The Vaccinator is a community-created secondary weapon for the Medic. It roughly resembles a heavily-modified, more futuristic team-colored Medi Gun, with a team-colored, glowing liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock Medi Gun backpack to a small Canteen-like device.
The main feature of the weapon is the Medic's ability to select the desired resistance to be applied both to the Medic and the heal target. The player can cycle through bullet, explosive, and fire resistances by pressing the reload button (default key: R) and an appropriate icon appears over the ÜberCharge meter. In addition, a clacking sound cue is played every time the resistance is switched as an auditory feedback signal to the player.
Compared to the stock Medi Gun, the weapon has a 67% faster ÜberCharge build rate. However, when healing a patient who is at full health or higher, the ÜberCharge builds at 0.Template:Overlinex the normal rate; as with other Medi Guns, this is then halved to 0.Template:Overlinex of the normal rate if the patient is at 142.5% health or higher and is further halved to 0.1Template:Overlinex if they are being simultaneously healed by another source. While actively healing, the Medic and the heal target gain a 10% resistance to the selected type of damage. In addition, the shield icons for any active resistances appear above the health meter on both the Medic's and patient's HUD and over their heads.
Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached). Each time a bar is filled up, a specific brief sound effect (different from the resistances sound cue) is played to alert the player. The first fully charged ÜberCharge bar may automatically trigger the Übercharge Ready voice response from the Medic.
When the ÜberCharge is deployed, one bar is immediately consumed, and a protective shield of the selected damage type is placed on the Medic and the heal target (if applicable), lasting for 2.5 seconds. This shield grants 75% damage resistance to the selected type of damage, and fully resists critical damage of its type. The increased knockback from critical hits is not resisted, however. This shield persists for its duration even if the Medic changes heal targets, allowing the Medic to place additional shields on as many teammates as permitted by the amount of ÜberCharge available. The Medic may also place a second shield of a different damage type on the same patient, allowing them to resist multiple damage types simultaneously. Attempting to place a shield on a patient who already has an active shield of that damage type has no effect, though holding down the ÜberCharge key causes it to automatically place another shield when the first one runs out. The shield dissipates from the Medic upon switching weapons if it is still active, but not from the patient. Any partially charged ÜberCharge bar (e.g., any interval that is less than 25%) is not lost upon deploying ÜberCharge, the ÜberCharge meter is simply reduced by 25% upon placing a shield. If UberCharge is deployed while the patient or Medic is suffering from afterburn that was caused by a flamethrower, the damage resistance is reduced to 60%, and the critical hit resistance is reduced to 80%.
The bonus damage of critical hits and mini-crits is not resisted during normal healing. When the Medic or patient receive damage that is matched with the selected resistance (e.g., they take damage from a Shotgun while the Bullet Resistance is selected), an auditory clashing sound can be heard, indicating that damage was blocked; a small shield of the selected damage type also flashes over the damaged player, giving a visual cue as well.
An activated ÜberCharge has its own characteristic sound effect which is quite different to that of the other Medi Guns. As well, the auditory clashing sound upon resisting the correctly matched damage type increases in pitch, allowing both the Medic and patient to know that they are resisting 75% of the matched damage rather than just 10%. While ÜberCharge is deployed, the Medic and his patient are able to capture a point, push and defend the cart, and carry the intelligence, unlike the stock Medi Gun.
When healing a patient with a faster movement speed than the Medic, the Medic's speed is increased to match the patient's, allowing him to keep up with Scouts, or teammates that have a weapon-boosted movement speed. Any kills that the patient being healed gets is counted as an assist to the Medic. Kills gotten by ÜberCharged patients who are not being healed do not count as an assist.
The Vaccinator was contributed to the Steam Workshop.
Healing and function times
[collapse]Healing and function times
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Healing
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Healing (in combat)
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100%
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24 / s (8 / s)
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Healing (out of combat)
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300%
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72 / s (24 / s)
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Function times
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Effect duration
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2.5 s per resistance
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Charge fill speed
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4.175% / s, 2.8% / s, 1.4% / s
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Maximum charge time
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24 s, 36 s, 72 s
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Beam connect distance
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450 (HU)
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Beam disconnect distance
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540 (HU)
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Values are approximate and determined by community testing.
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Demonstration
Strange variant
[expand]Strange variant information
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Strange Vaccinator Strange Vaccinator - Ubers: 0 (Kill Assists: 0) +67% Übercharge rate Press your reload key to cycle through resist types. While healing, provides you and your target with a constant 10% resistance to the selected damage type. -33% ÜberCharge rate on Overhealed patients -66% Overheal build rate. Übercharge provides a 2.5 second resistance bubble that blocks 75% base damage and 100% crit damage of the selected type to the Medic and Patient.
Only the first statistic counts towards the strange rank.
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Crafting
Blueprint
Related achievements
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Master of Disguise Trick an opposing Medic into healing you.
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Team Doctor Accumulate 25000 heal points as a Medic.
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Doctoring the Ball Kill 3 enemies while under the effects of a Medic's ÜberCharge.
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War Crime and Punishment In a single life, kill 3 enemies who have damaged a Medic that is healing you.
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Pyrotechnics Kill 3 enemies in a single ÜberCharge.
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Class Struggle Work with a friendly Medic to kill an enemy Heavy & Medic pair.
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Division of Labor Kill 10 enemies with a Medic assisting you, where neither of you die.
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Party Loyalty Kill 50 enemies within 3 seconds of them attacking your Medic.
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Soviet Block While invulnerable and on defense, block an invulnerable enemy Heavy's movement.
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Doc, Stock, and Barrel Repair a sentry gun under fire while being healed by a Medic.
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Bedside Manner Be healing a teammate as he achieves an achievement of his own.
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Big Pharma Assist a Heavy in killing 10 enemies, where neither of you die.
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Blunt Trauma Assist in punching 2 enemies with a single ÜberCharge on a Heavy.
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Chief of Staff Accumulate 1 million total heal points.
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Consultation Assist a fellow Medic in killing 3 enemies in a single life.
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Double Blind Trial Deploy an ÜberCharge within 8 seconds of a nearby enemy Medic deploying his.
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Family Practice ÜberCharge 5 of your Steam Community Friends.
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First Do No Harm Play a full round without killing any enemies, and score the highest on a team of 6 or more players.
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Group Health Work with 2 other Medics to deploy 3 simultaneous ÜberCharges.
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House Call Join a game that one of your friends is in and then deploy an ÜberCharge on him.
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Hypocritical Oath Kill an enemy Spy that you have been healing.
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Infernal Medicine Extinguish 100 burning teammates.
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Intern Accumulate 7000 heal points in a single life.
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Play Doctor In a team with no Medics, be the first person to switch to Medic after a teammate calls for 'Medic!', and then heal 500 health.
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Quadruple Bypass Heal a teammate who's taking fire from 4 enemies at once.
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Specialist Accumulate 10000 heal points in a single life.
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Trauma Queen Deploy 3 ÜberCharges in less than 5 minutes, and assist in 5 kills during that time.
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Triage Deploy an ÜberCharge on a teammate less than a second before they're hit by a critical explosive.
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Ubi concordia, ibi victoria Assist in killing 3 enemies on an enemy control point, in a single life.
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FYI I am a Spy Backstab a Medic who has healed you in the last 5 seconds.
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Insurance Fraud Kill an enemy while you're being healed by an enemy Medic.
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Update history
December 20, 2012 Patch (
Mecha Update)
- The Vaccinator was added to the game.
January 24, 2013 Patch
- Fixed missing text in the recipe description for the Vaccinator.
February 1, 2013 Patch
- [Undocumented] Fixed an issue with the self-illumination on the Vaccinator's backpack.
February 28, 2013 Patch
- Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types.
July 10, 2013 Patch
- Changed attribute:
- Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented.
October 30, 2013 Patch
- Updated the Vaccinator to use the reload key to cycle through resist types.
November 12, 2013 Patch
August 13, 2014 Patch
- [Undocumented] Added Strange quality.
October 30, 2014 Patch
- Updated the
equip_region
for the Vaccinator.
January 15, 2015 Patch #1
- Fixed the Medic not being able to deploy a Vaccinator charge while carrying the flag.
July 2, 2015 Patch #1 (Gun Mettle Update)
- Updated description to better detail the weapon's features.
- Fixed a bug that gave Vaccinator patients full crit immunity.
- Changed attributes:
- Vaccinator base resist does not grant any crit resistance.
- Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
- Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the Medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
- Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
- Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage.
- Added Penalty of 66% decreased uber build rate while healing an overhealed patient.
July 6, 2015 Patch
- Changed attribute:
- Übercharge penalty no longer applies during setup time.
July 8, 2015 Patch #1
- Vaccinator Über bubbles once again work on Reanimators in Mann vs. Machine, but now instantly fills them by 90%.
October 28, 2015 Patch (Scream Fortress 2015)
- [Undocumented] Switching weapons under the effect of a Vaccinator übercharge cancels its effect.
December 17, 2015 Patch (Tough Break Update)
- During setup time, ÜberCharge build rate is now increased by 3x.
- Changed attributes:
- Removed 10% health regeneration on proper resist.
- Increased ÜberCharge rate from +50% to +67%.
- Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.
July 7, 2016 Patch #1 (Meet Your Match Update)
- All Mediguns allow the Medic to match the speed of their heal target.
- Previously only available on the Quick-Fix.
- A dropped Mediguns's stored ÜberCharge begins to decay over time after coming to rest.
September 12, 2016 Patch
- Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix.
July 7, 2022 Patch
- Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator
Unused content
- There are three different styles of beam intended for this weapon, one for each type of resistance. Instead, the weapon shares the same healing beam with the Kritzkrieg and Quick-Fix.
- The Two Cities Update added new skins and particles for the Vaccinator shield. As their names suggest they are exclusive to the Mann vs. Machine game mode, solely on robots. These skins represent each buff resistance type and each one has their own color. The Bullet Resistance (
mvm_vaccinator_shield_bullets
) has a blue color, the Explosive Resistance (mvm_vaccinator_shield_explosives
) has a green color and the Fire Resistance (mvm_vaccinator_shield_fire
) has an orange color.
- Vaccinator Medic robots exist in the code, but are not used in any official Mann vs. Machine missions, and even have a unique weapon named
The Vaccinator MVM
. Curiously, this weapon is not in the game's Item schema. Vaccinator Medic robots nullify all damage of their chosen type.
Bugs
A floating Vaccinator resistance shield
- When balanced to the other team while possessing a ready charge, the Vaccinator continues to glow in the original team's color.
- Occasionally, the resistance icon remains floating in place.
- After healing an enemy Spy, the resistance icon might get permanently stuck on the Spy, visible through disguises and cloak and even after dying and respawning.
- The Medic's back has a gap that shows the inner body when the Vaccinator is being worn. This is due to the Vaccinator's backpack being smaller than the others.
- A Spy disguised as a Medic with the Vaccinator equipped has the regular Medic backpack.
Notes
- The Vaccinator was announced to have Added slight ÜberCharge build on proper resistances attribute in the December 17, 2015 Patch (Tough Break Update). As later confirmed by Valve, this change did not happen in that Patch and the incorrect information was removed from the official release note.[1]
Gallery
BLU variant of the weapon.
The unused Bullet Resistance special shield for Mann vs. Machine.
The unused Explosive Resistance special shield for Mann vs. Machine.
The unused Fire Resistance special shield for Mann vs. Machine.
All the RED Vaccinator buff icons.
All the BLU Vaccinator buff icons.
A Soldier with Bullet Resistance buff.
A Soldier with Explosive Resistance buff.
A Soldier with Fire Resistance buff.
Steam Workshop thumbnail for the Vaccinator.
References
See also
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