Difference between revisions of "Kritzkrieg"
m (Applied filters to Kritzkrieg (Review RC#182186)) |
m |
||
Line 21: | Line 21: | ||
Additionally, The Kritzkrieg charges 25% faster than the [[Medigun]], allowing for faster Ubercharges to be built and used for attacking whilst the Medigun can be reserved for defensive purposes. | Additionally, The Kritzkrieg charges 25% faster than the [[Medigun]], allowing for faster Ubercharges to be built and used for attacking whilst the Medigun can be reserved for defensive purposes. | ||
− | |||
− | |||
The Kritzkrieg beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and keeps within range of the target. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind. In ''Options > Multiplayer > Advanced'', there is an option to have the beam stay locked on without having to hold down the fire button. | The Kritzkrieg beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and keeps within range of the target. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind. In ''Options > Multiplayer > Advanced'', there is an option to have the beam stay locked on without having to hold down the fire button. | ||
Line 28: | Line 26: | ||
[[Taunt]]ing with the Kritzkrieg equipped results in the Medic doing the [[Oktoberfest]] special taunt. | [[Taunt]]ing with the Kritzkrieg equipped results in the Medic doing the [[Oktoberfest]] special taunt. | ||
− | == | + | == Heal rate == |
− | + | 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.[http://www.teamfortress.com/post.php?id=1656] | |
== Function times== | == Function times== |
Revision as of 09:04, 14 November 2010
“ | Eins, zwei, dr-ugh... I do not think we brought enough body bags.
Click to listen
— The Medic
|
” |
The Kritzkrieg is an unlockable secondary weapon for the Medic class. Similar in appearance to the Medigun, it sports an additional fixture to the barrel. The Kritzkrieg's beam has small yellow lines floating into the recipient.
Just like the Medigun, this weapon can heal and ÜberCharge allies as well as disguised Spies, and will boost the total health of the target to 150% (also called overhealing). Once the ÜberCharge is deployed, however, it will bestow a 100% of Critical hits for the next 8 seconds, rather than invulnerability. It will also cause any projectiles reflected by the Pyro's Compression Blast to be Critical hits.
Additionally, The Kritzkrieg charges 25% faster than the Medigun, allowing for faster Ubercharges to be built and used for attacking whilst the Medigun can be reserved for defensive purposes.
The Kritzkrieg beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and keeps within range of the target. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind. In Options > Multiplayer > Advanced, there is an option to have the beam stay locked on without having to hold down the fire button.
Taunting with the Kritzkrieg equipped results in the Medic doing the Oktoberfest special taunt.
Contents
Heal rate
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]
Function times
- ÜberCharge Percentage Gain: 0.5
- Kritz Duration: 8.0
ÜberCharge Percentage Gain rate is halved if target is at 142.5% health or higher. All times are in seconds. Times are approximate and determined by community testing.
As a Crafting Ingredient
Kritzkrieg | Bonk! Atomic Punch | Crit-a-Cola | ||
+ | = |
Related Achievement
|
|
Bugs
- Even though the Kritzkrieg does not grant any invulnerability during its ÜberCharge, you can't deploy it while carrying the Intelligence. However, you can still take the Intelligence during the ÜberCharge.
Trivia
- The name "Kritzkrieg" is a pun on "Crits" (Critical hits) and "Blitzkrieg", which is German for "lightning war", a technique used by the German army in World War II.
- Before the Kritzkrieg was released, Valve stated in interviews that they were going to add an Overhealer that could permanently overheal team-mates to 200% of their standard health, but it would have a significantly worsened ÜberCharge, or be unable to ÜberCharge at all. However, this was canceled after playtesting. The model for the Kritzkrieg attachment still bears the filename 'Overhealer'.
- Like the Medigun, the Kritzkreig resembles the famous Proton Packs from the movie Ghostbusters
Gallery
- Kritzkrieg 1st person red cropped.png
RED 1st person view.
- Kritzkrieg 1st person blu cropped.png
BLU 1st person view.
See also