Shock Therapy: Difference between revisions
From TF2 Classified Wiki
More actions
Minor wording tweaks |
mNo edit summary |
||
| (66 intermediate revisions by 12 users not shown) | |||
| Line 1: | Line 1: | ||
{{Infobox weapon | {{Infobox weapon | ||
| kill-icon=taser | | kill-icon=taser | ||
| kill-icon-2=taser uncharged | |||
| used-by=Medic | | used-by=Medic | ||
| slot=Melee | | slot=Melee | ||
| Line 7: | Line 8: | ||
| loadout-propername=yes | | loadout-propername=yes | ||
| loadout-attributes= | | loadout-attributes= | ||
{{Loadout positive|Teammates hit while at maximum charge will be fully healed}} | |||
{{Loadout negative|-15% heal rate}} | {{Loadout negative|-15% heal rate}} | ||
{{Loadout neutral| | {{Loadout neutral|Damage is affected by current charge}} | ||
<br/> | <br/> | ||
{{Loadout neutral| | {{Loadout neutral|"CLEAR!"}} | ||
}} | }} | ||
The ''' | {{Quotation|'''The Medic''' ''after electrocuting some poor soul into ash''|''Oops! Zat vas not Medizin!''}} | ||
The '''Shock Therapy''' is a melee weapon for the [[Medic]]. It's an arm-mounted gadget, powered by a team-colored battery, with two large prongs that emit a current of electricity. The opacity of the electricity going through the prongs is proportional to how much charge the weapon has. As a hidden attribute, it has a 70% increase in melee range compared to other weapons. | |||
The Shock Therapy operates using a charge meter. When the meter is full, attacking an enemy (including enemy buildings) consumes it entirely, dealing 100 damage. When attacking an ally (excluding allied buildings) on a charged hit, it also consumes it, healing 100% of their max health value and [[Healing|overhealing]] if their health would be full. Once depleted, the meter will recharge after 30 seconds, after respawning, or after visiting a resupply locker. While recharging, attacking an enemy consumes the remaining charge and deals between 1 and 99 damage. Attacking an ally while recharging does nothing. Attacking a [[Spy]] disguised as an ally will heal them instead of hurting them. Attacking an invulnerable enemy will consume the charge without dealing damage. | |||
The Shock Therapy also deals [[Critical hit|mini-crits]] against wet enemies, such as those [[water|underwater]], recently escaping water, or in shallow water - but not [[Fish whacker|bleeding]] enemies. Its charge will be set to 0% as long as the user is underwater, making it deal no damage at all. It will still damage underwater enemies as long as the user is above the surface. | |||
As a penalty, the Shock Therapy cannot randomly crit (as a hidden attribute), and gives 15% less heal rate (including overheal rate) on the [[Medi Gun]] and [[Kritzkrieg]]. This means the heal rate is changed to a minimum of 20.4 HP/s (from 24) and a maximum of 61.2 HP/s (from 72). This has the side effect of building [[ÜberCharge]] faster, as the Medic receives less Über meter when healing allies above 142.5% health. | |||
== Properties == | |||
{{Weapon properties | |||
| damage-type = Melee | |||
| ranged-type = Melee | |||
| taunt = Glove snap | |||
| damage-column = true | |||
| base-damage = 0 | |||
| base-damage-percentage = 0% | |||
| charged-damage = 100 | |||
| charged-damage-percentage = 100% | |||
| critical = 3-297 | |||
| critical-charged = 300 | |||
| mini-crit = 1-134 | |||
| mini-crit-charged = 135 | |||
| healing-column = true | |||
| healing-others = {{tooltip|100% of max health|Also overheals}} | |||
| function-times-column = true | |||
| attack-interval = 0.8 s</br>{{tooltip|0.5 s|Haste boosted}} | |||
| activation-time = 0.2 s | |||
| charge-fill-speed = 3.33% / s</br>{{tooltip|10% / s|Haste boosted}} | |||
| charge-fill-time = 30 s</br>{{tooltip|10 s|Haste boosted}} | |||
|}} | |||
== Related achievements == | |||
{{Achievement table| | |||
{{Achievement|achievement_chekhov_shock}} | |||
}} | |||
== Strategy == | |||
The Shock Therapy is the only melee weapon that can heal other players, so use it sparingly during combat! It heals a friendly player up to 100% of their health and can overheal, making it ideal for healing an injured ally with less than 50% health. [[Heavies]] and [[Soldiers]] are ideal classes for healing due to their high health points. This is also an excellent for defense if the ally has taken a significant hit and needs to be burst healed with the Shock Therapy, as Mediguns have a lower heal rate when the melee weapon is equipped. Its reduced heal rate makes it difficult for the Medic to heal groups of allies quickly enough for them to return to the battlements, but this can be addressed by adding another Medic to the team. The Shock Therapy makes the Mediguns fill ÜberCharge faster in exchange for less healing, making it helpful when Medic is constantly in the frontlines of which he needed the ÜberCharge effect the most. | |||
Only use Shock Therapy in duels or in dire situations, such as when alone and facing flanking enemies. Its hidden increased melee range stat allows it to easily inflict significant damage on enemies at full charge. Try shocking the enemy before killing them with the [[Syringe Gun]], or vice versa. It is an excellent counter to a Heavy equipped with [[Chekhov's Punch]], as the shock can kill him instantly unless he has overheal. It is ineffective against disguised Spies because it heals rather than harms them; instead, use the Syringe Gun, or wait for their disguise to wear off first. | |||
{| class="wikitable" style="text-align:center;" | |||
|+ style="text-align:center;"| The Shock Therapy v. Stock Bonesaw | |||
|- style="text-align:left;" | |||
| <poem> | |||
➕ Burst heal on a single target | |||
➕ Indirectly fills ÜberCharge faster | |||
➕ Increased damage when fully charged | |||
➕ Increased melee range | |||
➕ Effective against wet players | |||
</poem> | |||
| <poem> | |||
➖ Less healing rate | |||
➖ Ineffective in healing groups of players | |||
➖ Lower damage per second due to its charge mechanic | |||
➖ Can only heal allies when the charge is full | |||
➖ No random critical hits | |||
➖ Heals disguised enemy Spies instead of hurting them | |||
</poem> | |||
|} | |||
== Names in other languages == | == Names in other languages == | ||
{{Names | {{Names | ||
| | |bg=Електрошокова терапия|bg_m=Electroshock Therapy | ||
| | |de=Schocktherapie|de_m=Shock Therapy | ||
| | |en=Shock Therapy | ||
| | |es=Electrochoque|es_m=Electroshock | ||
| | |fr=Électrochoc|fr_m=Electroshock | ||
| | |hu=Sokkterápia|hu_m=Shock Therapy | ||
| | |it=Elettroshock|it_m=Electroshock | ||
| | |pl=Terapia szokowa|pl_m=Shock Therapy | ||
| | |pt-br=Terapia de Choque|pt-br_m=Shock Therapy | ||
|ro=Terapie de șoc|ro_m=Shock Therapy | |||
|ru=Шоковая терапия|ru_m=Shock Therapy | |||
|tr=Şok Tedavisi|tr_m=Shock Therapy | |||
|uk=Шокова терапія|uk_m=Shock Therapy | |||
}} | }} | ||
== Update history == | |||
{{Update history| | |||
{{Update|2.0.0}} | |||
* Added The Shock Therapy | |||
{{Update|2.0.2}} | |||
* 15% slower heal rate on all Mediguns when equipped | |||
* Decreased the amount of healing done on hit to 100% (from 150%) of a classes health | |||
* Health is given to the target instantly | |||
* No longer uses [[Knife]] impact sounds when hitting players | |||
* Removed guaranteed [[Critical hit|crits]] against [[Water|wet]] enemies | |||
{{Update|2.1.0}} | |||
* Healing is now properly networked, causing less false-positives | |||
* Now has a unique particle for healing teammates | |||
* Updated kill icon | |||
* Now has a unique icon for [[building]] kills | |||
* Heal points are now given for Shock Therapy healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]] | |||
{{Update|2.2.3}} | |||
* Heal sounds and particles are no longer predicted by the client. This should fix cases where they would emit without a successful heal | |||
}} | |||
== Trivia == | |||
* The name of this weapon refers to [[Wikipedia:Electroconvulsive_therapy|electroconvulsive therapy]], which uses electricity to treat mental disorders. | |||
* The internal name for the Shock Therapy is <code>tf_weapon_taser</code>, in reference to the [[Wikipedia:Taser|real-life electric weapon with the same name]]. | |||
* If the Shock Therapy destroys a [[building]], the kill icon will have the "uncharged" icon. | |||
* The Shock Therapy model was [https://web.archive.org/web/20221206135707/https://steamcommunity.com/sharedfiles/filedetails/?id=439002187 contributed] to ''Steam Workshop'' as the "Circuit Breaker" and was created by {{Dev|Jukebox}}, [https://steamcommunity.com/id/DG4LIFE Metabolic], [https://steamcommunity.com/profiles/76561197994042061 Texman], [https://steamcommunity.com/id/jprasgreensoldier JPRAS], [https://steamcommunity.com/id/hurrkayofantik Chaofanatic] (only credited to Jukebox by ''TF2 Classified''). | |||
== Comparison from ''Team Fortress 2'' == | |||
* Shock Therapy's live ''TF2'' counterpart is the [[Tf:Neon Annihilator|Neon Annihilator]], as it also deals increased damage against wet players (this instead deals 100% critical hit). | |||
* Shock Therapy is also a counterpart of the live version's [[Tf:Amputator|Amputator]], as both are Medic's only melee weapons in their respective games that heal allies. | |||
{{nav allweapons}} | |||