Difference between revisions of "Vaccinator"
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The Salt God (talk | contribs) m (Swapped -66% Overheal rate and -33% Ubercharge rate stats' orders as to reflect their in-game order on the stat card,) |
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| team-colors = yes | | team-colors = yes | ||
| hide-kill-icon = yes | | hide-kill-icon = yes | ||
− | | used-by = | + | | used-by = {{used by|Medic}} |
| slot = secondary | | slot = secondary | ||
| equip-region = medigun_backpack | | equip-region = medigun_backpack | ||
− | | contributed-by = {{Backpack Item Link|76561197976113694|1330397147}}<br>{{Backpack Item Link|76561198006812763|1330399976}}<br>{{Backpack Item Link|76561198026610207|1330645042}}<br>{{ | + | | contributed-by = {{Backpack Item Link|76561197976113694|1330397147}}<br>{{Backpack Item Link|76561198006812763|1330399976}}<br>{{Backpack Item Link|76561198026610207|1330645042}}<br>{{Backpack Item Link|76561197992929419|12191544474|Pie_Savvy}} |
− | | released = {{Patch name|12|20|2012}} | + | | released = {{Patch name|12|20|2012}} |
+ | | released-major = Mecha Update | ||
| availability = {{avail|drop|craft|purchase|collectors}} | | availability = {{avail|drop|craft|purchase|collectors}} | ||
| marketable = yes | | marketable = yes | ||
| numbered = no | | numbered = no | ||
− | | ammo-loaded = N/A | + | | ammo-loaded = {{common string|N/A}} |
− | | ammo-carried = N/A | + | | ammo-carried = {{common string|N/A}} |
| loadout = yes | | loadout = yes | ||
− | | item-kind = Vaccinator | + | | item-kind = {{item kind|Vaccinator}} |
| item-level = 8 | | item-level = 8 | ||
− | | item-description = | + | | item-description = {{item description|Vaccinator}} |
− | | att-1-positive = | + | | att-1-positive = {{attribute|UberchargeRate_Positive|67}} |
− | | att-2-positive = | + | | att-2-positive = {{attribute|Medigun_Resists}} |
− | | att-3- | + | | att-3-negative = {{attribute|Overheal_Fill_Rate_Reduced|-66}} |
− | | att-4-negative = -33 | + | | att-4-negative = {{attribute|OverhealUberchargeRate_Negative|-33}} |
− | |||
}} | }} | ||
{{Quotation|'''The Medic''' on changing resistances|Fascinating...|sound=Medic sf12 badmagic02.wav}} | {{Quotation|'''The Medic''' on changing resistances|Fascinating...|sound=Medic sf12 badmagic02.wav}} | ||
− | The '''Vaccinator''' is a [[Steam Workshop|community-created]] [[Weapons#medicsecondary|secondary weapon]] for the | + | The '''Vaccinator''' is a [[Steam Workshop|community-created]] [[Weapons#medicsecondary|secondary weapon]] for the {{cl|Medic}}. It roughly resembles a heavily-modified, more futuristic team-colored [[Medi Gun]], with a team-colored, [[Self-illumination|glowing]] liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock Medi Gun backpack to a small [[Canteen]]-like device. |
− | The main feature of the weapon is the Medic's ability to select the desired resistance to be applied both to the Medic and the heal target. The player can cycle through [[Hitscan|bullet]], [[Projectiles|explosive]], and [[fire]] resistances by pressing the reload button | + | The main feature of the weapon is the Medic's ability to select the desired resistance to be applied both to the Medic and the heal target. The player can cycle through [[Hitscan|bullet]], [[Projectiles|explosive]], and [[fire]] resistances by pressing the reload button {{DK|R}} and an appropriate icon appears over the [[ÜberCharge]] meter. In addition, a [[Media:Vaccinator toggle.wav|clacking sound cue]] is played every time the resistance is switched as an auditory feedback signal to the player. |
− | Compared to the stock Medi Gun, the weapon has a 67% faster ÜberCharge build rate. However, when healing a patient who is at full health or higher, the ÜberCharge | + | Compared to the stock Medi Gun, the weapon has a 67% faster ÜberCharge build rate. However, when healing a patient who is at full health or higher, the ÜberCharge builds at 0.66x the normal rate; as with other Medi Guns, this is then halved to 0.33x of the normal rate if the patient is at 142.5% health or higher and is further halved to 0.166x if they are being simultaneously healed by another source. While actively healing, the Medic and the heal target gain a 10% resistance to the selected type of damage. In addition, the shield icons for any active resistances appear above the health meter on both the Medic's and patient's HUD and over their heads. |
Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached). Each time a bar is filled up, a specific brief sound effect (different from the resistances sound cue) is played to alert the player. The first fully charged ÜberCharge bar may automatically trigger the ''Übercharge Ready'' [[Voice commands|voice response]] from the Medic. | Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached). Each time a bar is filled up, a specific brief sound effect (different from the resistances sound cue) is played to alert the player. The first fully charged ÜberCharge bar may automatically trigger the ''Übercharge Ready'' [[Voice commands|voice response]] from the Medic. | ||
− | When the ÜberCharge is deployed, one bar is immediately consumed, and a protective shield of the selected damage type is placed on the Medic and the heal target (if applicable), lasting for 2.5 seconds. This shield grants 75% damage resistance to the selected type of damage, and fully resists critical damage of its type. The increased knockback from | + | When the ÜberCharge is deployed, one bar is immediately consumed, and a protective shield of the selected damage type is placed on the Medic and the heal target (if applicable), lasting for 2.5 seconds. This shield grants 75% damage resistance to the selected type of damage, and fully resists critical damage of its type. The increased knockback from Critical hits is not resisted, however. This shield persists for its duration even if the Medic changes heal targets, allowing the Medic to place additional shields on as many teammates as permitted by the amount of ÜberCharge available. The Medic may also place a second shield of a different damage type on the same patient, allowing them to resist multiple damage types simultaneously. Attempting to place a shield on a patient who already has an active shield of that damage type has no effect, though holding down the ÜberCharge key causes it to automatically place another shield when the first one runs out. The shield dissipates from the Medic upon switching weapons if it is still active, but not from the patient. Any partially charged ÜberCharge bar (e.g., any interval that is less than 25%) is not lost upon deploying ÜberCharge, the ÜberCharge meter is simply reduced by 25% upon placing a shield. If ÜberCharge is deployed while the patient or Medic is suffering from afterburn that was caused by a Flame Thrower, the damage resistance is reduced to 60%, and the Critical hit resistance is reduced to 80%. |
− | The bonus damage of [[ | + | The bonus damage of [[Critical hits]] and [[Critical hits#Mini-crits|Mini-Crits]] is not resisted during normal healing. When the Medic or patient receive damage that is matched with the selected resistance (e.g., they take damage from a [[Shotgun]] while the Bullet Resistance is selected), an auditory clashing sound can be heard, indicating that damage was blocked; a small shield of the selected damage type also flashes over the damaged player, giving a visual cue as well. |
− | An activated ÜberCharge has its own characteristic sound effect which is quite different to that of the other Medi Guns. As well, the auditory clashing sound upon resisting the correctly matched damage type increases in pitch, allowing both the Medic and patient to know that they are resisting 75% of the matched damage rather than just 10%. While ÜberCharge is deployed, the Medic and his patient are able to capture a point, push and defend the cart, and carry the [[intelligence]], unlike the stock Medi Gun. | + | An activated ÜberCharge has its own characteristic [[Media:Invuln on vaccinator.wav|sound effect]] which is quite different to that of the other Medi Guns. As well, the auditory clashing sound upon resisting the correctly matched damage type increases in pitch, allowing both the Medic and patient to know that they are resisting 75% of the matched damage rather than just 10%. While ÜberCharge is deployed, the Medic and his patient are able to capture a point, push and defend the cart, and carry the [[intelligence]], unlike the stock Medi Gun. |
When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient's, allowing him to keep up with [[Scout]]s, or teammates that have a weapon-boosted movement speed. Any kills that the patient being healed gets is counted as an assist to the Medic. Kills gotten by ÜberCharged patients who are not being healed do not count as an assist. | When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient's, allowing him to keep up with [[Scout]]s, or teammates that have a weapon-boosted movement speed. Any kills that the patient being healed gets is counted as an assist to the Medic. Kills gotten by ÜberCharged patients who are not being healed do not count as an assist. | ||
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| function times = yes | | function times = yes | ||
| effect time = 2.5 s per resistance | | effect time = 2.5 s per resistance | ||
− | | charge fill speed = {{tooltip|4.175% / s|Target below 100% health}}, {{tooltip|2.8% / s|Target between 100% and 142.5% health}}, {{tooltip|1.4% / s|Target at 142.5% health or higher}} | + | |
− | | max charge time = {{tooltip|24 s|Target below 100% health, 6 s for one bar}}, {{tooltip|36 s|Target between 100% and 142.5% health, 9 s for one bar}}, {{tooltip|72 s|Target at 142.5% health or higher, 18 s for one bar}} | + | | charge fill speed = <!-- |
− | | beamconnect = | + | -->{{tooltip|4.175% / s|Target below 100% health}}, <!-- |
− | | beamdisconnect = | + | -->{{tooltip|2.8% / s|Target between 100% and 142.5% health}}, <!-- |
+ | -->{{tooltip|1.4% / s|Target at 142.5% health or higher}} | ||
+ | |||
+ | | max charge time = <!-- | ||
+ | -->{{tooltip|24 s|Target below 100% health, 6 s for one bar}}, <!-- | ||
+ | -->{{tooltip|36 s|Target between 100% and 142.5% health, 9 s for one bar}}, <!-- | ||
+ | -->{{tooltip|72 s|Target at 142.5% health or higher, 18 s for one bar}} | ||
+ | |||
+ | | beamconnect = 450 ([[Hammer unit]]s) | ||
+ | | beamdisconnect = 540 (Hammer units) | ||
}} | }} | ||
{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
+ | |||
+ | == Crafting == | ||
+ | {{See also|Crafting}} | ||
+ | |||
+ | === Blueprint === | ||
+ | {{Blueprint | ||
+ | | ingredient-1 = Quick-Fix | ||
+ | | ingredient-1-amount = 3 | ||
+ | | ingredient-2 = Reclaimed Metal | ||
+ | | result = Vaccinator | ||
+ | }} | ||
+ | {{Blueprint | autoresult = Medic Secondary}} | ||
== Strange variant == | == Strange variant == | ||
{{Strange item info | {{Strange item info | ||
− | | item-type = Vaccinator | + | | item-type = {{item kind|Vaccinator}} |
− | | item-description = | + | | item-description = {{item description|Vaccinator}} |
− | | att-1-positive = | + | | att-1-positive = {{attribute|UberchargeRate_Positive|67}} |
− | | att-2-positive = | + | | att-2-positive = {{attribute|Medigun_Resists}} |
− | | att-3- | + | | att-3-negative = {{attribute|OverhealUberchargeRate_Negative|-33}} |
− | + | | att-5-negative = {{attribute|Overheal_Fill_Rate_Reduced|-66}} | |
− | | att-5-negative = -66 | ||
| rankson = ubers | | rankson = ubers | ||
| rankson2 = kill assists | | rankson2 = kill assists | ||
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| notes = | | notes = | ||
}} | }} | ||
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== Related achievements == | == Related achievements == | ||
Line 106: | Line 114: | ||
| 2 = {{Show achievement|General|Team Doctor}} | | 2 = {{Show achievement|General|Team Doctor}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Scout}} === | === {{Class link|Scout}} === | ||
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| 1 = {{Show achievement|Scout|Doctoring the Ball}} | | 1 = {{Show achievement|Scout|Doctoring the Ball}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Soldier}} === | === {{Class link|Soldier}} === | ||
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| 2 = {{Show achievement|Soldier|War Crime and Punishment}} | | 2 = {{Show achievement|Soldier|War Crime and Punishment}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Pyro}} === | === {{Class link|Pyro}} === | ||
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| 2 = {{Show achievement|Pyro|Next of Kindling}} | | 2 = {{Show achievement|Pyro|Next of Kindling}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Demoman}} === | === {{Class link|Demoman}} === | ||
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| 1 = {{Show achievement|Demoman|Tam O'Shatter}} | | 1 = {{Show achievement|Demoman|Tam O'Shatter}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Heavy}} === | === {{Class link|Heavy}} === | ||
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{{Show achievement|Heavy|Supreme Soviet}} | {{Show achievement|Heavy|Supreme Soviet}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Engineer}} === | === {{Class link|Engineer}} === | ||
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| 1 = {{Show achievement|Engineer|Doc, Stock and Barrel}} | | 1 = {{Show achievement|Engineer|Doc, Stock and Barrel}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Medic}} === | === {{Class link|Medic}} === | ||
{{Medigun related achievements}} | {{Medigun related achievements}} | ||
+ | |||
=== {{Class link|Spy}} === | === {{Class link|Spy}} === | ||
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== Update history == | == Update history == | ||
− | {{Update history| | + | {{Update history | '''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}}) |
− | '''{{Patch name|12|20|2012}}''' ( | ||
* The Vaccinator was added to the game. | * The Vaccinator was added to the game. | ||
Line 169: | Line 184: | ||
'''{{Patch name|7|10|2013}}''' | '''{{Patch name|7|10|2013}}''' | ||
* Changed attribute: | * Changed attribute: | ||
− | ** Über now fully absorbs | + | ** Über now fully absorbs Crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented. |
'''{{Patch name|10|30|2013}}''' | '''{{Patch name|10|30|2013}}''' | ||
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* Fixed the Medic not being able to deploy a Vaccinator charge while carrying the [[Capture the Flag#Intelligence|flag]]. | * Fixed the Medic not being able to deploy a Vaccinator charge while carrying the [[Capture the Flag#Intelligence|flag]]. | ||
− | '''{{Patch name|7|2|2015}} #1''' ( | + | '''{{Patch name|7|2|2015}} #1''' ({{update link|Gun Mettle Update}}) |
* Updated description to better detail the weapon's features. | * Updated description to better detail the weapon's features. | ||
− | * Fixed a bug that gave Vaccinator patients full | + | * Fixed a bug that gave Vaccinator patients full Crit immunity. |
* Changed attributes: | * Changed attributes: | ||
− | ** Vaccinator base resist does not grant any | + | ** Vaccinator base resist does not grant any Crit resistance. |
** Vaccinator Uber deploys now always take exactly 1 bar of Uber charge. | ** Vaccinator Uber deploys now always take exactly 1 bar of Uber charge. | ||
− | ** Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full | + | ** Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full Crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge. |
** Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients. | ** Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients. | ||
** Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage. | ** Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage. | ||
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* Vaccinator Über bubbles once again work on Reanimators in [[Mann vs. Machine]], but now instantly fills them by 90%. | * Vaccinator Über bubbles once again work on Reanimators in [[Mann vs. Machine]], but now instantly fills them by 90%. | ||
− | '''{{Patch name|10|28|2015}}''' ( | + | '''{{Patch name|10|28|2015}}''' ({{update link|Scream Fortress 2015}}) |
− | * {{Undocumented}} Switching weapons under the effect of a Vaccinator | + | * {{Undocumented}} Switching weapons under the effect of a Vaccinator ÜberCharge cancels its effect. |
− | '''{{Patch name|12|17|2015}}''' ( | + | '''{{Patch name|12|17|2015}}''' ({{update link|Tough Break Update}}) |
* During setup time, ÜberCharge build rate is now increased by 3x. | * During setup time, ÜberCharge build rate is now increased by 3x. | ||
* Changed attributes: | * Changed attributes: | ||
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** Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective. | ** Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective. | ||
− | '''{{Patch name|7|7|2016}} | + | '''{{Patch name|7|7|2016}}''' ({{update link|Meet Your Match Update}}) |
* All Mediguns allow the Medic to match the speed of their heal target. | * All Mediguns allow the Medic to match the speed of their heal target. | ||
** Previously only available on the Quick-Fix. | ** Previously only available on the Quick-Fix. | ||
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'''{{Patch name|9|12|2016}}''' | '''{{Patch name|9|12|2016}}''' | ||
* Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix. | * Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix. | ||
− | }} | + | |
+ | '''{{Patch name|7|7|2022}}''' | ||
+ | * Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator | ||
+ | |||
+ | '''{{Patch name|7|18|2024}} #1''' ([[Summer 2024 Update]]) | ||
+ | * Fixed Vaccinator heal sound continuing to play after Medic's death.}} | ||
== Unused content == | == Unused content == | ||
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== Bugs == | == Bugs == | ||
− | |||
− | |||
* When balanced to the other team while possessing a ready charge, the Vaccinator continues to glow in the original team's color. | * When balanced to the other team while possessing a ready charge, the Vaccinator continues to glow in the original team's color. | ||
− | |||
* Occasionally, the resistance icon remains floating in place. | * Occasionally, the resistance icon remains floating in place. | ||
− | |||
* After healing an enemy Spy, the resistance icon might get permanently stuck on the Spy, visible through disguises and cloak and even after dying and respawning. | * After healing an enemy Spy, the resistance icon might get permanently stuck on the Spy, visible through disguises and cloak and even after dying and respawning. | ||
* The Medic's back has a gap that shows the inner body when the Vaccinator is being worn. This is due to the Vaccinator's backpack being smaller than the others. | * The Medic's back has a gap that shows the inner body when the Vaccinator is being worn. This is due to the Vaccinator's backpack being smaller than the others. | ||
* A Spy disguised as a Medic with the Vaccinator equipped has the regular Medic backpack. | * A Spy disguised as a Medic with the Vaccinator equipped has the regular Medic backpack. | ||
+ | * If a player is being given a resistance by the Vaccinator while they are switching teams, the resistance icon from the previous team may still hover above them. | ||
+ | <gallery> | ||
+ | File:floatingvaccinatorshield.png|A floating Vaccinator resistance shield | ||
+ | File:Vaccinator DoubleTeamIcon.png|Resistance icons of both team colors above a Medic | ||
+ | </gallery> | ||
== Notes == | == Notes == | ||
− | * The Vaccinator was announced to have '''Added slight ÜberCharge build on proper resistances''' attribute in the {{Patch name|12|17|2015}} ( | + | * The Vaccinator was announced to have '''Added slight ÜberCharge build on proper resistances''' attribute in the {{Patch name|12|17|2015}} ({{update link|Tough Break Update}}). As later confirmed by Valve, this change did not happen in that Patch and the incorrect information was removed from the official release note.<ref>https://www.teamfortress.tv/36648/vaccinator-bug-response-from-eric-smith</ref> |
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
+ | File:BLU Vaccinator.png|[[BLU]] variant of the weapon. | ||
File:Vaccinator 1st person red.png|[[RED]] first-person view. | File:Vaccinator 1st person red.png|[[RED]] first-person view. | ||
− | File:Vaccinator 1st person blu.png| | + | File:Vaccinator 1st person blu.png|BLU first-person view. |
File:RED Vaccinator pack.png|RED backpack. | File:RED Vaccinator pack.png|RED backpack. | ||
File:BLU Vaccinator pack.png|BLU backpack. | File:BLU Vaccinator pack.png|BLU backpack. |
Latest revision as of 03:21, 24 October 2024
“ | Fascinating...
Click to listen
— The Medic on changing resistances
|
” |
The Vaccinator is a community-created secondary weapon for the Medic. It roughly resembles a heavily-modified, more futuristic team-colored Medi Gun, with a team-colored, glowing liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock Medi Gun backpack to a small Canteen-like device.
The main feature of the weapon is the Medic's ability to select the desired resistance to be applied both to the Medic and the heal target. The player can cycle through bullet, explosive, and fire resistances by pressing the reload button (default key: R) and an appropriate icon appears over the ÜberCharge meter. In addition, a clacking sound cue is played every time the resistance is switched as an auditory feedback signal to the player.
Compared to the stock Medi Gun, the weapon has a 67% faster ÜberCharge build rate. However, when healing a patient who is at full health or higher, the ÜberCharge builds at 0.66x the normal rate; as with other Medi Guns, this is then halved to 0.33x of the normal rate if the patient is at 142.5% health or higher and is further halved to 0.166x if they are being simultaneously healed by another source. While actively healing, the Medic and the heal target gain a 10% resistance to the selected type of damage. In addition, the shield icons for any active resistances appear above the health meter on both the Medic's and patient's HUD and over their heads.
Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached). Each time a bar is filled up, a specific brief sound effect (different from the resistances sound cue) is played to alert the player. The first fully charged ÜberCharge bar may automatically trigger the Übercharge Ready voice response from the Medic.
When the ÜberCharge is deployed, one bar is immediately consumed, and a protective shield of the selected damage type is placed on the Medic and the heal target (if applicable), lasting for 2.5 seconds. This shield grants 75% damage resistance to the selected type of damage, and fully resists critical damage of its type. The increased knockback from Critical hits is not resisted, however. This shield persists for its duration even if the Medic changes heal targets, allowing the Medic to place additional shields on as many teammates as permitted by the amount of ÜberCharge available. The Medic may also place a second shield of a different damage type on the same patient, allowing them to resist multiple damage types simultaneously. Attempting to place a shield on a patient who already has an active shield of that damage type has no effect, though holding down the ÜberCharge key causes it to automatically place another shield when the first one runs out. The shield dissipates from the Medic upon switching weapons if it is still active, but not from the patient. Any partially charged ÜberCharge bar (e.g., any interval that is less than 25%) is not lost upon deploying ÜberCharge, the ÜberCharge meter is simply reduced by 25% upon placing a shield. If ÜberCharge is deployed while the patient or Medic is suffering from afterburn that was caused by a Flame Thrower, the damage resistance is reduced to 60%, and the Critical hit resistance is reduced to 80%.
The bonus damage of Critical hits and Mini-Crits is not resisted during normal healing. When the Medic or patient receive damage that is matched with the selected resistance (e.g., they take damage from a Shotgun while the Bullet Resistance is selected), an auditory clashing sound can be heard, indicating that damage was blocked; a small shield of the selected damage type also flashes over the damaged player, giving a visual cue as well.
An activated ÜberCharge has its own characteristic sound effect which is quite different to that of the other Medi Guns. As well, the auditory clashing sound upon resisting the correctly matched damage type increases in pitch, allowing both the Medic and patient to know that they are resisting 75% of the matched damage rather than just 10%. While ÜberCharge is deployed, the Medic and his patient are able to capture a point, push and defend the cart, and carry the intelligence, unlike the stock Medi Gun.
When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient's, allowing him to keep up with Scouts, or teammates that have a weapon-boosted movement speed. Any kills that the patient being healed gets is counted as an assist to the Medic. Kills gotten by ÜberCharged patients who are not being healed do not count as an assist.
The Vaccinator was contributed to the Steam Workshop.
Contents
Healing and function times
Healing and function times | ||
---|---|---|
Healing | ||
Healing (in combat) | 100% | 24 / s (8 / s) |
Healing (out of combat) | 300% | 72 / s (24 / s) |
Function times | ||
Effect duration | 2.5 s per resistance | |
Charge fill speed | 4.175% / s, 2.8% / s, 1.4% / s | |
Maximum charge time | 24 s, 36 s, 72 s | |
Beam connect distance | 450 (Hammer units) | |
Beam disconnect distance | 540 (Hammer units) | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Quick-Fix | Reclaimed Metal | Vaccinator | ||
x3 | + | = |
Class Token - Medic | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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Strange variant
Related achievements
General achievements
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Scout
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Soldier
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Pyro
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Demoman
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Heavy
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Engineer
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Medic
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Spy
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Update history
- The Vaccinator was added to the game.
- Fixed missing text in the recipe description for the Vaccinator.
- [Undocumented] Fixed an issue with the self-illumination on the Vaccinator's backpack.
- Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types.
- Changed attribute:
- Über now fully absorbs Crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented.
- Updated the Vaccinator to use the reload key to cycle through resist types.
- Added Collector's quality.
- [Undocumented] Added Strange quality.
- Updated the
equip_region
for the Vaccinator.
- Fixed the Medic not being able to deploy a Vaccinator charge while carrying the flag.
July 2, 2015 Patch #1 (Gun Mettle Update)
- Updated description to better detail the weapon's features.
- Fixed a bug that gave Vaccinator patients full Crit immunity.
- Changed attributes:
- Vaccinator base resist does not grant any Crit resistance.
- Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
- Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full Crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
- Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
- Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage.
- Added Penalty of 66% decreased uber build rate while healing an overhealed patient.
- Changed attribute:
- Übercharge penalty no longer applies during setup time.
- Vaccinator Über bubbles once again work on Reanimators in Mann vs. Machine, but now instantly fills them by 90%.
October 28, 2015 Patch (Scream Fortress VII)
- [Undocumented] Switching weapons under the effect of a Vaccinator ÜberCharge cancels its effect.
December 17, 2015 Patch (Tough Break Update)
- During setup time, ÜberCharge build rate is now increased by 3x.
- Changed attributes:
- Removed 10% health regeneration on proper resist.
- Increased ÜberCharge rate from +50% to +67%.
- Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.
July 7, 2016 Patch (Meet Your Match Update)
- All Mediguns allow the Medic to match the speed of their heal target.
- Previously only available on the Quick-Fix.
- A dropped Mediguns's stored ÜberCharge begins to decay over time after coming to rest.
- Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix.
- Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator
July 18, 2024 Patch #1 (Summer 2024 Update)
- Fixed Vaccinator heal sound continuing to play after Medic's death.
Unused content
- There are three different styles of beam intended for this weapon, one for each type of resistance. Instead, the weapon shares the same healing beam with the Kritzkrieg and Quick-Fix.
- The Two Cities Update added new skins and particles for the Vaccinator shield. As their names suggest they are exclusive to the Mann vs. Machine game mode, solely on robots. These skins represent each buff resistance type and each one has their own color. The Bullet Resistance (
mvm_vaccinator_shield_bullets
) has a blue color, the Explosive Resistance (mvm_vaccinator_shield_explosives
) has a green color and the Fire Resistance (mvm_vaccinator_shield_fire
) has an orange color.- Vaccinator Medic robots exist in the code, but are not used in any official Mann vs. Machine missions, and even have a unique weapon named
The Vaccinator MVM
. Curiously, this weapon is not in the game's Item schema. Vaccinator Medic robots nullify all damage of their chosen type.
- Vaccinator Medic robots exist in the code, but are not used in any official Mann vs. Machine missions, and even have a unique weapon named
Bugs
- When balanced to the other team while possessing a ready charge, the Vaccinator continues to glow in the original team's color.
- Occasionally, the resistance icon remains floating in place.
- After healing an enemy Spy, the resistance icon might get permanently stuck on the Spy, visible through disguises and cloak and even after dying and respawning.
- The Medic's back has a gap that shows the inner body when the Vaccinator is being worn. This is due to the Vaccinator's backpack being smaller than the others.
- A Spy disguised as a Medic with the Vaccinator equipped has the regular Medic backpack.
- If a player is being given a resistance by the Vaccinator while they are switching teams, the resistance icon from the previous team may still hover above them.
Notes
- The Vaccinator was announced to have Added slight ÜberCharge build on proper resistances attribute in the December 17, 2015 Patch (Tough Break Update). As later confirmed by Valve, this change did not happen in that Patch and the incorrect information was removed from the official release note.[1]
Gallery
References
See also
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
|