Difference between revisions of "Medi Gun"
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Despite being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target to 150% (also called [[overheal]]ing or buffing). As the Medic keeps his beam focused on a team-mate, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill faster (2.5%/second) when healing injured team-mates or team-mates whose health is not at 150% (at 150%, 1.25%/second). When the ÜberCharge is used, the Medic and his target glow their team's color, and become invulnerable for 8 seconds. Disguised [[Spies]] can also benefit from these effects when tricking an enemy Medic into healing them. | Despite being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target to 150% (also called [[overheal]]ing or buffing). As the Medic keeps his beam focused on a team-mate, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill faster (2.5%/second) when healing injured team-mates or team-mates whose health is not at 150% (at 150%, 1.25%/second). When the ÜberCharge is used, the Medic and his target glow their team's color, and become invulnerable for 8 seconds. Disguised [[Spies]] can also benefit from these effects when tricking an enemy Medic into healing them. | ||
− | The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners. In ''Multiplayer > Advanced'', there is an option to have the beam stay locked on without having to hold down the fire button. When a player has been overhealed, a team-colored "aura" follows them, similar to a Teleporter trail. | + | The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners. In ''Multiplayer > Advanced'', there is an option to have the beam stay locked on without having to hold down the fire button. When a player has been overhealed, a team-colored "aura" follows them, similar to a Teleporter trail. |
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==Healing rate== | ==Healing 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] | 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] |
Revision as of 07:27, 5 January 2011
“ | Come over here, I promise I vill heal you...
Click to listen
— The Medic
|
” |
The Medi Gun is a secondary weapon for the Medic class. It appears as a modified fire hose wrapped in tape and outfitted with a bottom handle. It is connected via a pipe to the Medic's backpack. The beam it fires displays small cross symbols floating into the recipient.
Despite being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target to 150% (also called overhealing or buffing). As the Medic keeps his beam focused on a team-mate, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill faster (2.5%/second) when healing injured team-mates or team-mates whose health is not at 150% (at 150%, 1.25%/second). When the ÜberCharge is used, the Medic and his target glow their team's color, and become invulnerable for 8 seconds. Disguised Spies can also benefit from these effects when tricking an enemy Medic into healing them.
The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the attack button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners. In Multiplayer > Advanced, there is an option to have the beam stay locked on without having to hold down the fire button. When a player has been overhealed, a team-colored "aura" follows them, similar to a Teleporter trail.
Contents
Healing 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 Fill: 40 seconds
- ÜberCharge Duration: 8 seconds
ÜberCharge Fill time is doubled if target is at 142.5% health or above. If more than one Medic is healing the target, each Medic's build time is divided by a factor of the number of Medics healing that target. [2]
Related Achievements
General
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Scout
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Soldier
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Demoman
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Heavy
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Engineer
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Medic
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Spy
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Previous changes
- Fixed a rare crash caused by a Medi Gun losing its owner.
- Medi Gun no longer continues to heal enemy Spies who have lost their disguise.
- The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding.
- Added new option for Medi Gun beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.
- Fixed Medi Gun effect not being removed if the Medic changed class while healing.
- Changed Medi Gun ÜberCharge meter to drain faster for each target that still has ÜberCharge beyond your current target. This means there is a penalty for having multiple people being Übercharged at one time.
- Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.
- Fixed broken Medi Gun taunt.
- Fixed the Medi Gun charge percent for other players being steppy.
Bugs
- If you set the healing in the advanced settings so that you don't need to hold down left mouse to keep healing, taunting while healing with the Medi Gun will cause the Medi Gun to continue healing it's last target, although the Medi Gun is put away to taunt.
Trivia
- A Medi Gun Beta 1 exists with the effects:
- -50% heal rate
- Overheal doesn't decay
- Upon being renamed, the Medi Gun and Kritzkrieg will have the new name appear to teammates when they are healed by it.
Gallery
- Medigun 1st person red cropped.png
RED 1st person view.
- Medigun 1st person blu cropped.png
BLU 1st person view.
See also
External links
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