I've always wanted a medigun with a vampiric effect on it. It'd heal faster, but the healing costs your health. To compensate, you can use the medigun to drain from your enemies and potentially give yourself overheal. Dying with this weapon would also give allies around you a burst of healing proportional to how much Über you had at that time.
@akiiienaaa6 жыл бұрын
that healing on death thing could be pretty neat
@SydneySininen6 жыл бұрын
@DrIvanRadosivic that was so battle medic was less strong I guess. That healing on death sounds like a really cool idea. I play aggressively and usually die with 70% or something so that might help turn some fights around. Maybe that effect should only be for full Uber so medics don't get lazy.
@connorthompson665 жыл бұрын
This is an interesting spin on the vampire medic!
@noone69915 жыл бұрын
The Red Scare a burst of healing based off of your übercharge... maybe it would work like it heals [percentage of über] of everyone’s base health up to double health in overheal.
@grimreefer93245 жыл бұрын
An offensive medigun is a terrible idea. Make it so you don't need to be accurate with it (like healing teammates) and it just becomes overwatch with how easy it'd be to aim it. Make it need to be accurate and it's crap at healing teammates.
@BabyGhast43 жыл бұрын
That Archimedes idea got me thinking of my own idea. “Paging Dr Archimedes” (Alternative to syringe gun) While holding out Archimedes (who will be wearing a little doctor hat), your crosshair locks onto one teammate at a time. Once you’re locked on, you can tell Archimedes to fly over to them and hide inside them [Mouse1] (it will take a little bit of time for Archimedes to fly over). Once inside, Archimedes will heal the patient at the same rate as the medigun but with reduced overheal (since they are inexperienced). Archimedes can be called back with mouse2. Once they have returned, they can be sent to another teammate. If the teammate dies while Archimedes is inside them, Archimedes dies too (Medic screams “ARCHIMEDES!” in horror). In order to bring Archimedes back, Medic must taunt (It will be Medic getting out some defibrillators while desperately trying to revive Archimedes). When Medic uses übercharge, Archimedes will übercharge their patient too with whatever übercharge you are using but it won’t last as long. Summary: + Double target healing + Duel übercharge - If Archimedes’ patient dies, they die too - Archimedes’ patient has reduced overheal and reduced übercharge duration. Taunt to revive Archimedes. BONUS DETAILS: Medic will have a pager on their wrist which Archimedes will stand on unless they’re tending to someone. Someone getting healed by Archimedes will have a massive red glow on their chest so that enemies will know that they are getting healed. Taunting while Archimedes is alive will have medic play with his feathery friend while they both laugh happily. Please tell me what you think! If you think it’s bad then that’s okay. I would appreciate a discussion.
@guy3nder5296 жыл бұрын
First one is a cool idea although it wouldn't work well with an offensive Uber. Second one has stun mechanics which after the sand man nerf were totally out of the game. These are the worst thing that ever happened to shooters. Do not bring them back. The third isldea is very interesting, assuming by primary slot you meant med-gun slot, which is secondary slot. These ideas are getting better with time. Great job!
@allenholloway51096 жыл бұрын
Yep! The second one wouldn't work. The only way it would work is if it acted like Heavy's Natascha, and even then it's borderline. I could see the first one being banned in comp almost immediately, though.
@c-longjohns61835 жыл бұрын
Always had an idea for a medigun that had its range cut in half but could latch onto 3-4 allies at once, just like the first one on the list It would also come with a -30% Uber Charge rate to compensate for the fact that you’ll be potentially healing several people all at once along with overhead being cut in half, however your healing rate remains the same as a standard Medigun. Its Uber increases the range of the gun to be about 75% of a standard gun and gives a flat 20% damage reduction to you and all attached players you’re connected to. The idea is the stats are much more mild to compensate for the massive group healing the gun can put out along with a bigger emphasis on group play and coordination. Counter play boils down to ether overwhelming force to kill the cluster, wiping out the medic from a distance or via the spy, or using a large amount of AOE damage. I just feel like it would give you a very different way to play the medic in the same vein as the Gunslinger or similar “Subclasses”
@alexandercross90815 жыл бұрын
I always thought that the stun effect, should, still be a debuff, it just isn't a lock up mechanic, basically, because in meat space people you would describe as stunned are not totally helpless, they're just slightly worse at defending themselves in all but the most severe cases. So the stats I would give it are A. Reduced movement speed based on original movement speed, something like 40% for scout, and 15% for heavy B. Reduced Accuracy, somewhere between 10% & 30%, which does not change based on who you hit with it C. Condition time is halved for every second you are in contact with a medibeam (say for argument you have ten seconds of being stunned, under a medibeam it would be 4 seconds, 1 drops it down to 5, 2 drops it to 3, 3 drops it to 1, and by 4 its gome D. Condition removed upon grabbing a full health pack
@aquamarinerose54055 жыл бұрын
Yeah I was gonna say, you can't use the Medigun as a weapon
@diegodevars46184 жыл бұрын
Very late for the party but the second could be energy based and the slow effects only work draining your uber % So you have to choose between shooting or uber
@SonicSanctuary6 жыл бұрын
I think the amplifier could be interesting if damage done by the medic could heal his teammates within a certain radius on top of what ever else minor healing the backpack would provide.
@kapjoteh6 жыл бұрын
Marcus XD Marcus XD Array was bullied out of being a battle medic ;(
@alex.g73172 жыл бұрын
@@kapjoteh come again?
@ainakbasu83985 жыл бұрын
Toofty: The needle gun never sees the light of day x10: Pretty sure it does
@tommygun82564 жыл бұрын
Immagine getting ubered by a kritzcrieg medic while using the siting gun
@ComicKing38293 жыл бұрын
Blutsauger: oh I don't think s- *Dies*
@madhatter9846 жыл бұрын
Medic has lacked new weapons for the longest time but will valve do something about it only time will tell.
@lukaavaliani92946 жыл бұрын
By " only time will tell" don't you mean "guess not"?
@randomdude56336 жыл бұрын
NO?
@wontonthewalnut28406 жыл бұрын
Medic is so s t u p i d to balance though so new weapons either have to be bad, have a somewhat niche use, or live in the shadow of stock to really be balanced a lot of the time. Like sure the vaccinator can resist bullet and rocket damage for 5 seconds for a push, but why not 100% immunity for 8, and have actually good overheal rate? Because you can roll a pub like that, or stop someone from rolling you. Why not do that in competitive though? Because why tf would you do that. Yeah kritz are cool and could rack up kills easily in a pub, but would 't it just be easier to rush their medic with a scout with uber even if you run the risk of getting uber second? Basically madik op, but we can't properly nerf
@tomweston9396 жыл бұрын
Medic? Heavy needs the most help in weapons and balance.
@lichtumbra3494 жыл бұрын
Wait you mean an update? Good joke m8
@MrDubz6 жыл бұрын
bye muselk! I guess I found my fav TF2 channel!
@SydneySininen6 жыл бұрын
Took you long enough
@microsoftoffice95606 жыл бұрын
INCOMING RAGE!
@padoraye6 жыл бұрын
Fun fact: Muscle-K still makes tf2 content, he just posts them on his alt channel, MoreMuselk
@MersonEdits5 жыл бұрын
@@padoraye Fun fact: He still barely ever posts tf2 videos! Even on his ALT channel!
@cashwe4 жыл бұрын
bruh moment
@sho30034 жыл бұрын
Medigun idea: "The berliner's wand"(modified berlin wall's name in german) +30% faster charge -50% overheal 20% slower heal rate Creates the mvm shield instead of an ubercharge
@bucketofchicken83254 жыл бұрын
Direct downgrade
@sho30034 жыл бұрын
@@bucketofchicken8325 Then the quick-fix would be too but it isn't the case
@toasty_the_fox4 жыл бұрын
@@sho3003 How would you do it in MvM? Like instead of the shield you would buy energy for an Über? Also the -50% Overheal might be a bit too much, maybe just -30% or -25% would be enough...
@sho30034 жыл бұрын
@@toasty_the_foxThe overheal penalty is there 'cause otherwise it could be overpowered, I mean, it charges faster than the kritzkrieg and the quick-fix And about MvM, I think you could buy something like the short circuit orb but that charges just like the current mvm shield does
@derlesende4 жыл бұрын
Just something about the name. I know it’s not important but it should be „The Berliner‘s Mauer“, which is it’s actual name.
@ajarofpickles28266 жыл бұрын
1. Interesting idea for a weapon the heal rate would have to be dramatically lessened for it to be viable in the main game. You should add a damage vulnerability to make it easier to kill the medic in exchanged for more heal targets 2. Similar to the Natasha, take away the put the target to sleep function. I can see that garnering a lot of rage and stun mechanics are broken in TF2. Can’t stand stun mechanics 3. This weapon is somewhat viable but the heal rate would have to be sevearly nerfed to make up for the tremendous upside of healing your entire team at once. You should also make him have to hold it instead of it being a passive effect being able to do multiple things at once give you to big a advantage in pubs Also nice birb drawing my dude
@pep43386 жыл бұрын
*HEAVY UPTADE COMING SOON* !!!!!!! 1!111!!!!1 And i think Syringe gun that heal your teammates 3hp per shot, but deal 50% or 75% less damage will be noice.
@Fofo-sr2xu6 жыл бұрын
It would be kinda pointless. The medigun already heals 24hp/s at the very least, so why bother using a syringe gun for that.
@greenoftreeblackofblue66256 жыл бұрын
@@Fofo-sr2xu we got a gun like that already and it would do more damage as well
@Fofo-sr2xu6 жыл бұрын
@@greenoftreeblackofblue6625 huh?
@Fofo-sr2xu6 жыл бұрын
@DrIvanRadosivic Depends on how the healing is dealt.
@Fofo-sr2xu6 жыл бұрын
@DrIvanRadosivic I like it. The only problem I can see is that this makes getting an uber really easy, IMO. But it is mostly a good idea, especially the Amputator one.
@theLetterThorn5 жыл бұрын
So no one is going to talk about how he said the medi gun is a primary when it's not?
@johanneshermansson76304 жыл бұрын
I really like that archimedes idea as some sort of zenyatta style healing orb that sticks to teammates. At any time you can bring out the primary and fire it to send archimedes to a teammate's shoulder, and then that teammate gets passively healed (probably at a lower than medigun rate). Archimedes comes back if the teammate dies or if you recall him.
@alsanderandciaran5 жыл бұрын
As a Medic Main I personally feel there shouldn't be anymore new mediguns, Only one I could think of is when you pop your charge it grants your heal target unlimited ammo for as long as the charge isn't depleted. It'll use the quick fix healing rate but without its over heal downside. I do believe however Medic needs a new Primary Weapon to become a possible side grade to the Crusader's Crossbow ( Doubt it'll ever happen though. ) And a possible side grade to the Übersaw
@waterkascade86684 жыл бұрын
Yeah, I think medic should have some sort of area of effect weapon where if it lands on the ground, it heals players a (small) amount of health. I also think if enemies step on the area of effect, they take damage for a (small) amount of health. I am thinking of like a downgraded dispenser, but it is great for area control (to make enemies think twice of going through a chokehold) and for the times you have to heal a lot of injured players at the same time. I think that could make a viable side-grade to the crossbow. But if course, I think it should last a small amount of time and only a couple can be placed at a time. I basically wanted a weapon that is similar to the crossbow, but it heals multiple rather than only one at a time.
@22burnsie6 жыл бұрын
Toofty and After Breakfast should team up for weapon idea/design concepts
@chromeheartdenji4 жыл бұрын
1:07 IT NEARLY HIT HIM THE CROSSBOW
@whiteroomentertainmenttv83714 жыл бұрын
Here’s an idea for A medigun: The helium healer this is what I thought the stats could be: Positives: basically the medic has one charged up air blast to deflect anybody that comes near him or projectiles just like the Pyro And he could also put out teammates cons: it would have a decreased healing range and it would also run on ammo So you would need to resupply your medical gun
@liquidrat75225 жыл бұрын
New name for the beater-blocker “the common cold”
@Jonathan-bi8hr6 жыл бұрын
For the first weapon, I think it would work if the healing rate was split between the three targets; so if you healed one person it would be normal, two people would be halved, 3 people would be one-third. The Über build rate would be 75% for one person, 50% for two and 25% for 3.I agree it would be two easy if it locked on automatically, maybe only have a tight “cone” of healing, like an air blast where only people inside it can be healed, so healing targets would be clumped together, and make them vulnerable to splash
@lydiasteinebendiksen42692 жыл бұрын
the split beam medigun has an easy downside option to make it very balanced. Normal über on 3 targets, but none on yourself, so you are an extremely enticing target.
@djangel31082 жыл бұрын
That's a pretty good idea :)
@EeveeMaster5476 жыл бұрын
I personally have always liked the idea of a Medigun that either has increased speed for Über or encourages Medichaining, by transferring effects along the line. For example, if you're healing someone, and a Stock Medic Übers you, it also Übers whoever you're healing.
@UsingGorillaLogic6 жыл бұрын
I think the battle medic primary could be interesting if the healing rate ramps up with damage. Instead of having Uber meter there would be a "Blood Sample" meter that allows your allies to be healed, this means however that in order to keep up the max healing you have to keep max blood samples and land practically all your shots, making it have a higher skill ceiling as well. It could even be changed from the initial idea you had to a medigun that heals REALLY WELL and even gives twice the overheal but you must deal damage to get meter for it, think like how the gas passer doesn't give you it's ability for free and you have to earn it.
@ashleycd64872 жыл бұрын
BFB but Medic
@grimace39833 жыл бұрын
i love the protonic reverser and amplifier concept, it's really unique and gives a good variety. i feel instead of adding new needles guns they should just make others more on par with the crossbow (except the overdose, it's just underrated). fun concepts overall
@massiveidiot776 жыл бұрын
If heavy can get a new weapon in the pyro update, then medic should get a weapon in the heavy update!
@ObnoxiousArtist5 жыл бұрын
The On HIT Slows target for 0.25 is the first weapon concept for scout, and yes its a needle gun for scout.
@janb.36005 жыл бұрын
On the backpack weapon: the medigun is medics' secondary, the needle gun/crossbow is the primary, so the backpack would replace the secondary.
@mateuszodrzywoek86585 жыл бұрын
We need it to replace the primary
@shrug12504 жыл бұрын
No protection for stronger protection
@rignatetris44356 жыл бұрын
I had a battlemedic secondary(medic in) in my head that encourages being near teamates but also dealing damage and taking a more active role in killing. The mobile Mann +up to 4 hp regen increase on wearer +15-20 health a second to nearby teammates *builds through damage dealt by medic, reduced amount from assists by nearby teammates* *requires 1200 damage to charge* *cannot overheal* pull out a red cross flag(secondary) and right click, gives a effect of a quick fix but slightly weaker and spread over an area, can be popped early for a reduced time( 25%=2 seconds etc.) Reduced by 2 seconds per charge amount by every 25% lasts for 10 seconds. *Cannot build off friendly self damage*
@gr1m7204 жыл бұрын
Red syringe +dmg done per swing (melee) is added as health +faster swing speed -less dmg
@gr1m7204 жыл бұрын
Redrum +can heal allys and damage enemys +any dmg enemys take from you gun will heal nearby teammates +any heal allys take from your gun will dmg nearby enemys -lower healing and low dmg
@lj-wp3sf4 жыл бұрын
so you get punished for dealing damage to a pocketed merc? that doesn’t sound fun to play against
@GeeBeeOhThree3 жыл бұрын
For the split-beam medigun: probably the easiest way for it to work is have it hold the target on click instead of you having to hold down your mouse (which is a setting already), and it holds the target until the beam gets too far, they die, etc. If you heal a 4th target it drops the 1st one you started healing
@johnathanbodkin1224 жыл бұрын
heart on a stick that you gather health from the enemy and then you smack a teammate it gives him all the HP you gathered
@treehugger10394 жыл бұрын
An idea I've had for a medic weapon, I call the Guts and Bolts, it will barely heal but in exchange will slowly refill ammo and for the uber will cause the player to fire faster and not have to reload while the uber is active
@lucdecafmeyer27712 жыл бұрын
Idea: The Scout’s Stimulants. Pros: Heals the medic to full health, and grants a speed boost equal to scout. Cons: Replaces primary, so no crossbow, and cannot heal or use melee for 10 seconds after the effects wear off. Could be useful for fleeing from enemies at the cost of not being able to shoot your crossbow.
@randomperson56584 жыл бұрын
0:50 excuse me, did you just uber... *to save a pyro?* as a medic main i only feel pain watching this clip
@randomperson56584 жыл бұрын
also ik he had a disclaimer about him not being a medic main its just a joke stop bullying me
@lamegamertime3 жыл бұрын
Okay the backpack is a decent idea for a battle medic but how about [Battle Medi-Gun] >Heals players in bursts of 35 health every two seconds (each burst gives 2% uber, if the target is not injured) >Doctor coat is changed from white to a dark black +2 self-healing per second +15% damage on primary +50% syringe speed +50% weapon switch speed when switching to or from medi-gun +Gain Uber from dealing damage, at a 1:4 ratio +Ubercharge remains active even while medi-gun is not active -No overheal -Cannot ubercharge teammates Notes: Allows medic to become a self-reliant character, by increasing the potency of his syringe guns and unique self-healing mechanic. Burst healing allows him to heal injured teammates and get back to fighting, and switch speed allows him to do so quickly.
@vuelle98162 жыл бұрын
5:58 I can imagine a new subclass with this, the dispenser medic. Sits in one place and just heals people with the amplifier. Would be a funny bit
@Mr_Rykes3 жыл бұрын
Here’s my idea: The involuntary donor. It’s a melee weapon that looks like syringe. Hitting an opponent causes the enemy to “donate” blood, which fills up a blood bar. This bar fills when only one enemy is killed. Once the blood bar is full, you can inject you or your teammates with it. The person injected will gain a massive speed and jump boost, as well as getting max overheal. The downside is... idk less damage? Another idea I had for it was that the opponents blood could be mixed in with the Uber to give it a beneficial random status effect, such as mini crits, afterburn, slowdown on bullets etc.
@Koshian_Adzuki Жыл бұрын
Medic: *Uses Amplifier* Entire team: *sticks to medic*
@tyuh8605 жыл бұрын
I love the first medigun as I always stress on who to heal when I play as medic.
@lovingryza17553 жыл бұрын
I like the idea of having The Amplifier, a weapon able to heal more than one person at any time, which is why I use the Amputater since it heals more than one person at any time. I imagine the weapon having some sort of sprinkler system as a comedic look but the sprinkler is spraying out whatever is coming out of Medic's gun, slowly healing everyone around him. Going further into the idea, maybe instead of offering uber, the amplifier offers resistances to those around him as a way or protecting your push against a Pyro thinking they are sneaky, or pushing forwards across a sentry nest.
@kinyt38873 жыл бұрын
I've thought of a portable dispenser as a medigun. It applies a small amount of healing to teammates around you and gives healing and ammo supply to the player you have the beam connected to. This direct healing would be equivalent to that of the default medigun and the ammo resupply would be equivalent to that of a Level 3 Dispenser. Your über would do 2 things. 1: Mirror any über effect your target might have. For example, if you're healing a Demoman being übercharged by a stock medigun, you will gain that invincibility as well. 2: The subject of your über never has to reload their weapon. I think this medigun could be used to support other medics' ubers, because the worst thing about übering a Demo or Soldier is their limited ammo. If they're running stock, they only have 4 shots until they need to reload! If you, using the portable dispenser, über a Demo under the effects of stock über, you can push more effectively. Optional Ideas: A small dispenser on the back of the Medic's back Maybe increased übercharge so you can team up with other Medics more effectively?
@theamericanboot21314 жыл бұрын
For the beater blocker, add increased accuracy because you need to get 12 consecutive hits
@thefrogthatknows52515 жыл бұрын
Similarly to Jarate and Mad Milk, Medic has a heart in a jar that he throws across the battlefield. When it lands, the heart floats for a moment, beating, and can be used as a medium health pack. However, as a bonus, whatever healing it would've given you over your max health will be given as overheal.
@shrug12504 жыл бұрын
I have a few ideas for Archimedes. 1 could be that it collects organs, so you can send it into battle, or attach it to a teammate, and when they get a kill Archimedes comes back with an organ. Another idea is that it could kind of scout out the area to check for enemies. Last idea is that it could attach to enemies and cause damage over time.
@bubblewrap88234 жыл бұрын
For that first Medi Gun idea, use the reload key to cycle through the beam you want to toggle, similar to the vaccinator - except instead of switching resistances on an active beam, you’re switching the beam that your primary fire will control. It would definitely require to maintain a beam when not holding M1 and override the option the user may have.
@SPCHC5 жыл бұрын
Love the Ghostbusters reference for 'The Protonic Reverser'
@attilapeter24704 жыл бұрын
I have a concept: +it can provide a buff or a resistance when you press r it switches between them and chooses randomly from buff:speed+jump boost/damage boost/range boost/overheal resistance:fire/bullet/overdamage(like afterburn or bleeding)/explosion/meele/crit +uber grants 110% effect from the buff/resistance you have and it has AoE -no healing or overheal(except the overheal)
@sergioamaya30624 жыл бұрын
i have thought on a medigun excellent for a frontline medic, every time you get called gain temporally a 5+ speed boost and every time you get thank gain 1+ temporarily regen or 20 hp something like that also the ubercharge will heal your teammates automatically you on a medium range but it seems that it needs something more
@goldndrago34915 жыл бұрын
With the heart, when you collect 15 beats, you use right click and activate the xray for 8 seconds that also applies on team mates (you and your teammates get xray) but if a teamate touches an enemy while xray is active, the enemy team gets 16 seconds of xray Also, after 2 xrays (30 beats total) the heart breakes and needs to recharge (20 sec), but can also be recharged by hearts that dead enemy players will drop (10% chance of droppping) And if you get a heavy heart (Big baboon) it lasts 60 beats (4 xrays)
@myramadd66514 жыл бұрын
I think we need this primary for Medic- The Defribulator. Medic cannot ubercharge or heal, except by way of the syringe gun, but this comes in as two paddles on the hands, which , when used on fallen team-mates, spawns them where they died, not back at Spawn, and this can be used offensively as well, frying enemies.
@LITERALLYSHRIMPO3 жыл бұрын
I've had a medigun concept of my own for a while now and I think this is the perfect place to show it. The ammunizer (I know an uncreative name) + Medigun restores ammo at a high rate + Uber provides your Uber target with 75% more max ammo and +100 max overheal - 10% slower ubercharge rate - You lose overheal if you heal the same target for too long - Minus 50 max overheal. I'll understand If this weapon gets farted on but it's my first time coming up with one -_-
@Suusleepy4 жыл бұрын
I LOVE the idea of an offensive medigun. Maybe it quickly builds up charge like the others but faster and instead of uber or crits it shoots out a quick beam that maybe cuts through targets and deals a kind of poison damage and slows them and maybe makes them weaker to damage along with taking some health
@ashleycd64872 жыл бұрын
I've come up with "The Full Treatment" where it's a melee weapon that makes everything have slightly worse stats, but builds ubercharge faster on the medigun, and allows you to right click at any time and have the effect work, not just holding medigun. Also, if any teammates stand near you, they also get the effect, without needing to be healed. So imagine a medic with Kritzkrieg, Blutsauger, and TFT. Insane. Or a medic with Crusader's Crossbow and... idk the stock medigun? And also TFT.
@legoc-3po8454 жыл бұрын
The Heilensiesturm: +hit enemies make them bleed and jarate them for 2 seconds +25 damage bonus +hit teammates will heal them and cure them from any negative effect -80 clip size -cosecutive hits make less damage -on wearer: -2 regeneration per second -30 deploy time The weapon is a shotgun for the medic so for be more effective, get close to enemies or teammates,also the name means "heal storm" in German.
@benson73744 жыл бұрын
The protonic reverser would be great with 3 heavys because you'd also do the combined damage of all 3 of them meaning at the end of the game your name would show up on the team MVPs because you got the shared dmg of all 3 if them and the healing that you've done
@kazuyaryuzaki6 жыл бұрын
I have few concept idea (if you don't mind) 1.Heal/poison bomb: the consept is simple, it take secondary slot, and when you throw it give them instan heal/ lingering heal fog like effect gas passer aoe while poison what i think is its not damage but it make enemy that hit bomb will make heal reduce all source of healing for 2-3 second? the consept is just like when you heal soldier using escape plan or pyro using backscratcher The idea is maybe make it on same weapon? And because its throw weapon it will recharge maybe 7-10 second to make medic don't spawn so many bomb 2. I like your amplifier idea, but what if certain heal point you archive will get uber for yourself to make you run faster (think about the conch) but it slower healing rate 3. Stun gun This take secondary slot, the consept is to make target stun? For 1 sec (maybe just like sandman?) Or just make it can't move but still can shoot, the downside is when you shoot teammate you stun them like enemy does but it don't deal damage on teammate, making this kind of risk reward weapon 4. Retreat saw? With this saw (like bone saw) when active you will get speed based your health just like escape plan (the downside you can't regenerate health ) 5. Mini kritzkrieg (primary slot) + Ubercharge rate 50% + When you ubercharged end you will gain 30 hp immediately - Only Mini-Crits Ubercharge - overheal -10%
@K0Z1E2 жыл бұрын
I think that the Protonic Reverser's stats could be as follows: +Has 3 medibeams that each heal at 60-70% of the medigun's standard rate. Each medi-beam can be attatched to a different patient. Healing a new patient will remove the oldest medi-beam. +Ubercharge gives all patients mini-crits, 50% knockback resistance, as well as increasing the heal rate to 120%. +Medi-Beam range increased by 30% (So teammates don't have to huddle up as much) +Ubercharge builds 20% quicker when healing 3 patients, and 10% when healing 2. -20 Ubercharge Rate if you only heal one patient. -Can only place 1 medi-beam per patient. -Weapon holsters 50% slower. Not sure if this'd be underpowered or overpowered, as the slower heal speed could be a bit too much, but having 3 team mates coordinated and souped up could break any defense or keep an offense in check.
@DaLivelyGhost6 жыл бұрын
i always felt that to balance out the syringe gun with the crossbow, a bleed effect should be added as an on hit bonus that lengthens on someone the more you hit them.
@yourlocalcorrectidiot9273 жыл бұрын
I have an idea a medigun with a meter that uses health as a resource and burst heals in segments of 50 and you can heal yourself: reload will take 50 hp from you and add 50 hp to the meter and if you heal an enemy it is like a stream of overdose needles on them and the lose hp and it fills your meter and Uber puts a vampiric buff on anyone in your area meaning damage they deal heals them.
@Imagination4all5 жыл бұрын
How about a poison crossbow called the Coagulant. +Acts as a charge crossbow with different effects depending on regular fire or a full charge. Primary fire shoots a poisoned bolt that reduces the healing an enemy receives from all sources by 33% for 5 seconds. Can stack up to three times and works with friendly medics using this weapon, but additional shots do not refresh the duration. +A full charge hit on an enemy player shuts down all healing received, including self healing items for 5 seconds. -Deals -50% less damage -Takes 50% longer to reload -Locks an enemy's health gauge, does not affect overhealing though. -Do not use on your allies, it can hurt your team if you have crappy aim.
@KSCK9933 жыл бұрын
The Puppetier: A medigun that very slightly increases heal rate and resistances each time their patient takes damage but resets when the medic takes damage. Lower default resistances on both and lower heal rate. Uber builds by taking damage instead of healing. Made to make the team care about their medic in pubs.
@theintrovert59602 жыл бұрын
i have a good sniper weapon headshots always deal 450 damage bullets pierce allowing collaterals no charge bodyshots do no damage and its name is the professionals standard
@djangel31082 жыл бұрын
Perfect joke weapon :0
@bardofvoid1744 жыл бұрын
Honestly, the amplifier gave me an alternate idea for it where, it takes up one of your weapon slots leaving you even *more* defenseless, but it boosts your medigun to be even better than it is without it in some way- maybe boosting heal, overhealing, and uber (how long it lasts, and/or how fast it is to build up), but it may take up either your primary or melee weapon slot, making that slot completely useless.
@FeIine_D5 жыл бұрын
A pair of Defibrillators as a melee that stuns victims when hit for 2-3 seconds, crits on wet enemies and has a taunt kill animation where Medic smacks them together and points them forward, full of electricity.
@nomuom20864 жыл бұрын
For the split thing, what you described is way under powered in a fight. It would only be good to heal when the fight is over. Here are some ideas to make it more viable. When all 3 beams are on one person it heals faster then the stock medigun. The beams can combine and split based on how you click. Much slower ubercharge, but you can charge 3 people at once or 1 person for 3 times as long as stock. When using ubercharge on only one person, the medic only gets a 50% damage reduction to make it harder to sustain. When uberchargeing 2-3 you still get the 100% reduction. When weapon is out you take slow burn damage when not healing with like 1 second from the time you stop healing to the damage starting. ( The weapon overloading because the heal stuff is building up) For the amplifier (love the name) it should get ubers, just its a damage reduction not invincibility. The bird is good. It takes up the slot of your damage dealing weapon and is much like a sandvich, just less healing and for everyone around you. The bird could fly in and drop a large vial full of healing fluid. It could be called something like The brave bird back up.
@metalblizzard60246 жыл бұрын
The amplifier is a really cool idea, and it could be balanced if the rate of healing and the amount were not overturned. An alternate uber could just be an increased range or rate. I like the stuff!
@snowboy-42666 жыл бұрын
7:49 Team Fortress Classic had something similar to that, except it was a medkit, not a crossbow
@RebelTrooperHoth4 жыл бұрын
Archimedes could be an interesting replacement for the primary. Instead of needles, you’d have a passive effect of a few doves following you around, and attacking enemies. They’d do minimal damage, and could be killed, but you wouldn’t have to worry about aiming
@bardofvoid1744 жыл бұрын
For the heart, maybe you could overheal targets, and once per teammate, you'd take their maximum health away from them, from which point you'd no longer be able to uber them (maybe) and which you'd need to reheal, but you'd gain their heart- then... you could do something with it. Maybe it'd be treated as a full health pack. Of course, I think hearts can only be harvested once per teammate, maybe unless they go to a resupply closet or something. Idk, I just thought it might be cool. (though, if you tried to harvest a heart without overhealing them first, it'd either knock the teammate down to 1 instantly or over a short period of time- or even be a short period of time which, when it passes, if they haven't been healed yet by either the cabinet or health packs (maybe health packs), makes them oof) Or it takes up the melee weapon slot, and when used, automatically restores the subject to full- and maybe even somewhat or full overhealed- health (though it'd only be able to be resupplied with a supply cabinet or something) Or maybe even something else, where, replacing your melee slot, you can pick up health kits with this slot taken out (otherwise you heal from them like normal), and can throw them out at your discretion to your teammates.
@trevorstirn97955 жыл бұрын
I had an idea for a triple Medibeam called the Hydra. Could heal 3 teammates at once, but heals 15% slower for every additional heal target. So 1 target = 100 %, 2 = 85, and 3 = 70. Also, fitting with the name, if your heal target is killed, you gain 15% Uber. The Uber is a bit unique as well. Again fitting with the Hydra theme, all damage coming from your heal target sets enemies on fire for 1 second as well as providing minicrts against burning targets.
@Sticklings4 жыл бұрын
i dont know why but i relate to that last skit at the end way too much
@schino6 жыл бұрын
Correct me if i'm wrong, isn't the primary the needle/crossbow slot, and the secondary is the medigun slot?
@notsocrates59794 жыл бұрын
I think a hitscan, over-time healing alternative to the crossbow would be nice. Easier to hit targets, but it isn't instant reward like the crossbow. To make it balanced, it'd give the health over two to three seconds at a rate that would make the overall healing equivalent to the crossbow. Along with that, it will apply bleed to hit enemies to make it viable for offensive action. Maybe it also can do overheal so that there's a reason for players good at aiming the crossbow to use it.
@bigspoon36346 жыл бұрын
HAY Toofty, you remind me about RTGaming
@ashtonp.84416 жыл бұрын
I really like the third one! I feel like it should have crit heals not based on when the player took damage, but based on when the medic took damage so that players aren’t encouraged to stand near a medic right as he’s about to be blown up. It would also probably need a syringe gun counterpart, as just the needle gun/blutsauger/crossbow alone still wouldn’t be great in combat.
@bacca48135 жыл бұрын
The first one is a great idea, but I know what the uber should be. It should apply the all three banner effects to all three heal targets at the same time.
@themaninblack086 жыл бұрын
First off, something that I'll like to get out of the way: I think that medic has perhaps 90% of his reasonable niches filled. The vast majority of possible ideas are not worth extended discussion because they would either encourage counterproductive behavior (attempting to improve battle medic is almost guaranteed to annoy everybody who isn't the battle medic himself, because it would encourage the worst tendencies of a playstyle that is more or less an inferior milk scout), or would suffer feast or famine design issues that would make the weapon either useless or overpowered, with very little or no middle ground. The 4 existing mediguns more or less cover nearly all possible functions at this point. Using payload as the game mode: Offense, aggressive: Stock (dealing with sentry nests and pushing chokes) Offense, passive: Vac (trying to not die to snipers and kritz pockets) Defense, aggressive: Kritz (killing the uber med before he charges and prevent a push or wiping it with explosive classes) Defense, passive: Quick-Fix (negating the stock uber and then counterpushing with superior uber advantage) All 4 are situationally viable in all other roles, especially stock, and all 4 have effective counterplay against each other (Kritz kills Quick-Fix, Vac counters pocket Kritz, Kritz shotgun soldier counters Vac, stock counters Kritz, etc). Introducing a new medi-gun into this environment where nearly all roles are covered necessarily means that it would either be OP compared to something existing, or UP. The market for a single target constant healing weapon with an uber of some kind is more or less saturated. At this point adding more of this kind of weapon adds variety in the worst kind of way: by adding more "choices" without expanding the pool of possible roles for those choices, you merely create a growing pool of suboptimal weapons that serve as noob traps. Even the current 4 are not completely balanced, as the Vac and Quick-Fix become monstrously powerful as team sizes become smaller. In short, the best weapon concepts you can make are going to be different from the existing medic kit in ways that are based in fundamental differences in game mechanics, not just tweaks to the existing weapon concepts. As for your ideas themselves. 1. Conceptually this appears to be an inferior version of the stock uber + crossbow combo. Stock can already effectively uber 2 players via flashes, and you very rarely need 3. If you know how to uber flash this concept is a straight downgrade, and if you don't know how to, you can learn it easily. 2. Annoying to play against yet simultaneously rather useless against any competent combat class who knows how to effectively utilize their mobility. I don't want more weapons that exist almost exclusively to flex on bad players but fall flat against good ones. 3. AoE healing is one biggest way to try to expand the medic's kit, but both mechanically and philosophically your idea and reasoning behind it are flawed. Slow AoE healing is usually heavily outperformed in practice by fast single target healing because damage will not be evenly distributed. You would also *need* some kind of AoE buff/uber to make it worthwhile, but at this point you're intruding into the realm of the soldier's banners. AoE healing also tends to heavily restrict movement options, as the patient would need to huddle in a small area near you and will be restricted from moving out of the area if they want heals. I personally would include some kind of resistance or enhanced self regen with such an item, because needing to be physically close to the patient (without the ability of the medi-gun to heal around corners) means that you'll be hit by the same explosive spam they're getting hit by. Also, people should not be encouraged to play medic for the sole purpose of having another medic. They should be encouraged to play medic in a way that rewards competent decision making and teamplay. So here are my ideas (numerical values can be tweaked): Primary: An arcing single shot grenade launcher similar to the Loose Cannon that fires a projectile that releases a stationary pool of liquid when it explodes. The projectile itself will have knockback. The liquid pool has a radius which shrinks at a steady rate from 7 to 5 meters, lasts for 5 seconds, and heals teammates within it like they're being healed by a stock medi-gun with the same crit heal mechanics. Enemies that touch the pool are debuffed so that all healing they receive is cut in half for 5 seconds, and are considered to be wet. Needs to be actively reloaded. Secondary: An AoE healing banner that heals all teammates within 9 meters (about the soldier's banner range) and line of sight at 20 hp/s minimum, ramping up to 50 hp/s with crit heals, but has -80% overheal. Provides a universal 15% damage resistance and +4 hp/s passive regen to the medic. It should charge uber slowly (I don't know how slow), and the uber would be +100% healing radius, +100% healing rate, and full overheal for the duration of the uber. (ofc, thish is basically designed to be hard countered by a kritz, or a charged sniper). Melee: I would literally give him a Disciplinary Action blended with the Neon Annihilator. -25% damage, + 70% melee range, boosts teammate speed on hit, and crits when hitting wet players.
@rome86886 жыл бұрын
FeelZeSchadenfreude quite interesting analysis and definitely reasonable. For the Amplifier I would suggest though, some weapons could just be fun and balanced (e.g. demoknights), but not necessarily competent for competitive play. And I think it’s totally cool if the Amplifier treads into the realm of soldier’s banners, unless I’m missing some key point here? I really liked your weapons suggestions, though I would suggest some nerfing for all. The first one is like a combination of Pip’s healing potions from Paladins and Zenyatta’s discord, while the second one is basically Zenyatta’s ult. I’d like to see those made into test weapons for sure!
@themaninblack086 жыл бұрын
RoMe I don't have too much of a problem with an AoE healing weapon copying banner mechanics as long as they don't basically replicate their effects. I primarily take offense at his stated intention for the purpose of the Amplifier for several reasons. Battle medic is not something that should be encouraged by game design because it's an inherently selfish/ignorant playstyle. Encouraging counterproductive playstyles in a team game is an easy to way to ruin it. I'm okay with demo knight existing, even when it's a terrible playstyle, because the way the game functions, you, the demoknight, bear most of the consequences of your own actions. Demoknight is fundamentally inferior due to not having a sticky launcher and partially relying on melee in a game with ranged weapons that can kill you in 2 seconds. The game rewards your bad choices by making you die, creating gameplay feedback that you process subconsciously. And eventually given enough feedback, you will hopefully make rational decisions that will make you improve. Or at least play demoknight with no illusions about the class's capability. I have no problem with fun, but I do have a problem with ignorance. The issue is that this sort of feedback process doesn't really exist for support classes. For combat classes the gameplay feedback loop is simple. The soldier using a rocket jumper that gets vaporized by a heavy gets feedback via dying and learns for the next encounter. The scout jumping into a mini gets feedback via dying and learns for the next encounter. Combat classes make it easy for the game to tell you that you suck at the game, because you get informed rather bluntly that the other combat class player was better than you (ignoring random crits here). Support classes are much harder for the game to rap you on the head and tell you that you are bad. Because it is primarily your team, not you personally, that suffers from your incompetence. Engie building on last? How is he supposed to know that he's being useless? Hell, he's dying less than the rest of his team. Cloak and Dagger spy camping in the corner? If he doesn't die, how can the game inform him that he's being useless? Battle medic losing the team fight because he wasn't healing? How is he supposed to realize that the lack of healing was the reason why he's on the respawn timer, not the fact that he didn't have deathmatch skills? Surely the next encounter will go my way if I improve my needle aim. Encouraging or enabling stupid and counterproductive playstyles on support classes not only make it harder for them to learn their role properly, it drags down the entire team with it. If the only purpose of a medic AoE healing banner is to make battle medic more viable as a playstyle, then the game is better off with the weapon not existing. Creating items for support classes that exist purely as crutches or to enable bad playstyles is something that should not be done. I do believe that an AoE healing weapon that replaces the medi-gun can be designed in a way that encourages teamplay and reaches its skill cap by playing medic in its proper class role. But the Amplifier as it was likely conceived is probably not this way. For support classes, more than most, weapons must be designed to encourage somebody who is completely ignorant to do the correct thing through the course of normal play. It's nearly for this reason alone that I included an uber with my proposal for a medic banner, because giving the medic something valuable that will be lost on death would make him less prone to suicidally rushing the enemy and dying. I.e., your average battle medic tendencies.
@rome86886 жыл бұрын
FeelZeSchadenfreude I can see the reasoning behind it now, indeed support classes have less direct feedback on poor performance. Is there any way to counteract that lack of feedback? Is there a game perhaps beyond the scope of TF2 that you think addresses the issue of support class performance in a better way?
@metalblizzard60246 жыл бұрын
Also, a heart melee that collects beats, and then becomes an aoe heal grenade that requires a certain number of charge to throw
@stefanristeski81815 жыл бұрын
for the protonic reverser maybe "the triple round" or "quantity over quality" or "the the even split" (i really like the last one)
@thepoorsap99746 жыл бұрын
I actually made a video about 3 weapon concepts about a few days ago as well! 2 for medic and 1 for engineer!
@SydneySininen6 жыл бұрын
The thing with the Beater Blocker is in tight corridors, you're not gonna struggle to get that stun, and you don't want to incentivize battle medics running at people to try to stun them. As a Medic who lives dangerously, l feel like it shouldn't slow a class down more than a speed slower than the class that's behind them, except maybe for Scout. Like, Medic/Spy will be slowed to 100% speed, Demo to Soldier speed, Soldier to Heavy, and Heavy to oh wait I'm fucking dead rip. You want a slim chance of survival to be widened, not a get out of jail free card. Maybe that's not slow enough idk
@ChickenFriar7 ай бұрын
Ive always wanted a syringe gun that heals team mates in an aoe around you when you hit people with syringes. Like a team based blutsauger. If anyone has seen the Spritzenwerfer weapon model, maybe it could work like a weird syringe minigun hybrid with that aoe healing.
@blub96074 жыл бұрын
With the first concept, I think that the Uber could be something like being able to heal every teammate in a certain radius
@vulture6068 Жыл бұрын
I like the idea of the Amplifier, so much that I tried fleshing out some stats. It would add more variety and spice to Medic's playstyle, and make Battle Medic a viable subclass.
@vulture6068 Жыл бұрын
I created a Crossbow that has an organ-harvesting mechanic like the Vita-Saw, but each organ harvested increases your ubercharge duration. That way dealing damage to enemies improves your abilities as a support character, which is exactly what Battle Medic should be. This weapon is basically the Dentist's Delight from Typical Coloes 2, but in the form of a primary weapon. That way you don't have to venture too far from your team if you want to take a more active role in harvesting organs.
@zigmund7675 жыл бұрын
The ammo revival +gives patient ammo +on Uber charge you get inf ammo and crits -35 decreased heal rate -other medi-guns don’t stack (means you can’t have Uber and ammo revival on at the same time)
@Notkaikie5 жыл бұрын
Not having a healing medigun seems too weak maybe have it heal just at a reduced rate
@MrSleepyhead326 жыл бұрын
The triple healing medigun would be very niche, considering lower healing rate and probably overheal. Crit heals and buffs are so valuable to know for a good Medic. A good Med will buff his fresh teammates very quickly and then focus on teammates not under crit heals. Scouts for example take less than a second to buff and Heavies 2 seconds to buff. It's better and all-around better to buff fresh teammates then crossbow and heal hurt teammates after. Quick-Fix is also a more reasonable Medi Gun, designed to heal hurt teammates quickly when there are too many heal targets.
@h3llsp4wn384 жыл бұрын
I was thinking for the first one, it could add more overheal to all three targets instead of the mini Frits Uber, meaning it could times the amount of overheal the person/people your healing by two or something like that
@shmleeazsey2 жыл бұрын
I also have 3 weapon concepts for Medic: 1) The Healthy Hook: A crossbow which shoots an arrow with a cable attached to it which can stick to enemies, team mates and any other surface. Hold M1 to reel in the cable, rapidly pulling yourself towards what ever the arrow is attached to. When the arrow is attached to an enemy or a team mate hold M2 to reel in the cable, rapidly pulling them towards you. -50% damage per shot. Cable has limited range, when it reaches that limit the arrow will 'break' and the cable will retract. 2) The Soul Survivor: A Medigun which gives the Medic the ability to heal himself at the same rate at which he heals his team mates by pressing the reload button. +25% ubercharge rate. +15% healing rate. When Ubercharged, provides you and your target with 20% speed boost and 80% damage resistance. -25 max health. Healing yourself doesn't build ubercharge. 3) The Critical Cutter: A chainsaw which deals more damage the higher your ubercharge meter is but deals less damage the lower it is. The damage you deal increases by 15 per 10% uber so: 0% = 15 damage, 50% = 90 damage and 100% = 175 damage. No random crits. 20% slower firing speed. Let me know what you think of these :)
@Blixir3 жыл бұрын
Weapon Idea Medicluster Weapon Type: Machine Gun? Weapon Slot: Primary + Fires a cluster of medicine balls that explode on impact or max range, healing allies and damaging enemies a tiny bit. = Hold attack button to rapidly shoot like heavy. - Would be hard to quickly heal up allies because of the huge spread. - Medic has a slightly slower movement speed. And an even slower speed while holding the Medicluster.
@PayalzonUtube3 жыл бұрын
This needs likes
@cannonmagz5413 жыл бұрын
For the protonic reverser the Uber can be 15 seconds on one person but 10 for 2 and 5 for all three patients.
@gabrielvili62884 жыл бұрын
More weapon Ideas: (Primary) Gun: it's a pistol.........that can heal teammates and damage enemies Higher fire rate (Secondary) Tesla: can heal teammates surrounding you doesn't have ubercharge (nooooooooo) can damage enemies near you it's like a back pack so you don't have to wield it (good for battle medics) (Melee) Scalpel: applies bleeding you can throw it (Primary) Birb box summon a flock of doves heals teammates and damage enemies (it's like the gas passer)
@Cultist_Mono3 жыл бұрын
The beater-blocker is just like the overdose so I think the states of the beater-blocker should replace the overdoses old states.
@exists80563 жыл бұрын
I had an idea called the injector It would be a melee weapon and this would be the stats: Gain blood on kill or kill assist at full blood alt-fire to heal yourself by 100 health and get a speed boost for 5 seconds when speed boost is activated you are 30% more vulnerable This could be used after an ubercharge to get out of enemy lines and heal nay damage you took after the ubercharge ended or to heal up and get to your team after nearly dying when pushing the enemy.
@kolinaspronok4 жыл бұрын
for the backpack maybe it will have ubers similar to the soldier banners and the med can change between them, tho maybe it will need more healing to achieve the uber
@pogra28036 жыл бұрын
>needlegun never sees the light of day >medic with needlegun immediately comes round corner
@captainrumia26074 жыл бұрын
Give the Infectious poison crossbow a somewhat low damage over time, but block healing (except maybe from other medics). Have an immunity time after the poison wears off to prevent reinfection. Could make it good against massive pushes and large groups, doing a fair bit of total damage that can't be mitigated, as well as preventing them from hunkering down with a dispenser. It has legs, but I think there's still stuff that would have to be figured out, for the durations, damage amount, and whether the crossbow would have other features (eg: should the crossbow have other benefits to balance out the poison only working for so long before the enemies get temporary immunity, or should it go all in on that feature?)
@loodng76164 жыл бұрын
This comment is late but as a medic main, I like these ideas. But I added some tweaks to the stats to make them more "balanced" and simple. the "Protonic Reverser" I'd call the Multi-Tasker + 3 healing targets - 20% slower healing rate - no crit heals + ubers 3 targets - 100% faster ubercharge drain + 20% more overheal Ubercharge: Instant Overheal on all 3 targets the "Beater-Blocker" would be the "Melatonin-Booster" or the "Caffeine Cutter" + on hit: slows target + slowness increases on consecutive hits - reduced damage and clip size - 5% slower movement speed the "Amplifier" would be the "Pulse Monitor" Secondary + AoE healing + 10% faster self-heal rate + 20% healing radius - 10% slower target healing rate - no ubercharge - 10% full health Those stats seem a but more balanced and the medigun is more OP for stalemate breaking
@XenoNextgen5 жыл бұрын
Maybe after a while of healing, a bit longer than the normal medigun, and it ranks up in a way, healing more. This can be done twice, before healing more than the amputator taunt. When you die, it levels down either once or all the way.
@nonyabuisness35605 жыл бұрын
Something like starker Punkt (tough spot) that allows you two uber at any time (reduced uber or slower recharge)
@thealeks1 Жыл бұрын
A syringe hub that heals would be pretty bad because you have a secondary to do that job for you. The crossbow is good because it heals in bursts at long range, covering the weakness of the mediguns. A syringe hub would have a much lower effective range and burst healing, so it would be obsolete
@busybird71494 жыл бұрын
Perhaps a medigun, that you fire darts into your teammates that allows you to passively heal them when they come in proximity? Kind of like a combo between the 2nd and 3rd ideas in the video. Maybe if you fired it at an enemy it would drain their health when they're close to you. It would have a small clip size, and the darts would reset on reload