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Healing: Difference between revisions

From TF2 Classified Wiki
Maw (talk | contribs)
Other sources: Please provide proof of this. I have tested it and it does not.
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NinjaV (talk | contribs)
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[[File:Spy Medi Beams.jpg|thumb|400px|alt=A Spy being healed by 4 different Medics|A BLU Spy being healed by 4 different Medics from different teams.]]
[[File:Spy Medi Beams.jpg|thumb|400px|alt=A Spy being healed by 4 different Medics|A BLU Spy being healed by 4 different Medics from different teams.]]


'''Healing''' refers to the ability to replenish health. Healing comes from many sources, most notable being [[Medic]]. The Medic can heal any class by using his selection of [[Medi Gun]]s, and pointing the beam on them, regenerating their health and providing overheal. In addition to this, healing also charges the [[ÜberCharge]] bar. While Medic is the primary healer, he is far from the only source of healing. The only thing Medic cannot heal (aside form the enemy team) are [[Building]]s which are repaired by the [[Engineer]]'s [[Wrench]].  
'''Healing''' refers to the ability to replenish health. Healing comes from many sources, most notable being the [[Medic]]. The Medic can heal any class by using his selection of [[Medi Gun]]s, and pointing the beam on them, regenerating their health and providing overheal. In addition to this, healing also fills his [[ÜberCharge]] meter. While the Medic is the primary healer, he is far from the only source of healing. The only thing Medic cannot heal (aside from the enemy team) are [[Building]]s, which are repaired by the [[Engineer]]'s [[Wrench]].  


The following are sources of healing:
The following are sources of healing:
=== Weapons that restore health ===
{| class="wikitable" style="text-align:left;"
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Name
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Picture
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Class
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Notes
|-
| '''[[Harvester]]'''
| [[File:Backpack_Harvester.png|100px]]
| [[Pyro]]
| The Harvester grants 5 hp/s to the pyro while held and inflicting afterburn damage. It grants 195 health on a melee crit once it's HEAT meter is filled.
|-
| '''[[Sandvich]]'''
| [[File:Backpack_Sandvich.png|90px]]
| [[Heavy]]
| The Sandvich grants 120 health when eaten, and heals 50% of others' base health when thrown.
|-
| '''[[Medigun]]'''
| [[File:Backpack_Medi Gun.png|100px]]
| rowspan=4|[[Medic]]
| The Medigun can heal teammates and grant overheal at a hate of 24-72 health per second.
|-
| '''[[Kritzkrieg]]'''
| [[File:Backpack_Kritzkrieg.png|100px]]
| The Kritzkrieg can heal teammates and grant overheal at a hate of 24-72 health per second.
|-
| '''[[Rejuvenator]]'''
| [[File:Backpack_Rejuvenator.png|100px]]
| The Rejuvenator can heal teammates and grant overheal.
|-
| '''[[Shock Therapy]]'''
| [[File:Backpack_Shock Therapy.png|100px]]
| The Shock Therapy with a full CHARGE meter can heal teammates for 100% of their base health, which can overheal.
|}


== Medic ==
== Medic ==
Medic is the primary healer, with his Mediguns healing at different rates depending on when they were last in combat. If the target was last damaged 10 seconds ago, they heal at 24hp/s. If they were last damaged 10 or 15 seconds ago, they are healed at a rate of 72hp/s. The tripled healing rate on patients who are out of combat is often referred to as '''crit healing'''. This mechanic is in place to encourage falling back to heal.  
Medic is the primary healer, with his Mediguns healing at different rates depending on when they were last in combat. If the target was last damaged 10 seconds ago, they heal at 24hp/s. If they were last damaged 10 or 15 seconds ago, they are healed at a rate of 72hp/s. The tripled healing rate on patients who are out of combat is often referred to as '''crit healing'''. This mechanic is in place to encourage falling back to heal.
{| class="wikitable"
|+ [[Medi Gun]] and [[Kritzkrieg]] healing rates
|-
! Boost !! [[Bonesaw]] or [[Uberspritze]] equipped !! [[Shock Therapy]] equipped
|-
| Unboosted || 24hp/s / {{tooltip|72hp/s|Crit heals}} || 20.4hp/s / {{tooltip|61.2hp/s|Crit heals}}
|-
| Boosted by [[Civilian]] || 32.4hp/s / {{tooltip|97.2hp/s|Crit heals}} || 27.5hp/s / {{tooltip|82.6hp/s|Crit heals}}
|}
 
The [[Rejuvenator]] is another [[Medic]] secondary, which doesn't have a "healing rate", per se, but has [[Grenade Launcher]]-esque healing mechanics. On a direct hit, it heals 40 health, and fires every 0.8 seconds. If constantly landing direct hits, your heal rate would therefore be 50hp/s.


[[File:Backpack Kritzkrieg.png|thumb|150px|alt=The Kritzkrieg|This thing's taunt can save your life.]]
[[File:Backpack Kritzkrieg.png|thumb|150px|alt=The Kritzkrieg|This thing's taunt can save your life.]]


Note: The [[Kritzkrieg]]'s taunt actually heals the Medic for 11 health over 4 seconds. This taunt, while niche can allow the Medic to survive [[afterburn]] if his health regeneration isn't going to cut it.
Note: The [[Kritzkrieg]]'s taunt actually heals the Medic for 11 health over 4 seconds. This taunt, while niche can allow the Medic to survive [[afterburn]] if his health regeneration isn't going to cut it.
=== Overheal ===
'''Overhealing''' is an effect where the Mediguns can temporarily increase their patient's health beyond their maximum health. The maximum overheal is 150% of a patient's base health. For example a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get 185 overheal.
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn't take any damage. It doesn't matter who, the overheal will decay at the same time. While a [[Medic]] can be boosted to 225 health and a [[Demoman]] is boosted to 260 health, they both decay in the same time.


=== ÜberCharge ===
=== ÜberCharge ===
Übercharge builds while the [[Medic]] is healing. The standard [[Medi Gun]] builds full charge in 40 seconds. However if the patient is already overhealed beyond 142.5% of their base health, the build rate is halved, this makes the charge take 80 seconds to build. This is meant to discourage pocketting (healing only one person) in favour of healing the entire team. The [[Kritzkrieg]] is different and has an increased 25% Übercharge build rate, taking only 32 seconds to fully charge, but still takes 64 seconds if pocketting someone. Pocketting is a community term for when a Medic is only healing one player.
Übercharge builds while the [[Medic]] is healing. The standard [[Medi Gun]] builds full charge in 40 seconds. However if the patient is already overhealed beyond 142.5% of their base health, the build rate is halved, this makes the charge take 80 seconds to build. This is meant to discourage pocketing (healing only one person) in favour of healing the entire team. The [[Kritzkrieg]] is different and has an increased 25% ÜberCharge build rate, taking only 32 seconds to fully charge, but still takes 64 seconds if pocketing someone. Pocketing is a community term for when a Medic is only healing one player.


== Health regeneration ==
== Health regeneration ==
'''Health regeneration''' (sometimes called health regen)is when a player recovers their health themselves. This is usually slower than a Medic's healing beam, but can be crucial to surviving fights. So far there are only 3 classes with regenerative health: [[Medic]]s, [[Civilian]]s and [[Pyro]]s with the [[Harvester]] equipped.  
'''Health regeneration''' (sometimes called health regen) is when a player recovers their health themselves. This is usually slower than a Medic's healing beam, but can be crucial to surviving fights. So far there are only 3 classes with regenerative health: [[Medic]]s, [[Civilian]]s and [[Pyro]]s with the [[Harvester]] equipped.  


Medic at base has self-regenerating health, which allows him to regenerate his health at approximately 3 health per second. The health regeneration activates after some time in combat, and can save the Medic from [[fire|burning to death]]. The Civilian has similar regenerative properties, but unlike the Medic he shares the health regeneration to all of his teammates who are around him.  
Medic at base has self-regenerating health, which allows him to regenerate his health at 3-6 health per second. The health regeneration activates after some time in combat, and can save the Medic from [[fire|burning to death]]. The Civilian has similar regenerative properties, regenerating 5-15 health per second, but unlike the Medic he shares the health regeneration to all of his teammates around him.  


[[File:Backpack Harvester.png|thumb|150px|alt=The Harvester|Creaming the Crop]]
[[File:Backpack Harvester.png|thumb|150px|alt=The Harvester|Creaming the Crop]]
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* Resupply Lockers heal 100% of your health and ammo, as well as completely reloading your weapon if it needs to.
* Resupply Lockers heal 100% of your health and ammo, as well as completely reloading your weapon if it needs to.
* [[Sandvich]] will replenish 120 health points in 30 health intervals over 4 seconds.
* [[Sandvich]] will replenish 120 health points in 30 health intervals over 4 seconds.
* [[Shock Therapy]] completely heals a class to full and some overheal with a full charge.
* [[Shock Therapy]] completely heals a class for their base [[Health]] with a full charge.


=== Dispensers ===
=== Dispensers ===