Medi Gun: Difference between revisions
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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. | 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 timer, the charge rate is tripled during it, as well as during the post-round humiliation if the Medic's team has won. 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. | 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 timer, the charge rate is tripled during it, as well as during the post-round humiliation if the Medic's team has won. 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. While [[Haste]] boosted by the civilian's [[Derby Cane]], he receives the same heal rate boost, but no ÜberCharge build rate boost. | ||
When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability and a team-colored metallic shine. This protection from damage makes it trivial to push through enemy fortifications, clearing a path for the rest of his team to capture the objective. It 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 loses invulnerability until he switches back. This also includes when the ÜberCharge is about to expire, effectively making it last for 9 seconds. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]]. | When the charge meter is at 100%, it can [[ÜberCharge]] the Medic and their patient for 8 seconds, granting them invulnerability and a team-colored metallic shine. This protection from damage makes it trivial to push through enemy fortifications, clearing a path for the rest of his team to capture the objective. It 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 loses invulnerability until he switches back. This also includes when the ÜberCharge is about to expire, effectively making it last for 9 seconds. ÜberCharged players generally cannot contribute to objectives, such as capturing [[Control Points]] or picking up [[Capture the Flag|flags]]. | ||
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| effect-duration = 9 s | | effect-duration = 9 s | ||
| healing-column = true | | healing-column = true | ||
| healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}</br>{{tooltip|20.4 / s|Shock Therapy equipped}} | | healing-in-combat = {{tooltip|24 / s|Patient took damage within 10 seconds}}</br>{{tooltip|20.4 / s|Shock Therapy equipped}}</br>{{tooltip|32.4 / s|Civilian boosted}}</br>{{tooltip|27.54 / s|Civilian boosted + Shock therapy equipped}} | ||
| healing-in-combat-percentage = 100% | | healing-in-combat-percentage = 100% | ||
| healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}</br>{{tooltip|61.2 / s|Shock Therapy equipped}} | | healing-out-of-combat = {{tooltip|72 / s|Patient not damaged within 15 seconds}}</br>{{tooltip|61.2 / s|Shock Therapy equipped}}</br>{{tooltip|97.2 / s|Civilian boosted}}</br>{{tooltip|82.62 / s|Civilian boosted + Shock therapy equipped}} | ||
| healing-out-of-combat-percentage = 300% | | healing-out-of-combat-percentage = 300% | ||
| beam-connect-distance = 450 HU | | beam-connect-distance = 450 HU | ||
| beam-disconnect-distance = 540 HU | | beam-disconnect-distance = 540 HU | ||
| function-times-column = true | | function-times-column = true | ||
| charge-fill-speed = 2.5% / s<br>{{tooltip|1.25% / s|Patient above 142.5% health}} | | charge-fill-speed = 2.5% / s<br>{{tooltip|1.25% / s|Patient above 142.5% health}}<br>{{tooltip|3.375% / s|Mini-crit boosted}} | ||
| charge-fill-time = 40 s<br>{{tooltip|80 s|Patient above 142.5% health}} | | charge-fill-time = 40 s<br>{{tooltip|80 s|Patient above 142.5% health}}<br>{{tooltip|30 s|Mini-crit boosted}} | ||
|}} | |}} | ||