Difference between revisions of "Medi Gun"
Line 5: | Line 5: | ||
| 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 = [[Medic]] |
| slot = secondary | | slot = secondary | ||
| equip-region = medigun backpack | | equip-region = medigun backpack | ||
Line 14: | Line 14: | ||
| loadout = yes | | loadout = yes | ||
| quality = normal | | quality = normal | ||
− | | level = 1 | + | | level = Level 1 Medi Gun |
}} | }} | ||
− | {{Quotation|''' | + | {{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.}} |
− | + | The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified {{w|fire hose}} nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. When a cloaked [[Spy]] is over-healed, enemies can also see the team-colored crosses. | |
− | + | Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called [[overheal]]ing or buffing. As the Medic keeps his beam focused on a target, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5%/second when healing injured targets. The rate is halved with targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]].) These factors can stack, further reducing the charge rate. When the ÜberCharge is used, the Medic and his target glow and become invulnerable to damage (but not knockback) for 8 seconds. Disguised Spies can also benefit from these effects when tricking an enemy Medic into healing them. | |
− | + | The Medi Gun beam will stay 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. When a player has been overhealed, a team-colored "aura" follows them, similar to a [[Teleporter]] trail. | |
− | + | 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. | |
− | == | + | ==Healing and function times== |
{{Damage table | {{Damage table | ||
| healing = yes | | healing = yes | ||
− | | heal combat = 24 / | + | | heal combat = 24 / s |
− | | heal noncombat = 72 / | + | | heal noncombat = 72 / s |
| function times = yes | | function times = yes | ||
− | | charge fill speed = 2 | + | | charge fill speed = 2.5% / s ({{tooltip|1.25% / s|Target at 142.5% health or higher}}) |
− | | max charge time = 40 | + | | max charge time = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}}) |
− | | effect time = 8 | + | | effect time = 8 s |
}} | }} | ||
{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
− | == | + | == Strange variant == |
{{Strange item info | {{Strange item info | ||
− | | item-type = | + | | item-type = Medi Gun |
| rankson = ubers | | rankson = ubers | ||
| rankson2 = kill assists | | rankson2 = kill assists | ||
Line 52: | Line 52: | ||
| can deal posthumous damage = no | | can deal posthumous damage = no | ||
| can extinguish = no | | can extinguish = no | ||
− | | notes = | + | | 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. |
}} | }} | ||
− | + | == Related achievements == | |
− | == | + | === [[Image:Achieved.png|20px|link=Achievements{{if lang}}]] [[achievements|General]] === |
− | === [[Image:Achieved.png|20px|link=Achievements{{if lang}}]] [[achievements | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|General|Master of Disguise}} | | {{Show achievement|General|Master of Disguise}} | ||
Line 102: | Line 101: | ||
}} | }} | ||
− | == | + | == Update history == |
− | {{Update history| | + | {{Update history | '''{{Patch name|10|25|2007}}''' |
− | '''{{Patch name|10|25|2007}}''' | + | * Fixed a rare crash caused by a Medi Gun losing its owner. |
− | * | ||
'''{{Patch name|10|31|2007}}''' | '''{{Patch name|10|31|2007}}''' | ||
− | * | + | * This weapon no longer continues to heal enemy Spies who have lost their disguise. |
'''{{Patch name|12|20|2007}}''' | '''{{Patch name|12|20|2007}}''' | ||
− | * | + | * 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 |
'''{{Patch name|1|14|2008}}''' | '''{{Patch name|1|14|2008}}''' | ||
− | * | + | * Added new option for this weapon'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. |
'''{{Patch name|1|15|2008}}''' | '''{{Patch name|1|15|2008}}''' | ||
− | * | + | * Fixed this weapon's effect not being removed if the Medic changed class while healing. |
'''{{Patch name|2|28|2008}}''' | '''{{Patch name|2|28|2008}}''' | ||
− | * | + | * Fixed potential client crash for players being healed by a Medic or [[Dispenser]]. |
'''{{Patch name|3|1|2008|xbox}}''' | '''{{Patch name|3|1|2008|xbox}}''' | ||
− | * | + | * Medics no longer heal enemy Spies when they're not [[disguised]]. |
'''{{Patch name|4|1|2008}}''' | '''{{Patch name|4|1|2008}}''' | ||
− | * | + | * 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. |
'''{{Patch name|4|2|2008|xbox}}''' | '''{{Patch name|4|2|2008|xbox}}''' | ||
− | * | + | * Medic heal rate returned to normal. |
'''{{Patch name|5|5|2008}}''' | '''{{Patch name|5|5|2008}}''' | ||
− | * | + | * Fixed unlimited ÜberCharge exploit. |
'''{{Patch name|5|7|2008}}''' | '''{{Patch name|5|7|2008}}''' | ||
− | * | + | * Fixed another unlimited ÜberCharge exploit. |
'''{{Patch name|5|9|2008}}''' | '''{{Patch name|5|9|2008}}''' | ||
− | * | + | * Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement. |
− | '''{{Patch name|5|21|2008}}'' | + | '''{{Patch name|5|21|2008}}''' |
− | * | + | * Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining. |
'''{{Patch name|7|8|2008}}''' | '''{{Patch name|7|8|2008}}''' | ||
− | * | + | * Fixed broken Medi Gun [[taunt]]. |
'''{{Patch name|1|28|2009}}''' | '''{{Patch name|1|28|2009}}''' | ||
− | * | + | * Added percentage to ÜberCharge [[HUD]] panel for the Medic. |
'''{{Patch name|11|19|2010}}''' | '''{{Patch name|11|19|2010}}''' | ||
− | * | + | * Fixed this weapon's charge percent for other players being steppy. |
− | '''{{Patch name|4|14|2011}}''' ([[Hatless Update | + | '''{{Patch name|4|14|2011}}''' ([[Hatless Update]]) |
− | * {{undocumented}} | + | * {{undocumented}} A dropped Medi Gun, after death, no longer has the hose attachment. |
− | * {{undocumented}} | + | * {{undocumented}} Added new hose [[bodygroup]] to the Medi Gun |
'''{{Patch name|8|3|2011}}''' | '''{{Patch name|8|3|2011}}''' | ||
− | * | + | * Fixed a case where [[health]] [[overheal]] wasn't being applied when multiple healers were involved. |
'''{{Patch name|8|18|2011}}''' | '''{{Patch name|8|18|2011}}''' | ||
− | * {{Undocumented}} [[ | + | * {{Undocumented}} Added [[Item quality#Strange items|Strange]] Quality. |
− | '''{{Patch name|12|15|2011}}''' ([[Australian Christmas | + | '''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]]) |
− | * | + | * Added [[Festive weapons|Festive]] variant. |
'''{{patch name|12|19|2011}}''' | '''{{patch name|12|19|2011}}''' | ||
− | * | + | * Festive Medi Guns can now be [[Gift Wrap|gifted]] |
'''{{Patch name|3|22|2012}}''' | '''{{Patch name|3|22|2012}}''' | ||
− | * {{undocumented}} | + | * {{undocumented}} Changed equip region to "Medigun Backpack"}} |
− | }} | ||
− | == | + | ==Bugs== |
− | * | + | * Should a player select the Advanced Option that allows the weapon to heal without holding the the primary fire, taunting with the Medi Gun while healing causes it to continuously heal, despite disappearing. |
− | == | + | ==Trivia== |
− | * | + | * ''[[Meet the Medic]]'' was originally going to reveal how the Medic discovered and created the Medi Gun in a interview style similar to ''[[Meet the Sniper]]'', but it was scrapped in favor of the current video. |
− | == | + | ==Gallery== |
<gallery perrow="4"> | <gallery perrow="4"> | ||
− | File:Medi Gun 1st person red.png|RED | + | File:Medi Gun 1st person red.png|RED first-person view |
− | File:Festive Medi Gun 1st person red.png|[[ | + | File:Festive Medi Gun 1st person red.png|[[RED]] [[festive weapons|festive variant]] |
− | File:Medi Gun 1st person blu.png|BLU | + | File:Medi Gun 1st person blu.png|BLU first-person view |
− | File:Festive Medi Gun 1st person blu.png|[[ | + | File:Festive Medi Gun 1st person blu.png|[[BLU]] [[festive weapons|festive variant]] |
− | File:ÜberCharge Regular.png| | + | File:ÜberCharge Regular.png|The Medi Gun's healing beam granting the Heavy an ÜberCharge. |
− | File:Medic weapons concept.jpg| | + | File:Medic weapons concept.jpg|Several Medic weapon concepts. |
− | File:Medipack concept.png| | + | File:Medipack concept.png|Concept art of the Medipack. |
</gallery> | </gallery> | ||
− | == | + | == See also == |
− | * [[Community Medic strategy | + | * [[Community Medic strategy#Medi Gun|Medi Gun strategy]] |
− | * [[ | + | * [[Kritzkrieg]] |
− | * [[Quick-Fix | + | * [[Quick-Fix]] |
− | == | + | == External links == |
− | * [http://www.teamfortress.com/post.php?id=1656 TF2 | + | *[http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog - The Medigun Healing Ramp] |
{{Allweapons Nav}} | {{Allweapons Nav}} | ||
{{Medic Nav}} | {{Medic Nav}} |
Revision as of 13:23, 7 May 2012
“ | 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.
— The Medic
|
” |
The Medi Gun is the default secondary weapon for the Medic. It is a modified Template:W nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. When a cloaked Spy is over-healed, enemies can also see the team-colored crosses.
Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called overhealing or buffing. As the Medic keeps his beam focused on a target, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5%/second when healing injured targets. The rate is halved with targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart.) These factors can stack, further reducing the charge rate. When the ÜberCharge is used, the Medic and his target glow and become invulnerable to damage (but not knockback) for 8 seconds. Disguised Spies can also benefit from these effects when tricking an enemy Medic into healing them.
The Medi Gun beam will stay 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. When a player has been overhealed, a team-colored "aura" follows them, similar to a Teleporter trail.
In Advanced multiplayer options, there is an option to have the beam stay locked on without having to hold down the primary fire button.
Contents
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) | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
Related achievements
General
|
|
Scout
|
Soldier
|
Demoman
|
Heavy
|
|
Engineer
|
Medic
|
|
Spy
|
|
Update history
- Fixed a rare crash caused by a Medi Gun losing its owner.
- This weapon no longer continues to heal enemy Spies who have lost their disguise.
- 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
- Added new option for this weapon'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.
- Fixed this weapon's effect not being removed if the Medic changed class while healing.
- Fixed potential client crash for players being healed by a Medic or Dispenser.
- Medics no longer heal enemy Spies when they're not disguised.
- 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.
- Medic heal rate returned to normal.
- Fixed unlimited ÜberCharge exploit.
- Fixed another unlimited ÜberCharge exploit.
- Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.
- Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.
- Fixed broken Medi Gun taunt.
- Added percentage to ÜberCharge HUD panel for the Medic.
- Fixed this weapon'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 new hose bodygroup to the Medi Gun
- [Undocumented] Added Strange Quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Medi Guns can now be gifted
- [Undocumented] Changed equip region to "Medigun Backpack"
Bugs
- Should a player select the Advanced Option that allows the weapon to heal without holding the the primary fire, taunting with the Medi Gun while healing causes it to continuously heal, despite disappearing.
Trivia
- Meet the Medic was originally going to reveal how the Medic discovered and created the Medi Gun in a interview style similar to Meet the Sniper, but it was scrapped in favor of the current video.
Gallery
See also
External links
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 |
|