Medi Gun: Difference between revisions
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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 time, the charge rate is tripled during it. 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. | 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 time, the charge rate is tripled during it. 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. | ||
When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 9 seconds, granting them invulnerability and a team-colored metallic shine. This 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 losers invulnerability until he switches back. 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 9 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 losers invulnerability until he switches back. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]]. | ||
== Properties == | == Properties == | ||