Difference between revisions of "Medi Gun"
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==Bugs== | ==Bugs== | ||
− | * Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the | + | * Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge. |
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==Trivia== | ==Trivia== |
Revision as of 13:28, 19 October 2013
“ | With my breakthrough, I could do in seconds what would take other doctors months, I could take men to the peak of health, and beyond.
— The Medic
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The Medi Gun is the default secondary weapon for the Medic. It is a modified fire hose nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols, similar to a Teleporter trail. When a disguised Spy is over-healed, enemies can also see the team-colored crosses.
Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called overhealing or buffing. The Medi Gun's healing rate is variable, with a minimum rate of 24 HP per second in combat when healing players who have taken damage in the past 10 seconds. If the player being healed has not taken damage in the past 10 seconds, the Medi Gun heal rate will increase linearly with time up to a maximum of 72 HP per second healing for players who have not taken damage in the past 15 seconds (For example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). The maximum healing rate of 72 HP per second also applies to freshly-spawned teammates.
As the Medic keeps his beam focused on a target, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5% per second when healing injured targets (that is, not fully overhealed). The rate is halved when healing targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart.) These factors stack, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is not penalized for healing targets which are already fully buffed as it would normally be during the round, but the pre-round charge rate is still reduced if the player is being healed by multiple sources.
When the ÜberCharge is deployed, the Medic and his target will be encased in team-colored shells that render them invulnerable to damage (but not knockback) for eight seconds. Disguised Spies that trick an enemy Medic into Ubering them will also be invulnerable.
The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
In Advanced multiplayer options, there is an option to have the beam stay locked on without having to hold down the primary fire button.
Contents
[hide]Healing and function times
[collapse]Healing and function times | ||
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Healing | ||
Healing (in combat) | 100% | 24 / s |
Healing (out of combat) | 300% | 72 / s |
Function times | ||
Effect duration | 8 s | |
Charge fill speed | 2.5% / s (1.25% / s) | |
Maximum charge time | 40 s (80 s) | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
[expand]Strange variant information |
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Related achievements
General
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Scout
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Soldier
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Pyro
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Demoman
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Heavy
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Engineer
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Medic
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Sniper
Überectomy Kill a Medic that is ready to deploy an ÜberCharge. |
Spy
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Update history
- Fixed a rare crash caused by a Medi Gun losing its owner.
- This weapon no longer continues to heal enemy Spies who have lost their disguise.
- The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding.
- Fixed exploit where this weapon's ÜberCharge wouldn't drain if you switched weapons.
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly.
- Added option for this weapon's beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.
- Fixed this weapon's effect not being removed if the Medic changed class while healing.
- Fixed potential client crash for players being healed by a Medic or Dispenser.
- Medics no longer heal enemy Spies when they're not disguised.
- Changed Medi Gun ÜberCharge meter to drain faster for each target that still has ÜberCharge beyond your current target. This means there is a penalty for having multiple people being Übercharged at one time.
- Medic heal rate returned to normal.
- Fixed unlimited ÜberCharge exploit.
- Fixed another unlimited ÜberCharge exploit.
- Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.
- Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.
- Fixed broken Medi Gun taunt.
- Added percentage to ÜberCharge HUD panel for the Medic.
- Fixed this weapon's charge percent for other players being steppy.
April 14, 2011 Patch (Hatless Update)
- [Undocumented] A dropped Medi Gun, after death, no longer has the hose attachment.
- [Undocumented] Added hose bodygroup to the Medi Gun.
- [Undocumented] Added Strange Quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Medi Guns can now be gifted.
- [Undocumented] Changed equip region to "Medigun Backpack".
- Fixed a Medi Gun exploit that could leave players indefinitely invulnerable
- This was fixed by making the Medic unable to heal people with his secondary weapon while taunting or using the Meet the Medic, Director's Vision, Schadenfreude, or High Five!.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower in Mann vs. Machine.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
- Fixed a client crash in the Medi Gun charge meter when using a custom HUD.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed the Botkiller Medi Gun using the wrong RED team arms skin while on the BLU team.
- Fixed not seeing Medi Gun particle beams while healing players in DirectX 8.
Bugs
- Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
Trivia
- Meet the Medic was originally going to reveal how the Medic discovered and created the Medi Gun in a interview style similar to Meet the Sniper, but it was scrapped in favor of the current video.
- If the Medic heals an enemy Spy that killed a teammate, the Medic will award Kill assist on opposite side. The Medic will also be credited for a kill assist if he heals a Spy that successfully saps a building.
Gallery
RED first-person view
BLU first-person view
RED festive variant
See also
External links
[expand]Weapons |
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