Difference between revisions of "Gloves of Running Urgently"
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* This is one of the only two weapons released in the [[Mann-Conomy Update]] (along with the [[Vita-Saw]]) that wasn't a submission to the Polycount contest. | * This is one of the only two weapons released in the [[Mann-Conomy Update]] (along with the [[Vita-Saw]]) that wasn't a submission to the Polycount contest. | ||
* This is also one of the only items released in the Mann-Conomy Update that lacks a unique kill icon, likely due to it being so similar in profile to the K.G.B., only differing in paint job. | * This is also one of the only items released in the Mann-Conomy Update that lacks a unique kill icon, likely due to it being so similar in profile to the K.G.B., only differing in paint job. | ||
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== Tips == | == Tips == |
Revision as of 22:39, 6 October 2010
“Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
“ | Ooohhhh, run, run, I'm coming for you!
Click to listen
— The Heavy on battlefield strategy
|
” |
The G.R.U. (Gloves of Running Urgently) are a craftable melee weapon for the Heavy. They appear as large, smooth, padded boxing gloves in team colors with flame decals.
When the G.R.U. is the active weapon, it adds a 30% speed bonus, allowing the Heavy to move faster than the Soldier and Demoman, but slightly slower in comparison to the other classes. It also drains 6 health per second on the wearer, indicated by a team colored skull particle appearing over the player each time health is lost. Continual use of the G.R.U., therefore, will result in the Heavy's death, either from other players or the weapon itself. The player will also only be able to deliver 50% damage when hitting an enemy with this weapon, the same damage as a Spy from the front.
Similar to the Fists and K.G.B., when the Heavy dies holding this weapon, he will drop his Minigun in order to provide ammo and metal. Like the other two, the left fist will swing when left clicking, and the right for a right click, but the the Critical hit animation with the G.R.U. is always a right-handed uppercut.
Damage
- Point Blank: 32 (29 to 35 damage)
- Mini-Crit: 43
- Critical hit: 96
- Average Damage per Second (DPS): 40
Note: * Damages are approximate and determined by community testing.
Function times
- Attack Interval: 0.8
All times are in seconds. Times are approximate and determined by community testing.
Effects
- Increases movement speed while equipped to 299 Hammer Units per second, or nearly 100% of the 300 HU/sec baseline (see also Speed).
- Hit points decrease by 6 HP/sec while equipped. Each ping of damage features minor knockback which can be exploited to move even further, horizontally or vertically, while airborne. This can be used to reach previously inaccessible or difficult to reach areas.
Trivia
- G.R.U. is an acronym for the Glavnoye Razvedyvatel'noye Upravleniye, the foreign military intelligence directorate of the General Staff of the Armed Forces of the Russian Federation (formerly the Red Army General Staff of the Soviet Union). G.R.U. is actually an English transliteration of the Russian acronym ГРУ, which stands for "Главное Разведывательное Управление", meaning Main Intelligence Directorate. The G.R.U. is Russia's largest foreign intelligence bureau, deploying 6 times as many agents as the SVR (The K.G.B.'s intelligence successor) and commanded as many as 25,000 'Spetznaz' Special Forces Units in 1997.
- The G.R.U. were featured in the closed beta, the attributes of which were leaked by testers. The G.R.U. did not have their own unique taunt, model, or texture and instead used the K.G.B. model and Showdown taunt as placeholders. The first version of the G.R.U. increased the movement speed of the Heavy, but reduced the damage done by 50% and decreased max health by 100. These effects only took place while the weapon was active. A 'Beta 2' version exists, where the Heavy receives less health from healing sources rather than a loss of maximum health. A 'Beta 3' version replaces the max health loss with a 6 health drain per second while the weapon is active.
- Health is drained by the G.R.U. at the same rate as the afterburn effect given by weapons of the Pyro, but without the flames (of course).
- Taking out the G.R.U. can help build an ÜberCharge because of the health drain.
- This is one of the only two weapons released in the Mann-Conomy Update (along with the Vita-Saw) that wasn't a submission to the Polycount contest.
- This is also one of the only items released in the Mann-Conomy Update that lacks a unique kill icon, likely due to it being so similar in profile to the K.G.B., only differing in paint job.
Tips
- This weapon makes the heavy very mobile and allows him to stay up with the group. If you have a Medic use it constantly to keep the pressure on.
- The G.R.U. is a great weapon for jumping around corners and surprising your enemies with a mouth full of bullets.
- The Sandvich is a great combo with the G.R.U. when you have no Medic constantly healing you. Throw it in front of you for +150 hp as you reach the front lines and pull out your big gun for combat.
- The Dalakohs bar (chocolate bar) works as well, but the lower health regained and the need to stop and eat, rather than a quick throw, makes it inferior to the Sandvich for regaining health after using the gloves.
- This weapon will make the heavy class a little more useful and less of an easy target to kill with his big back and head.
- If possible try to use the momentum from the gloves after jumping to your advantage by quickly switching back to Minigun and revving it up for added jump distance.
- When used in conjunction with a Medic, a heavy can assist a Medic to build up ÜberCharge faster by the self inflicted damage, effectively making the ÜberCharge rate charging at 2.5% /sec for the regular Medigun until you reach the 450 hp cap. Though not as fast as a Soldier damaging himself it is far less risky.
- When ubered, use the gloves to push in closer to a sentry (NEVER jump when ubered) until you reach the range that overwhelms the gun. Your extra acceleration allows you go straight up to a sentry and use your full DPS rather than sitting back, where the spread makes a heavy ineffective.
Gallery
- G.R.U. 1st person red cropped.png
RED 1st person view.
- G.R.U. 1st person red.png
Full RED 1st person view.
- G.R.U. 1st person blu cropped.png
BLU 1st person view.
- G.R.U. 1st person blu.png
Full BLU 1st person view.