Looking at its effectiveness in the Spring beta, I think i mentioned something about how simply changing the damage value to 20 would just make the MP5 useless. And well, there's no reason to use the MP5 considering the Medic SMG's current stats.
Perhaps it might be worth bringing up my previous suggestion before the great forum reorganization sooooo
Medic SMG
Price increased to $1000
Damage changed from 17 Ballistic_SMG to 25 Ballistic_Shotgun
Weight increased to 4 blocks
The change in damage type is so that while the damage numbers are the same as the MP5RAS, the Shotgun Damage type would prove more effective vs. Gorefasts, Husks and Sirens.
HMTECH-XL Blowerthrower
Perks: Field Medic, Firebug
Price: $650
Heal amount (Direct Hit with flame impacts): 4HP
Ground fires will never heal players
Barring the above stats, this weapon would mostly be identical to the Caulk n' Burn
Because people seem to want the poison sprayer to return from KF1. If this ever happens, it will need to have healing functionality.
Syringe Revolver
Price: $650
Perks: Field Medic, Sharpshooter, Gunslinger
Damage: 105 Ballistic_Rifle, 55 Poison
Cylinder capacity: 5 (Dunno how big the reserve should be tbh)
Weight: 6
Other (1): Uses ammunition to heal, and syringes do not home to players. To compensate for this, the syringe darts have a small AoE field similar to the Spitfires.
Healing: 20 on dart explosion, 20 on direct hit (maximum healing of 40)
Other (2): Scrakes have a 1.35x weakness to this weapon's ballistic damage, and fleshpounds a 1.1 weakness (this should bring damage values closer to the Centerfire)
Rather than being a revolving pistol, i think a revolver for the Field Medic would be better suited as a rifle. Bonus points if it's a junk metal weapon like the Spitfires, Pulverizer and Bone Crusher. And yes, it's another rifle for Gunslinger.
Perhaps it might be worth bringing up my previous suggestion before the great forum reorganization sooooo
Medic SMG
Price increased to $1000
Damage changed from 17 Ballistic_SMG to 25 Ballistic_Shotgun
Weight increased to 4 blocks
The change in damage type is so that while the damage numbers are the same as the MP5RAS, the Shotgun Damage type would prove more effective vs. Gorefasts, Husks and Sirens.
HMTECH-XL Blowerthrower
Perks: Field Medic, Firebug
Price: $650
Heal amount (Direct Hit with flame impacts): 4HP
Ground fires will never heal players
Barring the above stats, this weapon would mostly be identical to the Caulk n' Burn
Because people seem to want the poison sprayer to return from KF1. If this ever happens, it will need to have healing functionality.
Syringe Revolver
Price: $650
Perks: Field Medic, Sharpshooter, Gunslinger
Damage: 105 Ballistic_Rifle, 55 Poison
Cylinder capacity: 5 (Dunno how big the reserve should be tbh)
Weight: 6
Other (1): Uses ammunition to heal, and syringes do not home to players. To compensate for this, the syringe darts have a small AoE field similar to the Spitfires.
Healing: 20 on dart explosion, 20 on direct hit (maximum healing of 40)
Other (2): Scrakes have a 1.35x weakness to this weapon's ballistic damage, and fleshpounds a 1.1 weakness (this should bring damage values closer to the Centerfire)
Rather than being a revolving pistol, i think a revolver for the Field Medic would be better suited as a rifle. Bonus points if it's a junk metal weapon like the Spitfires, Pulverizer and Bone Crusher. And yes, it's another rifle for Gunslinger.