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thorgot

Combat Medic

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Combat Medic - an anti-teamstacking race

Weapons: Any

Skills: 7

Levels: 30 total (0 for first skill, 5 for other skills)

Required Level: 500

Restrictions: 1 per team

Hippocratic Oath: (Passive, 0 levels) Whenever an enemy dies, you lose 3 HP.

Negates the health from Battle Ready if your team dominates the other.

Battle Ready: (5 levels) Start with 4,8,12,16,20 extra hp

To help survive the beginning of the round and provide support later.

Combat Training: (5 levels) You gain speed equal to (Enemy team wins) / (5,4,3,2,1). You gain a minimum of 5% speed.

This skill can give anywhere between 5% and 30% speed depending on how badly your team is losing.

Blood Transfusion: (5 levels) Whenever a teammate dies, you gain 1,2,3,4,5 HP.

Gives you a chance to come back if your team is being rolled.

First Aid Kits: (5 levels) Whenever a teammate kills an enemy, they gain 1,2,3,4,5 HP.

Support skill.

Pre-emptive Surgery: (5 levels) Ability. 10,15,20,25,30 damage evenly distributed to all enemies. Same amount of healing evenly distributed to team within that radius, not including self. 30 second cooldown.

Support skill.

Defibrillator: (5 levels) Ultimate. 40-80% chance to revive a dead teammate. CLEAR! 2 minute cooldown.

Respawn support skill.

This race is designed to be awful on a stacked team and above average on a losing team. In summary (ignoring respawns for simplicity):

  • At its most powerful, this race would have 200HP and have a 29% speed increase. However, for this to happen, the score would have to be 29-0 and every teammate would have have died.
  • At its weakest, it would have 72HP and have a 5% speed increase.
  • If the score is 15-15 and half of each team has died, this race would have 136HP and have a 15% speed increase.

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Sounds so complicated but funny at the same time. O-o

Ultimate should be 32 dmg. As 16 is max amount of people, it can be evenly distributed with 2 dmg per person.

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Sounds so complicated but funny at the same time. O-o

Ultimate should be 32 dmg. As 16 is max amount of people, it can be evenly distributed with 2 dmg per person.

Thats way to UP

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Sounds so complicated but funny at the same time. O-o

Ultimate should be 32 dmg. As 16 is max amount of people, it can be evenly distributed with 2 dmg per person.

2 damage is pocket change, bro. 20 is not.

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2 damage is pocket change, bro. 20 is not.

Then what do you suggest the max damage to be, 320 so each person receives 20 dmg? And that's when the team is full....

Thats way to UP

He originally said 26 as max, I increased it.

So if you think 32 is UP, then whats 26? Super Under Powered?

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it should really be 10 damage each person no max damage that it can cause and since the Ultimate heals near by team mates they would get the same amount of damage that the Ultimate gave off

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How about add(or replace pre-emtive surgery) Shock it to ya(5 levels) 30-80% chance to revive a dead teammate. CLEAR! 2min cooldown

I really liked this and made it the ultimate. I changed it 40-80% so it can go up in increments of 10% instead of 12%.

it should really be 10 damage each person no max damage that it can cause and since the Ultimate heals near by team mates they would get the same amount of damage that the Ultimate gave off

The problem with this is that it would instantly kill lurkers on the other team, which isn't really fair. That's why a flat amount wouldn't work. Think about it in terms of that ultimate which does 25 damage to a single enemy. This just spreads out that damage.

I changed pre-emptive surgery to be an ability and increased the damage a bit.

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I really liked this and made it the ultimate. I changed it 40-80% so it can go up in increments of 10% instead of 12%.

The problem with this is that it would instantly kill lurkers on the other team, which isn't really fair. That's why a flat amount wouldn't work. Think about it in terms of that ultimate which does 25 damage to a single enemy. This just spreads out that damage.

I changed pre-emptive surgery to be an ability and increased the damage a bit.

Could you maybe do it based on percentages?

Such as, 5-25% to enemies health, spread among the entire team.

The damage would be obscenely low in the beginning for the round, but would get a lot stronger as the round went on, + It never one shots low-hp races.

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Could you maybe do it based on percentages?

Such as, 5-25% to enemies health, spread among the entire team.

The damage would be obscenely low in the beginning for the round, but would get a lot stronger as the round went on, + It never one shots low-hp races.

25% of max health of each player or 25% of current health? Because that is a lot of damage if it's the former and would get weaker as the round went on if the latter.

Either way, you'd be doing 400+ damage to an enemy team of 16 people the first time you used your ability, which is extremely strong.

It could be 5-25% of a single enemy's max health which is then distributed to the team, which would provide hilarity if a lurker or zombie were targeted. But then it is too similar to Swarm of Locusts.

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25% of max health of each player or 25% of current health? Because that is a lot of damage if it's the former and would get weaker as the round went on if the latter.

Either way, you'd be doing 400+ damage to an enemy team of 16 people the first time you used your ability, which is extremely strong.

It could be 5-25% of a single enemy's max health which is then distributed to the team, which would provide hilarity if a lurker or zombie were targeted. But then it is too similar to Swarm of Locusts.

No no, the same as your original concept of 26-32 damage spread evenly.

So, between 5/16%-5% of current health, minimum damage 1 xD

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