Difference between revisions of "Quick-Fix"
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{{Item infobox | {{Item infobox | ||
| type = weapon | | type = weapon | ||
| beta = yes | | beta = yes | ||
| team-colors = yes | | team-colors = yes | ||
− | | skin-image-red = | + | | skin-image-red = |
− | | skin-image-blu = | + | | skin-image-blu = |
| used-by = [[Medic]] | | used-by = [[Medic]] | ||
| slot = secondary | | slot = secondary | ||
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| loadout = yes | | loadout = yes | ||
| level = Level 5 Medi Gun | | level = Level 5 Medi Gun | ||
− | | loadout-name = The | + | | loadout-name = The Quick-Fix |
| att-1-neutral = ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects | | att-1-neutral = ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects | ||
| att-2-positive = +40% heal rate | | att-2-positive = +40% heal rate | ||
− | | att-3-positive = + | + | | att-3-positive = +25% ÜberCharge rate |
| att-4-positive = Move at the speed of any faster heal target. | | att-4-positive = Move at the speed of any faster heal target. | ||
| att-5-negative = Can't overheal. | | att-5-negative = Can't overheal. | ||
}} | }} | ||
{{Quotation|'''The Medic'''|Move! Schnell!|sound=Medic_go03.wav}} | {{Quotation|'''The Medic'''|Move! Schnell!|sound=Medic_go03.wav}} | ||
− | The ''' | + | The '''Quick-Fix''' is a [[secondary]] weapon for the [[Medic]]. |
− | This weapon sports a 40% 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 | + | This weapon sports a 40% faster heal and 25% faster [[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. |
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==Healing and function times== | ==Healing and function times== | ||
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| heal noncombat = 100,8 / s ({{tooltip|302,4 / s|ÜberCharge activated}}) | | heal noncombat = 100,8 / s ({{tooltip|302,4 / s|ÜberCharge activated}}) | ||
| function times = yes | | function times = yes | ||
− | | charge fill speed = 3. | + | | charge fill speed = 3.125% / s ({{tooltip|1.5625% / s|<!--Target at 142.5% health or higher-->Not building}}) |
− | | max charge time = | + | | max charge time = 32 s ({{tooltip|64 s|<!--Target at 142.5% health or higher-->Not building}}) |
| effect time = 8 s | | effect time = 8 s | ||
}} | }} | ||
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* The Quick Fix currently lacks a sound effect for actively healing a target. | * The Quick Fix currently lacks a sound effect for actively healing a target. | ||
* When partnered with the [[Beta Syringe Gun]], upon ubering a Scout, you will lose both your speed bonus from the weapon and from the Scout. | * When partnered with the [[Beta Syringe Gun]], upon ubering a Scout, you will lose both your speed bonus from the weapon and from the Scout. | ||
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{{Scrappedweapons Nav}} | {{Scrappedweapons Nav}} | ||
{{Medic Nav}} | {{Medic Nav}} | ||
[[Category:Team Fortress 2 Beta]] | [[Category:Team Fortress 2 Beta]] |
Revision as of 01:58, 24 June 2011
“ | Move! Schnell!
Click to listen
— The Medic
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” |
The Quick-Fix is a secondary weapon for the Medic.
This weapon sports a 40% faster heal and 25% faster 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.
Contents
Healing and function times
Healing and function times | ||
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Healing | ||
Healing (in combat) | 100% | 33,6 / s (100,8 / s) |
Healing (out of combat) | 300% | 100,8 / s (302,4 / s) |
Function times | ||
Effect duration | 8 s | |
Charge fill speed | 3.125% / s (1.5625% / s) | |
Maximum charge time | 32 s (64 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 33 health per second. From 10 to 15 seconds, this rate increases linearly from 33 up to a maximum of 100 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
- [Undocumented] Appended "Beta" onto the weapon's name
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.
- The Quick Fix currently lacks a sound effect for actively healing a target.
- When partnered with the Beta Syringe Gun, upon ubering a Scout, you will lose both your speed bonus from the weapon and from the Scout.
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