Team Fortress 2

Team Fortress 2

Shock Surgery
Stats
Here are my stats:
+50% Ubercharge build rate
+breaks enemy spy disguises
+removes negative effects (jarate, bleeding, etc) on contact
-only gives 50% damage resistance instead of full immunity
-25% Ubercharge length
-15% heal rate

With these stats the medic could easily disperse healing and save near death patients in a couple seconds of healing. It would end up being a quick alternative to the classic healing and would keep the medic from being pocketed as much.
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Showing 1-15 of 49 comments
UnrefinedCatalyst Aug 10, 2014 @ 8:53am 
Those are great stats
Magicmaan775 Aug 10, 2014 @ 2:29pm 
Originally posted by kduffney:
Those are great stats

Thanks.
awesome stats. with those stats, it would be somthing i would use alot
KryptonianAlarmist Aug 20, 2014 @ 11:30pm 
Pros:
Damages enemies and marks them for death when targeted(including disguised spies)
Friendlies are numbed by the shock(+15% damage res.)
Ubercharge always charges as if it's setup time whether the target is healed or not

Cons:
While you are damaging enemies with this item you cannot switch weapons but can go out of range or kill the enemy to stop damaging them(does attach to uber-d enemies even if they can't take damage)
-25% Overcharge health

Ubercharge:
Friendlies have an extra 35% damage res.(adding up to 50%) and allows them to mini-crit enemies.

So all on all this is a battle-medic weapon. It damages enemies but tethers you to them unless you kill them or go out of range. It also mixes the Kritzkrieg and the Medi-gun with it's half and half ubercharge.
Magicmaan775 Aug 21, 2014 @ 4:30am 
Originally posted by DifferentSideOfPsychotic:
Pros:
Damages enemies and marks them for death when targeted(including disguised spies)
Friendlies are numbed by the shock(+15% damage res.)
Ubercharge always charges as if it's setup time whether the target is healed or not

Cons:
While you are damaging enemies with this item you cannot switch weapons but can go out of range or kill the enemy to stop damaging them(does attach to uber-d enemies even if they can't take damage)
-25% Overcharge health

Ubercharge:
Friendlies have an extra 35% damage res.(adding up to 50%) and allows them to mini-crit enemies.

So all on all this is a battle-medic weapon. It damages enemies but tethers you to them unless you kill them or go out of range. It also mixes the Kritzkrieg and the Medi-gun with it's half and half ubercharge.

People have gone over this before. It's not a good thing to dmage enemies with a medigun. Youhave your syringe gun for that. Plus, you need to be able to heal people at a decent rate; you'd be to busy locked in damage mode.
Don't take the fact that I dislike it personally, similar thoughts have been made by others and they got ranted on too.
Last edited by Magicmaan775; Aug 21, 2014 @ 4:31am
Shark Merchant Aug 21, 2014 @ 5:14pm 
Originally posted by Magicmaan775:
Here are my stats:
+50% Ubercharge build rate
+breaks enemy spy disguises
+removes negative effects (jarate, bleeding, etc) on contact
-only gives 50% damage resistance instead of full immunity
-25% Ubercharge length
-15% heal rate

With these stats the medic could easily disperse healing and save near death patients in a couple seconds of healing. It would end up being a quick alternative to the classic healing and would keep the medic from being pocketed as much.
Best stats for this weapon
Mr. Tower (6'6) Sep 2, 2014 @ 5:18pm 
Originally posted by Magicmaan775:
Here are my stats:
+50% Ubercharge build rate
+breaks enemy spy disguises
+removes negative effects (jarate, bleeding, etc) on contact
-only gives 50% damage resistance instead of full immunity
-25% Ubercharge length
-15% heal rate

With these stats the medic could easily disperse healing and save near death patients in a couple seconds of healing. It would end up being a quick alternative to the classic healing and would keep the medic from being pocketed as much.

As someone that plays medic a lot I have to say these are good stats.
Magicmaan775 Sep 3, 2014 @ 4:59am 
Originally posted by Mr. Tower™:
Originally posted by Magicmaan775:
Here are my stats:
+50% Ubercharge build rate
+breaks enemy spy disguises
+removes negative effects (jarate, bleeding, etc) on contact
-only gives 50% damage resistance instead of full immunity
-25% Ubercharge length
-15% heal rate

With these stats the medic could easily disperse healing and save near death patients in a couple seconds of healing. It would end up being a quick alternative to the classic healing and would keep the medic from being pocketed as much.

As someone that plays medic a lot I have to say these are good stats.

Thanks
Theye Sep 3, 2014 @ 8:51pm 
the healing beam does 25-35 damage per second when using ray on enemy
gain uber only when using on enemy
100% uber charge rate
-75% heal rate on team mates
uber does tripe damage
HydroGenuine Sep 5, 2014 @ 9:32pm 
hmm

instead of a healing beam its electricity (which also heals)
the person your healing has 10% speed loss (because he is getting shocked by electrisity)
you run as fast as the person your healing
+50% ubercharge build rate
+10% healing rate
ubercharge: +40 faster speed and blocks 10% to all damage sorces, makes a ring of electrisity around the healer and the person your healing, this ring of electrisity disables sentrys for 5 seconds and does damage (aprox : 50 dmg per 1 second of standing in it)

i would say its more of an assault type medigun
Last edited by HydroGenuine; Sep 5, 2014 @ 9:32pm
Ruby Sep 6, 2014 @ 2:22am 
Ooh, this one is gonna be tricky....
How about...

Instead of firing a constant beam, this medigun would fire a tesla charge that grants team mates a healing buff for 10 seconds. The charge has a 1 second fire rate, and you can alt fire to send the charge to all team mates in a certain radius, but takes 5 seconds instead. When uber is activated, instead of giving a healing buff, it grants team mates ubercharge for 5 seconds.
That means you can uber multiple targets at the same time. The only problems? Ubercharge has no effect on the user, making it hard to charge in with the rest of the team. Your uber doesn't charge from healing team mates, but rather from damage buffed team mates have taken. So I guess the stats would look like this:

+10% Range
+20% Ubercharge duration

-Ubercharge has no effect on user
-1 second fire rate

Fires a tesla charge that grants a healing buff for 10 seconds
Alt fire: sends charge to all targets in a radius
Uber charges from target damage taken
Ubercharge replaces healing buff while active

Wow that took longer than I thought...
BTW I'm not sure how powerful the healing buff would be.. (My idea was 30 hp per second)
Magicmaan775 Sep 6, 2014 @ 11:54am 
It's been settled multiple times that a medigun cannot and never will be able to do damage. Honestly, it isn't a good idea. Let me explain why before you rage.

The prime reason is because the medic already has weapons. He was meant to heal though, not to battle. That's why he has low damage weapons. If he had high damage weapons, he wouldn't need to heal people. In short, that's why he doesn't have a medigun that hurts enemies.

Also, it's only called a mediGUN is because it friends a projectile (I think the medigun beam is Übercharge blood, right?). That doesn't mean it should hurt people. That's like saying a taser should hurt people because it shocks them, which it doesn't.
Ruby Sep 6, 2014 @ 2:13pm 
Originally posted by Magicmaan775:
It's been settled multiple times that a medigun cannot and never will be able to do damage. Honestly, it isn't a good idea. Let me explain why before you rage.

The prime reason is because the medic already has weapons. He was meant to heal though, not to battle. That's why he has low damage weapons. If he had high damage weapons, he wouldn't need to heal people. In short, that's why he doesn't have a medigun that hurts enemies.

Also, it's only called a mediGUN is because it friends a projectile (I think the medigun beam is Übercharge blood, right?). That doesn't mean it should hurt people. That's like saying a taser should hurt people because it shocks them, which it doesn't.

Well, the defensive sheild in MvM causes 1 dmg to enemies when they walk through it, and at the same time provides a complete wall that blocks basically all damage. So my guess is if a medigun had the ability to cause damage, It would have to be a very small amount, and would only do it for a good reason.
Magicmaan775 Sep 6, 2014 @ 5:49pm 
Originally posted by Carrot is Love Carrot is Life:
Originally posted by Magicmaan775:
It's been settled multiple times that a medigun cannot and never will be able to do damage. Honestly, it isn't a good idea. Let me explain why before you rage.

The prime reason is because the medic already has weapons. He was meant to heal though, not to battle. That's why he has low damage weapons. If he had high damage weapons, he wouldn't need to heal people. In short, that's why he doesn't have a medigun that hurts enemies.

Also, it's only called a mediGUN is because it friends a projectile (I think the medigun beam is Übercharge blood, right?). That doesn't mean it should hurt people. That's like saying a taser should hurt people because it shocks them, which it doesn't.

Well, the defensive sheild in MvM causes 1 dmg to enemies when they walk through it, and at the same time provides a complete wall that blocks basically all damage. So my guess is if a medigun had the ability to cause damage, It would have to be a very small amount, and would only do it for a good reason.

That's part of the issue. MvM is MvM, not a pub server, or much less, a highlander game. You can't have something that has a constant beam that contects and does considerable damage that also heals. That's too overpowered.
zacke Sep 6, 2014 @ 10:21pm 
cool
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