Gloves of Running Urgently

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Template:Weapon infobox

Ooohhhh, run, run, I'm coming for you!
The Heavy on battlefield strategy

The G.R.U. (Gloves of Running Urgently) are a craftable melee weapon for the Heavy. They appear as large, smooth, padded boxing gloves in team colours with flame decals.

When the G.R.U. is the active weapon, it adds a 30% speed bonus, allowing the Heavy to move faster than the Soldier and Demoman, but slightly slower in comparison to the other classes. It also drains 6 health per second on the wearer, indicated by a team coloured skull particle appearing over the player each time health is lost. Continual use of the G.R.U., therefore, will result in the Heavy's death, either from other players or the weapon itself. The player will also only be able to deliver 50% damage when hitting an enemy with this weapon.

Similar to the Fists and K.G.B., when the Heavy dies holding this weapon, he will drop his Minigun in order to provide ammo and metal. The Critical hit animation with the G.R.U. is also the same as the Fists and K.G.B.; a right-handed uppercut.

Damage

See also: Damage
  • Point Blank: 32 (29 to 35 damage)
  • Mini-Crit: 43
  • Critical hit: 96
  • Average Damage per Second (DPS): 40

Note: * Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.8

All times are in seconds. Times are approximate and determined by community testing.

Effects

Trivia

  • G.R.U. is an acronym for the Glavnoye Razvedyvatel'noye Upravleniye, the foreign military intelligence directorate of the General Staff of the Armed Forces of the Russian Federation (formerly the Red Army General Staff of the Soviet Union). G.R.U. is actually an English transliteration of the Russian acronym ГРУ, which stands for "Главное Разведывательное Управление", meaning Main Intelligence Directorate. The G.R.U. is Russia's largest foreign intelligence bureau, deploying 6 times as many agents as the SVR (The K.G.B.'s intelligence successor) and commanded as many as 25,000 'Spetznaz' Special Forces Units in 1997.
  • The G.R.U. were featured in the closed beta, the attributes of which were leaked by testers. The G.R.U. did not have their own unique taunt, model, or texture and instead used the K.G.B. model and Showdown taunt as placeholders. The first version of the G.R.U. increased the movement speed of the Heavy, but reduced the damage done by 50% and decreased max health by 100. These effects only took place while the weapon was active. A 'Beta 2' version exists, where the Heavy receives less health from healing sources rather than a loss of max health. A 'Beta 3' version replaces the max health loss with a 6 health drain per second while the weapon is active.
  • The G.R.U. uses the Showdown taunt, which causes the Heavies fingers to clip through the gloves themselves. This taunt will still kill enemies.
  • Health is drained by the G.R.U. at the same rate as the afterburn effect given by weapons of the Pyro.
  • Taking out the G.R.U. can help build an ÜberCharge because of the health drain.
  • This is one of the only two weapons released in the Mann-Conomy Update (along with the Vita-Saw) that wasn't a submission to the Polycount contest.
  • This is also one of the only items (the Vita-Saw being the other) released in the Mann-Conomy Update that lacks a unique kill icon.
  • It is the only new weapon that isnt part of any kit to appear in the store.

Tips

  • The G.R.U. is a great weapon for jumping around corners and surprising your enemies with a mouth full of bullets.
  • The Sandvich is a great combo with the G.R.U. when you have no Medic constantly healing you. You chuck it in front of you after zipping on by, works great for quick escapes. (Warning: Does not guarantee absolute survival.)
  • This weapon makes the heavy very mobile and allows him to stay up with the group. Rushing is great while the unsuspecting enemy thinks you're slower than usual.
  • This weapon will make the heavy class a little more useful and less of an easy target to kill with his big back and head.
  • If possible try to use the momentum from the gloves after jumping to your advantage by quickly switching back to Minigun and revving it up for added jump distance.
  • When rolling out and at the front lines try to jump crouch much more often, you will be able to dodge much more effectively with the added knockback.
  • When used in conjunction with a Medic, a heavy can assist a Medic to build up ÜberCharge faster by the self inflicted damage, effectively lowering the heal rate to 18 HP/sec with the gloves out and the ÜberCharge rate charging at 2.5% /sec for the regular Medigun until you reach the 450 hp cap.
  • When ubered, use the gloves to push in closer to a sentry (never jump when ubered) until you reach the range that overwhelms the gun; tactic only works when there are no airblasting Pyros around.

Gallery