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Healing: Difference between revisions

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== Medic ==
== Medic ==
Medic is the primary healer, with his Mediguns healing at different rates depending on when they were last in combat. If the target was last damaged 10 seconds ago, they heal at 24hp/s. If they were last damaged 10 or 15 seconds ago, they are healed at a rate of 72hp/s. The tripled healing rate on patients who are out of combat is often referred to as '''crit healing'''. This mechanic is in place to encourage falling back to heal.  
Medic is the primary healer, with his Mediguns healing at different rates depending on when they were last in combat. If the target was last damaged 10 seconds ago, they heal at 24hp/s. If they were last damaged 10 or 15 seconds ago, they are healed at a rate of 72hp/s. The tripled healing rate on patients who are out of combat is often referred to as '''crit healing'''. This mechanic is in place to encourage falling back to heal.  


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=== Overheal ===
=== Overheal ===
'''Overhealing''' is an effect where the Mediguns can temporarily increase their patient's health beyond their maximum health. The maximum overheal is 150% of a patient's base health. For example a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get 185 overheal.  
'''Overhealing''' is an effect where the Mediguns can temporarily increase their patient's health beyond their maximum health. The maximum overheal is 150% of a patient's base health. For example a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get 185 overheal.  


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Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn't take any damage. It doesn't matter who, the overheal will decay at the same time. While a [[Medic]] can be boosted to 225 health and a [[Demoman]] is boosted to 260 health, they both decay in the same time.  
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn't take any damage. It doesn't matter who, the overheal will decay at the same time. While a [[Medic]] can be boosted to 225 health and a [[Demoman]] is boosted to 260 health, they both decay in the same time.  


=== ÜberCharge Building ===
=== ÜberCharge ===
 
Übercharge builds while the [[Medic]] is healing. The standard [[Medi Gun]] builds full charge in 40 seconds. However if the patient is already overhealed beyond 142.5% of their base health, the build rate is halved, this makes the charge take 80 seconds to build. This is meant to discourage pocketting (healing only one person) in favour of healing the entire team. The [[Kritzkrieg]] is different and has an increased 25% Übercharge build rate, taking only 32 seconds to fully charge, but still takes 64 seconds if pocketting someone. Pocketting is a community term for when a Medic is only healing one player.
Übercharge builds while the [[Medic]] is healing. The standard [[Medi Gun]] builds full charge in 40 seconds. However if the patient is already overhealed beyond 142.5% of their base health, the build rate is halved, this makes the charge take 80 seconds to build. This is meant to discourage pocketting (healing only one person) in favour of healing the entire team. The [[Kritzkrieg]] is different and has an increased 25% Übercharge build rate, taking only 32 seconds to fully charge, but still takes 64 seconds if pocketting someone. Pocketting is a community term for when a Medic is only healing one player.


== Health Regeneration ==
== Health regeneration ==
 
'''Health regeneration''' (sometimes called health regen)is when a player recovers their health themselves. This is usually slower than a Medic's healing beam, but can be crucial to surviving fights. So far there are only 3 classes with regenerative health: [[Medic]]s, [[Civilian]]s and [[Pyro]]s with the [[Harvester]] equipped.  
'''Health regeneration''' (sometimes called health regen)is when a player recovers their health themselves. This is usually slower than a Medic's healing beam, but can be crucial to surviving fights. So far there are only 3 classes with regenerative health: [[Medic]]s, [[Civilian]]s and [[Pyro]]s with the [[Harvester]] equipped.  


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The [[Harvester]] effectively gives the Pyro health regeneration when active if an enemy is on fire. When the Harvester is active and an enemy is burning, the Pyro regenerates at a rate 5hp/s. This stacks with multiple targets on fire, allowing the Pyro to regenerate large chunks of health very quickly if there are multiple people on fire. This even works if the enemy is already dead, as the Harvester harvests fire off of burning corpses as well. As long as they are burning, the Harvester collects.
The [[Harvester]] effectively gives the Pyro health regeneration when active if an enemy is on fire. When the Harvester is active and an enemy is burning, the Pyro regenerates at a rate 5hp/s. This stacks with multiple targets on fire, allowing the Pyro to regenerate large chunks of health very quickly if there are multiple people on fire. This even works if the enemy is already dead, as the Harvester harvests fire off of burning corpses as well. As long as they are burning, the Harvester collects.


== Health Kits ==
== Health kits ==
 
'''Health kits''' also called health packs or pickups are pickups that restore a player's health when they are walked across. They are found in a variety of locations on a map and spawn in specific areas which are usually marked. All health kits have a 10 second respawn time and have a distinct sound when used. They all share the same turquoise and white color scheme and all restore health, albeit in different amounts.
'''Health kits''' also called health packs or pickups are pickups that restore a player's health when they are walked across. They are found in a variety of locations on a map and spawn in specific areas which are usually marked. All health kits have a 10 second respawn time and have a distinct sound when used. They all share the same turquoise and white color scheme and all restore health, albeit in different amounts.


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* Large health packs resemble toolboxes toolboxes except instead of containing tools they restore your health to full (100%). And they have a + symbol on the side.  
* Large health packs resemble toolboxes toolboxes except instead of containing tools they restore your health to full (100%). And they have a + symbol on the side.  


== Other Sources ==
== Other sources ==
 
* [[Payload]] carts act as a level 1 Dispenser, healing at 10 health per second.
* [[Payload]] carts act as a level 1 Dispenser, healing at 10 health per second.
* Resupply Lockers heal 100% of your health and ammo, as well as completely reloading your weapon if it needs to.
* Resupply Lockers heal 100% of your health and ammo, as well as completely reloading your weapon if it needs to.


== Dispensers ===
== Dispensers ===
Dispensers heal differently depending on their level, similarly to health packs.
Dispensers heal differently depending on their level, similarly to health packs.


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* Level 3 Dispensers heal at 20hp/s
* Level 3 Dispensers heal at 20hp/s


=== Other Sources ===
=== Other sources ===
 
* [[Airblast]] heals 20 health to the Pyro who extinguished a teammate.
* [[Airblast]] heals 20 health to the Pyro who extinguished a teammate.
* [[Sandvich]] will replenish 120 health points in 30 health intervals over 4 seconds.
* [[Sandvich]] will replenish 120 health points in 30 health intervals over 4 seconds.