Difference between revisions of "Quick-Fix"
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'''[[March 9, 2011 Patch (Beta)]]''' | '''[[March 9, 2011 Patch (Beta)]]''' | ||
* Megaheal (the [[ÜberCharge]]) effect now also applies to the Medic | * Megaheal (the [[ÜberCharge]]) effect now also applies to the Medic | ||
+ | |||
+ | '''[[June 17, 2011 Patch (Beta)]]''' | ||
+ | * Lowered heal and charge rates to 40% (from 50%) | ||
+ | * New sounds | ||
== Bugs == | == Bugs == |
Revision as of 21:22, 17 June 2011
“Ok guys, bad news: we lost that last one.” This article documents beta/cut/unused/experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
“ | Move! Schnell!
Click to listen
— The Medic
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” |
The Quick-Fix is a secondary weapon for the Medic that currently only exists in Team Fortress 2 Beta. It uses the Medi Gun model.
This weapon sports a 50% faster heal and ÜberCharge build rate, but lacks the ability to overheal patients. When the ÜberCharge is deployed, the patient will be healed at triple the healing rate, and both they and the Medic will be immune to effects such as knockback, stun and slow. Additionally, should the Medic train the weapon on a faster ally, they will be able to match their speed for as long as the medicinal beam is connected.
Since the item is still in an unreleased stage, these attributes may be changed or the weapon may be scrapped entirely.
Contents
Healing and function times
Healing and function times | ||
---|---|---|
Healing | ||
Healing (in combat) | 100% | 36 / s (108 / s) |
Healing (out of combat) | 300% | 108 / s (324 / s) |
Function times | ||
Effect duration | 8 s | |
Charge fill speed | 3.75% / s (1.875% / s) | |
Maximum charge time | 24 s (48 s) | |
Values are approximate and determined by community testing. |
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 36 health per second. From 10 to 15 seconds, this rate increases linearly from 36 up to a maximum of 108 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]
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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Heavy
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Engineer
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Medic
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Spy
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Update history
- [Undocumented] Added stats for Quick-Fix
February 11, 2011 Patch (Beta)
- The Quick-Fix, a new Medi Gun has been added
- Heal rate increased 50%
- ÜberCharge rate increased 50%
- Not able to overheal
- Match the speed of any faster heal target
- ÜberCharge effect: Megaheal
- Heal rate increased 3x on heal target
- Heal target and Medic immune to stun and damage forces
February 16, 2011 Patch (Beta)
- The Quick-Fix’s ÜberCharge (Megaheal) changed to allow self-damage forces (rocket jumping, etc)
- Megaheal (the ÜberCharge) effect now also applies to the Medic
- Lowered heal and charge rates to 40% (from 50%)
- New sounds
Bugs
- Dying during an ÜberCharge may cause the ÜberCharge sound effect to play until the player disconnects, much like a previously patched bug with the Kritzkrieg.
- Healing Heavies under the effect of Dalokohs Bar will not restore their health after reaching the default 300 HP.
- When healing a Scout in the spawn room, should the Scout change class, the speed boost will still apply.
- Healing certain classes with additional speed benefits will not bestow them to the Medic, such as with a Pyro using the The Gas Jockey's Gear item set, or a Demoman with the Eyelander storing 3 or more heads.
Gallery
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