Chekhov's Punch: Difference between revisions
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The '''Chekhov's Punch''' is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy's own [[Fists]], wrapped in chains. Chains appear on the Heavy's arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, the Heavy's fists will both come down at once, instead of the typical uppercut. In addition, the Chekhov's Punch lacks the taunt kill of the Fists. As a hidden attribute, the Chekhov's Punch has a 65% increase in attack range compared to all other melee weapons. | The '''Chekhov's Punch''' is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy's own [[Fists]], wrapped in chains. Chains appear on the Heavy's arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, the Heavy's fists will both come down at once, instead of the typical uppercut. In addition, the Chekhov's Punch lacks the taunt kill of the Fists. As a hidden attribute, the Chekhov's Punch has a 65% increase in attack range compared to all other melee weapons. | ||
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 will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not the 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 | 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 will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not the 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 0.8 seconds of crits to automatic weapons and a single crit | Using a charge will give 0.8 seconds of crits to automatic weapons and a single crit to single-shot weapons. This also means that missing a shot, including melee, will consume a stored crit. This applies during melee even if the 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. | ||
The Chekhov's Punch is the offensive Heavy's melee. It makes the user much more powerful at the cost of becoming a glass cannon against melee attacks. The Heavy wielding this will gain critical hits with all weapons, which can be | The Chekhov's Punch is the offensive Heavy's melee. It makes the user much more powerful at the cost of becoming a glass cannon against melee attacks. The Heavy wielding this will gain critical hits with all weapons, which can be devastating with the right positioning. Of course, attempting to melee opponents as the slowest class in the game isn't easy, and any aware enemy can simply pull their own melee to down you in two hits, except for [[Scout]], who takes 3 hits to down you. To use this to its fullest potential, you may have to be more aggressive than the typical Heavy, because if you aren't going for melee hits, the chains may as well be useless. | ||
A [[Shotgun]] may be more powerful than the [[Sandvich]] when using these. Unless you are in a 1v1 and kill your | A [[Shotgun]] may be more powerful than the [[Sandvich]] when using these. Unless you are in a 1v1 and kill your opponent with your melee (good luck with that), there will be more opponents who you are going to need to kill in quick succession. Because of how close you will have to be to use these, trying to rev up will only leave you vulnerable to getting hit with a melee crit. A Shotgun can help you since it doesn't require revving up and can allow you to quickly spit out your stored crits much faster than the time it would take to rev up the [[Minigun]] or the [[Anti-Aircraft Cannon]]. Sure, this will deter [[Medic]]s from pocketing you, but who needs a Medic's [[Kritzkrieg]] when you have critical hits right in your hands? | ||
== Properties == | == Properties == | ||