Team Fortress 2
Dark Rush Sep 29, 2013 @ 6:04pm
Longer Uber Duration
Quick idea.

The weapon would be a syringe gun or a melee.

+Longer uber effect time
- Longer ubercharge time or something else you think fits.

Not by a lot for either, but by a little. Sometimes sentry nests are a pain to get rid of and sometimes take a little longer than 8 seconds. 12 seconds sounds lovely.

Just an idea. Nothing game breaking.
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Showing 1-8 of 8 comments
FaelisongTalim Sep 29, 2013 @ 6:19pm 
12 seconds is way over the top. 8 is fine as is.
noname Sep 29, 2013 @ 6:25pm 
The big problem I see with this is that, being a syringe gun or melee weapon, you'd have no way of knowing if the Medic has the weapon equipped while he's using his Uber, which would create problems.
JimothyJohn Sep 29, 2013 @ 6:27pm 
Make it a medi gun. Positive would be + 3 second longer uber duration. Minus would be lose
?% after taking damage from any source. If medics get more uber then they should work for it :P
Last edited by JimothyJohn; Sep 29, 2013 @ 6:28pm
Shaddycat Sep 29, 2013 @ 6:29pm 
Originally posted by APP | Mr.Tickles:
Make it a medi gun. Positive would be + 3 second longer uber duration. Minus would be lose
?% after taking damage from any source. If medics get more uber then they should work for it :P
I like this.
FaelisongTalim Sep 29, 2013 @ 6:29pm 
Originally posted by APP | Mr.Tickles:
Make it a medi gun. Positive would be + 3 second longer uber duration. Minus would be lose
?% when after taking damage from any source. If medics get more uber then they should work for it :P

Even better idea; A Medi-gun that, when held, loses Uber when you do certain actions (Walk for long periods of time, Switch Weapons, Heal Same person over a very long period of time, use Melee or primary weapons, etc), but it has a Charge rate of 75%. This may allow medics to choose their actions wisely to know what to do and how to do it.

Standard Uber as well.
Last edited by FaelisongTalim; Sep 29, 2013 @ 6:31pm
stupendous man (Banned) Sep 29, 2013 @ 6:31pm 
medigun give 12 seconds to pocket, doesnt uber medic, insteads marks for death.
ℳusʰ®°°m Sep 29, 2013 @ 7:22pm 
Many +/- stat weapons are uninteresting, and don't award skill. This one also seems difficult to balance (Medi-Gun or not), as a team is already well rewarded for keeping their Medic alive as long as possible. It certainly allows the Medic to flash-Uber more players, and it is too powerful in rounds with setup time. How long after the clock starts should the extra duration kick in? Instead, should there be an even larger charge rate penalty while in spawn? There will also need to be an extra visual effect so enemies will know the charge is longer than usual.

An 8s Ubercharge is perfectly fine. Most pairs forget they have a team, or unfortunately have nothing that resembles a team. Your team can help destroy the Sentry and/or keep the enemy, eg. Pyros and smart Demomen/Soldiers, away from you, potentially without needing to be flash-Ubered. The absolute worst pub teams I've ever played Medic wouldn't wait for my Ubercharges or failed to capitalize on multiple Ubercharges. On defense, a lonely pair turns into a 2v10 fight very quickly; they either die or fall back. On offense, teammates can push during the Uber as well as help clear the point, since against players an Ubercharge isn't as reliable as the Kritzkrieg.

If a Sentry Gun is giving you problems, remember a Medic can block knockback for his patient, others can assist in dealing damage, and coordination with a sap is one of the most effective way to destroy multiple nests.
elaek Sep 29, 2013 @ 7:29pm 
I like the one dudes Idea of the medi-gun where it ubers the heling target but not the medic. I dont think the medic should be marked for death though. Just something like in the meet the medic video where the medic isnt ubered but hoovy is. I like that.
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Date Posted: Sep 29, 2013 @ 6:04pm
Posts: 8