Difference between revisions of "Healing"
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== Healing and ÜberCharge rates == | == Healing and ÜberCharge rates == | ||
− | The 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. | + | The 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.<ref>http://www.teamfortress.com/post.php?id=1656</ref> |
− | 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. | + | 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.<ref>http://forums.steampowered.com/forums/showpost.php?p=11342109&postcount=1530</ref> Dispensers and Payload Carts also reduce the charge rate when healing the same target. |
For exact timings, see the individual pages for the Medi Gun, Kritzkrieg, Quick-Fix, and Vaccinator. | For exact timings, see the individual pages for the Medi Gun, Kritzkrieg, Quick-Fix, and Vaccinator. | ||
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*[[ÜberCharge]] | *[[ÜberCharge]] | ||
+ | == References == | ||
+ | <references /> | ||
== External links == | == External links == | ||
*[http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog- The Medigun Healing Ramp] | *[http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog- The Medigun Healing Ramp] |
Revision as of 17:29, 9 September 2014
“ | 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, Quick-Fix, or Vaccinator. 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
The 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] Dispensers and Payload Carts also reduce the charge rate when healing the same target.
For exact timings, see the individual pages for the Medi Gun, Kritzkrieg, Quick-Fix, and Vaccinator.
Overheal
An overheal (commonly referred to as a "buff") indicates 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, which can only overheal up to 125%. 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 15 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 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 (ÜberCharge rate is not affected during setup time).
Overheal will be retained if a player is being healed by a Quick-Fix.
Max overheal is rounded down to the nearest multiple of 5, i.e., 175 -> 262.5 would be changed to 260.
Class | Health | Overheal | Quick-Fix Overheal |
---|---|---|---|
Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Soldier | 200 | 300 | 251 |
With the Battalion's Backup equipped | 220 | 330 | 276 |
Pyro | 175 | 260 | 220 |
Demoman | 175 | 260 | 220 |
With weapon slot boots equipped | 200 | 300 | 251 |
With a head-taking melee weapon equipped with 0 heads | 150 | 225 | 189 |
With a head-taking melee weapon equipped with 1 head | 165 | 245 | 208 |
With a head-taking melee weapon equipped with 2 heads | 180 | 270 | 226 |
With a head-taking melee weapon equipped with 3 heads | 195 | 290 | 245 |
With a head-taking melee weapon with 4 or more heads | 210 | 315 | 264 |
With weapon slot boots and a head-taking melee weapon equipped with 0 heads | 175 | 260 | 220 |
With weapon slot boots and a head-taking melee weapon equipped with 1 head | 190 | 285 | 239 |
With weapon slot boots and a head-taking melee weapon equipped with 2 heads | 205 | 305 | 258 |
With weapon slot boots and a head-taking melee weapon equipped with 3 heads | 220 | 330 | 276 |
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads | 235 | 350 | 295 |
Heavy | 300 | 450 | 376 |
Under the effects of the Dalokohs Bar or Fishcake | 350 | 500† | 426 |
With the Fists of Steel equipped | 300 | 390 | 346 |
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake | 350 | 440 | 396 |
Engineer | 125 | 185 | 158 |
With the Gunslinger equipped | 150 | 225 | 189 |
Medic | 150 | 225 | 189 |
With the Vita-Saw equipped | 140 | 210 | 176 |
Sniper | 125 | 185 | 158 |
Spy | 125 | 185 | 158 |
With the Big Earner equipped | 100 | 150 | 126 |
With Conniver's Kunai equipped | 70 | 105 | 89 |
Maximum overheal from Conniver's Kunai backstabs | N/A | 210 | N/A |
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Non-Medi Gun 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, Horseless Headless Horsemann's Headtaker or the Nessie's Nine Iron 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 Demoman or Soldier 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 Oktoberfest 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.
- Medics are capable of healing their teammates with bolts from the Crusader's Crossbow of varying amounts depending on the range. It heals 75 points of health at point blank, 112 points of health at medium range, and 150 points of health at long range.
- Snipers who equip the Cozy Camper will recover 1 health per second.
- 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.
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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"Medic!" Icons
"Medic!" bubble, player bleeding (health at or above 100%)
"Medic!" bubble when on fire (health at or above 100%)
"Medic!" bubble, when on fire and hurt (health below 100%). The bubble becomes more red as the player takes more damage.
Automatic Medic notification bubble (depends on the player's advanced multiplayer options)
See also
References
External links