Difference between revisions of "Chargin' Targe"

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==Bugs==
 
==Bugs==
 
*This weapon does not glow in the world view when crit-boosted.
 
*This weapon does not glow in the world view when crit-boosted.
*The Festive variant appears as RED on BLU team in first person.
+
*The Festive variant appears as RED on BLU team in client view.
 
*The Festive variant does not glow when crit-boosted.
 
*The Festive variant does not glow when crit-boosted.
  

Revision as of 12:16, 16 March 2015

“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 is an antique, blood-stained wooden shield with a painted yellow cross and reinforced by an iron rim with bolts and a deadly center spike. A portion of the shield is missing and splintered.

The main function of this weapon is its Charge ability. Pressing the alternate fire button initiates a charge attack; the player will move forward at an extremely fast pace, but will be unable to change direction (unless using Ali Baba's Wee Booties or Bootlegger, though the player will turn slowly). Attacking at any time during a charge with a melee weapon will immediately end the charge. If the player bumps into an enemy at the end of the charge, the impact will knock them back and deal 50 damage, with an additional 10 damage for each head collected by the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron, if the player has one of them equipped, capping out at 5 heads to an additional 50 damage or 100 damage total. It is possible to charge even while airborne or underwater.

The strength of the charge is indicated in a meter in the HUD which changes color as it depletes. Using a melee weapon in conjunction with the charge will provide extra damage potential. For example, when the meter is 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. Additionally, disregarding distance charged, you still get a melee crit swing immediately after bashing into a player (no damage bashes work as well). While charging, any enemy in the direct path will be bashed by the Chargin' Targe provided the player does not end the charge prematurely by attacking.

The Targe cannot replenish its charge meter using ammo crates; however, it can be replenished through respawn and resupply cabinets. When charging with a Grenade Launcher, Loch-n-Load, Loose Cannon, or Iron Bomber, the glowing effect will occur as with a melee weapon, but it will only do normal damage upon firing and will not cancel the charge. A Chargin' Targe dropped on death does not provide ammunition.

Additionally, the Targe provides +50% fire resistance, +40% explosive resistance to the wearer and afterburn immunity.

The Chargin' Targe is automatically given to any player who obtains 5 Demoman achievements.

Damage

See also: 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 melee damage (if shield connects with enemy at the end of the charge - 0 otherwise) + 10 per head (up to 5 heads).
  • Mini-crit charge damage: 68 (if shield connects with enemy at the end of the charge - 0 otherwise) + 13 per head (up to 5 heads).
    • The shield damage is affected by weapon damage spread, it is not a constant number.
  • Charge Speed

Function times

  • Charge Interval: 12 seconds
    • Charge Interval: 9 seconds when a melee kill with the Claidheamh Mòr is made during the charge
    • Charge Interval: 9 seconds when a melee kill or shield bash kill is made while the Ali Baba's Wee Booties or Bootlegger is equipped
      • Charge Interval: 6 seconds when a melee kill with the Claidheamh Mòr is made during the charge, as well as having the Ali Baba's Wee Booties or Bootlegger equipped
    • Charge Interval: 6 seconds with the Persian Persuader equipped
      • Charge Interval: 4.5 seconds when a melee kill or shield bash kill is made while the Ali Baba's Wee Booties or Bootlegger is equipped, as well as having the Persian Persuader equipped

Times are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Class Token - Demoman Slot Token - Secondary Scrap Metal Possible Results
Item icon Class Token - Demoman.png + Item icon Slot Token - Secondary.png + Item icon Scrap Metal.png =
Item icon Scottish Resistance.png Item icon Chargin' Targe.png Item icon Sticky Jumper.png Item icon Splendid Screen.png
Item icon Tide Turner.png Item icon Quickiebomb Launcher.png Item icon B.A.S.E. Jumper.png

As a crafting ingredient

Chargin' Targe Razorback Gunboats
Item icon Chargin' Targe.png + Item icon Razorback.png = Item icon Gunboats.png
Chargin' Targe Homewrecker Claidheamh Mòr
Item icon Chargin' Targe.png + Item icon Homewrecker.png = Item icon Claidheamh Mòr.png
Chargin' Targe Reclaimed Metal Splendid Screen
Item icon Chargin' Targe.png + Item icon Reclaimed Metal.pngx2 = Item icon Splendid Screen.png
Chargin' Targe Reclaimed Metal Ali Baba's Wee Booties Tide Turner
Item icon Chargin' Targe.png + Item icon Reclaimed Metal.png + Item icon Ali Baba's Wee Booties.png = Item icon Tide Turner.png

Strange variant


Related achievements

Achieved.png General

Emergency Brake
Emergency Brake
Kill a charging Demoman.


Leaderboard class demoman.png Demoman

Beat Me Up, Scotty
Beat Me Up, Scotty
Use a critical swing with the Eyelander to kill 5 enemy players.


The Targe Charge
The Targe Charge
Charge and kill someone with your shield bash.
U-Turn
U-Turn
Kill an enemy that you couldn't see at the beginning of your charge.

Update history

December 17, 2009 Patch (WAR! Update)
  • The Chargin' Targe was added to the game.

December 22, 2009 Patch

  • Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0.

January 13, 2010 Patch

  • Reduced the explosive damage resistance on the Chargin' Targe to 50%. The explosive damage resistance was 65% prior to the update.

April 28, 2010 Patch

  • Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
  • Capped the turn rate from +left and +right while charging.

April 29, 2010 Patch (119th Update)

  • [Undocumented] Further reduction of the explosive damage resistance on the Chargin' Targe to 40%.
  • [Undocumented] Changed the Chargin' Targe colors from team-colored to yellow for easier identification.

May 12, 2010 Patch

  • [Undocumented] The Chargin' Targe was added to the crafting blueprint for the Gunboats.

July 8, 2010 Patch (Engineer Update)

  • [Undocumented] Updated the kill icon for the Chargin' Targe.

December 17, 2010 Patch (Australian Christmas)

  • [Undocumented] The Chargin' Targe no longer protects players against their own explosive damage.
  • [Undocumented] The Chargin' Targe was added to the crafting blueprint for the Claidheamh Mòr.

June 23, 2011 Patch (Über Update)

  • Added Strange quality.
  • Fixed an exploit that allowed greater turning control than intentionally allowed.
  • [Undocumented] Demomen can now begin a charge while in midair.
  • [Undocumented] The charge meter is no longer fully depleted if the user is interrupted by a Compression Blast.
  • [Undocumented] The charge meter can now be refilled by resupply cabinets.

June 28, 2011 Patch

  • Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts).

August 23, 2011 Patch

  • Added simplistic bot behaviors for Chargin' Targe.

September 15, 2011 Patch

  • [Undocumented] The physics of charging with a shield as a Demoman have been altered.

September 16, 2011 Patch

  • Fixed the Demoman not being able to charge while in the air.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Fixed Demoman weapons primary/secondary being backwards in the loadout screen.

September 21, 2012 Patch

  • Fixed the Demoman shields not saving their upgrades upon round reset in Mann vs. Machine.

September 27, 2012 Patch

  • Fixed Demoman shields not reducing explosive damage in non-MvM games.

July 10, 2013 Patch

  • Changed attributes:
    • Added Afterburn immunity.

November 12, 2013 Patch

December 20, 2013 Patch

  • Professional killstreak Chargin' Targes now generate proper effects when on a killstreak. These effects do not stack if another killstreak effect weapon is active.

April 1, 2014 Patch

  • Fixed framerate affecting player turn rate while using the shield charge.

June 20, 2014 Patch

  • Fixed the Chargin' Targe doing impact damage at any range.

December 22, 2014 Patch (Smissmas 2014)

Unused content

  • In the game files, there exists a texture for the blue Targe marked as "c_targe_blue".

Bugs

  • This weapon does not glow in the world view when crit-boosted.
  • The Festive variant appears as RED on BLU team in client view.
  • The Festive variant does not glow when crit-boosted.

Trivia

  • The word targe generally refers to various types of infantry shields, often round in shape and notably used during the 17th and 18th centuries in the Scottish Highlands as the main means of personal defense in combat. It was decorated with designs possibly referring to the individual owner or their respective clan. Considering this, the front of the shield bears resemblance to the Team Fortress logo.
  • The Highlanders were famous for their charges. A single-handed claymore would be held in the right hand and used to stab the enemy, the targe would be strapped to the left arm and used to parry sword or bayonet blows, and a small dagger held reversed in the left hand and overlapping the targe would be used to slash.
  • Because the Chargin' Targe has a 50% fire damage reduction, it is possible for a Demoman to survive the Hadouken taunt as long as the Demoman is overhealed. The Hadouken deals 500 damage at point blank, and the Chargin' Targe halves the damage to 250, and the Demoman's maximum health with an overheal is 260.

Gallery

See also

External links