Difference between revisions of "Syringe Gun"

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(Accidentally saved changes with the last one. Added info about “SuperSMG”, which is the internal name for the Syringe Gun.)
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* In the weapon script file for the Syringe Gun, it uses the name “SuperSMG.”  
 
* In the weapon script file for the Syringe Gun, it uses the name “SuperSMG.”  
 
** Medic was planned to have an [[SMG]], as seen by concept art.
 
** Medic was planned to have an [[SMG]], as seen by concept art.
** [[Scout]]’s [[Nail Gun]] originally used the SMG model as a placeholder, so it is likely the name “SuperSMG” was made with the intention of being a version of the [[https://wiki.teamfortress.com/wiki/Super_Nailgun|Super Nailgun]] from [[Team Fortress Classic]].
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** [[Scout]]’s [[Nail Gun]] originally used the SMG model as a placeholder, so it is likely the name “SuperSMG” was made with the intention of being a version of the [[Super Nailgun]] from [[Team Fortress Classic]], but with the SMG model.
  
 
==Gallery==
 
==Gallery==

Revision as of 06:21, 7 December 2020

Ooh hoo hoo, your gun shoots medicine! It's intimidatin'.
The Scout's last words.

The Syringe Gun is the default primary weapon for the Medic. It is an oddly-shaped air-powered gun. Mounted on top of the weapon is a transparent cylindrical case filled with syringes, from which the projectiles it fires are apparently derived.

Syringes are fired out of the weapon at a rate of ten syringes a second, at the speed of 990 Hammer units. 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 and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 120% 12
Base damage 100% 10
Maximum fall-off 52.8% 5
Critical 30
Mini-crit 14 - 16
Function times
Attack interval 0.1 s
Reload 1.6 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Leaderboard class medic.png Medic

Does It Hurt When I Do This?
Does It Hurt When I Do This?
Kill 50 Scouts with your syringe gun.

Update history

December 20, 2007 Patch

  • Fixed occasional misreporting of Syringe Gun damage distances to the stats system.

December 31, 2007 Patch

  • Fixed Syringe Gun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations.

August 18, 2011 Patch

  • [Undocumented] Added Strange quality.

March 1, 2012 Patch

  • Refined Syringe Gun crit recoil forces.

July 20, 2012 Patch

  • [Undocumented] Updated the Syringe Gun model.

June 18, 2014 Patch (Love & War Update)

  • Converted the Syringe Gun models to use the c_models system.

Trivia

  • The name and weapon design are based on real-life syringe guns, which are used to inject needles into patients with more control than by hand (and are often air-powered).
  • In their initial testing of the Gold Rush update, Valve added 3 items to the game's files. These were later removed as part of the Mann-Conomy Update. The secondary and melee weapons use the Kritzkrieg and Ubersaw 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.
  • In the weapon script file for the Syringe Gun, it uses the name “SuperSMG.”
    • Medic was planned to have an SMG, as seen by concept art.
    • Scout’s Nail Gun originally used the SMG model as a placeholder, so it is likely the name “SuperSMG” was made with the intention of being a version of the Super Nailgun from Team Fortress Classic, but with the SMG model.

Gallery

See also