Difference between revisions of "Healing"

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(Non-Medic Healing: Minor clarity and grammar errors)
(Reworded some stuff (overheal decay rate > amount of overheal decaying per second for clarity). Removed note about the Dalokohs Bar as it's already covered earlier under weapons which affect max HP. Will make a specific table later.)
 
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[[Image:Kingofthehill 1600x1200.png|thumb|right|300px|A [[RED]] team [[Medic]] healing a RED [[Heavy]]]]
 
  
{{Quotation|'''The Scout'''|Alright, I feel good!|sound=Scout_thanksfortheheal01.wav}}
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[[File:Kingofthehill 1600x1200.png|thumb|right|300px|A [[RED]] team [[Medic]] healing a RED [[Heavy]].]]
  
'''Healing''' is an ability primarily possessed by the [[Medic]] class while using his [[Medi Gun]], [[Kritzkrieg]], or [[Quickfix]]. By training his healing beam on an ally (or a disguised enemy [[Spy]]), the Medic can actively restore the player's [[health]]. In addition to restoring health, healing also enables the Medic to fill up his [[ÜberCharge]] bar. The Medic cannot heal [[buildings]], which must be repaired using the [[Engineer]]'s melee weapon, such as a [[Wrench]].
+
{{Quotation|'''The Scout'''|Alright, I feel good!|sound=Scout thanksfortheheal01.wav}}
 +
 
 +
'''Healing''' is an ability primarily possessed by the [[Medic]] class while using his [[Medi Gun]], [[Kritzkrieg]], [[Quick-Fix]], or [[Vaccinator]]. By training his healing beam on an ally (or a disguised enemy [[Spy]]), the Medic can actively restore the player's [[health]]. In addition to restoring health, healing also enables the Medic to fill up his [[ÜberCharge]] bar. The Medic cannot heal [[buildings]], which must be repaired using an [[Engineer]]'s melee weapon, such as the [[Wrench]].
  
 
== Healing and ÜberCharge rates ==
 
== Healing and ÜberCharge rates ==
 +
A Medic's healing rate is linearly based upon how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 24 health per second. From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 health per second. This mechanic, often referred to as "'''crit healing'''" or "'''out-of-combat healing'''", is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.<ref>[http://www.teamfortress.com/post.php?id=1656 Blog post] on crit heals.</ref>
  
Healing rate is linearly based upon how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 24 health per second.  From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 health per second. This mechanic is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.[http://www.teamfortress.com/post.php?id=1656]
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[[File:Crit Heals Graph for Mediguns.png|right|500px|thumb|This graph shows how Medic's healing rate changes for different mediguns based on how long it has been since his target last took damage.]]
  
ÜberCharge building rate is halved if the target is at 142.5% health or above. If more than one Medic is healing the target, charge building speed is divided by a factor of the number of Medics healing that target.[http://forums.steampowered.com/forums/showpost.php?p=11342109&postcount=1530]
+
ÜberCharge building rate is halved if the target is at 142.5% health or above. If more than one Medic is healing the target, charge building speed is divided by a factor of the number of Medics healing that target.<ref>https://web.archive.org/web/20101119142145/http://forums.steampowered.com/forums/showpost.php?p=11342109&postcount=1530</ref> Dispensers and Payload Carts also reduce the charge rate when healing the same target.
  
For exact timings, see the individual pages for the [[Medi Gun]], [[Kritzkrieg]] and [[Quick-Fix]].
+
For exact timings, see [[Ubercharge#Rates|Ubercharge Rates]].
  
 
== Overheal ==
 
== Overheal ==
An ''overheal'' refers to a player's health being up to 150% above their maximum HP. [[Medic]]s can overheal players with any secondary healing tool except for the [[Quick-Fix]]. The player's health cross on the [[HUD]] will glow more brightly as he or she is more overhealed. A [[Particle effects#Overheal|particle effect]] consisting of small team-colored health symbols will surround an overhealed player. The [[Hatless Update]] increased the size of the overheal symbols.
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{{Redirects here|Overheal|Magic spells#Overheal|l1=the Overheal magic spell}}
 +
An '''overheal''' (commonly referred to as a "'''buff'''") indicates a player's health is up to 150% above their maximum HP (half of the player's normal health added on). Medics can overheal players with any secondary healing tool except for the Quick-Fix, which can only overheal up to 125%. Overheal is granted at the same rates as regular health. The player's health cross on the [[HUD]] will glow more brightly as they are more overhealed. A [[Particle effects#Overheal|particle effect]] consisting of small team-colored health symbols will surround an overhealed player. The [[Hatless Update]] increased the size of the overheal symbols.
  
A full overheal will fade away in exactly 20 seconds for all classes, provided that the player does not take additional damage. While a [[Heavy]]'s health can be boosted to 450, it will return to its base of 300 in the same time as a [[Scout]], whose health can be boosted to 185 from 125. If a Medic heals a player already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (overhealed). Classes with the higher starting health take longer to fully overheal.
+
A [[Heavy]] wielding the [[Fists of Steel]] has 40% less maximum overheal, while a [[Sniper]] wearing the [[Razorback]] can't be overhealed.
  
During [[setup time]], or while approaching an objective, a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the speed at which the [[ÜberCharge]] bar rises.
+
A full overheal will fade away in exactly 15 seconds for all classes, provided that the player does not take additional damage. While the Heavy's health can be boosted to 450, it will return to its base of 300 in the same time as the [[Scout]], whose health can be boosted from 125 to 185. The amount of overheal decaying per second is proportional to maximum health. Unlockable weapons which affect maximum health (such as the [[Conniver's Kunai]] or the [[Gunslinger]]) also affect the amount of overheal which decays per second. Weapons which reduce overheal (such as the [[Fists of Steel]] or the [[Quick-Fix]]) do not affect the amount of overheal decaying per second.
  
When calculating the amount of overheal a class gets, if the number added turns into an increment that doesn't follow the pattern of 5's (5, 10, 15, 20, etc), the amount always goes down to the nearest 5th increment (i.e. 175 -> 262.5 would be changed to 260).
+
During [[setup time]], or while approaching an objective, a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the speed at which the ÜberCharge bar rises (ÜberCharge rate is not affected during setup time).
  
{| class="wikitable grid sortable" align="Left" style="margin-bottom: 10px"
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Overheal will be retained if a player is being healed by a Quick-Fix.
! class="header" | Class
 
! class="header unsortable" | Modifier
 
! class="header" | Normal Max
 
! class="header" | Over-healed Max
 
|-
 
| {{class link|Scout}}  <br>
 
| '''Base'''
 
| '''125''' || '''185'''
 
|-
 
| {{class link|Scout}}  <br>
 
| With the [[Sandman]] equipped.
 
| 110 || {{overheal|110}}
 
|-
 
| {{class link|Scout}}  <br>
 
| With the [[Item sets|Special Delivery Pack]] equipped.
 
| 150 || {{overheal|150}}
 
|-
 
| {{class link|Soldier}}   
 
| '''Base'''
 
| '''200''' || '''{{overheal|200}}'''
 
|-
 
| {{class link|Pyro}} 
 
| '''Base'''
 
| '''175''' || '''260'''
 
|-
 
| {{class link|Demoman}} 
 
| '''Base'''
 
| '''175''' || '''260'''
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker|HHHH]] equipped and no decapitations.
 
| 150 || {{overheal|150}}
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker|HHHH]] equipped after one decapitation.
 
| 165 || 245
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker|HHHH]] equipped after two decapitations.
 
| 180 || {{overheal|180}}
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker|HHHH]] equipped after three decapitations.
 
| 195 || 290
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker|HHHH]] equipped after four decapitations.
 
| 210 || {{overheal|210}}
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Claidheamh Mòr]] equipped.
 
| 160 || {{overheal|160}}
 
|-
 
| {{class link|Demoman}} 
 
| With the [[Ali Baba's Wee Booties]] equipped.
 
| 200 || {{overheal|200}}
 
|-
 
| {{class link|Heavy}} 
 
| '''Base'''
 
| '''300''' || '''{{overheal|300}}'''
 
|-
 
| {{class link|Heavy}}
 
| After consuming the [[Dalokohs Bar]].
 
| 350 || 450
 
|-
 
| {{class link|Heavy}} 
 
| With the [[Warrior's Spirit]] equipped.
 
| 280 || {{overheal|280}}
 
|-
 
| {{class link|Heavy}} 
 
| With the Warrior's Spirit equipped after consuming the Dalokohs Bar.
 
| 330 || 420
 
|-
 
| {{class link|Engineer}}   
 
| '''Base'''
 
| '''125''' || '''185'''
 
|-
 
| {{class link|Engineer}} 
 
| With the [[Gunslinger]] equipped.
 
| 150 || {{overheal|150}}
 
|-
 
| {{class link|Medic}}   
 
| '''Base'''
 
| '''150''' || '''{{overheal|150}}'''
 
|-
 
| {{class link|Medic}}
 
| With the [[Vita-Saw]] equipped.
 
| 140 || {{overheal|140}}
 
|-
 
| {{class link|Sniper}}   
 
| '''Base'''
 
| '''125''' || '''185'''
 
|-
 
| {{class link|Sniper}}   
 
| With [[Darwin's Danger Shield]] equipped.
 
| 150 || {{overheal|150}}
 
|-
 
| {{class link|Spy}}   
 
| '''Base'''
 
| '''125''' || '''185'''
 
|-
 
| {{class link|Spy}}
 
| With the [[Conniver's Kunai]] equipped.
 
| 60 || {{overheal|60}}
 
|-
 
| {{class link|Spy}}
 
| With the [[Big Earner]] equipped.
 
| 100 || {{overheal|100}}
 
|-
 
| [[Civilian]] 
 
| '''Base'''
 
| '''50''' || '''{{overheal|50}}'''
 
|-
 
|}
 
  
{{clr}}
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Max overheal is rounded down to the nearest multiple of 5, i.e., 175 → 262.5 would be changed to 260.
  
==Non-Medic Healing==
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{{Class health pack and overheal table|overheal}}
* Most maps are also dotted with varying sizes of [[health]] pickups.
 
* The Resupply Lockers in spawns will grant a player full health.
 
* [[Dispenser]]s and Payload [[cart]]s will actively heal friendly players (and Spies disguised as friendly players) who stand near them.
 
* [[Scout]]s may use [[Mad Milk]] to enable themselves and their allies to recover health by damaging opponents covered in the substance.
 
* Players killed by Scouts who have the [[Candy Cane]] equipped will drop a small medkit.
 
* [[Soldier]]s can heal 15 health per opponent hit with the [[Black Box]].
 
* When activated, the [[Concheror]] heals 35% of all damage inflicted by people within range of the banner.
 
* [[Pyro]]s reflecting a rocket fired by the Black Box also regain 15 health if the rocket damages an opponent.
 
* Pyros who obtain a kill with the [[Powerjack]] gain up to 75 health, which may overheal the Pyro.
 
* [[Demomen]] who decapitate an enemy using the [[Eyelander]] or the [[Horseless Headless Horsemann's Headtaker]] recover 15HP along with the increase to their max health.
 
* Demomen wielding the [[Persian Persuader]] gain health upon picking up an ammo box, equivalent to the percentage of ammo the ammo box would restore.
 
* A Soldier or Demoman is fully healed upon a successful kill with the [[Half-Zatoichi]].
 
* [[Heavies]] may also consume [[Sandvich]]es or [[Dalokohs Bar]]s to regain health, and can drop Sandviches or [[Buffalo Steak Sandvich]]es for other players to use.
 
* [[Medic]]s wielding the [[Kritzkrieg]] can use its taunt to recover a bit of their own health.
 
* The [[Blutsauger]] will heal the Medic 3 hitpoints for every shot fired that hits an enemy.
 
* [[Spy|Spies]] who earn a backstab using the [[Conniver's Kunai]] are healed by the victim's total health, potentially overhealing the Spy to 180 health.
 
For more detailed information on other sources of healing, see the [[Health]] page.
 
  
==Medic! icons==
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{{clr}}
<gallery>
 
File:Speech_mediccall.png|"Medic!" bubble (health at or above 100%)
 
File:Speech_mediccall_hurt.png|"Medic!" bubble, when hurt (health below 100%)
 
File:Speech_mediccall_attention.png|Automatic Medic notification bubble (depends on your multiplayer advanced settings)
 
</gallery>
 
  
== Related Achievements ==
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== Related achievements ==
=== [[Image:Achieved.png|20px|link=Achievements]] [[achievements|General]] ===
+
=== [[File:Achieved.png|20px|link=Achievements]] [[achievements|General]] ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|General|Master of Disguise}}
 
| 1 = {{Show achievement|General|Master of Disguise}}
Line 224: Line 91:
 
}}
 
}}
  
==See also==
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== Bugs ==
*[[ÜberCharge]]
+
* Overheal health can sometimes reach 1-2 more health than the normal limit due to the rounding of health.
*[[Medi Gun]]
 
*[[Kritzkrieg]]
 
*[[Oktoberfest]]
 
*[[Health]]
 
*[[Sandvich]]
 
*[[Dalokohs Bar]]
 
*[[Blutsauger]]
 
  
==External links==
+
== Gallery ==
*[http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog- The Medigun Healing Ramp]
+
<gallery perrow=4>
 +
File:Speech_mediccall.png|"Medic!" bubble (health at or above 100%)
 +
File:Speech_mediccall_hurt.png|"Medic!" bubble, when hurt (health below 100%). The bubble becomes redder as the player takes more damage.
 +
File:Speech_mediccall_bleed.png|"Medic!" bubble, player [[Bleed|bleeding]] (health at or above 100%)
 +
File:Speech_mediccall_hurt_bleed.png|"Medic!" bubble, when bleeding and hurt (health below 100%). The bubble becomes redder as the player takes more damage.
 +
File:Speech_mediccall_fire.png|"Medic!" bubble when on [[fire]] (health at or above 100%)
 +
File:Speech_mediccall_fire_hurt.png|"Medic!" bubble, when on [[fire]] and hurt (health below 100%). The bubble becomes redder as the player takes more damage.
 +
File:Speech_mediccall_attention.png|Automatic Medic notification bubble (depends on the player's [[Multiplayer options#Advanced multiplayer options|advanced multiplayer options]])
 +
</gallery>
  
<br/>
+
== See also ==
 +
* [[Health]]
 +
* [[ÜberCharge]]
 +
 
 +
== External links ==
 +
* [http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog- The Medigun Healing Ramp].
 +
 
 +
== References ==
 +
<references />
 +
 
 +
{{Mechanics Nav}}
 
{{Medic Nav}}
 
{{Medic Nav}}
 
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 12:23, 30 October 2024

A RED team Medic healing a RED Heavy.
Alright, I feel good!
The Scout

Healing is an ability primarily possessed by the Medic class while using his Medi Gun, Kritzkrieg, Quick-Fix, or Vaccinator. By training his healing beam on an ally (or a disguised enemy Spy), the Medic can actively restore the player's health. In addition to restoring health, healing also enables the Medic to fill up his ÜberCharge bar. The Medic cannot heal buildings, which must be repaired using an Engineer's melee weapon, such as the Wrench.

Healing and ÜberCharge rates

A Medic's healing rate is linearly based upon how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 24 health per second. From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 health per second. This mechanic, often referred to as "crit healing" or "out-of-combat healing", is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.[1]

This graph shows how Medic's healing rate changes for different mediguns based on how long it has been since his target last took damage.

ÜberCharge building rate is halved if the target is at 142.5% health or above. If more than one Medic is healing the target, charge building speed is divided by a factor of the number of Medics healing that target.[2] Dispensers and Payload Carts also reduce the charge rate when healing the same target.

For exact timings, see Ubercharge Rates.

Overheal

"Overheal" redirects here. You may have been looking for the Overheal magic spell.

An overheal (commonly referred to as a "buff") indicates a player's health is up to 150% above their maximum HP (half of the player's normal health added on). Medics can overheal players with any secondary healing tool except for the Quick-Fix, which can only overheal up to 125%. Overheal is granted at the same rates as regular health. The player's health cross on the HUD will glow more brightly as they are more overhealed. A particle effect consisting of small team-colored health symbols will surround an overhealed player. The Hatless Update increased the size of the overheal symbols.

A Heavy wielding the Fists of Steel has 40% less maximum overheal, while a Sniper wearing the Razorback can't be overhealed.

A full overheal will fade away in exactly 15 seconds for all classes, provided that the player does not take additional damage. While the Heavy's health can be boosted to 450, it will return to its base of 300 in the same time as the Scout, whose health can be boosted from 125 to 185. The amount of overheal decaying per second is proportional to maximum health. Unlockable weapons which affect maximum health (such as the Conniver's Kunai or the Gunslinger) also affect the amount of overheal which decays per second. Weapons which reduce overheal (such as the Fists of Steel or the Quick-Fix) do not affect the amount of overheal decaying per second.

During setup time, or while approaching an objective, a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the speed at which the ÜberCharge bar rises (ÜberCharge rate is not affected during setup time).

Overheal will be retained if a player is being healed by a Quick-Fix.

Max overheal is rounded down to the nearest multiple of 5, i.e., 175 → 262.5 would be changed to 260.

Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139
Leaderboard class soldier.png Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276
Leaderboard class pyro.png Pyro 175 260 220
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295
Leaderboard class heavy.png Heavy 300 450 376
Under the effects of the Dalokohs Bar or Fishcake 350 500 426
With the Fists of Steel equipped 300 390 346
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake 350 440 396
Leaderboard class engineer.png Engineer 125 185 158
With the Gunslinger equipped 150 225 189
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176
Leaderboard class sniper.png Sniper 125 185 158
Leaderboard class spy.png Spy 125 185 158
With the Big Earner equipped 100 150 126
With Conniver's Kunai equipped 70 105 89
Maximum overheal from Conniver's Kunai backstabs N/A 210 N/A

Theoretical value. Overheal does not exceed 150% of the classes' maximum health.

Related achievements

Achieved.png General

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

I'm Bat Man
I'm Bat Man
Survive 500 damage in one life.


Leaderboard class soldier.png Soldier

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

Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.


Leaderboard class heavy.png Heavy

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


Factory Worker
Factory Worker
Kill 20 enemies while being recharged by a dispenser.
Redistribution of Health
Redistribution of Health
Heal 1000 damage with med-kits in a single life.

Leaderboard class engineer.png Engineer

(Not So) Lonely Are the Brave
(Not So) Lonely Are the Brave
Keep a Heavy healed with your dispenser while he gains five kills.


Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.
Drugstore Cowboy
Drugstore Cowboy
Have dispensers you created dispense a combined amount of 100,000 health over your career.


Doc Holiday
Doc Holiday
Have a dispenser heal three teammates at the same time.

Leaderboard class medic.png Medic

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


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


Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.


Intern
Intern
Accumulate 7000 heal points in a single life.


Midwife Crisis
Midwife Crisis
Heal an Engineer as he repairs his sentry gun while it's under enemy fire.
Quadruple Bypass
Quadruple Bypass
Heal a teammate who's taking fire from 4 enemies at once.


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


Hypocritical Oath
Hypocritical Oath
Kill an enemy Spy that you have been healing.


Specialist
Specialist
Accumulate 10000 heal points in a single life.


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.

Leaderboard class sniper.png Sniper

Rain on Their Parade
Rain on Their Parade
Jarate an enemy and the Medic healing him.
Beaux and Arrows
Beaux and Arrows
Kill a Heavy & Medic pair with the bow.

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.
May I Cut In?
May I Cut In?
Backstab an enemy and the Medic healing him within 10 seconds of each other.

Bugs

  • Overheal health can sometimes reach 1-2 more health than the normal limit due to the rounding of health.

Gallery

See also

External links

References