Difference between revisions of "Medi Gun"
(Undo edit by Lilgreenman (Talk) (739274) I have a Strange Medi Gun and it certainly counts Ubers without a patient) |
Kjpatricklee (talk | contribs) m (rewording) |
||
Line 20: | Line 20: | ||
The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified {{w|fire hose}} nozzle wrapped in tape and outfitted with a bottom handle. It is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. When a cloaked [[Spy]] is over-healed, enemies can also see the team-colored crosses. | The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified {{w|fire hose}} nozzle wrapped in tape and outfitted with a bottom handle. It is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. When a cloaked [[Spy]] is over-healed, enemies can also see the team-colored crosses. | ||
− | Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called [[overheal]]ing or buffing. As the Medic keeps his beam focused on a teammate, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill faster, at 2.5%/second, when healing injured teammates | + | Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called [[overheal]]ing or buffing. As the Medic keeps his beam focused on a teammate, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill faster, at 2.5%/second, when healing injured teammates; for teammates whose health is not at 150%, or is being healed by a dispenser or another Medic, at 1.25%/second. When the ÜberCharge is used, the Medic and his target glow and become invulnerable to damage (but not knockback) 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 primary fire 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. 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 primary fire 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. When a player has been overhealed, a team-colored "aura" follows them, similar to a [[Teleporter]] trail. |
Revision as of 01:33, 6 October 2011
“ | Come over here, I promise I vill heal you...
Click to listen
— The Medic
|
” |
The Medi Gun is the default secondary weapon for the Medic. It is a modified Template:W nozzle wrapped in tape and outfitted with a bottom handle. It is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. When a cloaked Spy is over-healed, enemies can also see the team-colored crosses.
Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called overhealing or buffing. As the Medic keeps his beam focused on a teammate, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill faster, at 2.5%/second, when healing injured teammates; for teammates whose health is not at 150%, or is being healed by a dispenser or another Medic, at 1.25%/second. When the ÜberCharge is used, the Medic and his target glow and become invulnerable to damage (but not knockback) 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 primary fire 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. When a player has been overhealed, a team-colored "aura" follows them, similar to a Teleporter trail.
In Advanced multiplayer options, there is an option to have the beam stay locked on without having to hold down the primary fire button.
Contents
Healing and function times
Healing and function times | ||
---|---|---|
Healing | ||
Healing (in combat) | 100% | 24 / s |
Healing (out of combat) | 300% | 72 / s |
Function times | ||
Effect duration | 8 s | |
Charge fill speed | 2.5% / s (1.25% / s) | |
Maximum charge time | 40 s (80 s) | |
Values are approximate and determined by community testing. |
Strange quality
A Strange quality version of the Medi Gun can be found in Mann Co. Supply Crate Series #26. This weapon has two counters; one counting ÜberCharges, the other counting kill assists. Only ÜberCharges increase this weapon's rank.
Related achievements
General
|
|
Scout
|
Soldier
|
Demoman
|
Heavy
|
|
Engineer
|
Medic
|
|
Spy
|
|
Update history
- Fixed a rare crash caused by a Medi Gun losing its owner.
- This weapon 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.
- Fixed exploit where this weapon's ÜberCharge wouldn't drain if you switched weapons.
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly
- Added new option for this weapon's 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 this weapon's effect not being removed if the Medic changed class while healing.
- Fixed potential client crash for players being healed by a Medic or Dispenser.
- Medics no longer heal enemy Spies when they're not disguised.
- 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.
- Medic heal rate returned to normal.
- Fixed unlimited ÜberCharge exploit.
- Fixed another unlimited ÜberCharge exploit.
- Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.
- Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.
- Fixed broken Medi Gun taunt.
- Added percentage to ÜberCharge HUD panel for the Medic.
- Fixed this weapon's charge percent for other players being steppy.
April 14, 2011 Patch (Hatless Update)
- [Undocumented] A dropped Medi Gun, after death, no longer has the hose attachment.
- [Undocumented]Added new hose bodygroup to the Medi Gun
- [Undocumented] Added Strange Quality.
Bugs
- Should a player select the Advanced Option that allows the weapon to heal without holding the the primary fire, taunting with the Medi Gun while healing causes it to continuously heal, despite disappearing.
- When the Strange version of this weapon is traded, it keeps the kill assists on the secondary counter.
Trivia
- Meet the Medic was originally going to reveal how the Medic discovered and created the Medi Gun in a interview style similar to Meet the Sniper, but was scrapped in favor of the current video.
Notes
- The Strange quality of this weapon will not increase it's ÜberCharge count unless the ÜberCharge has been used entirely. Meaning that it has to go from 100% to 0%, if you die during the charge it will not count towards the amount.