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Medi Gun: Difference between revisions

From TF2 Classified Wiki
Ratboy Slim (talk | contribs)
Added invulnerability tooltip to UberCharge on table
Ratboy Slim (talk | contribs)
Wrote lead
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{{Loadout neutral|"The Gods will feel the pain of what they've allowed to be created in this world."}}
{{Loadout neutral|"The Gods will feel the pain of what they've allowed to be created in this world."}}
}}
}}
The '''Medi Gun''' is the default secondary weapon of the [[Medic]]. When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability.
The '''Medi Gun''' is the default secondary weapon of the [[Medic]]. It is a fire hose which has been modified into a device of mad science, emitting a team-colored energy beam leading to his patient, and attached to a hybrid transformer and pressure tank on the Medic's back by means of a rubber hose. Patients that kill an enemy while being healed by the Medi Gun will give the Medic an assist.


While [[mini-crit]] boosted by the [[Civilian]]'s [[Umbrella]], the Medi Gun gives 35% increased heal rate and ÜberCharge gain rate.
The Medi Gun is not a traditional weapon, designed to kill enemies. It instead heals allies (and disguised enemy [[Spy|Spies]]) by connecting them to the Medi Gun, through means of a scientific beam of health-providing energy. The amount of health given per second ranges between 24 and 72, depending on the last time the patient took damage. If they took damage within 10 seconds, it heals for its minimum rate. If they took damage over 15 seconds ago, it heals for its maximum. Patients who took damage between 10 and 15 seconds ago are healed somewhere inbetween, scaling linearly. If the patient is at full health, the Medi Gun will overheal them, up to 1.5 times their base health.
 
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]].  


== Properties ==
== Properties ==
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| status-effects-column = true
| status-effects-column = true
  | effect = {{tooltip|ÜberCharge|Invulnerability}}
  | effect = {{tooltip|ÜberCharge|Invulnerability}}
  | effect-duration = 8 s
  | effect-duration = 9 s
| healing-column = true
| healing-column = true
  | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}
  | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}