Difference between revisions of "Syringe Gun"
Line 22: | Line 22: | ||
Syringes are fired out of the weapon at 10 syringes per second. These are classed low-damage [[projectile]]s that travel at 990 [[Hammer unit]]s per second (about 42 miles per hour). The syringes follow an arced trajectory, making it necessary to lead a moving target and aim upward to compensate for distance. The Syringe Gun is reasonably accurate when the trajectory is taken into account and has a moderate damage falloff with distance. Despite being projectiles, syringes cannot be reflected. | Syringes are fired out of the weapon at 10 syringes per second. These are classed low-damage [[projectile]]s that travel at 990 [[Hammer unit]]s per second (about 42 miles per hour). The syringes follow an arced trajectory, making it necessary to lead a moving target and aim upward to compensate for distance. The Syringe Gun is reasonably accurate when the trajectory is taken into account and has a moderate damage falloff with distance. Despite being projectiles, syringes cannot be reflected. | ||
− | |||
− | |||
==Damage== | ==Damage== |
Revision as of 23:41, 26 October 2010
Template:Targeted Template:Weapon infobox
“ | Ze healing is not as rewarding as ze hurting.
Click to listen
— The Medic on career choices
|
” |
The Syringe Gun is the primary weapon for the Medic class. It is a gas propelled gun with an odd shape and trigger.
Syringes are fired out of the weapon at 10 syringes per second. These are classed low-damage projectiles that travel at 990 Hammer units per second (about 42 miles per hour). The syringes follow an arced trajectory, making it necessary to lead a moving target and aim upward to compensate for distance. The Syringe Gun is reasonably accurate when the trajectory is taken into account and has a moderate damage falloff with distance. Despite being projectiles, syringes cannot be reflected.
Damage
- Base: 10
- Max Ramp Up: 120% (12 damage)
- Max Fall Off: 50% (5 damage)
- Point Blank: 10-15 (100-150/sec)
- Medium Range: 5-10 (50-100/sec)
- Long Range: 5-6 (50-60/sec)
- Mini-Crit: 14
- Critical hit: 30 (300/sec)
Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
Function times
- Attack Interval: 0.1
- Reload: 1.6
All times are in seconds. Times are approximate and determined by community testing.
Related Achievements
|
Trivia
- In their initial testing of the Medic update, Valve added 3 items to the game's files which are currently unused. The secondary and melee weapons use the Kritzkrieg and Übersaw images respectively, but with the names and stats of the standard weapons. However the Syringe Gun image was that of the standard weapon with a different angle, as seen to the right.
- The spray of needles spread is actually that of a perfect square when shot at a flat wall from a distance.
- The Syringe Gun's model never runs out of needles, even if the ammunition is depleted.
- Similarly, the reload animation adds no needles, but a new air cartridge in the back. Perhaps the ammunition count measures the compressed gas propellant. The Medic's official bio, which states he has an endless supply of oversized syringes, seems to support this idea.
- Although the Syringe Gun isn't a hitscan weapon, this weapon and the Blutsauger can remove sticky bombs laid by an enemy Demoman.
Gallery
- Syringe Gun 1st person red cropped.png
RED 1st person view.
- Syringe Gun 1st person blu cropped.png
BLU 1st person view.
See also