Difference between revisions of "Healing"
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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. | 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. | ||
− | 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 | + | 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). |
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Revision as of 01:39, 7 November 2010
“ | Alright, I feel good!
Click to listen
— The Scout
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” |
Healing is an ability primarily possessed by the Medic class while using his Medigun or Kritzkrieg. 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 Wrench, Gunslinger or Southern Hospitality. A Soldier wielding the Equalizer cannot be healed by a Medic.
Medics can use their Oktoberfest taunt with the Kritzkrieg equipped to heal themselves for 11HP, and their Blutsauger will grant 3HP per successful hit. A damaged Medic automatically gains 3 HP per second, which scales up over the following ten seconds to a maximum of 6 HP per second. Carrying the Blutsauger reduces the regeneration rate from 3-6HP/second to 1-4HP/second.
For more detailed information on healing rates, see the individual pages for the Medigun and Kritzkrieg.
Contents
Overheal
An overheal refers to a player's health being up to 150% above their maximum HP. Medics can overheal players with any secondary healing tool. The player's health cross on the HUD will glow more brightly as he or she is more overhealed. A particle effect consisting of small team-colored health symbols will surround an overhealed player.
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 the longer to fully overheal.
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.
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).
Class | Normal Max | Over-healed Max |
---|---|---|
Heavy | 300 | 450 |
(after consuming the Dalokohs Bar) | 350 | 450 |
Soldier | 200 | 300 |
(with the Rocket Jumper equipped) | 100 | 150 |
Demoman | 175 | 260 |
(with the Eyelander equipped) | 150 | 225 |
(after one decapitation) | 165 | 245 |
(after two decapitations) | 180 | 270 |
(after three decapitations) | 195 | 290 |
(after four decapitations) | 210 | 315 |
(with the Sticky Jumper equipped) | 100 | 150 |
(with the Sticky Jumper and the Eyelander equipped) | 75 | 110 |
Pyro | 175 | 260 |
Medic | 150 | 225 |
(with the Vita-Saw equipped) | 140 | 210 |
Engineer | 125 | 185 |
(with the Gunslinger equipped) | 150 | 225 |
Scout |
125 | 185 |
(with the Sandman equipped) | 110 | 165 |
(with the Special Delivery Pack equipped) | 150 | 225 |
Sniper | 125 | 185 |
(with Darwin's Danger Shield equipped) | 150 | 225 |
Spy | 125 | 185 |
Civilian | 50 | 75 |
Non-Medic Healing
Dispensers and Payload carts will actively heal friendly players and Spies disguised as friendly players who stand near them. Heavies may also consume Sandviches or Dalokohs Bars to regain health, and can drop Sandviches for other players to use. Medics wielding the Kritzkreig can use its taunt to recover their own health and Demomen who decapitate an enemy using the Eyelander recover 15HP along with the increase to their max health. Most maps are also dotted with varying sizes of health pickups.
Scouts, and their allies, can regain health by damaging an opponent covered by Mad Milk.
Soldiers can heal 15 health by hitting an opponent with the Black Box. Pyros reflecting a rocket fired by the Black Box also regain 15 health if the rocket damages an opponent.
Pyros who kill with the Powerjack out gain up to 75 health, and have the potential of overhealing.
For more detailed information on other sources of healing, see the Health page.
Medic! icons
Related Achievements
General
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Soldier
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Pyro
Next of Kindling Ignite an enemy, and the Medic healing him. |
Heavy
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Engineer
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Medic
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Sniper
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Spy
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See also
External links