Difference between revisions of "Quick-Fix"
(Merged Healing rate and Function times into one section similar to the Ubergun and Kritzkreg Articles. Added a table with approximate numbers similar to the tables used in Ubergun and Kritzkreg.) |
(→Healing and function times: Added healing rate of ÜberCharge to the table.) |
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{{Damage table | {{Damage table | ||
| healing = yes | | healing = yes | ||
− | | heal combat = 36 / s | + | | heal combat = 36 / s ({{tooltip|108 / s|ÜberCharge activated}}) |
− | | heal noncombat = 108 / s | + | | heal noncombat = 108 / s ({{tooltip|324 / s|ÜberCharge activated}}) |
| function times = yes | | function times = yes | ||
| charge fill speed = 3.75% / s ({{tooltip|1.875% / s|Target at 142.5% health or higher}}) | | charge fill speed = 3.75% / s ({{tooltip|1.875% / s|Target at 142.5% health or higher}}) |
Revision as of 01:43, 8 March 2011
“Ok guys, bad news: we lost that last one.” This article documents beta/cut/unused/experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
“ | Move! Schnell!
Click to listen
— The Medic
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” |
The Quick-Fix is a secondary weapon for the Medic that currently only exists in Team Fortress 2 Beta. Currently, it uses the Medi Gun model.
This weapon sports a faster heal rate and ÜberCharge build rate, but lacks the ability to overheal patients. When the ÜberCharge is deployed, the patient will be healed at triple the healing rate, and both them and the Medic will be immune to effects such as knockback, stun and slow. Additionally, should the Medic train the weapon on a faster ally, they will be able to match their speed for as long as the medicinal beam is connected.
It was added to the game files in the December 23, 2010 Patch, and was released in Team Fortress 2 Beta on February 11, 2011.
Since the item is still in an unreleased stage, these attributes may be changed or the weapon may be scrapped entirely.
Contents
Healing and function times
Healing and function times | ||
---|---|---|
Healing | ||
Healing (in combat) | 100% | 36 / s (108 / s) |
Healing (out of combat) | 300% | 108 / s (324 / s) |
Function times | ||
Effect duration | 8 s | |
Charge fill speed | 3.75% / s (1.875% / s) | |
Maximum charge time | 24 s (48 s) | |
Values are approximate and determined by community testing. |
The healing rate is linearly based upon how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 36 health per second. From 10 to 15 seconds, this rate increases linearly from 36 up to a maximum of 108 health per second. This mechanic is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.[1]
If more than one Medic is healing the target, each Medic's build time is divided by a factor of the number of Medics healing that target. [2]
Related Achievements
General
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Scout
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Heavy
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Engineer
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Medic
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Spy
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Update history
- The Quick-Fix, a new Medi Gun has been added
- Heal rate increased 50%
- ÜberCharge rate increased 50%
- Not able to overheal
- Match the speed of any faster heal target
- ÜberCharge effect: Megaheal
- Heal rate increased 3x on heal target
- Heal target and Medic immune to stun and damage forces
- The Quick-Fix’s ÜberCharge (Megaheal) changed to allow self-damage forces (rocket jumping, etc)
Bugs
- The in-game description uses the Kritzkrieg's ÜberCharge description, claiming that it will grant a 100% critical chance.
- Dying during an ÜberCharge may cause the ÜberCharge sound effect to play until the player disconnects, much like a previously patched bug with the Kritzkrieg.
- Healing Heavies under the effect of Dalokohs Bar won't restore their health after reaching the default 300 HP.
Gallery
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