TF2 (More) New Weapon Ideas: Medic

Описание к видео TF2 (More) New Weapon Ideas: Medic

Let's take some bets; what happens first, the end of the world or the Medic gets new weapons?

Written stats:

Syringe Gun Replacement (Heal Grenade)
Creates a healing gas cloud that heals teammates and coats enemies with a anti-healing material which reduces their health gained from healers.
Heals teammates in the gas at a base rate of 20 health per second (in combat) and up to 60 health per second (out of combat) and can add Overheal
Coats enemies in the gas with anti-healing material which reduces health they receive from healers by 33%
(Creates a cloud healing gas cloud identical in size and radius to the Gas Passer’s gas cloud/ Has 15 second recharge time)

Syringe Gun Replacement (Energy Based Weapon)
Alt-Fire: Remove debuffs from teammates
On Hit: Applies removed debuffs to enemies (Can remove Afterburn, Bleed, Mad Milk, Jarate, Gas and Anti-Heal Gas/ Can hold 1 of each at a time/ Can apply all held debuffs at once/ All currently held debuffs will be fired at the same time/ Debuff carrying lasers are visually distinct from regular ones)
Does not require ammo
Projectile penetrates enemy targets
Projectile cannot be deflected
This weapon will reload automatically when not active
40% faster reload (Compared to Syringe Gun/ .96s reload)
Deals only 20% damage to buildings
-97.5% clip size (Compared to Syringe Gun/ 1 shot)

Medi Gun Replacement (Passive Supply Backpack)
+25 max health on wearer
Up to +4 additional health regenerated per second on wearer
Heals all nearby teammates (Heals teammates at a rate of 15 health per second in combat and up to 45 health per second out of combat/ Cannot add to overheal)
Increases attack and reload speed of you and all nearby by 20%
No self health regeneration when not near teammates
Builds Power Charge through healing and/or damage dealt by you and nearby teammates. On full charge activate a special taunt to provide you and nearby team members with mini-crits and 35% damage resistance for 10 seconds. (Takes a combination of either 1500 health healed or 1500 damage dealt by the wearer or nearby teammates)

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