Difference between revisions of "Vaccinator"
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{{Quotation|'''The Medic''' on changing resistances|Fascinating...|sound=Medic_sf12_badmagic02.wav}} | {{Quotation|'''The Medic''' on changing resistances|Fascinating...|sound=Medic_sf12_badmagic02.wav}} | ||
− | The '''Vaccinator''' is a [[Steam Workshop|community- | + | The '''Vaccinator''' is a [[Steam Workshop|community-created]] [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It roughly resembles a Medi Gun, with a team-colored, [[Self-illumination|glowing]] liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock [[Medi Gun]] backpack to a small [[Canteen]]-like device. |
The main feature of the weapon is the Medic's ability to select the desired resistance that will be applied both to him and his heal target. The player can cycle through [[hitscan|bullet]], [[projectiles|explosive]], and [[fire]] resistances by pressing the reload button ([[List of default keys|default key]]: {{key|R}}) and an appropriate icon will appear over the [[ÜberCharge]] meter. In addition, a clacking sound cue is played every time resistance is switched as an auditory feeback signal to the player. Note that weapons that deal generic typeless damage (such as [[Huntsman]] or [[Crusader's Crossbow]] arrows) are treated as bullets by this mechanic, while there is no way to defend against other damage types, such as melee. | The main feature of the weapon is the Medic's ability to select the desired resistance that will be applied both to him and his heal target. The player can cycle through [[hitscan|bullet]], [[projectiles|explosive]], and [[fire]] resistances by pressing the reload button ([[List of default keys|default key]]: {{key|R}}) and an appropriate icon will appear over the [[ÜberCharge]] meter. In addition, a clacking sound cue is played every time resistance is switched as an auditory feeback signal to the player. Note that weapons that deal generic typeless damage (such as [[Huntsman]] or [[Crusader's Crossbow]] arrows) are treated as bullets by this mechanic, while there is no way to defend against other damage types, such as melee. | ||
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Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached), which can be deployed one at a time as 2-second ÜberCharges. Each time a bar is filled up a specific brief sound effect (different from the resistances sound cue) is played to alert the player. A full übercharge bar may also automatically trigger the ''Übercharge Ready'' [[Voice commands|voice response]] from the character. If an ÜberCharge is activated while the next ÜberCharge bar is only partially full, the progress is lost and the ÜberCharge begins depleting the last filled ÜberCharge bar. It is not possible to change the type of resistance in the middle of an ÜberCharge; however, keeping the alternate fire button pressed maintains the ÜberCharge through all the charges left with no interruptions in between. An activated übercharge has its own characteristic sound effect which is quite different to that of the other mediguns and can be heard by all players in the vicinity. | Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached), which can be deployed one at a time as 2-second ÜberCharges. Each time a bar is filled up a specific brief sound effect (different from the resistances sound cue) is played to alert the player. A full übercharge bar may also automatically trigger the ''Übercharge Ready'' [[Voice commands|voice response]] from the character. If an ÜberCharge is activated while the next ÜberCharge bar is only partially full, the progress is lost and the ÜberCharge begins depleting the last filled ÜberCharge bar. It is not possible to change the type of resistance in the middle of an ÜberCharge; however, keeping the alternate fire button pressed maintains the ÜberCharge through all the charges left with no interruptions in between. An activated übercharge has its own characteristic sound effect which is quite different to that of the other mediguns and can be heard by all players in the vicinity. | ||
− | The Vaccinator was originally [http://steamcommunity.com/sharedfiles/filedetails/?id=88263935&searchtext= contributed] to the | + | The Vaccinator was originally [http://steamcommunity.com/sharedfiles/filedetails/?id=88263935&searchtext= contributed] to the Steam Workshop under the name "The Hot Coffee". |
==Healing and function times== | ==Healing and function times== |
Revision as of 14:30, 31 May 2014
“ | Fascinating...
Click to listen
— The Medic on changing resistances
|
” |
The Vaccinator is a community-created secondary weapon for the Medic. It roughly resembles a Medi Gun, with a team-colored, glowing liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock Medi Gun backpack to a small Canteen-like device.
The main feature of the weapon is the Medic's ability to select the desired resistance that will be applied both to him and his heal target. The player can cycle through bullet, explosive, and fire resistances by pressing the reload button (default key: R) and an appropriate icon will appear over the ÜberCharge meter. In addition, a clacking sound cue is played every time resistance is switched as an auditory feeback signal to the player. Note that weapons that deal generic typeless damage (such as Huntsman or Crusader's Crossbow arrows) are treated as bullets by this mechanic, while there is no way to defend against other damage types, such as melee.
Compared to the the stock Medi Gun, the weapon has a 50% faster ÜberCharge build rate but a 66% slower overheal rate. Additionally, the Vaccinator's charge rate is not reduced when healing a patient with full health or a patient being healed by other sources. While actively healing, the Medic and his heal target gain a 10% resistance to the selected type of damage and the Medic will be healed 25% of correctly-matched incoming damage to his heal target. In addition, the previously mentioned icon will appear above the health meter on both Medic and heal target's HUD and over their heads. Also, and this is likely a bug, the bonus damage of critical hits is entirely resisted during this passive benefit (as opposed to only during Übercharge), and this does not incur any ÜberCharge penalty.
When the ÜberCharge is deployed, both the Medic and his heal target (if he is actively healing a teammate) gain 75% damage resistance to the selected type of damage. In addition, the bonus damage of critical hits and mini-crits is completely negated, though at the expense of a certain amount of ÜberCharge per attack (-75% per explosion, -1% per flame particle/flare, and -3% per bullet (note that attacks with multiple pellets, such as shotguns, still only deduct -3% per shot regardless of how many pellets hit)).
Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached), which can be deployed one at a time as 2-second ÜberCharges. Each time a bar is filled up a specific brief sound effect (different from the resistances sound cue) is played to alert the player. A full übercharge bar may also automatically trigger the Übercharge Ready voice response from the character. If an ÜberCharge is activated while the next ÜberCharge bar is only partially full, the progress is lost and the ÜberCharge begins depleting the last filled ÜberCharge bar. It is not possible to change the type of resistance in the middle of an ÜberCharge; however, keeping the alternate fire button pressed maintains the ÜberCharge through all the charges left with no interruptions in between. An activated übercharge has its own characteristic sound effect which is quite different to that of the other mediguns and can be heard by all players in the vicinity.
The Vaccinator was originally contributed to the Steam Workshop under the name "The Hot Coffee".
Contents
Healing and function times
Healing and function times | ||
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Healing | ||
Healing (in combat) | 100% | 24 / s (8 / s) |
Healing (out of combat) | 300% | 72 / s (24 / s) |
Function times | ||
Effect duration | 2 / 4 / 6 / 8 s | |
Charge fill speed | 3.75% / s | |
Maximum charge time | 26.67 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Quick-Fix | Reclaimed Metal | Vaccinator | ||
x3 | + | = |
Class Token - Medic | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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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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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
December 20, 2012 Patch (Mecha Update)
- The Vaccinator was added to the game.
- Fixed missing text in the recipe description for the Vaccinator.
- [Undocumented] Fixed an issue with the self-illumination on the Vaccinator's backpack.
- Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types.
- Changed attribute:
- Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented.
- Updated the Vaccinator to use the reload key to cycle through resist types.
- Added Collector's quality.
Unused content
- There are three different styles of beam intended for this weapon, one for each type of resistance. Instead, the weapon shares its beam with the Kritzkrieg and Quick-Fix. [1]
Bugs
- Being set on fire will cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
- This weapon does not glow when crit boosted.
- The backpack device always shows RED lights, regardless of the team in Mann Co. Store preview.
- If the Medic or his patient die during ÜberCharge, the shield will remain in the world for a few seconds.
Trivia
- The healing given to the Medic when his patient takes matched damage also applies to self-inflicted damage - for example, if a Soldier is being healed with the Vaccinator set to explosive resistance, the Medic will receive health whenever the Soldier rocket jumps.
Gallery
References
See also
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
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