Bleeding
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— The Sniper on life
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Bleeding is a damage effect similar to Afterburn that causes a gradual loss of health until the effect wears off, or the victim dies. Bleeding causes a more rapid health loss than afterburn, but ends more quickly. Bleed duration does not stack on multiple hits; being struck again by a bleed-inflicting weapon does not add an additional bleed duration, but rather 'resets' it to full duration . The only way to stop bleeding is by finding a Health kit or a resupply cabinet, though any other healing source can cancel out the damage.
Bleed damage cannot Crit, however it can still Mini-Crit if the target is covered in Jarate or if the player who caused the bleeding has been buffed by the Buff Banner.
Contents
Indications of bleeding
If you are bleeding:
- Your screen will appear to swim and have a red hue.
- You will notice a red drop on your Health display, which will indicate that you have been wounded with a bleed-inflicting weapon.
- You will flinch, as with fire, each time the bleeding inflicts damage.
If a teammate or enemy is bleeding:
- Blood will drip from the teammate and they will flinch as their Health drains away.
- Spies will bleed as well, even if they're cloaked or disguised.
Weapons that inflict bleeding
Tribalman's Shiv
The Tribalman's Shiv bleeding effect lasts for 6 seconds and deals 3–5 damage per tick (every half-second), thus scoring a total bleeding damage of 48 points.
Including the initial blow, a single hit results in about 80 total damage.
Southern Hospitality
The Southern Hospitality bleeding effect lasts for 5 seconds and deals 3–5 damage per tick, thus scoring a total bleeding damage of 48 points.
Including the initial blow, a single hit results in about 107 total damage.
Key differences between Bleeding and Afterburn
Bleeding differs in a few key ways to Afterburn:
- Bleeding cannot be removed except by visiting resupply cabinet or grabbing a Health pick-up. Therefore it cannot be negated by:
- It has a different visual effect than afterburn.
- It does 4 damage every half second as opposed to 3 for afterburn.
- No classes are immune to bleeding, whereas Pyros are immune to afterburn.
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