Difference between revisions of "Bleeding"
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<div style="float: right; width: 20%;">{{Kill notice|extend=yes|invert=yes|killer=Sniper|victim=Spy|weapon=Bleed|width=100%}}</div> | <div style="float: right; width: 20%;">{{Kill notice|extend=yes|invert=yes|killer=Sniper|victim=Spy|weapon=Bleed|width=100%}}</div> | ||
− | [[ | + | [[File:Bleed drop.png|128px|right|HUD icon for bleeding.]] |
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− | ''' | + | {{Quotation|'''The Medic'''|My...my blood is entirely out of my body. Vhat a curious feeling...|sound=medic_sf12_badmagic11.wav}} |
− | Bleeding | + | '''Bleeding''' is a damage-over-time effect inflicted on a player that is caused by certain weapons. Should a player be struck by bleeding, their health will gradually dissipate at a rate of 4 [[Health|health points]] every 0.5 seconds (or 8hp/s) until the effect wears off, the victim dies, or is cured by touching a [[Medkit]], [[Respawn#Resupply|Resupply locker]], or a [[Lunchbox]] item. Unlike fire, bleeding cannot be cured by [[water]] or a [[compression blast]]. |
− | + | When players are afflicted with bleeding, their screen flashes slowly with a red hue, a red drop on their health display, and continual flinching. Any other player viewing the effect will see blood particles being emitted from the player. | |
− | Bleeding can be used during hit-and-run maneuvers to great effect, allowing players to avoid direct confrontation while dealing considerable damage over time. Additionally, it proves to be a useful tool for seeking out cloaked [[Spies]], who will flinch and produce blood particles. | + | Bleed duration varies between weapons and does not stack on multiple hits by the same weapon; being struck again resets the status to its full duration. However, unlike [[afterburn]], a similar damage-over-time status effect, bleed damage ''will'' stack if a player is struck in quick succession by several ''different'' bleed-inflicting weapons, allowing even more damage-over-time to occur over the same period (for example, being hit by a [[Flying Guillotine]] and [[Boston Basher]]). |
+ | |||
+ | Although bleeding cannot [[Critical hits|Crit]] on its own, damage inflicted from it can be given Mini-Crit status if the target is affected by a Mini-Crit debuff, such as from [[Jarate]] or being [[Mechanics#MarkedForDeath|marked for death]], or the attacker being given a Mini-Crit buff, such as from the [[Buff Banner]] or [[Crit-a-Cola]]. | ||
+ | |||
+ | Bleeding can be used during hit-and-run maneuvers to great effect, allowing players to avoid direct confrontation while dealing considerable damage over time. Additionally, it proves to be a useful tool for seeking out cloaked [[Spies]], who will flinch and produce blood particles even while disguised. | ||
+ | |||
+ | == Damage and function times == | ||
+ | {{Damage table | ||
+ | | damagetype = Untyped | ||
+ | | rangetype = Untyped | ||
+ | |||
+ | | damage = yes | ||
+ | | bleeding = {{tooltip|4 / tick|8 / s}}<br/> | ||
+ | | bleeding minicrit = {{tooltip|5 / tick|10 / s}} | ||
+ | | function times = yes | ||
+ | | attack interval = 0.5 s | ||
+ | }} | ||
== Associated weapons == | == Associated weapons == | ||
+ | {{List of bleed-inflicting weapons}} | ||
+ | |||
+ | == Update history == | ||
+ | '''{{Patch name|5|20|2010}}''' ([[Second Community Contribution Update]]) | ||
+ | * Added Bleeding mechanic. | ||
+ | |||
+ | '''{{Patch name|5|27|2010}}''' | ||
+ | * Added bleeding [[Kill icons|icon]] to game. | ||
+ | |||
+ | '''{{Patch name|10|9|2012}}''' | ||
+ | * [[Healing#Overheal|Overhealed]] players that are bleeding or on [[fire]] can now pickup healthkits to remove these conditions. | ||
+ | |||
+ | '''{{Patch name|1|16|2013}}''' | ||
+ | * Fixed a server crash caused by players bleeding to death. | ||
− | + | == Bugs == | |
− | + | * If a new round on a map is started while a player is bleeding, that player's screen will continue to flash as if the player is suffering from bleed damage. However, the player will not produce voice responses or take any damage. The effect remains until the player leaves the server or exits the game. | |
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− | == | + | == Notes == |
− | + | * The [[Upgrade Station|Explosive Headshot upgrade]] in [[Mann vs. Machine]] will display the blood drop kill icon if a Robot is killed via an explosive headshot. | |
− | ==Trivia== | + | == Trivia == |
− | *When bleeding was first introduced with the release of the [[Tribalman's Shiv]], the kill icon would display whatever weapon was being wielded at the time by the killer. When holding Jarate or being in the process of respawning, the generic "Skull and Crossbones" kill icon would be used. | + | * When bleeding was first introduced with the release of the [[Tribalman's Shiv]], the kill icon would display whatever weapon was being wielded at the time by the killer. When holding Jarate or being in the process of respawning, the generic "Skull and Crossbones" kill icon would be used. |
− | ==Gallery== | + | == Gallery == |
<gallery> | <gallery> | ||
− | File:Bleeding example.png|An example of the | + | File:Bleeding example.png|An example of the bleeding notification being displayed on the HUD. |
+ | File:Bleeding Cloaked Spy.png|A [[Cloak|cloaked]] [[Spy]] revealed from the bleeding effect. The constant damage causes him to alternate between being fully cloaked and semi cloaked. | ||
+ | File:Bleed Grappling Hook.png|Icon used when hooking an enemy with the [[Grappling Hook]]. | ||
+ | File:Speech mediccall hurt bleed.png|"Medic!" bubble, player bleeding (health at or above 100%) | ||
</gallery> | </gallery> | ||
− | {{Engineer Nav}} | + | {{Scout Nav|coluncolstate = collapsed}} |
− | {{Sniper Nav}} | + | {{Engineer Nav|coluncolstate = collapsed}} |
− | {{ | + | {{Sniper Nav|coluncolstate = collapsed}} |
+ | {{Mechanics Nav}} | ||
− | [[Category:Strategy | + | [[Category:Strategy]] |
− | [[Category:Gameplay | + | [[Category:Gameplay]] |
Latest revision as of 15:30, 11 August 2024
“ | My...my blood is entirely out of my body. Vhat a curious feeling...
Click to listen
— The Medic
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” |
Bleeding is a damage-over-time effect inflicted on a player that is caused by certain weapons. Should a player be struck by bleeding, their health will gradually dissipate at a rate of 4 health points every 0.5 seconds (or 8hp/s) until the effect wears off, the victim dies, or is cured by touching a Medkit, Resupply locker, or a Lunchbox item. Unlike fire, bleeding cannot be cured by water or a compression blast.
When players are afflicted with bleeding, their screen flashes slowly with a red hue, a red drop on their health display, and continual flinching. Any other player viewing the effect will see blood particles being emitted from the player.
Bleed duration varies between weapons and does not stack on multiple hits by the same weapon; being struck again resets the status to its full duration. However, unlike afterburn, a similar damage-over-time status effect, bleed damage will stack if a player is struck in quick succession by several different bleed-inflicting weapons, allowing even more damage-over-time to occur over the same period (for example, being hit by a Flying Guillotine and Boston Basher).
Although bleeding cannot Crit on its own, damage inflicted from it can be given Mini-Crit status if the target is affected by a Mini-Crit debuff, such as from Jarate or being marked for death, or the attacker being given a Mini-Crit buff, such as from the Buff Banner or Crit-a-Cola.
Bleeding can be used during hit-and-run maneuvers to great effect, allowing players to avoid direct confrontation while dealing considerable damage over time. Additionally, it proves to be a useful tool for seeking out cloaked Spies, who will flinch and produce blood particles even while disguised.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Damage type | Untyped | |
Ranged or Melee damage? | Untyped | |
Damage | ||
Bleeding | 4 / tick | |
Bleeding (mini-crit) | 5 / tick | |
Function times | ||
Attack interval | 0.5 s | |
Values are approximate and determined by community testing. |
Associated weapons
List of bleed-inflicting weapons | ||||
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Secondary |
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Flying Guillotine | ||||
Melee |
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Boston Basher | Three-Rune Blade | |||
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Wrap Assassin | ||||
Melee |
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Southern Hospitality | ||||
Melee |
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Tribalman's Shiv | ||||
Action items |
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Grappling Hook |
Update history
May 20, 2010 Patch (Second Community Contribution Update)
- Added Bleeding mechanic.
- Added bleeding icon to game.
- Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.
- Fixed a server crash caused by players bleeding to death.
Bugs
- If a new round on a map is started while a player is bleeding, that player's screen will continue to flash as if the player is suffering from bleed damage. However, the player will not produce voice responses or take any damage. The effect remains until the player leaves the server or exits the game.
Notes
- The Explosive Headshot upgrade in Mann vs. Machine will display the blood drop kill icon if a Robot is killed via an explosive headshot.
Trivia
- When bleeding was first introduced with the release of the Tribalman's Shiv, the kill icon would display whatever weapon was being wielded at the time by the killer. When holding Jarate or being in the process of respawning, the generic "Skull and Crossbones" kill icon would be used.
Gallery
Icon used when hooking an enemy with the Grappling Hook.
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