The best kind of medic is a live one".

IF YOU HAVE ANY CRITIQUE, PLEASE READ THE WHOLE POST FIRST.

YOU ALWAYS WANT TO HAVE AN INFORMED OPINION IN A DISCUSSION.

Last edited by HIMothy Chalamet; 19 Jan, 2017 @ 5:53pm