Declined [FF2] New Duo Replacement for Maddendoktor (1 Viewer)

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Ham

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Why replace Maddendoktor?
Well, seeing as they're probably the least used duo on the server and how the medic's ability refuses to work half of the time, I wouldn't really say anyone would miss them.

Originally made by Spookmaster/Lord Homicide

Doctor Medic & Captain Heavy

A Duo I've decided to rework for the Panda Community (crazy, I know)


Here are the stats

Doctor Medic:


Health - 10 000 (24 players)
Rage - None
Mobility - uses a dash similar but not the same as Taming Engineer
Weapon - Amputator (150 damage/swing)
Movement speed - 370 hu/s
TAKES 20% LESS DAMAGE FROM ALL SOURCES

Doctor Medic's Abilities:


Uses an ability manager with up to 3500 mana which is gained over time or by dealing/taking damage.

Ability 1 - Aid Captain Heavy (3500 mana)
Doctor Medic heals Captain Heavy for 1500 health and gives him Mini-Crits for the next 10 seconds (70s cooldown)

Ability 2 - Der Blutverlust (2000 mana)
Gets a blutsauger which does no damage except increased bleeding damage, the bleeding heals Doctor for 20 health per hit for the next 5 seconds, can't be stacked but can be applied to multiple targets.
60 ammo in reserve, 30 in clip (50s cooldown)


Ability 3 - Psychic Vision (1500 mana)
Doctor Medic outlines all RED players for the next 10 seconds. (40s cooldown)

Captain Heavy:

Health - 12 000 (24 players)
Rage - 50% damage resistance for 8s + Knockback immunity
Mobility - A superjump with a consiredably long cooldown (15s)
Weapon - Fists (180 damage per hit, PIERCES RESISTANCES)
Movement speed - 350 hu/s


Captain Heavy's Abilities:

Similar to Doctor, uses an ability manager with up to 2000 mana


Ability 1 - Commie-Crusher (Free)
Captain Heavy deals 250 damage on the next swing. Whoever survives the punch will be sent flying away. (35s cooldown)

Ability 2 - Soviet Starbreaker (2000 mana)
Whips out a shotgun that deals high amounts of damage close up, can set enemies on fire. (60s cooldown)
4 reserve ammo, 2 in clip.



THIS IS ALL JUST A SUGGESTION AND NUMBERS CAN/WILL BE CHANGED

Files will be provided only if the boss gets accepted
 

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I'd say add them separately because Maddendoktor duo is not as crippled as Disco Duo and as annoying like Taming duo.

Medic's rage works - turns you invisible for a few seconds and gives you medigun (which people often forget to switch to their melee after),
and by hitting mercenaries with your melee grants you ubercharge percentage ( ubercharge itself comes in play so rare, because you either killed too many before rage or your teammate died).
Giving players large size on rage is indeed bugged. I don't know what to do about it, not a big problem.
Experimental Spy is fine as a duo partner but when played with random player he dies earlier than Maddendoktor. ( Even though he has slight bullet resistance )

As for abilities of this presented Duo;
1) Is the Leap for Medic longer or shorter, or what its uniqueness?
2) What is the damage fall-off for Heavy's shotgun? And it just sets mercenaries on fire upon successful hit, right?

P.S.
pandacapdoc.png isn't showing up when opening it
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As for abilities of this presented Duo;
1) Is the Leap for Medic longer or shorter, or what its uniqueness?
2) What is the damage fall-off for Heavy's shotgun? And it just sets mercenaries on fire upon successful hit, right?

1) The medic's leap will be a bit weaker than that of the Engineer's, having less distance but a slightly shorter cooldown

2) The Heavy's shotgun will shoot a lot of bullets at once, but with a high spread, so the fall-off will be huge. Hitting an enemy from any range will set them on fire, yes

Not sure why the image isn't showing but oh well
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