#even better idea for medics

1 messages · Page 1 of 1 (latest)

pastel basalt
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stimulants, panzerchocolat is a good example , give to medics allowing for faster reload when given and quicker ads, but for funnies make ur voice high pitched and ur vision trippy when you take more than one, you will be given a stim and it will show ''press (something here) to use stim'', so medics cant overdose grief you. you can have it as an item or remove the funnies for a pistol. (medics shouldnt be allowed to use them)

ancient kraken
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yeah lets just give medics actual meth.

native grotto
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upvote for meth fueled rampage

tawdry moth
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Give medics suspicious liquid ability for 50 squadpoints that has a 90% chance to kill whoever takes it and 10% to gvie them 1000 health and 30% recoil reduction

native grotto
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and if it works make everyone with the effect active green glowing

tawdry moth
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they will win the game

native grotto
tawdry moth
native grotto
tawdry moth
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it will deal 25 damage/second for anyone who stands within 5 feet of it

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im sure the original poster would agree with this modification to his suggestion

native grotto
tawdry moth
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human blood will be able to delay his death by 30 seconds though

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he has an ability to eat enemies

native grotto
tawdry moth
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if he is 10 seconds to death he can eat teammates too

native grotto
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and he can spit toxic fluid that deal damage and make the enemys turn blind

tawdry moth
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if he eats 50 people he has his own team and has 5000 health and increases in size by 2x

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he can destroy walls

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teams may choose to continue fighting eachother or focus ont he consumer of liquid

native grotto
tawdry moth
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after 200 deaths he transcends reality

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a battlebit sponsored team will kidnap the player and use them for human experimentation

native grotto
tawdry moth
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🔥

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oki add this

native grotto
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yeah free buttstuff for everyone

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🔥 🔥 🔥

tawdry moth
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please oki

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let me get more sponsors

native grotto
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the urge to ping him is to strong

prime orchid
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bruh wants the game to add stims
ngl i somewhat agree (Bullshark Testosterone)

slim burrow
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i think morphine would work as a complimentary gadget

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like it won't do wacky shit like increased reload speed

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but more so on life sustenance for the person receiving the morphine

pastel basalt
tawdry moth
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give medics drugs

slim burrow
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so say, if you apply morphine to a player that is downed it may slow down bleeding time

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only works if say, you're a lone medic that got ambushed

tawdry moth
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or morphine is just straight to full health

slim burrow
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but other than that there other options like it increases the time before you bleed out

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from 30 secs to a minute or so

pastel basalt
slim burrow
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health per second or sm

bitter marsh
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Stimulants would be a pretty good idea, however speeding up the medic class is the opposite of what it needs, right now the medic's general action and movement speeds are still way too fast

slim burrow
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self-application is jank as hell because it actually creates a huge shift against balance and medic would be just glorified assault on crack

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i think the effect of stims should affect based around the classes

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so say, if i stimmed a medic it would make healing and bandaging other players much more effective

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if i stim a support player, they get a small boost in movement speed but still remain slow as compared to the normals / lights

bitter marsh
slim burrow
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but it does promote certain sub playstyles of medics

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but it kinda makes it shadowed and overly-situation

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for example, small maps wouldn't call for speed meds

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and people would ask for them to switch to hp boost

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the closest example i can somewhat relate this to is with medic from tf2

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you have the kritzkrieg for immediate, team-wipe potential crits, you have stock for the uber and potential stalling and forcing players to tread lightly, quick fix for the overheals and movement, vaccinator to counter certain classes

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but it would fall that two of the mediguns are applicable to all situations unlike the other 2 as well

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so then if we transition to the battlebit interpretation it would probably just be left with 1 stim variant while the other falls behind cuz its either gimmicky or just way too specific

bitter marsh
# slim burrow not sure about the general idea of various stims because like sure it has the sa...

I see what you mean. I was thinking to avoid an overflow of stims there could be only a few different ones that combine more specific things together, and maybe even have debuffs as well. For ex maybe one stim could improve "focus" so various weapon stats become easier to handle for a very short amount of time and maybe getting hit causes less flinch. However, maybe you take more damage when hit during that amount of time the stim is active

rugged bluff
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if there was a stim added to medic it should be some sort of heal mechanism

ocean pond
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Tactical Meth lmao