Difference between revisions of "Ludmila"

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(Inserted Damage table)
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The weapon was likely [[Unused content|scrapped]] due to the idea that most players probably would have stuck with the secondary fire method to keep healing themselves as they pressed onward. Because of how quickly the Minigun fires, the Heavy could have healed off any damage taken using the secondary method of fire, severely reducing the need for a Medic.
 
The weapon was likely [[Unused content|scrapped]] due to the idea that most players probably would have stuck with the secondary fire method to keep healing themselves as they pressed onward. Because of how quickly the Minigun fires, the Heavy could have healed off any damage taken using the secondary method of fire, severely reducing the need for a Medic.
  
== Damage ==
+
== Damage and function times==
 
=== Primary fire ===
 
=== Primary fire ===
{| class="wikitable grid"
+
{{Damage table
! class="header" | Range
+
| damage                  = yes
! class="header" | Damage per 1 ammo
+
| base                      = 9 / per bullet
! class="header" | [[Critical hit|Critical damage]]
+
| fall off                    = 4.5 per bullet
! class="header" | Damage per second
+
| ramp up                = 13.5 / per bullet
|-
+
| point blank             = {{tooltip|50-54 / per 1 ammo|108/ critical damage}}<br/>{{tooltip|500-540 / per second|1080/ critical damage}}
| Point blank || 50-54 || 108 || 500-540 ([[Crit]]: 1080/sec)
+
| medium range      = {{tooltip|5-30 / per 1 ammo|27/54/81/108 / critical damage}}<br/>{{tooltip|50-100 / per second|540/ critical damage}}
|-
+
| long range          = {{tooltip|5-10 / per 1 ammo|27/54 critical damage}}<br/>{{tooltip|50-100 / per second|270/ critical damage}}
| Medium || 5-30 || 27/54/81/108 || 50-100 ([[Crit]]: 540/sec)
+
| crit                        = 27 / per bullet
|-
+
|  minicrit                = 12 / per bullet
| Long || 5-10 || 27/54 || 50-100 ([[Crit]]: 270/sec)
 
|}
 
* Base: 9 per bullet
 
* Max Ramp Up: 150% (13.5 damage per bullet)
 
* Max Fall Off: 50% (4.5 damage per bullet)
 
* Bullet Count: 4 per ammo
 
* [[Mini-Crit]]: 12 per bullet
 
* [[Critical hit]]: 27 per bullet
 
  
Base damage is subject to distance-based [[damage]] falloff.
+
| function times    = yes
 +
|  attack interval  = 0.1 s
 +
|  windup time      = 1.16 s
 +
}}
  
 
=== Secondary fire ===
 
=== Secondary fire ===
{| class="wikitable grid"
+
{{Damage table
! class="header" | Range
+
| damage                  = yes
! class="header" | Damage per 1 ammo
+
| base                      = 6.75 / per bullet
! class="header" | [[Critical hit|Critical damage]]
+
| fall off                    = 3.375 per bullet
! class="header" | Damage per second
+
| ramp up                = 10.125 / per bullet
|-
+
| point blank             = {{tooltip|32-36 / per 1 ammo|72/ critical damage}}<br/>{{tooltip|320-360 / per second|720/ critical damage}}
| Point blank || 32-36 || 72 || 320-360 ([[Crit]]: 720/sec)
+
| medium range      = {{tooltip|3-20 / per 1 ammo|18/36/54/72/ critical damage}}<br/>{{tooltip|30-200/ per second|360/ critical damage}}
|-
+
| long range          = {{tooltip|3-6/ per 1 ammo|18-36 critical damage}}<br/>{{tooltip|30-60 / per second|180/ critical damage}}
| Medium || 3-20 || 18/36/54/72 || 30-200 ([[Crit]]: 360/sec)
+
|  crit                        = 20.25/ per bullet
|-
+
|  minicrit                = 9.1125/ per bullet
| Long || 3-6 || 18-36 || 30-60 ([[Crit]]: 180/sec)
 
|}
 
* Health gain: 3 (30/sec)
 
* Base: 6.75 per bullet
 
* Max Ramp Up: 150% (10.125 damage per bullet)
 
* Max Fall Off: 50% (3.375 damage per bullet)
 
* Bullet Count: 4 per ammo
 
* [[Mini-Crit]]: 9.1125 per bullet
 
* [[Critical hit]]: 20.25 per bullet
 
  
''Note:'' The Critical hit DPS; long range assumes 1 Crit bullet hits per 1 ammo, medium range assumes 2 Crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. 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 [[Hammer unit|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.
+
| healing = yes
 +
| selfheal =3 (30/sec)
  
== Function times ==
+
| function times     = yes
For both primary and secondary fire:
+
|  attack interval  = 0.1 s
* Attack Interval: 0.1
+
|  windup time      = 1.16 s
* Windup Time: 1.16
+
}}
 
 
All times are in seconds. Times are approximate and determined by community testing.
 
  
 
==Demonstration==
 
==Demonstration==

Revision as of 04:37, 29 March 2011

Ludmila was to be the primary unlockable weapon for the Heavy.

It was designed as a Minigun that featured two firing modes. The primary fire worked like the regular Minigun, whereas the secondary fire reduced damage by 25% but would drain health from enemies hit (similarly to the Blutsauger). The downside would have been the inability to spin up the weapon prematurely.

Valve modelers worked on a visualization for it that ultimately ended up being used for Natascha instead. As such, the Natascha model is still named 'Ludmila' in game files. In addition, leftover weapon code for Ludmila has allowed players to demonstrate an in-game version of the weapon, along with its intended abilities.

The weapon was likely scrapped due to the idea that most players probably would have stuck with the secondary fire method to keep healing themselves as they pressed onward. Because of how quickly the Minigun fires, the Heavy could have healed off any damage taken using the secondary method of fire, severely reducing the need for a Medic.

Damage and function times

Primary fire

See also: Damage
Damage and function times
Damage
Maximum ramp-up 150% 13.5 / per bullet
Base damage 100% 9 / per bullet
Maximum fall-off 52.8% 4.5 per bullet
Point blank 50-54 / per 1 ammo
500-540 / per second
Medium range 5-30 / per 1 ammo
50-100 / per second
Long range 5-10 / per 1 ammo
50-100 / per second
Critical 27 / per bullet
Mini-crit 12 / per bullet
Function times
Attack interval 0.1 s
Wind-up time 1.16 s
Values are approximate and determined by community testing.

Secondary fire

See also: Damage
Damage and function times
Damage
Maximum ramp-up 150% 10.125 / per bullet
Base damage 100% 6.75 / per bullet
Maximum fall-off 52.8% 3.375 per bullet
Point blank 32-36 / per 1 ammo
320-360 / per second
Medium range 3-20 / per 1 ammo
30-200/ per second
Long range 3-6/ per 1 ammo
30-60 / per second
Critical 20.25/ per bullet
Mini-crit 9.1125/ per bullet
Healing
Self-healing 3 (30/sec)
Function times
Attack interval 0.1 s
Wind-up time 1.16 s
Values are approximate and determined by community testing.

Demonstration

This is an Ludmila example, coded by The GoldenMachineGun's community.

Trivia

  • Ludmila is a female given name of Slavic origin, fitting thematically with Sasha and Natascha, two of the Heavy's other primary weapons.