Team Fortress 2

Team Fortress 2

The Cardiac Arrest
Some Interesting Possible Weapon Stats
I mostly got the idea for these stats from three different existing weapons, I'm sure you can guess what they are from my near-verbatim wording here:

100% critical hit vs wet players
On Hit Ally: team mate recieves tripple healing from all sources for several seconds
*Weapon deploys 75% slower
*No random critical hits
-20% damage penalty
*heal-boosted patients recieve a fraction of the usual overheal from your medigun

As medic, this would help enormously for assisting retreating teamates that are in special need of healing, especially if you've been sticking with a power class for the assists. If you spot a teammate that is low on health, you can switch to your defibrillator, give em' a zap, and have them healed to full health in no time at all. However, to keep this from being abused to the benefit of yourself and the heavy you're charging into battle with, you can't spam hits with this because it deploys slower, you have to stop healing to use it, and a heal-boosted patient would recieve significantly less overheal to protect them while you're using the weapon.

These shockers would also be exempt from crits, and would stick you with a 20% damage penalty, but following the trend of most if not all electric mele weapons in the game thus far, would have a 100% critical hit chance against wet players. Needles to say, this could add a spark of variety to those interested in playing combat medic with this new weapon ;3 (sorry for the puns, I couldn't help myself)

I also loved the idea I saw in the comments about the medic carrying two of these like a heavy, which would make sense because we're talking about defibrillators here, but I'm not entirely sure if that would be possible without a good deal of time and effort spent on the part of the original creator ^^;

So, any thoughts on these? I know Valve will probably ignore these discussion threads and make up their own stats if this gets added to the game, but it would be awesome to hear some crit-tiques on this ;P
Last edited by Cranberry Boy; Boy of Cranberry; 27 Jun, 2016 @ 8:56am
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Showing 1-4 of 4 comments
Also, as for the tauntkill for this weapon, I was thinking it would be cool to have a unique animation wherin the medic rubs two paddles together, and lurches forward zapping an unwitting player in the back xD
Wulfgar 10 Jul, 2016 @ 1:49am 
Sounds good mate, but an Idea I have would grant a +20 damage bonus to it and be able to stun people as well, similer to the sandman. The downsides are that it would have a slower swing speed and it uses ubercharge as ammo.
exala 11 Jul, 2016 @ 10:12pm 
Originally posted by theChillestThem:
I mostly got the idea for these stats from three different existing weapons, I'm sure you can guess what they are from my near-verbatim wording here:

100% critical hit vs wet players
On Hit Ally: team mate recieves tripple healing from all sources for several seconds
*Weapon deploys 75% slower
*No random critical hits
-20% damage penalty
*heal-boosted patients recieve a fraction of the usual overheal from your medigun

As medic, this would help enormously for assisting retreating teamates that are in special need of healing, especially if you've been sticking with a power class for the assists. If you spot a teammate that is low on health, you can switch to your defibrillator, give em' a zap, and have them healed to full health in no time at all. However, to keep this from being abused to the benefit of yourself and the heavy you're charging into battle with, you can't spam hits with this because it deploys slower, you have to stop healing to use it, and a heal-boosted patient would recieve significantly less overheal to protect them while you're using the weapon.

These shockers would also be exempt from crits, and would stick you with a 20% damage penalty, but following the trend of most if not all electric mele weapons in the game thus far, would have a 100% critical hit chance against wet players. Needles to say, this could add a spark of variety to those interested in playing combat medic with this new weapon ;3 (sorry for the puns, I couldn't help myself)

I also loved the idea I saw in the comments about the medic carrying two of these like a heavy, which would make sense because we're talking about defibrillators here, but I'm not entirely sure if that would be possible without a good deal of time and effort spent on the part of the original creator ^^;

So, any thoughts on these? I know Valve will probably ignore these discussion threads and make up their own stats if this gets added to the game, but it would be awesome to hear some crit-tiques on this ;P
Alright. Given how real defibrilators are used I think it should be able to when attacking a recent teammate corpse, give them the option to revive at half health much like what is seen in the mann vs machine mode. To prevent this from being too OP, again like a real defibrilator, it must charge up before every jolt. a good 15 second cooldown should keep it from being overused.
Now as for the combat abilities, personally I see it as more of the medics force of nature, with the melee hit knocking them back a ways with the added effect of stunning them for 2 seconds. Again this would seem overpowered, except this ability takes another 15 seconds of gameplay in order to be used.
And lastly we are dealing with electricity here as chillest suggested, so how about if you are wet, when you use it, you also take the effect. So be carefull around jarate and water.

To summ it up:
-in combat does normal melee damage
+300% knockback
hits stun for 2 seconds
-to deceased ally
gives chance to respawn at point of death with half health
charge can only be used once every 15 seconds
attack rebounds against wet players.

What do you think? Too broken?
Ethanyes 14 Mar, 2018 @ 4:32pm 
Originally posted by exala:
Originally posted by theChillestThem:
I mostly got the idea for these stats from three different existing weapons, I'm sure you can guess what they are from my near-verbatim wording here:

100% critical hit vs wet players
On Hit Ally: team mate recieves tripple healing from all sources for several seconds
*Weapon deploys 75% slower
*No random critical hits
-20% damage penalty
*heal-boosted patients recieve a fraction of the usual overheal from your medigun

As medic, this would help enormously for assisting retreating teamates that are in special need of healing, especially if you've been sticking with a power class for the assists. If you spot a teammate that is low on health, you can switch to your defibrillator, give em' a zap, and have them healed to full health in no time at all. However, to keep this from being abused to the benefit of yourself and the heavy you're charging into battle with, you can't spam hits with this because it deploys slower, you have to stop healing to use it, and a heal-boosted patient would recieve significantly less overheal to protect them while you're using the weapon.

These shockers would also be exempt from crits, and would stick you with a 20% damage penalty, but following the trend of most if not all electric mele weapons in the game thus far, would have a 100% critical hit chance against wet players. Needles to say, this could add a spark of variety to those interested in playing combat medic with this new weapon ;3 (sorry for the puns, I couldn't help myself)

I also loved the idea I saw in the comments about the medic carrying two of these like a heavy, which would make sense because we're talking about defibrillators here, but I'm not entirely sure if that would be possible without a good deal of time and effort spent on the part of the original creator ^^;

So, any thoughts on these? I know Valve will probably ignore these discussion threads and make up their own stats if this gets added to the game, but it would be awesome to hear some crit-tiques on this ;P
Alright. Given how real defibrilators are used I think it should be able to when attacking a recent teammate corpse, give them the option to revive at half health much like what is seen in the mann vs machine mode. To prevent this from being too OP, again like a real defibrilator, it must charge up before every jolt. a good 15 second cooldown should keep it from being overused.
Now as for the combat abilities, personally I see it as more of the medics force of nature, with the melee hit knocking them back a ways with the added effect of stunning them for 2 seconds. Again this would seem overpowered, except this ability takes another 15 seconds of gameplay in order to be used.
And lastly we are dealing with electricity here as chillest suggested, so how about if you are wet, when you use it, you also take the effect. So be carefull around jarate and water.

To summ it up:
-in combat does normal melee damage
+300% knockback
hits stun for 2 seconds
-to deceased ally
gives chance to respawn at point of death with half health
charge can only be used once every 15 seconds
attack rebounds against wet players.

What do you think? Too broken?
no that sounds great!
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