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+disorient enemy cannot attack
+disorient enemy's vision is blurred
-disorient enemy cannot take damage
-15% damage penalty
This will encourage players to retreat safely after melee battle
+On Kill: Gain one Pint point
+Right click to use a Pint point to regain 100 HP
-Right click activates drinking taunt
-Swings 20% slower
Of course tweaks and exact points could be tweak but whatever.
Alternatively: you could replace the Points with a charge bar like the Hitman's Heatmaker and let it get charged off of assists with any weapon (Just builds as you get assist with Medigun) and only holds one charge max. This would be much better and would probably need a charge rate nerf (compared to the Hitman's) or a massive penalty to the weapon (like -50% damage).
Dunno if the downsides are enough, I'm good enough with melee I win most melee fights without ever missing. Makes it hard to tell how harsh the swing penalty when you win regardless.
Any other suggestions?
Lastly, drunk effect is somewhat OP and troll-y as hell. Yes it makes sense, but imagine randomly being unable to aim for several seconds, where it's hard to escape or fight back... Of course since these stats mean nothing you can have as many OP\BS stats as you want... I need something to do besides ramble about potential TF2 weapon balance.
jexrutin and I spoke about this idea, it is kinda different and would need some serious mods to get working. I think it would be awesome, if two friendly medics, both wielding the 'Deutsch Courage' were to melee each other simultaneously (like they were 'clinking glasses') it could trigger and release a brief AOE healing field for nearby team mates!
On Taunt: Gains Mini crits for 12s.
On Taunt: Gains 10% faster speed.
On Taunt: Applies Jarate to user.
I thought this weapon should be based around a taunt where he drinks from the glass.
Positive:
-----------------
On taunt:
Applies effects
-33% Attack speed
+50% Damage
+5% Speed
-----------------
On hit to team mate:
+15% attack and reload speed for 4.5 seconds for target and user
Negative:
------------------
-90% Damage
-10% Speed while active
-10% Attack speed while active
---------------------
Great idea isn't it!? Have another one
Idea 2.
Positive:
On hit to enemy: Target attack, reload and walking speed -10%
When active: +10% Walking speed
Negative:
User takes all damage as full critical hits
I actually like my second idea more.
Second of all, some of those effects can already be given with other Medic stuff.
And third of all, a crit damage income would be terrible! Nobody would use it with so weak positive effects!
Aplies coffee or tea to enemy, burns enemy slowly and when aplied on scout it makes them hyper :D
Pros:
* Can refill a Sniper's Jarate bar to full on hit to a friendly Sniper
* 10% move speed bonus when wielding the stein
Cons:
* 20% damage penalty
* User becomes marked for death while wielding the stein
BUT, instead of refilling a sniper's jarate, it should give you 1% ubercharge for every 5 to 10 seconds you wield it, implying that you're sipping it and getting stronger. I was thinking about a health recharge boost instead, but the Amputator already has that.
Cons: 25% less overheall.
Crits are less common but adds a screen distortion effect that waters down your screen and tilts it and the reticle.
(Basics: More damage, less overheal, and distortion on crit)
Their primary role is to heal people; all Medic loadouts are capable of healing others. They generally make their teammates harder to kill, whether that's a Quick-Fix's faster healing, the Amputator's group healing, or the best defense being a Kritzkrieg's good offense. The nature of their Ubercharges and inability to overheal themselves make them vulnerable to sudden death by ambush.
Look back upon the existing Medic unlockable weapons for precedence, for what Valve wants in a Medic:
-Medic melee weapons offer rewards for taking risks. Standing still to heal groups, having less health but respawning with some Ubercharge, or meleeing enemies to gain Ubercharge are such options.
-Medic primary weapons are often fall-back options. Moving faster with a Syringe gun, healing allies you can't get to, or stealing health from pursuers are some examples.
-Medic secondary weapons are the most common way for Medics to heal. Heal faster, or offer invulnerability, or offer crits, or absorb damage.
If Valve introduced new weapons for the Medic, they would follow these trends in some form. Since this is a melee weapon, and given that it looks like something the Medic would share with others, think about a melee-distance form of healing or buffing, doesn't mimic existing Mediguns, and may make the Medic easier to kill or less effective if he doesn't use it properly.
I volunteer this:
-Has the extra melee range of a Disciplinary Action. On hit against allies, removes healing reduction that would be caused by recent damage taken. Has 20% faster weapon switch towards only secondary weapons. After hitting an ally, reduces health regeneration by 3 and reduces Ubercharge build by 33% for 5 seconds. Mini-crits when it would randomly crit. 10% damage penalty.
**Risk for reward: 200% Medigun healing per second on a recently-injured Soldier, Pyro, Demoman or Heavy is great around other Medics or when trying to overheal damaged teammates with the Vaccinator, but makes the Medic easier to kill and hinders Ubercharge build. More able to hit nearby enemies with melee, but since Medics get very high crit chances from assisting in doing a lot of damage, his common mini-crits will sooner knock enemies away than actually kill. Accidentally hitting allies in combat will stunt your health regeneration which may get you killed, especially if carrying the Blutsauger and are on fire.
**Ubersaw is still a better choice for stock Mediguns and Kritzkriegs, and the Amputator can save the Medic from fires. Mainly this is to counter the poor overheal of a Vaccinator, to pair with the Quick-Fix for even faster recovery from a rocket-jump chain, and assist other Medics with healing individuals.
**Damage and crit penalties may be unoriginal, but Medic melee tends to rely on 2-hitting weaker classes or randomly critting for protection, and have damage or attack speed penalties to rely even more on random crits. Being unable to 2-hit a perfectly-healthy Scout or 1-hit crit a Pyro are both crippling penalties to experienced Medics.
Ultimately, the bonuses and penalties, delicately woven together, would render the Deutsche Courage a risky utility melee for Vaccinators and Quick-Fixes. I would use such a weapon, if I could overheal a lot of injured teammates or heal up a teammate that just cleared a room or fled.
cannot refill banners
No crits
Can drop on the floor to heal teammates for 100 health OR a medium medpack
-60% damage
+30% firing speed
cannot heal Equalizer sollies
So, I propose:
Overtime, after the start of the game, a charge on the Deutsche Courage will begin to build. Upon a full charge, an alt- click would give you a speed boost (Originally 110%, goes to 125-130%) to get to the front lines.
Cons:
Upon activation - 10-20% bullet vulnerability
20% damage penalty
Could be tweaked, but I don't want it to be too over-powered