Difference between revisions of "Medi Gun"

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{{Hatnote|This article is about the Medic's stock secondary weapon. For other Medi Guns, see [[Medi Gun (disambiguation)]].}}
 
 
{{Item infobox
 
{{Item infobox
 
| type          = weapon
 
| type          = weapon
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| 3d-image-16    = Medigun Botkiller Diamond
 
| 3d-image-16    = Medigun Botkiller Diamond
 
| 3d-image-18    = Medigun Botkiller Silver Mk.I
 
| 3d-image-18    = Medigun Botkiller Silver Mk.I
 +
| 3d-image-20    = Medigun Botkiller Gold Mk.I
 +
| 3d-image-22    = Medigun Botkiller Silver Mk.II
 +
| 3d-image-24    = Medigun Botkiller Gold Mk.II
 +
| 3d-image-26    = Medic Backpack
 
| 3d-button-1    = colored_pair
 
| 3d-button-1    = colored_pair
 
| 3d-button-3    = colored_pair
 
| 3d-button-3    = colored_pair
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| 3d-button-16  = colored_pair
 
| 3d-button-16  = colored_pair
 
| 3d-button-18  = colored_pair
 
| 3d-button-18  = colored_pair
 +
| 3d-button-20  = colored_pair
 +
| 3d-button-22  = colored_pair
 +
| 3d-button-24  = colored_pair
 +
| 3d-button-26  = colored_pair
 
| 3d-viewname-1  = Default
 
| 3d-viewname-1  = Default
 
| 3d-viewname-3  = Festive
 
| 3d-viewname-3  = Festive
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| 3d-viewname-16 = Diamond
 
| 3d-viewname-16 = Diamond
 
| 3d-viewname-18 = Silver Mk.I<br>
 
| 3d-viewname-18 = Silver Mk.I<br>
 +
| 3d-viewname-20 = Gold Mk.I<br>
 +
| 3d-viewname-22 = Silver Mk.II<br>
 +
| 3d-viewname-24 = Gold Mk.II<br>
 +
| 3d-viewname-26 = Backpack
 
| team-colors    = yes
 
| team-colors    = yes
 
| skin-image-red = RED Medigun.png
 
| skin-image-red = RED Medigun.png
 
| skin-image-blu = BLU Medigun.png
 
| skin-image-blu = BLU Medigun.png
 
| hide-kill-icon = yes
 
| hide-kill-icon = yes
| used-by        = [[Medic]]
+
| used-by        = {{used by|Medic}}
 
| slot          = secondary
 
| slot          = secondary
 
| equip-region  = medigun backpack
 
| equip-region  = medigun backpack
 
| weapon-script  = tf_weapon_medigun
 
| weapon-script  = tf_weapon_medigun
| availability  = {{avail|stock|crate26-Strange|crate35-festive|crate55-Strange|mvm-both-types|contract|crate93|crate94|warpaint}}
+
| availability  = {{avail|stock|crate26-strange|crate35-festive|crate55-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}}
 
| 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
 
   | quality      = normal
 
   | quality      = normal
   | item-kind    = Medi Gun
+
   | item-kind    = {{item kind|Medi Gun}}
 
   | item-level  = 1
 
   | item-level  = 1
| 3d-image-20    = Medigun Botkiller Gold Mk.I
 
| 3d-image-22    = Medigun Botkiller Silver Mk.II
 
| 3d-image-24    = Medigun Botkiller Gold Mk.II
 
| 3d-button-20  = colored_pair
 
| 3d-button-22  = colored_pair
 
| 3d-button-24  = colored_pair
 
| 3d-viewname-20 = Gold Mk.I<br>
 
| 3d-viewname-22 = Silver Mk.II<br>
 
| 3d-viewname-24 = Gold Mk.II<br>
 
 
}}
 
}}
 +
 +
{{Other uses|this=the Medic's stock secondary weapon|for=other Medi Guns|Medi Gun (disambiguation)}}
  
 
{{Quotation|'''The Medic'''|With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!}}
 
{{Quotation|'''The Medic'''|With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!}}
  
The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified team-colored [[w:Fire hose|fire hose]] nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who then emits similarly colored cross symbols, similar to a [[Teleporter]] trail. When a disguised [[Spy]] is overhealed, enemies can also see the team-colored crosses.
+
The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified team-colored [[w:Fire hose|fire hose]] nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who then emits similarly colored cross symbols, similar to a [[Teleporters|Teleporter]] trail. When a disguised [[Spy]] is overhealed, enemies can also see the team-colored crosses.
  
Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and temporarily boosting their health up to 150% (see [[overheal]]ing). The Medi Gun's healing rate is variable, from 24 HP per second, for patients who have been damaged in the past 10 seconds, to a maximum of 72 HP per second, for patients who have not been damaged in the past 15 seconds. Freshly-spawned teammates also heal at 72 HP per second. When the player being healed has not been damaged in the past 10 to 15 seconds, the rate at which the Medi Gun heals goes up linearly from 24 to 72 HP per second (for example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). Afterburn from the Flamethrower reduces healing from Mediguns, Dispensers, and the Amputator by between 20% and 100%, with the reduction increasing in an inverse proportion to the amount of healing the item is giving. It also reduces the effects of the Vaccinator's Ubercharge by 20%.
+
Instead of damaging enemies, the Medi Gun heals injured allies and temporarily boosts their health, up to a maximum of 150% of base health (see [[overheal]]ing). Its healing rate is variable, from 24 HP per second, for patients who have been damaged in the past 10 seconds, to a maximum of 72 HP per second, for patients who have not been damaged in the past 15 seconds. Newly-spawned teammates also heal at 72 HP per second. When the heal target has not taken damage in the past 10 to 15 seconds, the rate at which the Medi Gun heals increases linearly from 24 to 72 HP per second (for example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). Afterburn from {{tooltip|certain sources|Any flamethrower, Huo-Long Heater's ring of fire, Sharpened Volcano Fragment, or lit Huntsman arrows}} reduces healing from the Medi Gun by 50% for the duration of the burn.
  
As the Medi Gun heals, its [[ÜberCharge]] bar gradually fills. The ÜberCharge meter fills at a rate of 2.5% per second when healing injured players (which includes not fully overhealed players). The rate is halved when healing targets whose health is at 142.5% or higher, or if the player is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]]). These factors stack, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is not penalized for healing targets, instead it is increased to 3x the normal rate. The pre-round charge rate is still reduced if the target is being healed by multiple sources. Healing injured teammates will double the current rate of natural health regeneration that the Medic has.  
+
When healing, the Medi Gun's [[ÜberCharge]] bar fills at a rate of 2.5% per second. However, this rate is halved when healing targets whose health is at 142.5% or higher, or if the player is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]]). The ÜberCharge build penalty from each heal source stacks, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is increased to triple the normal rate pre-round, but this rate is still reduced if the target is being healed by multiple sources. Healing injured teammates doubles the Medic's current rate of natural health regeneration.
  
When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient, allowing him to keep up with Scouts, or teammates that have some form of increased movement speed. However, the Medi Gun cannot mirror [[explosive jump|blast jumps]] or [[Charging|charges]] like the [[Quick-Fix]] can. Any kills for the patient are counted as assists for the Medic, and add to their [[killstreak]] if they are using a killstreak Medi Gun.
+
When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient, allowing him to keep up with faster teammates. However, the Medi Gun cannot mirror [[explosive jump|blast jumps]] or [[Charging|charges]] like the [[Quick-Fix]]. Any kills for the patient are counted as assists for the Medic, and add to their [[Killstreak Kit|killstreak]] if they are using a killstreak Medi Gun.
  
When the ÜberCharge meter is full, it is deployed by pressing the secondary fire button ([[List of default keys|Default]]: {{Key|Mouse2}}). The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for nine seconds. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. While the ÜberCharge is active, the Medic and his patient are unable to capture a point, push the cart, or carry the intelligence. However, they are still able to block the enemy team from capturing the point or pushing their cart. If the Medic is carrying the intelligence and attempts to use ÜberCharge, nothing happens, and the ÜberCharge meter stays at 100%.
+
When the ÜberCharge meter is full, it is deployed by pressing the alt-fire button {{DK|MOUSE2}}. The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for {{tooltip|9 seconds|8 seconds of full ÜberCharge, 1 extra second of flashing afterwards}}<!-- Says 9 seconds instead of 8 because the flash still renders you invincible -->. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. While the ÜberCharge is active, the Medic and his patient are unable to [[Control point (objective)|capture a point]], [[Payload#Cart mechanics|push the cart]], or [[Capture the Flag#Intelligence|carry the intelligence]]. However, they are still able to block the enemy team from capturing the point or pushing their cart. The Medic cannot deploy an ÜberCharge while carrying the intelligence, and any attempt to do so will not affect the ÜberCharge meter.
  
The Medi Gun's beam stays locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
+
The Medi Gun's beam stays locked onto its target as long as the wielding Medic keeps the primary fire button {{DK|MOUSE1|link=no}} held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
  
In [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]], there is an option to have the beam stay locked on without having to hold down the primary fire button, and another option for an arrow to appear over the healing target.
+
In [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]], there is an option to have the beam stay locked on without having to hold down the primary fire button, and another option that displays an arrow over the heal target.
  
 
== Healing and function times ==
 
== Healing and function times ==
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| charge fill speed = 2.5% / s ({{tooltip|1.25% / s|Target at 142.5% health or higher}})
 
| charge fill speed = 2.5% / s ({{tooltip|1.25% / s|Target at 142.5% health or higher}})
 
| max charge time  = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}})
 
| max charge time  = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}})
| effect time      = 8 s
+
| effect time      = {{Tooltip|8 s|8 full seconds of ÜberCharge, 1 extra second of flashing afterwards}}<!--Effect duration should be at 8 seconds, as the flash doesn't transfer to other players. -->
| beamconnect      = 450 ({{tooltip|HU|Hammer Units}})
+
| beamconnect      = 450 ([[Hammer unit]]s)
| beamdisconnect    = 540 ({{tooltip|HU|Hammer Units}})<ref>game\shared\tf\tf_weapon_medigun.cpp:L468-470</ref>
+
| beamdisconnect    = 540 (Hammer units)<ref>game\shared\tf\tf_weapon_medigun.cpp:L468-470</ref>
 
}}
 
}}
  
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== Strange variant ==
 
== Strange variant ==
 
{{Strange item info
 
{{Strange item info
  | item-type = Medi Gun
+
  | item-type = {{item kind|Medi Gun}}
 
  | rankson = ubers
 
  | rankson = ubers
 
  | rankson2 = kill assists
 
  | rankson2 = kill assists
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  | can extinguish = no
 
  | can extinguish = no
 
  | can heal allies = yes
 
  | can heal allies = yes
  | notes =  This weapon will not increase its [[ÜberCharge]] count unless the ÜberCharge has been used entirely, meaning that if the player dies before the charge meter reaches 0%, the charge will not increment the count. The rank will also not increase if an ÜberCharge is deployed without a heal target.
+
  | notes =  This weapon does not increase its [[ÜberCharge]] count unless the ÜberCharge has been used entirely, meaning that if the player dies before the meter reaches 0%, the ÜberCharge does not increment the count. The rank also does not increase if an ÜberCharge is deployed without a heal target.
 
}}
 
}}
  
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'''{{Patch name|3|1|2008|xbox}}'''
 
'''{{Patch name|3|1|2008|xbox}}'''
* Medics no longer heal enemy Spies when they're not [[disguised]].
+
* Medics no longer heal enemy Spies when they're not [[disguise]]d.
  
 
'''{{Patch name|4|1|2008}}'''
 
'''{{Patch name|4|1|2008}}'''
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'''{{Patch name|7|8|2008}}'''
 
'''{{Patch name|7|8|2008}}'''
* Fixed broken Medi Gun [[taunt]].
+
* Fixed broken Medi Gun [[Taunts|taunt]].
  
 
'''{{Patch name|1|28|2009}}'''
 
'''{{Patch name|1|28|2009}}'''
* Added percentage to ÜberCharge [[HUD]] panel for the Medic.
+
* Added percentage to ÜberCharge [[Heads-up display|HUD]] panel for the Medic.
  
 
'''{{Patch name|11|19|2010}}'''
 
'''{{Patch name|11|19|2010}}'''
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**This was fixed by making the Medic unable to heal people with his secondary weapon while taunting or using the [[Meet the Medic (taunt)|Meet the Medic]], [[Director's Vision]], [[Schadenfreude]], or [[High Five!]].
 
**This was fixed by making the Medic unable to heal people with his secondary weapon while taunting or using the [[Meet the Medic (taunt)|Meet the Medic]], [[Director's Vision]], [[Schadenfreude]], or [[High Five!]].
  
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]])
+
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
 
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
 
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
  
 
'''{{Patch name|9|21|2012}}'''
 
'''{{Patch name|9|21|2012}}'''
* Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower in [[Mann vs. Machine (game mode)|Mann vs. Machine]].
+
* Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower in [[Mann vs. Machine]].
  
 
'''{{Patch name|10|9|2012}}'''
 
'''{{Patch name|10|9|2012}}'''
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'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 +
'''{{Patch name|2|7|2014}}'''
 +
* Fixed third-person Medi Gun beams appearing jittery.
  
 
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 
* Converted the Medi Gun models to use the <code>c_models</code> system.
 
* Converted the Medi Gun models to use the <code>c_models</code> system.
 
'''{{Patch name|2|7|2014}}'''
 
* Fixed third-person Medi Gun beams appearing jittery.
 
  
 
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
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== Trivia ==
 
== Trivia ==
* If the Medic heals an enemy [[Spy]] that kills a teammate, the Medic is awarded a [[Kill assist]]. The Medic is also credited for an assist if he heals a Spy that successfully saps a [[Buildings|building]].
+
* If the Medic heals an enemy [[Spy]] that kills a teammate, the Medic is awarded a [[kill assist]]. The Medic is also credited for an assist if he heals a Spy that successfully saps a [[Buildings|building]].
** This also makes it possible for a friendly Medic to [[dominate]] a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate.
+
** This also makes it possible for a friendly Medic to [[Domination|dominate]] a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate.
 
** It also makes it possible for the Medic to assist in his own death.
 
** It also makes it possible for the Medic to assist in his own death.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:BLU_Medigun.png|[[BLU]] team variant of the weapon.
+
File:BLU Medigun.png|BLU team variant of the weapon.
 
File:Medi Gun 1st person red.png|[[RED]] first-person view.
 
File:Medi Gun 1st person red.png|[[RED]] first-person view.
 
File:Medi Gun 1st person blu.png|BLU first-person view.
 
File:Medi Gun 1st person blu.png|BLU first-person view.
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File:Medi Gun First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant.
 
File:Medi Gun First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant.
 
File:ÜberCharge Regular.png|The Medi Gun's healing beam granting the Heavy an ÜberCharge.
 
File:ÜberCharge Regular.png|The Medi Gun's healing beam granting the Heavy an ÜberCharge.
File:Medic weapons concept.jpg|Several Medic weapon concepts.
+
File:Medic weapons concept.jpg| Medic weapon concepts.
 
File:Medipack concept.png|Concept art of the Medipack.
 
File:Medipack concept.png|Concept art of the Medipack.
File:Standard icon RED Medi Gun.png|Icon from the TF2 DIY kit.
+
File:Standard icon RED Medi Gun.png|RED "bucket" icon from the TF2 DIY kit.
File:Standard icon BLU Medi Gun.png|BLU icon from the TF2 DIY kit.
+
File:Standard icon BLU Medi Gun.png|BLU "bucket" icon from the TF2 DIY kit.
 
</gallery>
 
</gallery>
  
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== References ==
 
== References ==
<references />
+
<references/>
  
 
{{Standard Weapons Nav}}
 
{{Standard Weapons Nav}}

Latest revision as of 18:08, 3 June 2024

This article is about the Medic's stock secondary weapon. For other Medi Guns, see Medi Gun (disambiguation).
With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!
The Medic

The Medi Gun is the default secondary weapon for the Medic. It is a modified team-colored fire hose nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who then emits similarly colored cross symbols, similar to a Teleporter trail. When a disguised Spy is overhealed, enemies can also see the team-colored crosses.

Instead of damaging enemies, the Medi Gun heals injured allies and temporarily boosts their health, up to a maximum of 150% of base health (see overhealing). Its healing rate is variable, from 24 HP per second, for patients who have been damaged in the past 10 seconds, to a maximum of 72 HP per second, for patients who have not been damaged in the past 15 seconds. Newly-spawned teammates also heal at 72 HP per second. When the heal target has not taken damage in the past 10 to 15 seconds, the rate at which the Medi Gun heals increases linearly from 24 to 72 HP per second (for example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). Afterburn from certain sources reduces healing from the Medi Gun by 50% for the duration of the burn.

When healing, the Medi Gun's ÜberCharge bar fills at a rate of 2.5% per second. However, this rate is halved when healing targets whose health is at 142.5% or higher, or if the player is being healed by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart). The ÜberCharge build penalty from each heal source stacks, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is increased to triple the normal rate pre-round, but this rate is still reduced if the target is being healed by multiple sources. Healing injured teammates doubles the Medic's current rate of natural health regeneration.

When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient, allowing him to keep up with faster teammates. However, the Medi Gun cannot mirror blast jumps or charges like the Quick-Fix. Any kills for the patient are counted as assists for the Medic, and add to their killstreak if they are using a killstreak Medi Gun.

When the ÜberCharge meter is full, it is deployed by pressing the alt-fire button (default key: MOUSE2). The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for 9 seconds. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. While the ÜberCharge is active, the Medic and his patient are unable to capture a point, push the cart, or carry the intelligence. However, they are still able to block the enemy team from capturing the point or pushing their cart. The Medic cannot deploy an ÜberCharge while carrying the intelligence, and any attempt to do so will not affect the ÜberCharge meter.

The Medi Gun's beam stays locked onto its target as long as the wielding Medic keeps the primary fire button (default key: MOUSE1) held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.

In Advanced multiplayer options, there is an option to have the beam stay locked on without having to hold down the primary fire button, and another option that displays an arrow over the heal target.

Healing and function times

Healing and function times
Healing
Healing (in combat) 100% 24 / s
Healing (out of combat) 300% 72 / s
Function times
Effect duration 8 s
Charge fill speed 2.5% / s (1.25% / s)
Maximum charge time 40 s (80 s)
Beam connect distance 450 (Hammer units)
Beam disconnect distance 540 (Hammer units)[1]
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Achieved.png General achievements

Master of Disguise
Master of Disguise
Trick an opposing Medic into healing you.
Team Doctor
Team Doctor
Accumulate 25000 heal points as a Medic.


Leaderboard class scout.png Scout

Doctoring the Ball
Doctoring the Ball
Kill 3 enemies while under the effects of a Medic's ÜberCharge.


Leaderboard class soldier.png Soldier

S*M*A*S*H
S*M*A*S*H
Assist a Medic in exploding 5 enemies with a single ÜberCharge.
War Crime and Punishment
War Crime and Punishment
In a single life, kill 3 enemies who have damaged a Medic that is healing you.


Leaderboard class pyro.png Pyro

Pyrotechnics
Pyrotechnics
Kill 3 enemies in a single ÜberCharge.
Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.


Leaderboard class demoman.png Demoman

Tam O'Shatter
Tam O'Shatter
Destroy 5 enemy Engineer buildings during a single ÜberCharge from a Medic.


Leaderboard class heavy.png Heavy

Class Struggle
Class Struggle
Work with a friendly Medic to kill an enemy Heavy & Medic pair.


Division of Labor
Division of Labor
Kill 10 enemies with a Medic assisting you, where neither of you die.


Party Loyalty
Party Loyalty
Kill 50 enemies within 3 seconds of them attacking your Medic.
Red Oktoberfest
Red Oktoberfest
Earn a domination for a Medic who's healing you.


Soviet Block
Soviet Block
While invulnerable and on defense, block an invulnerable enemy Heavy's movement.


Supreme Soviet
Supreme Soviet
Get ÜberCharged 50 times.


Leaderboard class engineer.png Engineer

Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.


Leaderboard class medic.png Medic

Autoclave
Autoclave
Assist in burning 5 enemies with a single ÜberCharge on a Pyro.


Bedside Manner
Bedside Manner
Be healing a teammate as he achieves an achievement of his own.


Big Pharma
Big Pharma
Assist a Heavy in killing 10 enemies, where neither of you die.


Blast Assist
Blast Assist
Assist in exploding 5 enemies with a single ÜberCharge on a Soldier.


Blunt Trauma
Blunt Trauma
Assist in punching 2 enemies with a single ÜberCharge on a Heavy.


Chief of Staff
Chief of Staff
Accumulate 1 million total heal points.


Consultation
Consultation
Assist a fellow Medic in killing 3 enemies in a single life.


Doctor Assisted Homicide
Doctor Assisted Homicide
Assist in killing 20 nemeses.


Double Blind Trial
Double Blind Trial
Deploy an ÜberCharge within 8 seconds of a nearby enemy Medic deploying his.


Family Practice
Family Practice
ÜberCharge 5 of your Steam Community Friends.


First Do No Harm
First Do No Harm
Play a full round without killing any enemies, and score the highest on a team of 6 or more players.


Grand Rounds
Grand Rounds
Heal 200 teammates after they've called for 'Medic!'.


Group Health
Group Health
Work with 2 other Medics to deploy 3 simultaneous ÜberCharges.


House Call
House Call
Join a game that one of your friends is in and then deploy an ÜberCharge on him.


Hypocritical Oath
Hypocritical Oath
Kill an enemy Spy that you have been healing.
Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.


Intern
Intern
Accumulate 7000 heal points in a single life.


Medical Breakthrough
Medical Breakthrough
Assist in destroying 5 enemy Engineer buildings with a single ÜberCharge on a Demoman.


Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.


Midwife Crisis
Midwife Crisis
Heal an Engineer as he repairs his sentry gun while it's under enemy fire.


Play Doctor
Play Doctor
In a team with no Medics, be the first person to switch to Medic after a teammate calls for 'Medic!', and then heal 500 health.


Preventive Medicine
Preventive Medicine
Block the enemy from capturing a control point with an ÜberCharged teammate.


Quadruple Bypass
Quadruple Bypass
Heal a teammate who's taking fire from 4 enemies at once.


Second Opinion
Second Opinion
ÜberCharge 2 teammates at once.


Specialist
Specialist
Accumulate 10000 heal points in a single life.


Surgical Prep
Surgical Prep
Have an ÜberCharge ready before the Setup phase ends.


Trauma Queen
Trauma Queen
Deploy 3 ÜberCharges in less than 5 minutes, and assist in 5 kills during that time.


Triage
Triage
Deploy an ÜberCharge on a teammate less than a second before they're hit by a critical explosive.


Ubi concordia, ibi victoria
Ubi concordia, ibi victoria
Assist in killing 3 enemies on an enemy control point, in a single life.


You'll Feel a Little Prick
You'll Feel a Little Prick
Assist in killing 3 enemies with a single ÜberCharge on a Scout.


Leaderboard class spy.png Spy

FYI I am a Spy
FYI I am a Spy
Backstab a Medic who has healed you in the last 5 seconds.
Insurance Fraud
Insurance Fraud
Kill an enemy while you're being healed by an enemy Medic.

Update history

October 25, 2007 Patch
  • Fixed a rare crash caused by a Medi Gun losing its owner.

October 31, 2007 Patch

  • The Medi Gun no longer continues to heal enemy Spies who have lost their disguise.

December 20, 2007 Patch

  • The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding.
  • Fixed exploit where this weapon's ÜberCharge wouldn't drain if you switched weapons.
  • Fixed a rare crash that can happen when a player being healed leaves the server suddenly.

January 14, 2008 Patch

  • Added option for the Medi Gun's beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.

January 15, 2008 Patch

  • Fixed the Medi Gun's effect not being removed if the Medic changed class while healing.

February 28, 2008 Patch

  • Fixed potential client crash for players being healed by a Medic or Dispenser.

March 1, 2008 Patch (Xbox)

  • Medics no longer heal enemy Spies when they're not disguised.

April 1, 2008 Patch

  • Changed Medi Gun ÜberCharge meter to drain faster for each target that still has ÜberCharge beyond your current target. This means there is a penalty for having multiple people being Übercharged at one time.

April 2, 2008 Patch (Xbox)

  • Medic heal rate returned to normal.

May 5, 2008 Patch

  • Fixed unlimited ÜberCharge exploit.

May 7, 2008 Patch

  • Fixed another unlimited ÜberCharge exploit.

May 9, 2008 Patch

  • Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.

May 21, 2008 Patch

  • Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.

July 8, 2008 Patch

  • Fixed broken Medi Gun taunt.

January 28, 2009 Patch

  • Added percentage to ÜberCharge HUD panel for the Medic.

November 19, 2010 Patch

  • Fixed the Medi Gun's charge percent for other players being steppy.

April 14, 2011 Patch (Hatless Update)

  • [Undocumented] A dropped Medi Gun, after death, no longer has the hose attachment.
  • [Undocumented] Added hose bodygroup to the Medi Gun.

August 3, 2011 Patch

  • Fixed a case where health overheal wasn't being applied when multiple healers were involved.

August 18, 2011 Patch

  • [Undocumented] Added Strange Quality.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Medi Guns can now be gifted.

March 22, 2012 Patch

  • [Undocumented] Changed equip region to "Medigun Backpack".

August 10, 2012 Patch

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

September 21, 2012 Patch

  • Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower in Mann vs. Machine.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 21, 2012 Patch

  • Fixed a client crash in the Medi Gun charge meter when using a custom HUD.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

February 14, 2013 Patch

  • Fixed the Botkiller Medi Gun using the wrong RED team arms skin while on the BLU team.

February 15, 2013 Patch

  • Fixed not seeing Medi Gun particle beams while healing players in DirectX 8.

November 21, 2013 Patch (Two Cities Update)

February 7, 2014 Patch

  • Fixed third-person Medi Gun beams appearing jittery.

June 18, 2014 Patch (Love & War Update)

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

December 17, 2015 Patch (Tough Break Update)

  • During setup time, ÜberCharge build rate is now increased by 3x.

December 22, 2015 Patch

  • Fixed the Medi Gun sometimes using the incorrect ÜberCharge rate on maps with multiple stages.

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
  • All Flamethrowers:
    • Direct damage reduces Medi Gun healing and resist shield effects by 25%

September 12, 2016 Patch

  • Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix.

October 27, 2017 Patch

  • Fixed a bug related to the Medi Gun and changing class/loadout while being healed.

December 13, 2017 Patch

  • Fixed a bug with the Medi Gun not staying attached to players.

July 25, 2019 Patch (Summer 2019 Pack)

August 21, 2020 Patch (Summer 2020 Pack)

  • Fixed Australium Medigun(sic)/Wrench items not dropping for the Mann vs. Machine rewards.

July 7, 2022 Patch

  • Fixed Medi Gun charges expiring too early if a server forces add_uber_time

Bugs

  • Taking environmental damage can sometimes cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
  • Healing a player with any Medi Gun may sometimes result in the heal target getting 1 to 2 HP over the max overheal for that target.
  • The beam from the Medi Gun and its variants can sometimes visually glitch client-side, making the beam trail off into the distance or even disappear while healing a target.

Trivia

  • If the Medic heals an enemy Spy that kills a teammate, the Medic is awarded a kill assist. The Medic is also credited for an assist if he heals a Spy that successfully saps a building.
    • This also makes it possible for a friendly Medic to dominate a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate.
    • It also makes it possible for the Medic to assist in his own death.

Gallery

See also

External links

References

  1. game\shared\tf\tf_weapon_medigun.cpp:L468-470