Just some ideas for new medic weapons. Remember any numbers are just figurative, if any of these strikes a dev's imagination I'm sure they know better than I.
Biotic splatgun - has two ammo types, both stick to surfaces or characters. Primary to zeds, secondary to players only. Should probably be heavy enough that with no splat gun and medic gun no other gun can be carried. Slow fire rate, e.g. only two primary ammos could be in play at once.
-- primary ammo launches a sticky biomass that on impact does X damage to everything in Y radius. Then does a further amount of damage to any zed that is in it's range (stops doing damage if they get out of range of the mass) until it expires.
-- secondary ammo heals each player in impact zone for 50, then each player in range of the mass (5m?) heals for a further 50 over 10 seconds. Gun holds less secondary then primary ammo. Do note also that it is ammo, not infinite like dart/syringe.
Deployabale armour- looks like a weapon slot but it just allows a medic to buy 1-3 sets of armour that they can then chuck around. Limitation, these armours can not be picked up by the person who threw them down. This is both to stop medics uber tanking and also so they don't accidently pick it up when at 99% armour and trying to gift. Also shouldn't be *as* cheap as buying armour for himself.
Biotic splatgun - has two ammo types, both stick to surfaces or characters. Primary to zeds, secondary to players only. Should probably be heavy enough that with no splat gun and medic gun no other gun can be carried. Slow fire rate, e.g. only two primary ammos could be in play at once.
-- primary ammo launches a sticky biomass that on impact does X damage to everything in Y radius. Then does a further amount of damage to any zed that is in it's range (stops doing damage if they get out of range of the mass) until it expires.
-- secondary ammo heals each player in impact zone for 50, then each player in range of the mass (5m?) heals for a further 50 over 10 seconds. Gun holds less secondary then primary ammo. Do note also that it is ammo, not infinite like dart/syringe.
Deployabale armour- looks like a weapon slot but it just allows a medic to buy 1-3 sets of armour that they can then chuck around. Limitation, these armours can not be picked up by the person who threw them down. This is both to stop medics uber tanking and also so they don't accidently pick it up when at 99% armour and trying to gift. Also shouldn't be *as* cheap as buying armour for himself.