Tranquilizer Gun: Difference between revisions
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Ratboy Slim (talk | contribs) Buffed in 2.1.2 |
Ratboy Slim (talk | contribs) Tranquilizing an Engineer does not affect his Sentry Gun |
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The Tranquilizer Gun fires one dart at a time, dealing 20 damage regardless of range, that will tranquilize an enemy player for 5 seconds. The length of time tranquilized decreases with distance, down to 1.5 seconds at long range. There is no time reduction if the dart dealt [[Critical hit|critical]] or mini-crit damage. The effect will only last 50% as long if being healed by a [[Medi Gun]] or a [[Dispenser]]. Using a health pack, or being [[Medi Gun|ÜberCharged]], will instantly remove the effect. | The Tranquilizer Gun fires one dart at a time, dealing 20 damage regardless of range, that will tranquilize an enemy player for 5 seconds. The length of time tranquilized decreases with distance, down to 1.5 seconds at long range. There is no time reduction if the dart dealt [[Critical hit|critical]] or mini-crit damage. The effect will only last 50% as long if being healed by a [[Medi Gun]] or a [[Dispenser]]. Using a health pack, or being [[Medi Gun|ÜberCharged]], will instantly remove the effect. | ||
While tranquilized, that player will have their movement speed reduced by 20% and ranged damage (excluding [[afterburn]] and [[bleed]]) reduced by 30%, with a black-and-white colorblind effect that prevents viewing the name tags of players and which fades over time. The damage reduction includes projectiles that were fired before the enemy was tranquilized. [[Critical]] damage is only reduced by 10%. In addition, all melee weapons, including the Spy's own [[Knife]], will deal guaranteed critical damage against that player. The Tranquilizer Gun can also damage enemy [[buildings]], but it will not apply the tranquilize effect. When shooting a [[Sapper|sapped]] [[Sentry Gun]], it will only deal 67% of its base damage (13 or 14, down from 20). Shooting the gun will remove the Spy's current [[Disguise Kit|disguise]]. | While tranquilized, that player will have their movement speed reduced by 20% and ranged damage (excluding [[afterburn]] and [[bleed]]) reduced by 30%, with a black-and-white colorblind effect that prevents viewing the name tags of players and which fades over time. The damage reduction includes projectiles that were fired before the enemy was tranquilized. [[Critical]] damage is only reduced by 10%. If an [[Engineer]] is tranquilized, it will not reduce damage from his [[Sentry Gun]]. In addition, all melee weapons, including the Spy's own [[Knife]], will deal guaranteed critical damage against that player. The Tranquilizer Gun can also damage enemy [[buildings]], but it will not apply the tranquilize effect. When shooting a [[Sapper|sapped]] [[Sentry Gun]], it will only deal 67% of its base damage (13 or 14, down from 20). Shooting the gun will remove the Spy's current [[Disguise Kit|disguise]]. | ||
The dart travels extremely fast, is 100% accurate, and is only affected by gravity by a small amount, making it viable to shoot enemies from a long distance away with minimal compensation. It will not deal any knockback. Like most projectiles, the dart can be [[Compression blast|deflected]] by an enemy [[Pyro]]. | The dart travels extremely fast, is 100% accurate, and is only affected by gravity by a small amount, making it viable to shoot enemies from a long distance away with minimal compensation. It will not deal any knockback. Like most projectiles, the dart can be [[Compression blast|deflected]] by an enemy [[Pyro]]. | ||