Team Fortress 2

Team Fortress 2

The Transfusion
It's Joey Jun 24, 2013 @ 8:48am
While looking at this I thought of an idea:
How about a Medic Melee that one could use to give buffs to teammates depending on the last enemy you hit with it? It'd be pretty awesome.
Firstly, the weapon should have a 70% damage penalty to balance (I think that would be acceptable)
Then the buffs, the weapon can only hold one at a time and all you need to do is once you have hit an enemy is then hit your teammate with it to give the buff to them.
Heres the ideas for the buffs at the time of me writing this:
Scout: Gives the target a speed increace by 20% for 30 seconds
Soldier: Gives the target a full overheal
Pyro: Gives the target a 40% fire damage resistance for 60 seconds
Demoman: Gives the traget a 40% explosive resistance for 60 seconds
Heavy: gives the traget a 40% bullet resistance for 60 seconds
Engineer: Gives the target ammo regeneration for 10 seconds
Medic: Gives the target Health regeneration for 15 seconds
Sniper: ???
Spy: ???
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Showing 1-15 of 60 comments
LoverBoy Jun 24, 2013 @ 4:03pm 
Soldier mini-Critics & sniper B Resistance
Spy malus or Melee & heavy health :) gj
These stats are a little unbalanced.
It's Joey Jul 4, 2013 @ 11:13am 
These stats are a little unbalanced.
What would you do to change them? Or do you not like the premise of the main idea of the weapon?
2poor4overwatch Jul 12, 2013 @ 8:05pm 
IDK man those stats look complicated. Even for vaccinator-like weapon standards.
Here's my take on the stats (?):
+Does more damage depending on the ubercharge level
+ uber at 25% does +10% damage
+ uber at 50% does +15% damage
+ uber at 100% does +30% damage
-10% slower firing speed
-10% slower weapon switch

It'd be useful in those cases in which you need to retreat and you don't want to waste your uber to survive
Last edited by 2poor4overwatch; Jul 13, 2013 @ 2:56pm
thot eviscerator Jul 20, 2013 @ 4:02pm 
100% of damage done can be used to heal teammates
Hitting a teammate can heal them (can only heal up to 50 health a hit)
Alt-Fire: Sacrifice 70 health to gain 30% ubercharge

-15% firing speed
-50%% damage
Can only sacrifice health once every 30 seconds
Gaining health resets the sacrifice meter
Matthew Jul 22, 2013 @ 2:37pm 
Sniper: Would fill the zoom in charge thingy (I know I can words) 30% faster for 60 seconds
Dr. Duck_ Aug 5, 2013 @ 11:22am 
On hit: gain one charge for the weapon (It would fill up like the ubersaw and have a max charge of like six)
+20% firing speed
Alt Fire: Uses three charges that does an attack that takes a second to fire (like the cow mangler but without the slow and maybe a bit of a lunge) that heals a team mate for 150 or deals 200 damage to an enemy
Taunt: Injects into arm using up all six charges but gives you a speed boost and crits
Crimmins Aug 24, 2013 @ 7:17pm 
Maybe it should just work like the Blutsauger, or the Powerjack. Get some health on hit or get a buff after killing someone.
Mableye Aug 28, 2013 @ 12:08am 
Great idea... but you should add this: If you hit an enemy medic you steal 20% of his uber. Cons: -20% Damage -10% Firing speed +10% Melee damage
Pope Spice Sep 4, 2013 @ 7:17pm 
25% slower attack speed

On hit: adds one point to "Blood Bank" count

Alt-clicking allows you to "give blood" to a teammate, healing them for 20 HP instantly, and boosting movement speed for a few seconds (just like the Disciplinary Action). Each time this is done, one counter from the Blood bank count is consumed. (Blood Bank count is not decreased if a teammate has not been hit)
The Maddocktor Sep 14, 2013 @ 5:00pm 
On hit gain health as much as damage dealt
On every kill gain 10% über

-50% less damage
No random crits
Receive -10% less health and ammo from health and ammo packs
Open to comments
bitch Oct 24, 2013 @ 5:14pm 
I think there should be no damage deduction. Medic is actually good with with a melee, And a huge damage would take that away.
Transfusion. So something involving blood, most likely a bleeding effect, as well as some kind of a life-steal. Here's what I think.

[+]On hit-bleed for 10 seconds,regardless of healing or medkits
[+]All bleeding damage dealt to the enemy returns to you as health
[+]On hit-heal 10% of enemy's remaining health
[-]-20% firing speed
[-]+10% damage vulnerability while active
[-]-10% damage
[-]Damage cannot be critboosted

Basically just one hit, heal, and run. Not very good for direct combat if you're stuck in a tough situation without any allies, which is a pretty big downside since medic's melee weapons are big damage-dealers and can help win a fight if you're stuck on your own.

[+]Hits cause bleeding for 5 seconds.
[+]Each hit gives you a small amount of health and a minor stat increase, as well as 5% uber.
  • (With the blood of a scout coursing within you, you feel a surge of energy coursing through your limbs. Slightly increased reload speed, weapon switch speed, melee speed, and movement speed.)
  • (With the blood of a soldier coursing through you, you notice that not many of your enemies have broken bones; that needs to change. Increased melee damage and
  • (With the blood of a pyro coursing through you, you begin to feel slightly warmer and the sun's glare no longer seems to affect you. Afterburn time and fire damage is reduced.)
  • (With the blood of a demoman coursing through you, you start to wish you had a grenade in your hand. Blast damage is reduced, and you aren't knocked back as much.)
  • (With the blood of a heavy coursing through you, you no longer notice minor pains at all, and feel slightly heartier than before. You gain minor bullet and melee resistance, as well as health.)
  • (With the blood of an engineer coursing through your mind, you notice little things in buildings that seem to be fragile, or can be minor shortcuts. You can now deal more damage to enemy buildings, take less damage from them, and heal slightly more from friendly dispensers.)
  • (With the blood of a medic coursing through you, you seem to heal a bit more than usual - and also have an innate regenerative property. Health regen is increased, and health gained from external sources is increased.)
  • (With the blood of a sniper coursing through you, you feel slightly more steady in all aspects. Flinching and knockback is reduced, but accuracy is increased.)
  • (With the blood of a spy coursing through you, you begin to try and be stealthy automatically, with slightly more potentially lethal strikes. Crit chance is increased, and your feet are quieter.)
To continue:

[-]-25% firing speed
[-]-20% damage
[-]Needle must be reloaded after using it up to 10 times
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