Difference between revisions of "Chargin' Targe"
Psychopath (talk | contribs) (→Trivia) |
m (Changed recent changes to previous changes, added content) |
||
Line 47: | Line 47: | ||
}} | }} | ||
− | == | + | ==Previous Changes== |
− | * | + | '''[[January 13, 2010 Patch]]''' |
+ | * Reduced the explosive damage resistance on the Chargin' Targe to 50% | ||
+ | '''[[April 28, 2010 Patch]]''' | ||
+ | * Direct charge hit now does 50 damage + 10 per head (up to 5 heads). | ||
==Trivia== | ==Trivia== |
Revision as of 03:54, 7 November 2010
Template:Targeted Template:Weapon infobox
“ | “If I were to pick up this cowering-plate, I would have to put down my second sword,” a Scotsman thinks. “And surely that is madness.”
The Chargin’ Targe solves this riddle by turning the useless shield into a deadly weapon you can run at people with and then bludgeon to death. — Close Combat Kit publicity blurb
|
” |
The Chargin' Targe is an unlockable secondary weapon for the Demoman. It appears as an antique, blood-stained wooden shield with an iron rim and a deadly center spike. A relatively large section of the shield is missing. , Equipping this weapon adds 50% resistance to fire damage, and 40% resistance to explosions. As a bonus, pressing alternate fire initiates a charge attack; the player will move forward at an extremely fast pace, but will be unable to change direction. The strength of the charge can be indicated in a meter in the HUD which changes color as it depletes, and by the rapidly glowing melee weapon. When at white or green, a melee attack will only do normal damage. At the yellow color, essentially half of the charge distance, striking will add Mini-Crit damage. Finally, moving the full distance and attacking at red will give it a full-power Critical hit. The Targe cannot replenish its charge meter using resupply lockers, ammo crates, or through immediate death and instant respawn. When charging with a Grenade Launcher, the glowing animation will occur as with a melee weapon, yet it will only do normal damage upon firing and will not cancel the charge.
Contents
Damage
Alternate fire initiates a charge attack, which deals damage on its own, or may be used in conjunction with another weapon.
- Charge Damage: 50 (if shield connects with enemy at the end of the charge) + 10 per head (up to 5 heads).
- The shield damage is affected by weapon damage spread, it is not a constant number.
- Fire Resistance: 50%
- Blast Resistance: 40%
- Charge Speed: 750 Hammer units/sec. (Approximately 2.5 times faster than 'Base' Speed)
- Charge Speed: 638 Hammer units/sec. with Scotsman's Skullcutter equipped. (Approximately 2.1 times faster than 'Base' Speed)
Function times
- Charge Interval: 12 seconds
Times are approximate and determined by community testing.
Related Achievements
|
As a Crafting Ingredient
Razorback | Chargin' Targe | Gunboats | ||
+ | = |
Previous Changes
- Reduced the explosive damage resistance on the Chargin' Targe to 50%
- Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
Trivia
- A targe is a iron-framed wooden shield which buckles to the forearm, and is most-often used while jousting.
- The Chargin' Targe functions very similarly to the Left 4 Dead 2 special-infected, the Charger, who has a near-identical charging ability.
- The targe has three different crowd cheering sounds played during a successful shield bash, depending on the distance. Short range, medium range, long range.
- The targe bash registers as a hitscan attack. As ridiculous as it seems, it can destroy enemy sticky mines.
Gallery
- Eyelander with Chargin' Targe 1st person cropped.png
1st person view with Eyelander.
Full 1st person view with Eyelander.
- Scotsman's Skullcutter with Chargin' Targe 1st person cropped.png
1st person view with Scotsman's Skullcutter.
Full 1st person view with Scotsman's Skullcutter.
The old RED paint.
The old BLU paint.