Chekhov's Punch: Difference between revisions
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{{Loadout negative|Melee will crit only at full capacity}} | {{Loadout negative|Melee will crit only at full capacity}} | ||
<br> | <br> | ||
{{Loadout neutral|" | {{Loadout neutral|"Do not cry! You have narrative purpose in Heavy's life."}} | ||
}}{{Quotation|'''Chekhov's Punch''' [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Hitting enemies with Chekhov's Punch stores critical hits, which you'll consume and activate whenever you attack with your other weapons. And you're going to need them—you take guaranteed crit damage from all melee sources if you're carrying Chekhov's Punch, even if you have another weapon in your hands.}} | }}{{Quotation|'''Chekhov's Punch''' [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Hitting enemies with Chekhov's Punch stores critical hits, which you'll consume and activate whenever you attack with your other weapons. And you're going to need them—you take guaranteed crit damage from all melee sources if you're carrying Chekhov's Punch, even if you have another weapon in your hands.}} | ||
'''Chekhov's Punch''' is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy's own [[Fists]], wrapped in chains. Chains appear on the Heavy's arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, instead of the typical uppercut, the Heavy's fists will both come down at once and cause the enemy to violently explode. In addition, Chekhov's Punch lacks the taunt kill of the Fists. As a hidden attribute, Chekhov's Punch has a 65% increase in attack range compared to all other melee weapons. | '''Chekhov's Punch''' is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy's own [[Fists]], wrapped in chains. Chains appear on the Heavy's arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, instead of the typical uppercut, the Heavy's fists will both come down at once and cause the enemy to violently explode. In addition, Chekhov's Punch lacks the taunt kill of the Fists. As a hidden attribute, Chekhov's Punch has a 65% increase in attack range compared to all other melee weapons. | ||
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They are identical to the Fists in terms of damage. However, each hit on an enemy (except for invulnerable enemies and disguised [[Spy|Spies]]) stores up to 3 [[critical hits]], which are shared between all of Heavy's weapons. When the Heavy has a critical charge, his hands and weapons will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not Chekhov's Punch is active or has any charges. In addition, it will only deal critical damage during melee attacks if the user has exactly 3 crits stored. If the Heavy has less than 3 charges, his hands will glow, but will lack the typical electric particle effect. | They are identical to the Fists in terms of damage. However, each hit on an enemy (except for invulnerable enemies and disguised [[Spy|Spies]]) stores up to 3 [[critical hits]], which are shared between all of Heavy's weapons. When the Heavy has a critical charge, his hands and weapons will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not Chekhov's Punch is active or has any charges. In addition, it will only deal critical damage during melee attacks if the user has exactly 3 crits stored. If the Heavy has less than 3 charges, his hands will glow, but will lack the typical electric particle effect. | ||
Using a charge will give 1.5 seconds of crits to automatic weapons and a single crit on single-shot weapons. | Using a charge will give 1.5 seconds of crits to automatic weapons and a single crit on single-shot weapons. Missing a charged hit will not use up the charge. If the user is crit-boosted through other means, no charges will be consumed. | ||
Using a critical [[Sandvich]] will also consume a charge, giving 360 health with overheal when eaten, or giving 100% health to an ally when thrown. A charge will be consumed even if the player is at 450 health when eaten, and picking up a thrown critical Sandvich will not refund a charge. | Using a critical [[Sandvich]] will also consume a charge, giving 360 health with overheal when eaten, or giving 100% health to an ally when thrown. A charge will be consumed even if the player is at 450 health when eaten, and picking up a thrown critical Sandvich will not refund a charge. | ||
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| <poem> | | <poem> | ||
➕ Each attack stores a guaranteed crit for all weapons to a maximum of three | ➕ Each attack stores a guaranteed crit for all weapons to a maximum of three | ||
➕ Has | ➕ Deals guaranteed crits when the crits are fully stored | ||
➕ Has higher attacks range | |||
</poem> | </poem> | ||
| <poem> | | <poem> | ||
➖ | ➖ Has no random crits | ||
➖ Melee damage taken deals critical damage on the wearer | ➖ Melee damage taken deals critical damage on the wearer | ||
</poem> | </poem> | ||
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* Sounds for gaining or losing [[crit]]s are now audible to all players | * Sounds for gaining or losing [[crit]]s are now audible to all players | ||
* [[Critical hits|Critglows]] are now only visible on the [[weapon]]'s own model if [[crit]]s are full | * [[Critical hits|Critglows]] are now only visible on the [[weapon]]'s own model if [[crit]]s are full | ||
{{Update|3.0.0}} | |||
* No longer loses crits on missed melee swings | |||
}} | }} | ||