Difference between revisions of "Chargin' Targe"
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* Direct charge hit now does 50 damage + 10 per head (up to 5 heads). | * Direct charge hit now does 50 damage + 10 per head (up to 5 heads). | ||
+ | ==Bugs== | ||
+ | * After using the Chargin' Targe and going back to a resupply locker, your cool time timer does not reset and you will require to wait for it to activate again | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> |
Revision as of 10:49, 3 December 2010
“ | “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
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” |
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. While charging, any enemy in your path will be subject to being bashed by your Chargin' Targe provided you do not end the charge by attacking with your melee weapon. 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
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As a Crafting Ingredient
Razorback | Chargin' Targe | Gunboats | ||
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Previous Changes
- Reduced the explosive damage resistance on the Chargin' Targe to 50%. The explosive damage resistance was 65% prior to the update.
- Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
Bugs
- After using the Chargin' Targe and going back to a resupply locker, your cool time timer does not reset and you will require to wait for it to activate again
Gallery
- Eyelander with Chargin' Targe 1st person cropped.png
1st person view with Eyelander.
- Scotsman's Skullcutter with Chargin' Targe 1st person cropped.png
1st person view with Scotsman's Skullcutter.
- Horseless Headless Horsemann's Headtaker with Chargin' Targe 1st person cropped.png
1st person view with Horseless Headless Horsemann's Headtaker
The old RED paint.
The old BLU paint.