Ludmila
Ludmila was to be the primary unlockable weapon for the Heavy. It was designed as Minigun that featured two firing modes: Primary fire worked like the regular Minigun, whereas secondary fire caused you to do 25% less damage, but drain health from enemies hit, a similar effect to the Blutsauger weapon. The downside would have been the inability to spin the weapon prematurely. Valve modelers worked on a visualization for it that ultimately ended up being used for Natascha instead. The Natascha model is still named 'Ludmila' in game files. In addition, leftover weapon code for Ludmila has allowed players to demonstrate an in-game version of the weapon, along with its intended abilities.[1]. It was likely scrapped due to the idea that most players probably would have stuck with the secondary fire method to keep healing himself as they pressed onward. Because of how fast the Minigun fires, the Heavy could have healed off any damage taken using the secondary method of fire, without the need of a Medic.
Damage
Primary fire
Range | Damage per 1 ammo | Critical damage | Damage per second |
---|---|---|---|
Point blank | 50-54 | 108 | 500-540 (Crit: 1080/sec) |
Medium | 5-30 | 27/54/81/108 | 50-100 (Crit: 540/sec) |
Long | 5-10 | 27/54 | 50-100 (Crit: 270/sec) |
- Base: 9 per bullet
- Max Ramp Up: 150% (13.5 damage per bullet)
- Max Fall Off: 50% (4.5 damage per bullet)
- Bullet Count: 4 per ammo
- Min Crit: 12 per bullet
- Critical Hit: 27 per bullet
Base damage is subject to distance-based damage falloff.
Note: The critical hit DPS; long range assumes 1 crit bullet hits per 1 ammo, medium range assumes 2 crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. Medium range is defined as the main resupply door to the opposite wall on the upper level of 2fort. Long range is defined as battlement to battlement on 2fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
Secondary fire
Range | Damage per 1 ammo | Critical damage | Damage per second |
---|---|---|---|
Point blank | 32-36 | 72 | 320-360 (Crit: 720/sec) |
Medium | 3-20 | 18/36/54/72 | 30-200 (Crit: 360/sec) |
Long | 3-6 | 18-36 | 30-60 (Crit: 180/sec) |
- Health gain: 3 (30/sec)
- Base: 6.75 per bullet
- Max Ramp Up: 150% (10.125 damage per bullet)
- Max Fall Off: 50% (3.375 damage per bullet)
- Bullet Count: 4 per ammo
- Min Crit: 9.1125 per bullet
- Critical Hit: 20.25 per bullet
Note: The critical hit DPS; long range assumes 1 crit bullet hits per 1 ammo, medium range assumes 2 crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. Medium range is defined as the main resupply door to the opposite wall on the upper level of 2fort. Long range is defined as battlement to battlement on 2fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
Function times
For both primary and secondary fire:
- Attack Interval: 0.1
- Windup Time: 1.16
All times are in seconds. Times are approximate and determined by community testing.
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