Consider this a successful procedure!
Video: [ame=" [/ame]
The Original Post and Update Image:
Hello there, Thomas Truong here, long time lurker on Polycount, but not much of a talker. I've wanted to do some items for Contribute! for awhile, and this contest is just the motivation I've been looking for. I'm sure there are many other entries for this class, but that just leads to a better and more exciting competition, the class shall be tackling is: The Medic!
Being the first class to receive his set of alternative weapons, I feel he's been slightly neglected as of late. Also, having received said items so early; game play in tf2 has changed much since their introduction. I'll leave that hard thinking work that goes into game play balance up to them, but I hope to create several new objects that will eventually give the Medic player many options to consider for combinations, if not based on appearances alone.
As with many projects I have gotten involved with, I feel that clear, defined goals are necessary, in case I start to waver off my intended path.
Create at least three unique items (Primary, Melee, Hat) for the Medic that fit with his character, regional qualities, and/or setting. If time permits, I will create a new Secondary and Misc. Attachment.
95% of the development effort will be spent on making overall cool and unique redesigns of existing objects. The 5% will be spent on game play function, but its low priority, if not unnecessary. I'll let Valve take care of that segment if they are at all considered.
Regardless of the result, I hope to have some nice industry quality renders to use in my portfolio, and get some good experience out of it.
By following these three rules along with the official requirements of the contest, I hope to have a fun and productive time with this project. I'm planning to complete at least one item a week at this pace.
Main updates will be edited into this first post, while you can find my process spread out through this topic. I hope to get a lot of good feedback and hope to help critique on other entries, being that this is such a big community driven thing, I can only hope that we can collaborate together to make some cool gear. Good luck to you all.
Last Updated: 6/27/2010
Info on each completed asset will go here, otherwise, scroll to your heart's content to find my next update.
Primary - The Paramedic Parabellum Pistolbunker (P3) - 100% Complete
Melee - The Cat Cadaver Chimera Chopper (C4) - 100% Complete
Secondary - The Engineer's Ecofriendly Eclectic Ectoplasm Emitter (E5)- 100% Complete
Hat - Undecided
Misc. - Undecided
Unnecessary Functions and Abilities
As the rules state coming up with the stats for the weapons is unnecessary, and changing them breaks the rules, but I did some for fun without trying to over power them.
In other words, Take it all with a Grain of Salt:
The P3 Primary:
+Significantly higher damage (Still not an excuse to go Combat Medic)
+Possible Melee attack with MOUSE 2 (Less damage then Melee Weapon)
-Much smaller clip size (Possibly as small as that magical TF2 number: 6, per clip)
-Slower firing rate
For those that prefer guns that rely more on accuracy like the Revolver or Ambassador. It has a lot of kickback and carries less, but it does much more damage and keeps Close enemies off your back without having to risk two seconds of valuable time switching to your Melee and adjusting your play style accordingly.
The C4 Melee:
+Random Status Effect (a Gamble)
Bleeding - Target bleeds for a slight amount of damage per second and spies can be spotted even when cloaked
Attack Stun (Sandman) - Enemy cannot attack for a couple seconds, possibly the best of the effects for it allows for the Medic or a ally he's healing to kill the target.
Burning - A painful burning sensation like you are on fire, take fire damage.
Minicrit Target (Jarate) - Target is affected by Minicrits whenever he is hit
Heal Target - Rarely (1%) heals the enemy for 30 health or so.
+Slightly (5-10%) longer range
-Quite Slow Fire Rate (due to size and shape)
-Slightly Less damage done
-No critical hits
A weapon that relies on random chance as much as Critical Hits do. It's a gamble, but it can be a deter close range classes that want to sneak up on Medics. On the downside, it's even slower than the Kritzkrieg and it doesn't charge Uber.
The E5 Secondary:
Your Ubercharge bar has three segments in it. Each segment is equal to 33% of the bar. Each Segment is called a Level. Each hit with the Ubersaw will fill up 25% as usual. Think of it as a fighting game with a 3 Level Super Bar.
- Medic and Target get effects of Bonk! in which they are invulnerable to damage but can be knocked back, and they cannot attack.
- Effects of Buff Banner on Medic and Target. Minicrit attacks guaranteed for Healie.
- Full Charge - Ubercharge effect with 25% less duration
-Overheal lowered to 130%
-Healing Range lowered by 10%
So you can basically go into battle with both the effect of Kritz and Uber at your disposal without switching your weaponry at the expense of MiniCrits instead of Real Crits and a shorter Ubercharge (6 Seconds). And if you're about to get killed and you're at Level One, you can save yourself and a ally from death and the respawn timer wait, as well as make a distraction. It adds a different strategy for Ubersaw usage as well. It gives way to team communication as well as both you AND your ally have to decide WHEN to use it along with WHICH one to use and WHY to use it.
The lowered range and Overheal rate will make you rely on staying close to friends and getting that Ubercharge meter up, but you be getting plenty from the extra damage your allies will take with that Overheal rate.
Thanks for reading this very long tale of my development and good luck with your own entry.