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Hello everyone, and welcome to my new TF2 idea. Medic Secondary won, and I was debating over 2 designs. One like a dispenser, providing ammo to the heal target, the other having multiple stages. The dispenser one seemed like the better idea, since that is what most people I know are thinking of for a new medigun, so here we go!
Medic Secondary: Ammo Beam
Provides ammo (Not metal) to the active weapon of the heal target at the same rate as a level 1 dispenser each second.
+33% Ubercharge rate when heal target doesn't have full ammo on active weapon
-33% Ubercharge rate when heal target has full ammo on active weapon (Unless the active weapon doesn't use ammo.)
-50% Overheal
Activating Uber gives heal target infinite ammo and both the medic and the heal target get healed for 50% the damage dealt (Can provide overheal through this, up to 125% max health.)
-25% Uber duration (From 8 seconds to 6 seconds.)
Ok, this is a Medigun that most everyone who has played both Medic and Engineer for a length of time wants to be made. The way it's designed keeps it from being a replacement for the Engineer Dispenser, while keeping it a ideal choice. Providing ammo at the same rate as a level 1 dispenser, but only for the active weapon, will make it powerful, but not broken. Now, unless they have a weapon out like the Wrangler or any melee, you want the heal target to be firing it, due to how much Ubercharge you get. If the heal target has full ammo on active weapon, you lose a ton of Ubercharge, while if the heal target doesn't have full ammo, you gain Uber like crazy. Now, if the heal target has something like a melee or a weapon that doesn't use ammo, the Ubercharge doesn't change. Also, since this Medi Gun doesn't provide metal, it doesn't help out Engineers out too much, but that's just to keep it from being broken. Half the normal overheal, like the Quick Fix, also balance it out, along with the decreased Uber Duration. But, during that 6 second Uber, your heal target gets infinite ammo, so classes like Pyro and Heavy will love this, and being healed for 1/2 the damage dealt is awesome. What keeps it from replacing the Quick-Fix is that the Uber Duration is shorter, and the Quick-Fix Uber heals a lot quicker, not to mention heals faster when not ubered. Anyway, hope you all enjoy this!
Medic Secondary: Ammo Beam
Provides ammo (Not metal) to the active weapon of the heal target at the same rate as a level 1 dispenser each second.
+33% Ubercharge rate when heal target doesn't have full ammo on active weapon
-33% Ubercharge rate when heal target has full ammo on active weapon (Unless the active weapon doesn't use ammo.)
-50% Overheal
Activating Uber gives heal target infinite ammo and both the medic and the heal target get healed for 50% the damage dealt (Can provide overheal through this, up to 125% max health.)
-25% Uber duration (From 8 seconds to 6 seconds.)
Ok, this is a Medigun that most everyone who has played both Medic and Engineer for a length of time wants to be made. The way it's designed keeps it from being a replacement for the Engineer Dispenser, while keeping it a ideal choice. Providing ammo at the same rate as a level 1 dispenser, but only for the active weapon, will make it powerful, but not broken. Now, unless they have a weapon out like the Wrangler or any melee, you want the heal target to be firing it, due to how much Ubercharge you get. If the heal target has full ammo on active weapon, you lose a ton of Ubercharge, while if the heal target doesn't have full ammo, you gain Uber like crazy. Now, if the heal target has something like a melee or a weapon that doesn't use ammo, the Ubercharge doesn't change. Also, since this Medi Gun doesn't provide metal, it doesn't help out Engineers out too much, but that's just to keep it from being broken. Half the normal overheal, like the Quick Fix, also balance it out, along with the decreased Uber Duration. But, during that 6 second Uber, your heal target gets infinite ammo, so classes like Pyro and Heavy will love this, and being healed for 1/2 the damage dealt is awesome. What keeps it from replacing the Quick-Fix is that the Uber Duration is shorter, and the Quick-Fix Uber heals a lot quicker, not to mention heals faster when not ubered. Anyway, hope you all enjoy this!
Literature
Mistique cave:Part one
I'd never wanted to hear about it again, if it had never happened the band would still be together. "He's back Dave, after all this time he's back." I couldn't believe it, after twenty years he hadn't changed a bit. He was still fifteen, with dirty blond hair and outdated clothes.
My voice cracked as I spoke to Jen. "Is he…Does he know…" I couldn't finish speaking. Losing Cade had been hard; we lost our band and each other.
The cops never found him though we knew something completely out of the ordinary had happened when the cave shifted, leaving only a large cavern and a long dead-end passageway. We hadn't shown anyone the caves before
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Team name- Team Powerspot Rank: Student Guild affiliation- Roaring Icebergs Date joined: 7/7/20 Guild Ranking: Basic Funds: 0 Meobeans Collected stamps: (none at this point) Member 1:Rosemary (Bulbasaur-can gigantamax) Gender: Female Age: 17 Nature: Jolly Characteristic: Impetuous and silly Ability: Overgrow Move 1: Vine whip Move 2: Take down Move 3: Sweet Scent Move 4: Sleep Powder Uniform Accessory: Basic Bow(blue) Item 1: Item 2: Item 3: Description: Rosemary is often happy and optimistic she sees good in all Pokemon, even the bad guys and thinks that they can be reformed even if they can't. Rosemary loves to eat sweet things like honey and often uses sweetscent to her advantage during battle. She has a pink band around her right front leg but has her guild uniform around her bulb and has a dynamax factor symbol on her left side though it is small. ------------------------------------------------------ Member 2: Russell(Rusty) the Croagunk Gender: Male
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