Team Fortress 2

Team Fortress 2

The Provisioner
Lagodog5 Nov 20, 2014 @ 3:36pm
Stats
+Mabey heal 2-5 helth per sec
+25% faster spin up time
-20% less damage
-10% less movment speed

Seems pretty balenced to me, what do you guys think?
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Showing 1-15 of 69 comments
Rakrotay Nov 22, 2014 @ 12:30pm 
I think It should be:
+ 0.6 health per bullet hit (keeping in mind that 1 bullet out of 200 actually shoots 4)
-15% movment speed
-10% damage
Schmidy Nov 22, 2014 @ 5:01pm 
I think it should be:
+ 1 ammo per hit and 0.5 health per hit
-no sandvich
-5% damage
-slower firing rate
-less health might go down about 50 health points
Rakrotay Nov 23, 2014 @ 3:22pm 
Originally posted by JuggernautHayden:
I think it should be:
+ 1 ammo per hit and 0.5 health per hit
-no sandvich
-5% damage
-slower firing rate
-less health might go down about 50 health points

Good idea but less health is too much, too much less stats allready allready
bug.IHTFP Dec 21, 2014 @ 5:56am 
+50% ammunition carried
-35% movement speed while spun up
Chevreuse! Jan 6, 2015 @ 5:51pm 
Originally posted by Aussie!:
I think it should be:
+ 1 ammo per hit and 0.5 health per hit
-no sandvich
-5% damage

-less health might go down about 50 health points
this would be better
Dealing damage builds "Lunch Break"
+When full, lunch break buff can be activated to apply level 1 dispenser aura, healing all nearby teammates and replenishing ammo.
-10% Movement speed
-5% Damage
Lagodog5 Jan 28, 2015 @ 2:30pm 
Originally posted by 0ddAcHe:
Dealing damage builds "Lunch Break"
+When full, lunch break buff can be activated to apply level 1 dispenser aura, healing all nearby teammates and replenishing ammo.
-10% Movement speed
-5% Damage
Haha, nice idea!!
Smyle Feb 22, 2015 @ 11:55am 
Idea:
Pros:
- Regenerates 2 bullets per second.
- Regenerates 2 health points per second.
- Picking up ammo packs (counts destroyed buildings and weapons dropped by killed players) and health packs loads rage bar. When full, use right mouse button to activate. Rage gives 50% of ammo for both, primary and secondary weapons (if you have a shotgun) and 50% of health points.
-Cons:
- Wearer can't get ammo nor health from dispensers, ammo packs and health packs,
- Wearer gets healed 50% slower by medics,
- No spin up,
- 20% less damage.
Note: Remember, that this is an idea made just 4 fun. Also, feel free to comment my idea and say what you think about it.
Vitro Mar 21, 2015 @ 10:47am 
I like the idea of the dispenser heavy seen above:

Minigun can supply ammo or metal and heal teammates when they are around the heavy(lets say 1/2 less ammo and health than a level 1 dispenser)
Widowmaker rule: gives ammo back when you shoot enemies. (depends on damage dealt)
The more kills > more health and ammo will be give to teammates when around. Effect can be stacked to 5 kills. (same amount of ammo and healing like level 2 dispenser)

cons:
-only 50 bullets (I hope you have good aim)
-damage penality of -10%
-medics and dispenser healing only 50% of their actual healing rate
Cookiesurvival Mar 23, 2015 @ 1:01pm 
Heres my seggestion:

+1 ammo per sec
+20% movement speed
+10% attack damage
-20% Bullet Protection (What ever thats called)
Elliot May 1, 2015 @ 9:59am 
2OP
Originally posted by Cookiesurvival:
Heres my seggestion:

+1 ammo per sec
+20% movement speed
+10% attack damage
-20% Bullet Protection (What ever thats called)
Pug May 1, 2015 @ 9:18pm 
pros:
ammo regenerates when not firing (when deployed)
health regenerates when not moving (when deployed)
+50% more ammo
small radius around heavy produces health and ammo (when deployed)
cons:
-20% damage when teamate is in production range
no health or ammo from dispencer when deployed
Deadprofile May 9, 2015 @ 8:58pm 
Short, balanced stats based on the fact that it is a mini-gun dispenser:

Pros:
10 Ammo regen every 3.5 seconds
For every building you destroy, you gain +2HP regen every 2 seconds. (Up to 5 buidlings destroyed.)

Cons:
Cannot pick up ammo packs.
-25% Ammo and health from dispensers.
-15% Health from medics.

This will make heavies more defensive, like the class they are ment to be. Allows points, intellegence, and the cart to be progressivly taken over by enemies.
nope Oct 19, 2015 @ 9:55am 
When active:
+infinite ammo
+10 hp on hit
+can give metal, health and ammo to nearby allies and engis
+while spinning up, heavy has 20% resistence to all sources of demage
+after taunt: heavy gets a 25% speed bonus
taunt: heavy breaks down his minigun and puts a dispencer
-after taunt, heavy needs to destory his disp to get the minigun back from the ressuply cabinet
-when spin up, heavy can not move
-15% demage
-15% firing speed
-20% spin up time
While unactive:
+15% demage vulnerability
All the time:
-30% healine from medics, dispencers and health packs
-all ammo collected becomes health

now heavy is a moving disp, heal with metal, gives ammo and health to allies...
Firetube Nov 6, 2015 @ 3:03am 
Hey how about turning heavy himself to a dispenser like this:

Pros:
When Spun up Heavy works like a level one dispenser(for teammates not for himself)
one more sandvich in stock


Cons:
when spun up YOU CANT MOVE
-10 damage
no random crits
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