Team Fortress 2

Team Fortress 2

Hydro Pump
skur 2017 年 11 月 5 日 上午 10:23
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).
最后由 skur 编辑于; 2017 年 11 月 5 日 下午 4:07
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正在显示第 1 - 15 条,共 127 条留言
skur 2017 年 11 月 5 日 上午 10:26 
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 2017 年 11 月 5 日 上午 10:55 
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 ...
最后由 Sirsa 编辑于; 2017 年 11 月 5 日 上午 10:58
Limes314 2017 年 11 月 5 日 上午 11:12 
Also

+33% ubercharge rate
Sirsa 2017 年 11 月 5 日 上午 11:48 
引用自 Limes314
Also

+33% ubercharge rate
yeah that might make it a bit better.
Pitchumi 2017 年 11 月 5 日 下午 12:31 
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)

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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.

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引用自 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

引用自 kittynebula34
引用自 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.

---

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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引用自 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.

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引用自 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
最后由 Pitchumi 编辑于; 2017 年 11 月 21 日 上午 1:11
skur 2017 年 11 月 5 日 下午 12:33 
引用自 Limes314
Also

+33% ubercharge rate

Added!
bloodalyssum 2017 年 11 月 5 日 下午 12:46 
i think this weapon is awesome
Pitchumi 2017 年 11 月 5 日 下午 12:47 
引用自 ertuga15
i think this weapon is awesome
Me too ! Very nice designed.
bloodalyssum 2017 年 11 月 5 日 下午 12:48 
im know
bloodalyssum 2017 年 11 月 5 日 下午 12:48 
i wat this weapon in the game:steamhappy:
Smicky 2017 年 11 月 5 日 下午 12:59 
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 2017 年 11 月 5 日 下午 3:57 
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 2017 年 11 月 5 日 下午 4:05 
what are you pointing at
Kitsu 2017 年 11 月 5 日 下午 7:28 
Forget about the medigun, I want those bulky arm cosmetics.
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