Difference between revisions of "Healing"
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{{Quotation|'''The Scout'''|Alright, I feel good!|sound=Scout_thanksfortheheal01.wav}} | {{Quotation|'''The Scout'''|Alright, I feel good!|sound=Scout_thanksfortheheal01.wav}} | ||
− | '''Healing''' is an ability primarily possessed by the [[Medic]] class while using his [[Medi Gun]], [[Kritzkrieg]], or [[ | + | '''Healing''' is an ability primarily possessed by the [[Medic]] class while using his [[Medi Gun]], [[Kritzkrieg]], or [[Quick-fix]]. 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 an [[Engineer]]'s melee weapon, such as the [[Wrench]]. |
== Healing and ÜberCharge rates == | == Healing and ÜberCharge rates == |
Revision as of 23:25, 11 August 2011
“ | 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 Medi Gun, Kritzkrieg, or Quick-fix. 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 an Engineer's melee weapon, such as the Wrench.
Contents
Healing and ÜberCharge rates
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 24 health per second. From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 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]
ÜberCharge building rate is halved if the target is at 142.5% health or above. If more than one Medic is healing the target, charge building speed is divided by a factor of the number of Medics healing that target.[2]
For exact timings, see the individual pages for the Medi Gun, Kritzkrieg, and Quick-Fix.
Overheal
An overheal refers to a player's health being up to 150% above their maximum HP (half of the player's normal health added on). Medics can overheal players with any secondary healing tool except for the Quick-Fix. 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. The Hatless Update increased the size of the overheal symbols.
A full overheal will fade away in exactly 20 seconds for all classes, provided that the player does not take additional damage. While the Heavy's health can be boosted to 450, it will return to its base of 300 in the same time as the Scout, whose health can be boosted to 185 from 125. If the 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 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.
Max overheal is rounded down to the nearest multiple of 5, i.e. 175 -> 262.5 would be changed to 260.
Class | Modifier | Normal Max | Over-healed Max |
---|---|---|---|
Scout |
Base | 125 | 185 |
Scout |
With the Sandman equipped. | 110 | 165 |
Scout |
With the Special Delivery Pack equipped. | 150 | 225 |
Soldier | Base | 200 | 300 |
Pyro | Base | 175 | 260 |
Demoman | Base | 175 | 260 |
Demoman | With the Eyelander, HHHH or Nessie's Nine Iron equipped and no decapitations. | 150 | 225 |
Demoman | With the Eyelander, HHHH or Nessie's Nine Iron equipped after one decapitation. | 165 | 245 |
Demoman | With the Eyelander, HHHH or Nessie's Nine Iron equipped after two decapitations. | 180 | 270 |
Demoman | With the Eyelander, HHHH or Nessie's Nine Iron equipped after three decapitations. | 195 | 290 |
Demoman | With the Eyelander, HHHH or Nessie's Nine Iron equipped after four decapitations. | 210 | 315 |
Demoman | With the Claidheamh Mòr equipped. | 160 | 240 |
Demoman | With the Ali Baba's Wee Booties equipped. | 200 | 300 |
Heavy | Base | 300 | 450 |
Heavy | After consuming the Dalokohs Bar or Fishcake. | 350 | 450 |
Heavy | With the Warrior's Spirit equipped. | 280 | 420 |
Heavy | With the Warrior's Spirit equipped after consuming the Dalokohs Bar or Fishcake. | 330 | 420 |
Engineer | Base | 125 | 185 |
Engineer | With the Gunslinger equipped. | 150 | 225 |
Medic | Base | 150 | 225 |
Medic | With the Vita-Saw equipped. | 140 | 210 |
Sniper | Base | 125 | 185 |
Sniper | With Darwin's Danger Shield equipped. | 150 | 225 |
Spy | Base | 125 | 185 |
Spy | With the Conniver's Kunai equipped. | 60 | 90 |
Spy | With the Big Earner equipped. | 100 | 150 |
Civilian | Base | 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.
- Scouts may use Mad Milk to enable themselves and their allies to recover health by damaging opponents covered in the substance.
- Players killed by Scouts who have the Candy Cane equipped will drop a small medkit.
- Soldiers can heal 15 health per opponent hit with the Black Box.
- When activated, the Concheror heals 35% of all damage inflicted by people within range of the banner.
- 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 gain up to 75 health, which may overheal the Pyro.
- Demomen who decapitate an enemy using the Eyelander or the Horseless Headless Horsemann's Headtaker recover 15HP along with the increase to their max health.
- Demomen wielding the Persian Persuader gain health upon picking up an ammo box, equivalent to the percentage of ammo the ammo box would restore.
- A Soldier or Demoman is fully healed upon a successful kill with the Half-Zatoichi.
- Heavies may also consume Sandviches or Dalokohs Bars to regain health, and can drop Sandviches or Buffalo Steak Sandviches for other players to use.
- Medics wielding the Kritzkrieg can use its taunt to recover a bit of their own health.
- The Blutsauger will heal the Medic 3 hitpoints for every shot fired that hits an enemy.
- Spies who earn a backstab using the Conniver's Kunai are healed by the victim's total health, potentially overhealing the Spy to 180 health.
For more detailed information on other sources of healing, see the Health page.
"Medic!" Icons
Related achievements
General
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Scout
I'm Bat Man Survive 500 damage in one life. |
Soldier
War Crime and Punishment In a single life, kill 3 enemies who have damaged a Medic that is healing you. |
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