Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Medi Gun: Difference between revisions

From TF2 Classified Wiki
m Added haste boosted function times
Oleo (talk | contribs)
mNo edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 4: Line 4:
| loadout=yes
| loadout=yes
| loadout-attributes=
| loadout-attributes=
{{Loadout neutral|"The Gods will feel the pain of what they've allowed to be created in this world."}}
{{Loadout neutral|"You do all have the same blood type, yes? More or less?"}}
}}
}}
{{Quotation|'''The Medic''' ''after ÜberCharging a teammate''|''Get zem.'' '''''Raus, Raus!'''''}}
{{Quotation|'''The Medic''' ''after ÜberCharging a teammate''|''Get zem.'' '''''Raus, Raus!'''''}}
Line 14: Line 14:
It addition, it has an [[ÜberCharge]] meter which fills at 2.5% per second while healing, reduced to 1.25% when healing a patient at 142.5% health. For maps with a pre-round setup timer, the charge rate is tripled during it, as well as during the post-round humiliation if the Medic's team has won. If a patient is being healed by another source, such as a [[Dispenser]], the [[Payload]], or another Medi Gun, the charge rate is halved for each source. While [[mini-crit]] boosted by the [[Civilian]]'s [[Umbrella]], the Medi Gun gives 35% increased heal rate and gains 35% increased ÜberCharge rate. While [[Haste]] boosted by the civilian's [[Derby Cane]], he receives the same heal rate boost, but no ÜberCharge build rate boost.
It addition, it has an [[ÜberCharge]] meter which fills at 2.5% per second while healing, reduced to 1.25% when healing a patient at 142.5% health. For maps with a pre-round setup timer, the charge rate is tripled during it, as well as during the post-round humiliation if the Medic's team has won. If a patient is being healed by another source, such as a [[Dispenser]], the [[Payload]], or another Medi Gun, the charge rate is halved for each source. While [[mini-crit]] boosted by the [[Civilian]]'s [[Umbrella]], the Medi Gun gives 35% increased heal rate and gains 35% increased ÜberCharge rate. While [[Haste]] boosted by the civilian's [[Derby Cane]], he receives the same heal rate boost, but no ÜberCharge build rate boost.


When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability and a team-colored metallic shine. This protection from damage makes it trivial to push through enemy fortifications, clearing a path for the rest of his team to capture the objective. It does not give protection from knockback effects, such as explosions, a [[Sentry Gun|Sentry Gun's]] bullets, or a [[Pyro]]'s [[airblast]]. It also does not prevent death from certain map hazards, such as trains and bottomless pits. Multiple patients can be ÜberCharged at once, increasing the rate of charge drained for each invulnerable patient. If the Medic switches away from the Medi Gun while invulnerable, the patient remains invulnerable for 1 second, while the Medic loses invulnerability until he switches back. This also includes when the ÜberCharge is about to expire, effectively making it last for 9 seconds. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]].  
When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability and a team-colored metallic shine. This protection from damage makes it trivial to push through enemy fortifications, clearing a path for the rest of his team to capture the objective. It does not give protection from knockback effects, such as explosions, a [[Sentry Gun|Sentry Gun's]] bullets, or a [[Pyro]]'s [[airblast]]. It also does not prevent death from certain map hazards, such as trains and bottomless pits. Multiple patients can be ÜberCharged at once, increasing the rate of charge drained for each invulnerable patient. If the Medic switches away from the Medi Gun while invulnerable, the patient remains invulnerable for 1 second, while the Medic loses invulnerability until he switches back. This also includes when the ÜberCharge is about to expire, effectively making it last for 9 seconds. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]]. Its ÜberCharge meter icon is an umlaut (Ü).


== Properties ==
== Properties ==
Line 63: Line 63:
|ru=Лечебная пушка|ru_m=Medical Gun
|ru=Лечебная пушка|ru_m=Medical Gun
|es=Pistola Médica|es_m=Medical Gun
|es=Pistola Médica|es_m=Medical Gun
|tr=Sıhhi Silah|tr_m=Medical Gun
|uk=Медгармата|uk_m=Medi Gun
|uk=Медгармата|uk_m=Medi Gun
}}
}}
Line 88: Line 89:


== Trivia ==
== Trivia ==
* The seconds an ÜberCharge lasts per number of patients healed follows the simple and intuitive formula, {{code|1=f(x) = (16 / (x + 1)) + 1}}.
* The seconds an ÜberCharge lasts per number of patients healed follows the simple and intuitive formula, <math>f(x) = \frac{16}{x + 1} + 1</math>.
{{nav allweapons}}
{{nav allweapons}}