Team Fortress 2

Team Fortress 2

The Recycled Replenisher
NePurrTuh Dec 19, 2013 @ 8:40pm
The Recycled Replenisher Possible Stats
I didn't come up with this; someone in the comments did. Don't credit me for this, I just wanted to showcase these possible stats for this item.

Advantages:

+ Allows wearer Medics to see friendly buildings health and metal status
+ 50% Übercharge rate
+ 50% Übercharge duration
+ Able to heal friendly buildings
+ Healing or Übercharging is able to fully fill up friendly Dispensers



Disadvantages:

- Cannot heal friendly buildings while they are sapped
- Cannot overheal players
- 50% Heal rate on players
- 77% Heal build rate on players
- 25% Heal rate on friendly buildings
- 65% Übercharge recharge rate once an über already deployed in a single life

Information:

Back-Dispenser: Passively dispenses +10% ammo and +10 metal to friendly Engineers nearby the wearer with the heal rate of Level 1 Dispenser
Heal targets gain +25 metal regen rate per seconds
Übercharge grants +200 metal regen rate per seconds
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Showing 1-15 of 34 comments
Narrator Dec 23, 2013 @ 8:06pm 
I'd Prefer if i'd
+ Give health and metal to patient
+ Make spies sap them before stabbing them
- It cannot heal Pateints using dispensers
- Medic cannot use teleporters.
Uber makes the medic and his target have infinite ammo and not reload their guns.
Savage Source Jan 9, 2014 @ 3:12pm 
Originally posted by Frodosynthesis:
I'd Prefer if i'd
+ Give health and metal to patient
+ Make spies sap them before stabbing them
- It cannot heal Pateints using dispensers
- Medic cannot use teleporters.
Uber makes the medic and his target have infinite ammo and not reload their guns.

The dispenser itself gives health and metal to patients, also the medigun itself can heal to the players current max health, that is why Medineers cannot overheal players or take care of heavies like a stock or other medigun wearing Medics. Medineers level 1 dispenser on their back will be automatically not function during the Medineer is dead cause of a Spy backstabbed him. Backstab = Both Back-Dispenser and Medineer down. Medineers are all able to heal patients using his dispenser on his back but with only level 1 dispenser power and not higher.

- Medic cannot use teleporters

I think this one is a great idea cause any Medineer using an electric device physically on an electric device on his back causes the two opposite working polus on buildings are not functioning with each other and not compatible, so I would support this disadvantage for Medineers. They have to go to the battlefield on foot and follow Engineers. The last one is not needed, the Übercharge only regenerates Metals for Engineers and for their Dispensers. Another little idea I got at this point.

- The Übercharge is unable to deploy on any other players like Engineers and their Dispensers
(Maybe a little nerf may comes here if Valve adds this weapon cause Übering an Engineer disguised Spy won't work on that kind of enemy so the Medineers will notice their patient is an enemy Spy while healing them but the medigun refuses to über them when an übercharge is ready.)
Polyergus Apr 19, 2014 @ 10:35pm 
Originally posted by Button mash:
I'd Prefer if i'd
+ Give health and metal to patient
+ Make spies sap them before stabbing them
- It cannot heal Pateints using dispensers
- Medic cannot use teleporters.
Uber makes the medic and his target have infinite ammo and not reload their guns.
I am under the impression that might be broken with snipers, as I think the rate of fire is practically tied to reload speed.
Last edited by Polyergus; Apr 19, 2014 @ 10:35pm
it. Big Fedora Oct 7, 2014 @ 7:20pm 
I like think because the medi-pack looks like a dispenser it should have similar property's
my stats for the weapon:
+ medi-gun charges 10% faster
+ uber gives player unlimited ammo with no reload
+ 5% faster movement speed
+ 2% faster health recharge speed for medic
+ medi-gun refills players ammo
- can not overheal players
- uber reduces damage output
- player can not random crit when uberd
- 5% slower healing rate
Here's one possible stat combo. It's designed to benefit Spy, Sniper and Engineer more than the other classes (since those are rarely targets of heal or uber)
This item should be like a dispencer it heals and gives ammo for a hou-long heater Heavys' and to heal and support Enginers for metal.

Stats:
Pros:
+25% ubercharge build rate on buildings
+Repleneshes paitiants ammo

Cons:
-25% Ubercharge build rate on players
-25% Heal rate on buildings

Discription:
Allows Medic to heal friendly Engineer buildings and acts as a P.D. (Portable Dispencer) giving health and ammo to any helpless souls upon ubercharge patiant gets full ammo.

Now becuse of these buffs the two weps that need to be nerfed or dumb downed r the engineers' gunslinger and the short circuit. thats just my ideas tell me what u think :D my name is Fart and i luv <3 TF2
'nuff Nov 22, 2014 @ 12:46pm 
i think this item is kind of like darwins danger shield, not like a hat or something, so here are the stats i think it should have:

5% of targets ammo is replenished every 5 seconds
+1 health regen on nearby teamates
by healing target fill up shock wave, which disables nearby buildings for 5 seconds.*

15% explosive damage*

* i quite like this because i have wasted many an uber because of a camping engineer
*there is only one con becuase i am following the suit of the darwins danger shield
Last edited by 'nuff; Nov 22, 2014 @ 12:46pm
unconnected Dec 4, 2014 @ 12:10pm 
Here's my idea:
+On Ubercharge: Patient,Healer and Surrounding Teammates in a Medium Radius Regenerate Ammo/Health
+15% Damage Boost on Patient during Ubercharge
+15% Firing Speed on Patient during Ubercharge
-Patient's Damage Taken increases to 23% on Ubercharge
-95% Overheal Bonus
-45% Heal Rate Bonus
+Patient Slowly Rengerates Ammo
+When in Range of Medic and not the Patient, You regenerate Health/Ammo at a slightly slower pace than being healed
-50 Health
+15% Blast Resistance
-10% Bullet Damage
This is how it could possibly work as an Item by itself and not a skin
Edit:
-30% Ammo Regen from Dispensers
Edit No.2:
Changed 17% to 23%
Added in "in a medium radius" to On Ubercharge
Last edited by unconnected; Dec 4, 2014 @ 12:21pm
Moves like lagger May 11, 2015 @ 10:36am 
-25% heal rate
-25% slower overheal build rate
+100% Uber build rate
Uber is instant and does not have a duration, it will also burn out the medigun, meaning you must wait for 5s before using again. Uber needs to have an interval of 15s before it can be used again. (Lol @ ubersaw users)

If latched onto a player -
Target casually regenerates 10% of their metal / cloak (not applying to the dead ringer) or ammo capacity per 3 sec of being linked.
Player recieves full ammo / metal and will get a health regeneration bonus for ten seconds after being ubered.

If latched onto a building during uber -
They will be fullly healed
Dispensers will receive full metal and dispense 25% faster for ten seconds.
Sentries will receive full ammo and fire 10% faster for ten seconds.
Teleporters will work twice as fast. Nothing cool here.
Cannot be applied if the building is being sapped.

None of the effects will stack if another medic uses the same medigun or ubers with the same medigun. Otherwise this thing could be fricking OP.
Last edited by Moves like lagger; May 11, 2015 @ 10:38am
The Jawa Jun 10, 2015 @ 6:15am 
Originally posted by Narrator:
I'd Prefer if i'd
+ Give health and metal to patient
+ Make spies sap them before stabbing them
- It cannot heal Pateints using dispensers
- Medic cannot use teleporters.
Uber makes the medic and his target have infinite ammo and not reload their guns.

THIS ONE IS REALL NICEEE
DerGiggler Jul 28, 2015 @ 9:31pm 
Honestly those are some pretty good stats and I would use it if it was added, but I do have another idea:

You have a mini dispenser on your back that constantly heals nearby players and even buildings a little bit. But it's really more of a horn for the soldier but it charges with amount of healing as well as damage. You don't have a medi gun until your uber is full and your uber is the shield from MvM.
up dog Jul 29, 2015 @ 6:31pm 
Can heal friendly buildings
Provides healing and ammo to the patient
When Active: Players around user are healed at rate of level 1 dispenser
+1 health regenerated per second on wearer
-10% ubercharge rate
-25 heal rate
Cannot overheal
No crits when being healed
Ubercharge: Infinite ammo, faster move speed, provides shield from MVM, no disadvantages on the medi-gun
THS | RangerLab Aug 8, 2015 @ 10:11am 
I see a lot of complicated stats here. Maybe it could be something simple, like this:

Pros:
- While active, allies recieve small amounts of ammo in an AoE (15% per second)
- +25% Ubercharge rate

Cons:
- Fixed Healing Rate (Ignore "Crit Healing")
- -10% Movement Speed

Ubercharge Casts a larger AoE with +60% ammo regen and a +40% Healing regen
Ash Berry Aug 9, 2015 @ 4:24am 
id rather see the following

+Healing grants 5% ammo to heal target per second (metal and cloak for those classess too)
Ubercharge grants refills ammo to max, minicrits and unlimited ammo for 8 seconds to heal target and provides medic with passive healing durring effect without self overheal
+builds uber 20% faster

-10% overheal rate
-25% overheal durration (how quickly it wears off on it's own)
-25% total overheal
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