Difference between revisions of "User:Ríomhaire/Status effects"

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==='''[[ÜberCharge]]'''===
 
==='''[[ÜberCharge]]'''===
 
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as [[trains]] and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.
 
An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as [[trains]] and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.
{| class="wikitable grid" width="50%"
+
{| class="wikitable grid" width="75%"
 
! class="header" width="10%" style="text-align: center;" | Class
 
! class="header" width="10%" style="text-align: center;" | Class
! class="header" width="30%" | Weapon
+
! class="header" width="20%" | Weapon
! class="header" width="60%" | Notes
+
! class="header" width="70%" | Notes
 
|-
 
|-
 
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]]
 
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]]
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All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the [[Eyelander]], will do so when the weilder is under the effects of a crit boost.
 
All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the [[Eyelander]], will do so when the weilder is under the effects of a crit boost.
  
{| class="wikitable grid" width="50%"
+
{| class="wikitable grid" width="75%"
 
! class="header" width="10%" style="text-align: center;" | Class
 
! class="header" width="10%" style="text-align: center;" | Class
! class="header" width="30%" | Weapon
+
! class="header" width="20%" | Weapon
! class="header" width="60%" | Notes
+
! class="header" width="70%" | Notes
 
|-
 
|-
 
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]]
 
! rowspan="2"| {{Icon class|Medic}} <br /> [[Medic]]
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| style="background:#EEE8AA;" | '''Effect Duration:''' 10 s
 
| style="background:#EEE8AA;" | '''Effect Duration:''' 10 s
 
|-
 
|-
! rowspan="2"| <br /><br /><br />'''[[Arena|First Blood]]'''<br /><br /><br /><br />
+
! rowspan="2"| <br /><br />'''[[Arena|First Blood]]'''<br /><br /><br />
 
! On achieving the first kill of an [[Arena]] match the player will be rewarded with a five second crit boost.
 
! On achieving the first kill of an [[Arena]] match the player will be rewarded with a five second crit boost.
 
|-
 
|-
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| style="background:#EEE8AA;" | '''Effect Duration:''' 3.2 s
 
| style="background:#EEE8AA;" | '''Effect Duration:''' 3.2 s
 
|-
 
|-
! rowspan="2"| <br /><br /><br />'''[[Humiliation#Humiliation|Humiliation]]'''<br /><br /><br /><br />
+
! rowspan="2"| <br /><br />'''[[Humiliation#Humiliation|Humiliation]]'''<br /><br /><br />
 
! During [[Humiliation#Humiliation|Humiliation]] all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.  
 
! During [[Humiliation#Humiliation|Humiliation]] all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.  
 
|-
 
|-

Revision as of 18:57, 1 April 2011

Status effects are temporary weapon-induced conditions that alter the player's properties and stats.


Beneficial

Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.

ÜberCharge

An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as trains and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.

Class Weapon Notes
Leaderboard class medic.png
Medic
Medigun
Medigun
Applied to Medic and patient.
Effect Duration: 8 s

Crit boost

All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the Eyelander, will do so when the weilder is under the effects of a crit boost.

Class Weapon Notes
Leaderboard class medic.png
Medic
Kritzkrieg
Kritzkrieg
Applied to Medic and patient.
Effect Duration: 8 s
Leaderboard class heavy.png
Heavy
Killing Gloves of Boxing
Killing Gloves of Boxing
When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for five seconds.
Effect Duration: 5 s
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
Given to melee weapons on a successful long range charge.
Effect Duration: Some amount of seconds.
Leaderboard class engineer.png
Engineer
Frontier Justice
Frontier Justice
When the Engineer's Sentry Gun is destroyed he gets a crit boost that lasts for a number of shots determined by the number of kills and kill assists that the Sentry had achieved.
Effect Duration:
All classes Intel red idle.png
Intelligence Capture
On capturing the briefcase all members of a team will receive a ten second crit boost.
Effect Duration: 10 s


First Blood


On achieving the first kill of an Arena match the player will be rewarded with a five second crit boost.
Effect Duration: 5 s
Pumpkin.png
Pumpkit
Dropped by dead players during the annual Halloween event. Players receive a short crit boost on pickup. Unique to the Harvest Event and Mann Manor maps.
Effect Duration: 3.2 s


Humiliation


During Humiliation all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.
Effect Duration: 15 s

Negative