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Old 05-24-2012, 06:42 PM   #1
Bat_Tom
 
 
 
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New Medic primary: The Doctor Holliday

I heard the name "Doc Holliday" today and upon hearing of his reputation as a gunslinger, just had to put this down:

The Doctor Holliday
Lvl. 10 Medicinal Revolver
Each successful shot increases base damage by 2 (maximum of 26 points)
Half of damage increase returned as health

Missed shots reset base damage
+15% Vulnerability to bullets while weapon is out

Are you gonna risk a streak of confirmed hits for higher damage output and survivability?

This man-killer tries to marry luck and skill by promoting straight-shootin'. With a base damage of 10, each shot that connects with a target increases your damage output by two points.

Add to that this little ditty: Each extra pair of points you dole out returns to you as health. First successful shot: Ten damage. Second shot: Twelve damage, and one hp returned to you. Third: Fourteen damage and two returned... If you've got the skills, you can rack up 26 damage, and 8 points of health, per shot.

Be wary though--magnificent gunmen live and die by the pistol. With the Doctor Holliday out of its holster, you'll take more damage from enemy gunslingers.

*edit again* Stats presented in OP are changing based on feedback.

Last edited by Bat_Tom: 05-25-2012 at 01:27 PM. Reason: Altered weapon stats based on critique, plus a tiny damage tweak
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Old 05-24-2012, 07:52 PM   #2
pikachukaa
 
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Wayyy too strong. Battle Medics would roam the maps, *shudder*. The Revolver is an incredible weapon, that itself replacing the Needle Gun is an upgrade. Relying on chance is not a good idea in an FPS. Maybe in an MMO or an RPG, but not an FPS, where gun balance is supposed to be unchanging. Look how terrible random crits are. The regen is just a buffed version of the Blutsauger's. And, this weapon would be completely pointless on no-crit servers. Lastly, pocket Kritz on this Medic set would be delicious. The health gain and damage output... Ehehehe. The downsides aren't sufficient, and the pros of this wep just won't work.
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Old 05-24-2012, 08:20 PM   #3
Bat_Tom
 
 
 
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Quote:
Wayyy too strong. Battle Medics would roam the maps, *shudder*. The Revolver is an incredible weapon, that itself replacing the Needle Gun is an upgrade. Relying on chance is not a good idea in an FPS. Maybe in an MMO or an RPG, but not an FPS, where gun balance is supposed to be unchanging. Look how terrible random crits are. The regen is just a buffed version of the Blutsauger's. And, this weapon would be completely pointless on no-crit servers. Lastly, pocket Kritz on this Medic set would be delicious. The health gain and damage output... Ehehehe. The downsides aren't sufficient, and the pros of this wep just won't work.
I was considering making each shot as strong/slightly weaker than a needle shot, but thought that the lack of ammo would make it not worth it...

Plus, c'mon--gunslinger Battle Medics. There isn't much that would be more hilarious or awesome.

Alright, so let's weaken the shots - 10 damage per shot, just like the needles. There's a nerf and buff in one: You're sacrificing ammo count and rapid-fire. However, bullets/needles that act like bullets would make the gun more accurate and harder to track.

Going with the Doc Holliday motif, the guy was a reputed gambler, so I really want to have crits play a big part here. It'd be an interesting way of promoting combat over fleeing--not encouraging people to go Battle Medic, but giving Medics caught in a tight spot an option besides Run Like Hell.

How about this?

The Doctor Holliday
Lvl. 10 Medicinal Revolver
Each successful shot increases Critical Chance by 2% (maximum chance of 20%)
Critical damage returned as health

Missed shots reset Critical Chance
+15% vulnerability to bullets

Encouraging skill by rewarding it with luck?
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Old 05-25-2012, 03:15 AM   #4
Bat_Tom
 
 
 
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How about replacing the critical chance with a damage increase instead, then?

You start off doing ten damage per bullet. But if you can connect consecutive shots, the damage per shot will increase, up to twenty-four damage.

As for health increase, the points that get added to your damage would return to you as health. Ex.: Two shots connect in a row, so your second shot would do 12 damage. Since you did two more points of damage, you would get two points back as health. And so on and so forth until you get up to twenty-four, or fourteen hp per shot.
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Old 05-25-2012, 05:44 AM   #5
Fingolas
 
 
 
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It's a nice idea, but if this uses regular hitscan it would probably still be overpowered, and promote battle-medicing, which is arguably undesirable (the only way to offset the downside, bullet vulnerability, is to make active use of the upside, ie, shoot people).

Make the bullet vulnerability only apply when the weapon is active, and decrease the health rampup to +1 / shot (first shot 11dmg, second shot 12, etc) and you've got something that might be balanced.

Having said all that: I absolutely love the name! Thought you made a typo there, till I read up on Doc Holliday. No matter the stats, we should totally get a weapon called The Doctor Holliday!
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Old 05-25-2012, 05:52 AM   #6
Mogh
 
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No Battle Medic stuff please.
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Old 05-25-2012, 01:25 PM   #7
Bat_Tom
 
 
 
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Alright, bullet vulnerability now only applies when weapon is in hand, and health return has been nerfed. I also tweaked the damage a tiny bit, because I realized that in order to get up to twenty-four, you'd need to unload a full clip, plus two more--I added one more just to make it a little more rounded at a clip and a half.

It could fire needles like the Crusader's Crossbow, with the speed of a Huntsman arrow or something?

Gah, the issue is becoming how to make this a viable self-defense weapon, without promoting Battle Medicking.
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