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| | att-1-negative = -15% damage penalty | | | att-1-negative = -15% damage penalty |
| }} | | }} |
− | {{Quotation|'''Overdose''' publicity blurb|[A]ttention hepatitis fans: What heritage set would be complete without a rusty old gun that shoots dirty needles?}} | + | {{Quotation|'''MK''' fuck blacks}} |
− | The '''Overdose''' is a [[Weapons#medicprimary|primary weapon]] for the [[Medic]]. It is a prototype [[Syringe Gun]], sporting a white and team-colored needle disposal container in place of a needle cache.
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− | This weapon deals 15% less damage to enemies than the default Syringe Gun. However, as the Medic builds up his [[ÜberCharge]], his movement speed will increase by 2% for every 10% of ÜberCharge gained, for a total increase of 20% at 100% ÜberCharge. This bonus only applies when the Overdose is the active weapon.
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− | | |
− | The Overdose was previously tested in ''[[Team Fortress 2 Beta]]'' as the Beta Syringe Gun.
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− | | |
− | == Damage and function times ==
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− | {{Damage table
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− | | type = [[Projectile]]
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− | | damagetype = Bullet
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− | | rangetype = Ranged
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− | | |
− | | damage = yes
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− | | base = 9
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− | | fall off = {{tooltip|4|Long range}}
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− | | ramp up = {{tooltip|10|Point blank}}
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− | | ramp up % = 111
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− | | crit = 26
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− | | minicrit = {{tooltip|11|Long range}} - {{tooltip|14|Point blank}}
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− | | |
− | | function times = yes
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− | | attack interval = 0.105 s
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− | | reload = 1.6 s
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− | }}
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− | | |
− | {{Weapon Demonstration}}
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− | | |
− | == Item set ==
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− | {{set|The Clinical Trial}}
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− | | |
− | ==Crafting==
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− | {{See also|Crafting}}
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− | ===Blueprint===
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− | {{Blueprint
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− | | ingredient-1 = Reclaimed Metal
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− | | ingredient-2 = Gloves of Running Urgently
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− | | ingredient-3 = Crusader's Crossbow
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− | | result = Overdose
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− | }}
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− | {{Blueprint
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− | | autoresult = Medic Primary
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− | }}
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− | | |
− | == Strange variant ==
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− | {{Strange item info
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− | | item-type = Syringe Gun Prototype
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− | | rankson = kills
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− | | rankson2 =
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− | | festive =
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− | | att-1-negative = -15% damage penalty
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− | | item-description = While active, movement speed increases based on ÜberCharge percentage to a maximum of +20%
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− | | can deal damage = yes
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− | | can deal gib damage = no
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− | | can headshot = no
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− | | can reflect projectiles = no
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− | | can deal posthumous damage = yes
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− | | can extinguish = no
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− | | can deal long range damage = yes
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− | | notes =
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− | }}
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− | | |
− | == Related achievements ==
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− | === {{class link|Medic}} ===
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− | {{Achievement table
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− | | 1 = {{Show achievement|Medic|Does It Hurt When I Do This?}}
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− | }}
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− | | |
− | == Update history ==
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− | {{Update history|'''{{Patch name|6|23|2011}}''' ([[Über Update]])
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− | * The Overdose was added to the main game.
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− | | |
− | '''{{Patch name|6|28|2011}}'''
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− | * Added/Refined recoil/draw/crit/reload forces for the Overdose.
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− | | |
− | '''{{Patch name|7|22|2011}}'''
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− | * {{Undocumented}} The damage bonus attribute was changed from "-10% damage done" to "-10% damage penalty".
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− | | |
− | '''{{Patch name|2|16|2012}}'''
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− | * Fixed playing incorrect sounds for the Overdose.
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− | | |
− | '''{{Patch name|2|23|2012}}'''
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− | * {{Undocumented}} Added [[Strange]] quality.
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− | | |
− | '''{{Patch name|3|1|2012}}'''
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− | * Fixed not hearing third person weapon sounds.
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− | * Modified recoil force to more accurately reflect sound effect.
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− | | |
− | '''{{Patch name|3|22|2012}}'''
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− | * {{Undocumented}} Fixed the Overdose projectiles not rendering for other players.
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− | | |
− | '''{{Patch name|6|18|2014}}'''
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− | * {{Undocumented}} Fixed the air canister and trigger of the Overdose not moving when reloading and firing.
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− | '''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
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− | * Updated description to better detail the weapon's features.
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− | | |
− | '''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])
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− | * Changed attributes:
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− | ** Increased movement speed bonus to +20% (from +10%).
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− | ** Increased damage penalty to -15% (from -10%).}}
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− | | |
− | == Bugs ==
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− | * If ÜberCharge is activated, then the Medic switches to the Overdose, the speed buff will stay at whatever percentage the ÜberCharge was at at the time of the switch, instead of reducing while the charge drains.
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− | * The syringes in the client view can disappear if they (visually) hit an object such as a barrel or crate. This happens when your viewmodel's barrel (usually on lower viewmodel FOVs or with minimized viewmodels turned on) is visually blocked by an object. This only affects the client-side syringe models and they will still hurt enemies.
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− | | |
− | == Trivia ==
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− | *The model for the Overdose was shown on the revised promotional image for the [[Item drop system#Double Drop-Rate Week|Double Drop Week on June 2nd, 2011]], on the official TF2 blog, before the weapon was released in the [[Über Update]].<ref>http://www.teamfortress.com/post.php?id=5604&p=1</ref>
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− | *An {{botignore|overdose}} is a greater-than-recommended dosage of a drug which may result in illness or death.
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− | | |
− | == Gallery ==
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− | <gallery>
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− | File:Overdose 1st person RED.png|[[RED]] first-person view.
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− | File:Overdose 1st person BLU.png|[[BLU]] first-person view.
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− | File:RED_Syringe_Gun_Ammo.png|RED syringe.
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− | File:BLU_Syringe_Gun_Ammo.png|BLU syringe.
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− | </gallery>
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− | | |
− | == References ==
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− | <references/>
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− | | |
− | == See also ==
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− | * [[Medic strategy#Overdose|Overdose strategy]]
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− | {{ÜberUpdateNav}}
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− | {{Allweapons Nav}}
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− | {{Medic Nav}}
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