安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
when can i download it?
-75% slower heal rate
+Can revive dead players
-The heal target cant be Revived if he has been dead for 3 seconds
+Ubercharge refills ammo to full for both you and the heal target, and increases healing speed to the normal medi-gun
+Every time you revive a player, 10% uber is added
-Instead of gaining health every second, you lose health
-the revived player only gets 1/5 of their health back
- 50% health regeneration and uber charging rate. 50 % chance of inflicting Death mark on victim(mini-crits)
Maybe it could also have some boosts to the healing target's damage to help turn it into a constant offensive minigun as well.
Maybe here are some idea stats.
+When healing, store life to delay death by up to 2 seconds on healed targets and giving them 30% faster movement speed. Allowing them to live through death by running to a health pickup or being healed over 0 by the medic.
+ Healed targets deal 25% more damage.
+ Medic recieves 25 hp on assist kills.
-Heals 50% slower. Does not heal faster when out of combat.
-Cannot overheal.
-When a target has it's death delayed, they will be marked for death for 5 seconds afterwards.
- No Ubercharge effect
- Primary fire casts a spell
- Secondary fire changes spells
SPELL LIST:
- Heal - regenerates allies' health, but at a slower pace than normal medigun
- Telekinesis - Grabs projectiles (bullets not effected) and allows you to aim/throw back
- Eldritch Blast - Deals minor damage and knockback - close-to-mid range
- Teleport - Medic charges up and then returns to base
It could probably use the Ubercharge by replacing it with a sort of 'mana' system?
it can either be a melee that reskins the amputator
or
it can be a secondary that heals with some kind of wand or staff and the book hangs on the back of the medic replacing the medi-gun pack.
and if secondary these stats i like the most. the heal spell should be a free spell that builds up mana the rest should deplete it.
as for the telekinesis i think it should either just mimic airblast or it should cause the projectile to lose a good amount of its lethality. or holding quickly depletes the mana bar, maybe as fast as the bar depletes when you hold for the loose cannon.
eldritch blast should act like the short circut, except it does whats stated but instead of minor knock back it pushes them a significant distance and uses up a large chunk of the mana bar
enough to have to charge it up again so you dont use it consecutivly
the teleport should obviously reduce the mana bar to zero
maybe now battle medics can be more useful if this item gets in as a weapon and has these stats.
- Primary Weapon
- Allows the Medic to fire an AoE blast directly in front of him that damages enemies and deals knockback. 6 second recharge between uses.
- Enemies killed by Medic's patients (with Medi-Gun or Amputator) will spawn a man-sized bread monster to roam around attacking enemies for 8 seconds. Only one bread monster can be active at a time.
- Medic can teleport short distances by double jumping at the expense of health