|
|
Line 5: |
Line 5: |
| '''Healing''' is an ability primarily possessed by the [[Medic]] class while using his [[Medi Gun]] 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. It's also worth mentioning that healing badly damaged allies will fill up your [[ÜberCharge]] bar faster than healing an unijured one. 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. | | '''Healing''' is an ability primarily possessed by the [[Medic]] class while using his [[Medi Gun]] 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. It's also worth mentioning that healing badly damaged allies will fill up your [[ÜberCharge]] bar faster than healing an unijured one. 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. | + | 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. |
− | | |
− | Being healed by a Medic in the [[Team Fortress 2 Beta]] makes the player immune to movement-impairing effects made by [[hitscan]] weapons.
| |
| | | |
| For more detailed information on healing rates, see the individual pages for the [[Medi Gun]] and [[Kritzkrieg]]. | | For more detailed information on healing rates, see the individual pages for the [[Medi Gun]] and [[Kritzkrieg]]. |
Revision as of 01:29, 3 December 2010
Healing is an ability primarily possessed by the Medic class while using his Medi Gun 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. It's also worth mentioning that healing badly damaged allies will fill up your ÜberCharge bar faster than healing an unijured one. 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 Medi Gun and Kritzkrieg.
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).
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
|
(with the Sticky Jumper and the Eyelander equipped after one decapitation)
|
90 |
135
|
(with the Sticky Jumper and the Eyelander equipped after two decapitations)
|
105 |
155
|
(with the Sticky Jumper and the Eyelander equipped after three decapitations)
|
120 |
180
|
(with the Sticky Jumper and the Eyelander equipped after four decapitations)
|
135 |
200
|
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
- Most maps are also dotted with varying sizes of health pickups.
- The Resupply Lockers in spawns will grant a player full health.
- 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 Kritzkrieg can use its taunt to recover their own health.
- The Blutsauger will heal the Medic for every shot fired at an enemy.
- Demomen who decapitate an enemy using the Eyelander recover 15HP along with the increase to their max health.
- Scouts, and their allies, can regain health by damaging an opponent covered by Mad Milk.
- Soldiers can heal 15 health per opponent hit 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 obtain a kill with the Powerjack out gain up to 75 health, and have the potential of overhealing, regardless of weapon used to kill.
For more detailed information on other sources of healing, see the Health page.
Medic! icons
"Medic!" bubble (health at or above 100%)
"Medic!" bubble, when hurt (health below 100%)
Automatic Medic notification bubble (depends on your multiplayer advanced settings)
Related Achievements
General
|
Master of Disguise Trick an opposing Medic into healing you.
|
|
|
|
Team Doctor Accumulate 25000 heal points as a Medic.
|
|
Soldier
|
War Crime and Punishment In a single life, kill 3 enemies who have damaged a Medic that is healing you.
|
|
|
|
Ain't Got Time to Bleed Kill 3 players with the Equalizer in a single life without being healed.
|
|
Pyro
Heavy
|
Factory Worker Kill 20 enemies while being recharged by a dispenser.
|
|
|
|
Redistribution of Health Heal 1000 damage with med-kits in a single life.
|
|
Engineer
|
(Not So) Lonely Are the Brave Keep a Heavy healed with your dispenser while he gains five kills.
|
|
Doc, Stock, and Barrel Repair a sentry gun under fire while being healed by a Medic.
|
|
|
|
Drugstore Cowboy Have dispensers you created dispense a combined amount of 100,000 health over your career.
|
|
Doc Holiday Have a dispenser heal three teammates at the same time.
|
|
Medic
|
Bedside Manner Be healing a teammate as he achieves an achievement of his own.
|
|
Intern Accumulate 7000 heal points in a single life.
|
|
Quadruple Bypass Heal a teammate who's taking fire from 4 enemies at once.
|
|
|
|
Chief of Staff Accumulate 1 million total heal points.
|
|
Hypocritical Oath Kill an enemy Spy that you have been healing.
|
|
Specialist Accumulate 10000 heal points in a single life.
|
|
Play Doctor In a team with no Medics, be the first person to switch to Medic after a teammate calls for 'Medic!', and then heal 500 health.
|
|
Sniper
|
Rain on Their Parade Jarate an enemy and the Medic healing him.
|
|
|
|
Spy
|
FYI I am a Spy Backstab a Medic who has healed you in the last 5 seconds.
|
|
Insurance Fraud Kill an enemy while you're being healed by an enemy Medic.
|
|
|
|
May I Cut In? Backstab an enemy and the Medic healing him within 10 seconds of each other.
|
|
See also
External links
Medic |
---|
| Weapons |
Primary | | | Secondary | | | Melee |
Bonesaw ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Ubersaw · Vita-Saw · Amputator · Solemn Vow | | | | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
|