Difference between revisions of "Projectile Shield"
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{{Quotation|'''The Heavy'''|Да, this will help.|sound=Heavy mvm get upgrade04.wav}} | {{Quotation|'''The Heavy'''|Да, this will help.|sound=Heavy mvm get upgrade04.wav}} | ||
− | The '''Projectile Shield''' is an upgrade function for the Medic's secondary weapons available through the Mann vs. Machine [[Upgrade Station]]. Purchasing the first upgrade permits the Medic to build up an Energy charge by healing teammates for activation of the Projectile Shield. When activated, a glowing shield appears in an arc in front of the Medic, blocking most enemy attacks through it and damaging any Robot it touches. The second upgrade | + | The '''Projectile Shield''' is an upgrade function for the Medic's secondary weapons available through the Mann vs. Machine [[Upgrade Station]]. This upgrade costs 300 credits and has two upgrade levels (600 credits in total). Purchasing the first upgrade permits the Medic to build up an Energy charge by healing teammates for activation of the Projectile Shield. When activated, a glowing shield appears in an arc in front of the Medic, blocking most enemy attacks through it and damaging any Robot it touches. The second upgrade increases the shield's width and doubles the damage dealt. |
== Charging and activation == | == Charging and activation == | ||
When a Medi Gun is equipped after the Projectile Shield upgrade, an additional '''Energy''' charge bar appears next to the [[ÜberCharge]] bar. The Energy bar fills much faster and from more sources than the ÜberCharge. The Medic may build Energy by healing damaged teammate, Overhealing teammates, healing teammates who are damaging Robots, blocking teammate damage with Invulnerability ÜberCharges, or [[Reanimator|Reanimating]] fallen teammates. A beep cues the Medic player when charge is complete. When Energy is fully charged, pressing the [[List of useful console commands#attack3|Special-Attack key (attack3)]] deploys the Projectile Shield for many seconds. | When a Medi Gun is equipped after the Projectile Shield upgrade, an additional '''Energy''' charge bar appears next to the [[ÜberCharge]] bar. The Energy bar fills much faster and from more sources than the ÜberCharge. The Medic may build Energy by healing damaged teammate, Overhealing teammates, healing teammates who are damaging Robots, blocking teammate damage with Invulnerability ÜberCharges, or [[Reanimator|Reanimating]] fallen teammates. A beep cues the Medic player when charge is complete. When Energy is fully charged, pressing the [[List of useful console commands#attack3|Special-Attack key (attack3)]] deploys the Projectile Shield for many seconds. | ||
− | Projectile Shield activation does not interfere with the normal operation of the Medic's secondary weapons; the beam can continue to Heal or Reanimate, [[Power Up Canteen|Canteens]] can still be shared, and the ability to build and activate ÜberCharge continues. | + | Projectile Shield activation normally does not interfere with the normal operation of the Medic's secondary weapons; the beam can continue to Heal or Reanimate, [[Power Up Canteen|Canteens]] can still be shared, and the ability to build and activate ÜberCharge continues. However, Medic cannnot start to heal the patient, if patient stands behind the Projectile Shield of another Medic. |
== Effectiveness == | == Effectiveness == | ||
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The Projectile Shield can destroy rockets, grenades, stickybombs, [[Huntsman|Huntsman arrows]], and most other projectiles. It can also block attacks from [[Hitscan|hitscan]] weapons, and will deal damage to robots that come into contact with it. Slowdown is inflicted upon robots that have been damaged by the Projectile Shield. | The Projectile Shield can destroy rockets, grenades, stickybombs, [[Huntsman|Huntsman arrows]], and most other projectiles. It can also block attacks from [[Hitscan|hitscan]] weapons, and will deal damage to robots that come into contact with it. Slowdown is inflicted upon robots that have been damaged by the Projectile Shield. | ||
− | However, | + | However, a few bugs\exploits may decrease effectiveness of the Projectile Shield. For example, some projectiles that would normally be blocked by the Projectile Shield can pass straight through on rare occasions, usually when the Medic is moving forward.<ref name= Shild>[https://www.youtube.com/watch?v=tSTUDg-dEfE "The Projectile Shield is not your friend"], ''YouTube'', May 4, 2019.</ref>. Projectile Shield also doesn't block deflected projectiles, such as rockets (including sentry rocket), grenades, arrows etc. |
The Projectile Shield cannot block attacks from any of the [[Pyro|Pyro's]] primary weapons, the [[Pomson 6000]], the [[Righteous Bison]], or these following weapons when they possess the Projectile Penetration upgrade: [[Huntsman]] and its reskins, [[Rescue Ranger]] and [[Crusader's Crossbow]] with its reskins. It is also unable to block splashes from [[Mad Milk]], [[Jarate]], or the [[Gas Passer]]. | The Projectile Shield cannot block attacks from any of the [[Pyro|Pyro's]] primary weapons, the [[Pomson 6000]], the [[Righteous Bison]], or these following weapons when they possess the Projectile Penetration upgrade: [[Huntsman]] and its reskins, [[Rescue Ranger]] and [[Crusader's Crossbow]] with its reskins. It is also unable to block splashes from [[Mad Milk]], [[Jarate]], or the [[Gas Passer]]. | ||
− | If the Medic with his Projectile Shield deployed gets too close to a robot, | + | If the Medic with his Projectile Shield deployed gets too close to a robot, it is able to damage him. However, it is possible to avoid this by moving the shield closer to the Medic, which is done by pulling the camera up or down. |
== Damage == | == Damage == | ||
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| damage = yes | | damage = yes | ||
| base = 66-67 /s (LV 1), 133-134 /s (LV 2) <!-- Omitted LV 1 shield damage's ".0" digits because it jumps around .66 to .92 --> | | base = 66-67 /s (LV 1), 133-134 /s (LV 2) <!-- Omitted LV 1 shield damage's ".0" digits because it jumps around .66 to .92 --> | ||
− | | minicrit = 66-67 /s (LV 1), 200 /s (LV 2) | + | | minicrit = 66-67 /s (LV 1), 200 /s (LV 2), 133-134 /s (LV 2 against tanks ) |
| charge fill dmg = {{tooltip|4000|Damage dealt from patients}} | | charge fill dmg = {{tooltip|4000|Damage dealt from patients}} | ||
| charge fill hp = {{tooltip|400|Fills x2 faster when charging Reanimators}} | | charge fill hp = {{tooltip|400|Fills x2 faster when charging Reanimators}} | ||
| function times = yes | | function times = yes | ||
− | | effect time = 12 s | + | | effect time = 12 s}} |
− | + | ||
== Charge and duration times == | == Charge and duration times == | ||
− | Projectile Shield charges by [[heal]]ing and [[overheal]]ing teammates, by charging [[Reanimator]]s, | + | Projectile Shield charges by [[heal]]ing and [[overheal]]ing teammates, by charging [[Reanimator]]s (including instant cherge from [[Vaccinatior]]'s uber), by any damage dealt by patients (including self-damage), or taking damage by yourself or by Medic's patient which is being under [[Medigun]]'s Ubercharge effect. 400 points of healing, 4000 points of patient's damage or approximately 800 damage blocked by Medigun's Ubercharge (either by Medic or his patient) is needed to completely charge the Projectile Shield. Shield recharge rate is doubled when healing [[reanimator]]s. Apllying [[Vaccinator]]'s Ubercharge on the Reanimator will instantly recharge Projectile Shield's, the value of charge depends on Reanimator's health amount. Healing from the [[Crusader's Crossbow]] or [[Upgrade_Station#Primary|Mad Milk Syringes]] upgrade does not count toward shield charge. |
− | A limit exists for how much a patient's damage can charge the Projectile Shield at once. Only the first 250 points of damage on each hit on a single target counts for the charge. | + | A limit exists for how much a patient's damage can charge the Projectile Shield at once. Only the first 250 points of damage on each hit on a single target counts for the charge. For example, if a rocket does 300 points in a {{botignore|direct}} hit on one Robot, only 250 damage points count towards the charge. But if a rocket splashes 300 damage on each of three Robots, charge gets 750 points (250+250+250), because the resulting value of charge is addition of all charge values from every target. In contrast, each of Heavy's [[Minigun]] bullets and Pyro's [[Flamethrower]] particles count as individual hits, allowing these attacks to avoid this limit. |
== Demonstration == | == Demonstration == | ||
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== Bugs == | == Bugs == | ||
<!-- (While this is true, there's no official map with water. Therefore, we shouldn't list it) * Bullets that pass through the Projectile Shield and collide with water cause the water ripple effect to originate from the Shield and not on the water. --> | <!-- (While this is true, there's no official map with water. Therefore, we shouldn't list it) * Bullets that pass through the Projectile Shield and collide with water cause the water ripple effect to originate from the Shield and not on the water. --> | ||
− | * Projectile Shield | + | * Projectile Shield blocks [[Wrench]] melee hits targeted at buildings. |
− | * Buying the Projectile Shield upgrade, then | + | * Buying the Projectile Shield upgrade, then changing loadout to the same or switching class to someone and back to Medic will cause the Projectile Shield to last for 10 seconds instead of 12. |
− | ** | + | ** Buying the Projectile Shield upgrade again through refund or upgrading it to level 2 (if player рave bought only level 1 upgrade) will fix this bug. |
== Gallery == | == Gallery == |
Revision as of 21:25, 3 May 2020
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— The Heavy
|
” |
The Projectile Shield is an upgrade function for the Medic's secondary weapons available through the Mann vs. Machine Upgrade Station. This upgrade costs 300 credits and has two upgrade levels (600 credits in total). Purchasing the first upgrade permits the Medic to build up an Energy charge by healing teammates for activation of the Projectile Shield. When activated, a glowing shield appears in an arc in front of the Medic, blocking most enemy attacks through it and damaging any Robot it touches. The second upgrade increases the shield's width and doubles the damage dealt.
Contents
Charging and activation
When a Medi Gun is equipped after the Projectile Shield upgrade, an additional Energy charge bar appears next to the ÜberCharge bar. The Energy bar fills much faster and from more sources than the ÜberCharge. The Medic may build Energy by healing damaged teammate, Overhealing teammates, healing teammates who are damaging Robots, blocking teammate damage with Invulnerability ÜberCharges, or Reanimating fallen teammates. A beep cues the Medic player when charge is complete. When Energy is fully charged, pressing the Special-Attack key (attack3) deploys the Projectile Shield for many seconds.
Projectile Shield activation normally does not interfere with the normal operation of the Medic's secondary weapons; the beam can continue to Heal or Reanimate, Canteens can still be shared, and the ability to build and activate ÜberCharge continues. However, Medic cannnot start to heal the patient, if patient stands behind the Projectile Shield of another Medic.
Effectiveness
The Projectile Shield can destroy rockets, grenades, stickybombs, Huntsman arrows, and most other projectiles. It can also block attacks from hitscan weapons, and will deal damage to robots that come into contact with it. Slowdown is inflicted upon robots that have been damaged by the Projectile Shield.
However, a few bugs\exploits may decrease effectiveness of the Projectile Shield. For example, some projectiles that would normally be blocked by the Projectile Shield can pass straight through on rare occasions, usually when the Medic is moving forward.[1]. Projectile Shield also doesn't block deflected projectiles, such as rockets (including sentry rocket), grenades, arrows etc.
The Projectile Shield cannot block attacks from any of the Pyro's primary weapons, the Pomson 6000, the Righteous Bison, or these following weapons when they possess the Projectile Penetration upgrade: Huntsman and its reskins, Rescue Ranger and Crusader's Crossbow with its reskins. It is also unable to block splashes from Mad Milk, Jarate, or the Gas Passer.
If the Medic with his Projectile Shield deployed gets too close to a robot, it is able to damage him. However, it is possible to avoid this by moving the shield closer to the Medic, which is done by pulling the camera up or down.
Damage
Damage and function times | ||
---|---|---|
Damage type | Untyped | |
Ranged or Melee damage? | Untyped | |
Damage | ||
Base damage | 100% | 66-67 /s (LV 1), 133-134 /s (LV 2) |
Mini-crit | 66-67 /s (LV 1), 200 /s (LV 2), 133-134 /s (LV 2 against tanks ) | |
Charge fill damage | 4000 | |
Charge fill health | 400 | |
Function times | ||
Effect duration | 12 s | |
Values are approximate and determined by community testing. |
Charge and duration times
Projectile Shield charges by healing and overhealing teammates, by charging Reanimators (including instant cherge from Vaccinatior's uber), by any damage dealt by patients (including self-damage), or taking damage by yourself or by Medic's patient which is being under Medigun's Ubercharge effect. 400 points of healing, 4000 points of patient's damage or approximately 800 damage blocked by Medigun's Ubercharge (either by Medic or his patient) is needed to completely charge the Projectile Shield. Shield recharge rate is doubled when healing reanimators. Apllying Vaccinator's Ubercharge on the Reanimator will instantly recharge Projectile Shield's, the value of charge depends on Reanimator's health amount. Healing from the Crusader's Crossbow or Mad Milk Syringes upgrade does not count toward shield charge.
A limit exists for how much a patient's damage can charge the Projectile Shield at once. Only the first 250 points of damage on each hit on a single target counts for the charge. For example, if a rocket does 300 points in a direct hit on one Robot, only 250 damage points count towards the charge. But if a rocket splashes 300 damage on each of three Robots, charge gets 750 points (250+250+250), because the resulting value of charge is addition of all charge values from every target. In contrast, each of Heavy's Minigun bullets and Pyro's Flamethrower particles count as individual hits, allowing these attacks to avoid this limit.
Demonstration
Strategy
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Related achievements
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Update history
November 21, 2013 Patch (Two Cities Update)
- Projectile Shield Upgrade
- Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
- Press
ATTACK3
to activate when Energy meter is full (mouse3
by default) - While active:
- Blocks all enemy projectiles
- Damages enemies on touch
Bugs
- Projectile Shield blocks Wrench melee hits targeted at buildings.
- Buying the Projectile Shield upgrade, then changing loadout to the same or switching class to someone and back to Medic will cause the Projectile Shield to last for 10 seconds instead of 12.
- Buying the Projectile Shield upgrade again through refund or upgrading it to level 2 (if player рave bought only level 1 upgrade) will fix this bug.
Gallery
- Projectile Shield second upgrade anthal.jpg
Second upgrade coverage.
Reference
- ↑ "The Projectile Shield is not your friend", YouTube, May 4, 2019.
External links
- The Projectile Shield is not your friend, a demonstration of both effectiveness and weapons getting through the Projectile Shield.
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