Difference between revisions of "Talk:Vaccinator"

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(25% heal always active?: new section)
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The article says that when the medic is healing a target they get 10% damage reduction of whatever damage type and the medic heals 25% of the damage his target receives of that damage type. I thought that that only occurred during uber, as that's what I've heard and that's what the weapon description would imply. [[User:Mister Chippy|Mister Chippy]] 07:02, 9 January 2013 (PST)
 
The article says that when the medic is healing a target they get 10% damage reduction of whatever damage type and the medic heals 25% of the damage his target receives of that damage type. I thought that that only occurred during uber, as that's what I've heard and that's what the weapon description would imply. [[User:Mister Chippy|Mister Chippy]] 07:02, 9 January 2013 (PST)
 +
:It's true but the during uber part. This special healing effect can occur while not under ubering. Just tested by "hurtme" myself to 5 hp left as medic, and healing a scout against a level 1 sentry with no uber activating. When the scout got shot by the sentry, I could see green "+4" keep emerging beside my health bar. This can be explained as 25% of the matched incoming damage's original value on the healing target will heal the medic, while the patient get the benefit of 10% resistance of the matched damage type from the Vaccinator. This also applies while under uber, of course. [[File:User Jcmbmhitacid Sign New.jpg|120px|link=User:Jcmbmhitacid|Jcmbmhitacid]] 00:45, 22 March 2013 (PDT)

Revision as of 07:45, 22 March 2013

The crafting recipe is two quickfix and one refined metal: http://steamcommunity.com/sharedfiles/filedetails/?id=114607013 Nathanimalius 16:43, 20 December 2012 (PST)

Function Times

Should the function times table include the time it takes to get 25% charge and how fast it overheals? Also, should the "Effect duration" show how long each separate charge is, or the whole thing? The charge is segmented into four charges, which can be used individually for 2 seconds each, or held down to use all of it at once. Hummus 23:30, 20 December 2012 (PST)

I updated the effect time to show "2 / 4 / 6 / 8 s" and added a tooltip for overheal heal amount. A question remains: Should there be a separate row for how much time it takes to get to 25%? Hummus 00:58, 23 December 2012 (PST)

Crafting image

I noticed the image for the Vaccinator in the crafting section isn't exactly ideal. Can someone change it? Or teach me how to?

Thanks in advance ChezeHam 21 December 5:43 pm GMT

Crits

I've been told the resists don't work against crits, is this true? Untouch 10:46, 21 December 2012 (PST)

Correct, it doesn't properly resist crits or mini-crits. The testing I have done so far shows that the matched vaccinator ubercharge lowers a huntsman crit from 360 to 270, and lowers a mini-crit huntsman from 162 to 72. Seemingly, the uber protects against the base damage but none of the crit damage. The math works out perfectly that way. Keating 00:45, 23 December 2012 (PST)

Differences in MvM & Normal Play

I played with the Vaccinator for quite a while, and it seems I find that in Normal mode, if the patient (Soldier / Demoman) hurts himself with his explosives, it won't have any resistances, while in MvM, it has the resistance. Anyone can confirm this? Xierra 22:20, 21 December 2012 (PST)

Bugs with regards to other items

If we're going to point out the clipping when taunting, should we also add bugs about how the Canteen part of this clips with the Power-Up Canteen (if it does) and causes the Emerald Jarate to look... unnatural? -FlaminSarge 01:38, 22 December 2012 (PST)

Medic's quote

Suggestions for the Medic's quote up at the top of the page? "Fascinating..." is a bit... boring. I would suggest "'This will only sting for a moment.' -The Medic, on vaccinations", or something (that one may be used elsewhere, though); the current one just seems off. -FlaminSarge 01:42, 22 December 2012 (PST)

Weapon Damage Types

There is currently no article on this wiki which lists damage types. This is a core mechanic relating to this weapon. Because of this, a list of damage types that are not obvious should be provided, especially since it can fit in a single sentence. The user that that reverted the relevant text back - to a sentence that gives only 2 arbitrary examples - said that the it was an "unneeded list" and that "a link will be added in the coming days to a strategy-related article that lists all of them". In response to that, this topic is firstly unrelated to strategy, and secondly, an internal article doesn't exist yet - and if it does the link should be added asap. I do know of an comprehensive, but external, list here. I'm trying to resolve this in discussion for now, to avoid edit wars. Keating 02:51, 23 December 2012 (PST)

Would it be better if each weapon article stated what kind of damage it deals? Then the information is in an overall more relevant location. Toomai Glittershine 06:58, 23 December 2012 (PST)
Or we could have an article on "damage types" like the VDC wiki does. But I think my first idea is better, and maybe both could be used together. Toomai Glittershine 07:02, 23 December 2012 (PST)
There are enough unintuitive damage types and a large enough number of weapons in this game to warrant a list in its own right, and all the data's already been compiled in that external link. It would make sense to put this list in the Damage article just in the resistances section. But I don't have the experience or time to make the proper list, and neither has anyone else yet, so in the meantime, I think the one-sentence list of unintuitive bullet resistances should be added to the article of every weapon that affects bullet resistance. The goal or the wiki is after all, first and foremost, to provide people information, not to have perfect formatting and style. Until the information has been properly added in the right location with a link, we should not be removing contributions. Keating 11:55, 23 December 2012 (PST)
It would probably make the most sense to add a damage-type section to the item infobox for each weapon. There's already a section showing the kill icons, and I'd say damage type is rather more important (and less obvious, in many cases). Something similar was discussed here ages ago but we never really got anywhere with it. » Cooper Kid (blether) • (contreebs) 17:12, 23 December 2012 (PST)

Mechanics with regards to spies

The fact about the spy target healing the medic with the vaccinator is a relevant mechanic. This mechanic is not listed in its stats. It is not strategy-related. I'm trying to resolve this in discussion for now, to avoid edit wars. Keating 02:51, 23 December 2012 (PST)

Mouse 3

Not all mice have a Mouse3. Is there a way to use the vaccinator properly without it? The preceding unsigned comment was added by ValVe102 (talk) • (contribs)

Mouse 3 is by default the mouse wheel. If a mouse doesn't have a mousewheel. Then why are you even using it. Ashes 20:51, 28 December 2012 (PST)

25% heal always active?

The article says that when the medic is healing a target they get 10% damage reduction of whatever damage type and the medic heals 25% of the damage his target receives of that damage type. I thought that that only occurred during uber, as that's what I've heard and that's what the weapon description would imply. Mister Chippy 07:02, 9 January 2013 (PST)

It's true but the during uber part. This special healing effect can occur while not under ubering. Just tested by "hurtme" myself to 5 hp left as medic, and healing a scout against a level 1 sentry with no uber activating. When the scout got shot by the sentry, I could see green "+4" keep emerging beside my health bar. This can be explained as 25% of the matched incoming damage's original value on the healing target will heal the medic, while the patient get the benefit of 10% resistance of the matched damage type from the Vaccinator. This also applies while under uber, of course. Jcmbmhitacid 00:45, 22 March 2013 (PDT)