Chekhov's Punch: Difference between revisions
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Ratboy Slim (talk | contribs) →Trivia: Removed obvious trivia |
Ratboy Slim (talk | contribs) Buffed in 2.1.3 |
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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 | Using a charge will give 1.5 seconds of crits to automatic weapons and a single crit on single-shot weapons. This also means that missing a shot, including on melee, will consume a stored crit. This applies during melee even if Chekhov's Punch has less than 3 charges, although hitting a surface or a friendly player, or missing a melee attack while in melee range of an enemy, does not consume a charge. If the user is crit-boosted through other means, no charges will be consumed. | ||
== Properties == | == Properties == | ||
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'''[[2.1.1]]''' | '''[[2.1.1]]''' | ||
* Overhauled sounds | * Overhauled sounds | ||
'''[[2.1.3]]''' | |||
* Updated the [[Minigun]]: | |||
** Each stored Chekhov's Punch [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s) | |||
}} | }} | ||
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* The name Chekhov's Punch comes from the term "[https://en.wikipedia.org/wiki/Chekhov%27s_gun Chekhov's Gun]", a trope where something is shown at the beginning of a story and is used at the end. This matches the theme of this weapon, as it stores crits for later. | * The name Chekhov's Punch comes from the term "[https://en.wikipedia.org/wiki/Chekhov%27s_gun Chekhov's Gun]", a trope where something is shown at the beginning of a story and is used at the end. This matches the theme of this weapon, as it stores crits for later. | ||
* The backpack icon for Chekhov's Punch has Heavy's arms colored significantly darker than usual. | * The backpack icon for Chekhov's Punch has Heavy's arms colored significantly darker than usual. | ||
* Switching to the Fists from Chekhov's Punch allows you to keep and use the critical charges gained. This also allows the Fists to use critical hits on any number of charges. The crits are not used on the Fists' "High Noon" taunt kill. | * Switching to the Fists from Chekhov's Punch allows you to keep and use the critical charges gained. This also allows the Fists to use critical hits on any number of charges. The crits are not used on the Fists' "High Noon" taunt kill. | ||