Difference between revisions of "Syringe Gun"

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| blu-projectile-image = BLU Syringe Gun Ammo.png
 
| blu-projectile-image = BLU Syringe Gun Ammo.png
 
}}
 
}}
{{Quotation|'''cat''''s I hate blacks so fucking much it is unreal|sound=Scout_dominationmed02.wav}}
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{{Quotation|'''The Scout''''s last words.|Ooh hoo hoo, your gun shoots medicine! It's intimidatin'.|sound=Scout_dominationmed02.wav}}
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The '''Syringe Gun''' is the default [[Weapons#medicprimary|primary weapon]] for the [[Medic]]. It is a custom-built gun that uses air pressure to fire syringes from a transparent cylindrical case.
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The weapon fires syringes at a rate of ten per second, with a velocity of {{tooltip|990 [[Hammer unit]]s|18.86 meters per second, 61.88 feet per second}}. The syringes are subject to gravity as they travel, making it necessary to lead moving targets and aim upward to compensate for distance. The Syringe Gun is reasonably accurate when the trajectory is taken into account, but the extremely slow speed of the projectiles makes it ineffective outside of close range. Unlike most other projectiles, syringes cannot be [[Compression blast|reflected]].
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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              = 10
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|  fall off          = {{tooltip|5|Long range}}
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|  ramp up          = {{tooltip|12|Point blank}}
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|  ramp up %        = 120
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|  crit              = 30
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|  minicrit          = {{tooltip|14|Long range}} - {{tooltip|16|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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== Strange variant ==
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{{Strange item info
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| item-type = Syringe Gun
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| rankson = kills
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| rankson2 =
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| festive =
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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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'''{{Patch name|12|20|2007}}'''
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* Fixed occasional misreporting of Syringe Gun damage distances to the stats system.
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'''{{Patch name|12|31|2007}}'''
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* Fixed Syringe Gun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations.
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'''{{Patch name|8|18|2011}}'''
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* {{undocumented}} Added [[Strange]] quality.
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'''{{Patch name|3|1|2012}}'''
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* Refined Syringe Gun [[crit]] recoil forces.
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'''{{Patch name|7|20|2012}}'''
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* {{undocumented}} Updated the Syringe Gun model.
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'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
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* Converted the Syringe Gun models to use the <code>c_models</code> system.
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== Unused content ==
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* In their initial testing of the Gold Rush update, Valve added 3 items to the game's files. These were later removed as part of the [[Mann-Conomy Update]]. The secondary and melee weapons use the [[Kritzkrieg]] and [[Ubersaw]] images respectively, but with the names and stats of the standard weapons. However, the Syringe Gun image was that of the standard weapon with a different angle.
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== Bugs ==
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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 name and design of the Syringe Gun are based on real-life {{botignore|syringe guns}}, which are used to inject needles into patients with more control than by hand.
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* In the weapon script file for the Syringe Gun, it uses the name “SuperSMG.”
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** This may be a relic from early in ''Team Fortress 2'''s development, as early concept art shows Medic with a {{botignore|submachine gun}}.
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** [[Scout]]’s [[Nail Gun]] originally used the [[SMG]] model as a placeholder, so it is also possible the name “SuperSMG” was used for a version of the [[Super Nailgun]] from [[Team Fortress Classic]], but with the SMG model.
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==Gallery==
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<gallery>
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File:Syringe Gun 1st person red.png|[[RED]] first-person view.
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File:Syringe Gun 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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File:Backpack syringegun alt.png|Alternate image angle.
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File:Medic weapons concept.jpg|Several Medic weapon concepts.
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</gallery>
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== See also ==
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* [[Medic strategy#Syringe Gun|Syringe Gun strategy]]
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{{Standard Weapons Nav}}
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{{Allweapons Nav}}
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{{Medic Nav}}

Revision as of 02:11, 17 September 2021

Ooh hoo hoo, your gun shoots medicine! It's intimidatin'.
The Scout's last words.

The Syringe Gun is the default primary weapon for the Medic. It is a custom-built gun that uses air pressure to fire syringes from a transparent cylindrical case.

The weapon fires syringes at a rate of ten per second, with a velocity of 990 Hammer units. The syringes are subject to gravity as they travel, making it necessary to lead moving targets and aim upward to compensate for distance. The Syringe Gun is reasonably accurate when the trajectory is taken into account, but the extremely slow speed of the projectiles makes it ineffective outside of close range. Unlike most other projectiles, syringes cannot be reflected.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 120% 12
Base damage 100% 10
Maximum fall-off 52.8% 5
Critical 30
Mini-crit 14 - 16
Function times
Attack interval 0.105 s
Reload 1.6 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Leaderboard class medic.png Medic

Does It Hurt When I Do This?
Does It Hurt When I Do This?
Kill 50 Scouts with your syringe gun.

Update history

December 20, 2007 Patch

  • Fixed occasional misreporting of Syringe Gun damage distances to the stats system.

December 31, 2007 Patch

  • Fixed Syringe Gun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations.

August 18, 2011 Patch

  • [Undocumented] Added Strange quality.

March 1, 2012 Patch

  • Refined Syringe Gun crit recoil forces.

July 20, 2012 Patch

  • [Undocumented] Updated the Syringe Gun model.

June 18, 2014 Patch (Love & War Update)

  • Converted the Syringe Gun models to use the c_models system.

Unused content

  • In their initial testing of the Gold Rush update, Valve added 3 items to the game's files. These were later removed as part of the Mann-Conomy Update. The secondary and melee weapons use the Kritzkrieg and Ubersaw images respectively, but with the names and stats of the standard weapons. However, the Syringe Gun image was that of the standard weapon with a different angle.

Bugs

  • 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.

Trivia

  • The name and design of the Syringe Gun are based on real-life syringe guns, which are used to inject needles into patients with more control than by hand.
  • In the weapon script file for the Syringe Gun, it uses the name “SuperSMG.”
    • This may be a relic from early in Team Fortress 2's development, as early concept art shows Medic with a submachine gun.
    • Scout’s Nail Gun originally used the SMG model as a placeholder, so it is also possible the name “SuperSMG” was used for a version of the Super Nailgun from Team Fortress Classic, but with the SMG model.

Gallery

See also