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Alphadin:
Practiced Medicine
Secondary Fire Toggles Deploy +100% Crits
+15% Fire Rate
-5% Ubercharge per Crit Shot.
-15% Damage.
No Random Crits.
You tried practicing medicine. Now it's time to practice violence.
My Medic Self-Salvage weapon idea.

This means at 100% Uber you will have 20 critical shots each dealing 25.5 damage.
A fully buffed heavy has 450hp.
That means you would have to land 18 fully charged shots to kill him. If he's pocketed all 20 shots are probably going to be needed.
Remember this is at 100% uber, and considering that you're at 100% you can pop your ubercharge to get away. If your at 90% uber chances are you might not get the chance to escape, and might want to consider fighting back.
Mr. Jelly:
Homescout Runner
Bushido:

--- Quote from: Alphadin on August 09, 2012, 11:39:47 AM ---Practiced Medicine
Secondary Fire Toggles Deploy +100% Crits
+15% Fire Rate
-5% Ubercharge per Crit Shot.
-15% Damage.
No Random Crits.
You tried practicing medicine. Now it's time to practice violence.
My Medic Self-Salvage weapon idea.

This means at 100% Uber you will have 20 critical shots each dealing 25.5 damage.
A fully buffed heavy has 450hp.
That means you would have to land 18 fully charged shots to kill him. If he's pocketed all 20 shots are probably going to be needed.
Remember this is at 100% uber, and considering that you're at 100% you can pop your ubercharge to get away. If your at 90% uber chances are you might not get the chance to escape, and might want to consider fighting back.

--- End quote ---

wait, hold on. in order to kill a heavy you have to land nearly every shot, and if he's overhealed you're boned anyway

how does that salvage anything

that just lets you forget up your ubercharge in an entirely other, non-team-helping fashion (note: this means worse) because you decided to waste it on trying to kill one person instead of hightailing your ass out of there and living to uber another day

and, even if you do decide to stand and fight, you'll still get outdamaged by the heavy because he's got 300 health and you've got half that and you both do roughly the same amount of damage

plus, what if he has more people behind him?
Mr. Jelly:
Interesting attribute idea for a scout shotgun/pistol/dart gun/laser/carbine/throwable/horse snake on a stick


"Enemy's outline is visible to friendlies and takes 15% extra damage"
Alteration:
Hey how about:

The Transfusion
Primary medic weapon
+All damage dealt is converted to healing and transfered to nearby teammates
-40% actual damage dealt*
-No random critical hits

*transfers the syringe gun's worth of health-damage but the actual damage it puts out is 40% less than that
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