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)
#even better idea for medics
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yeah lets just give medics actual meth.
upvote for meth fueled rampage
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
if i can throw it like a grenade at enemys to kill them with a 90% chance im in
and if it works make everyone with the effect active green glowing
their hair will fall out and their skin wil turn pure white with visible veins
they will win the game
make the effect lasting only for 1 minute before exploding and covering everything around in blood and meatchunks
it'll be acidic too and burn into the ground
this
it will deal 25 damage/second for anyone who stands within 5 feet of it
im sure the original poster would agree with this modification to his suggestion
for sure. 90% instant die and 10% chance to turn into some nuklear hulk with godlike powers that explodes after 1 minute and turns everything arround him into a toxic wasteland
human blood will be able to delay his death by 30 seconds though
he has an ability to eat enemies
yeah harvesting fresh dna makes him last longer
if he is 10 seconds to death he can eat teammates too
this sacrifices for the glory of the greater have to be done
and he can spit toxic fluid that deal damage and make the enemys turn blind
if he eats 50 people he has his own team and has 5000 health and increases in size by 2x
he can destroy walls
teams may choose to continue fighting eachother or focus ont he consumer of liquid
yeah give him different stages the more hes able to consume
after 200 deaths he transcends reality
a battlebit sponsored team will kidnap the player and use them for human experimentation
probably will do some buttstuff with him for scientific reasons
the urge to ping him is to strong
bruh wants the game to add stims
ngl i somewhat agree (Bullshark Testosterone)
why not?
i think morphine would work as a complimentary gadget
like it won't do wacky shit like increased reload speed
but more so on life sustenance for the person receiving the morphine
nah me- i mean stimulants are the way to go
give medics drugs
so say, if you apply morphine to a player that is downed it may slow down bleeding time
only works if say, you're a lone medic that got ambushed
or morphine is just straight to full health
but other than that there other options like it increases the time before you bleed out
from 30 secs to a minute or so
nah i think stims should delay bleed out time and improve ads and reload for a short time, medic should have like 3 and can only give to allies
health per second or sm
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
self-application is jank as hell because it actually creates a huge shift against balance and medic would be just glorified assault on crack
i think the effect of stims should affect based around the classes
so say, if i stimmed a medic it would make healing and bandaging other players much more effective
if i stim a support player, they get a small boost in movement speed but still remain slow as compared to the normals / lights
There could be different types of stims too, for the sake of variety or progression: speed boosts, health boosts, resistance to certain effects etc. Maybe they could all work slightly differently for each class as you suggested
not sure about the general idea of various stims because like sure it has the same freedom of choice as the rpgs with its ammo variations
but it does promote certain sub playstyles of medics
but it kinda makes it shadowed and overly-situation
for example, small maps wouldn't call for speed meds
and people would ask for them to switch to hp boost
the closest example i can somewhat relate this to is with medic from tf2
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
but it would fall that two of the mediguns are applicable to all situations unlike the other 2 as well
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
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
yeah this is cool but i think it would fit assault more
if there was a stim added to medic it should be some sort of heal mechanism
Tactical Meth lmao