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 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 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 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 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. | ||
== Properties == | == Properties == | ||