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
Showing 1-8 of 8 comments
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Narrator with a Bowler Hat 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.
Tetsu Yatogi Jan 9 @ 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.)
=|CsK|=Polyergus Apr 19 @ 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 =|CsK|=Polyergus; Apr 19 @ 10:35pm
ZAT_ANATION Oct 7 @ 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
Turtles Oct 8 @ 7:51pm 
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)
FartGarfunkle [Engi Fam] Nov 22 @ 12:35pm 
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
Sir Democrab Nov 22 @ 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 Sir Democrab; Nov 22 @ 12:46pm
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