Ludmila

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Ludmila was to be the primary unlockable weapon for the Heavy. It was designed to be a Minigun that featured two firing modes. The primary fire worked like the regular Minigun, whereas the secondary fire reduced damage by 25% but would drain health from enemies hit (similarly to the Blutsauger). The downside would have been the inability to spin up the weapon prematurely. Valve modelers worked on a visualization for it that ultimately ended up being used for Natascha instead. The Natascha model is still named 'Ludmila' in game files. In addition, leftover weapon code for Ludmila has allowed players to demonstrate an in-game version of the weapon, along with its intended abilities. It was likely scrapped due to the idea that most players probably would have stuck with the secondary fire method to keep healing themselves as they pressed onward. Because of how quickly the Minigun fires, the Heavy could have healed off any damage taken using the secondary method of fire, severely reducing the need for a Medic.

Damage

Primary fire

Range Damage per 1 ammo Critical damage Damage per second
Point blank 50-54 108 500-540 (Crit: 1080/sec)
Medium 5-30 27/54/81/108 50-100 (Crit: 540/sec)
Long 5-10 27/54 50-100 (Crit: 270/sec)
  • Base: 9 per bullet
  • Max Ramp Up: 150% (13.5 damage per bullet)
  • Max Fall Off: 50% (4.5 damage per bullet)
  • Bullet Count: 4 per ammo
  • Mini-Crit: 12 per bullet
  • Critical hit: 27 per bullet

Base damage is subject to distance-based damage falloff.

Secondary fire

Range Damage per 1 ammo Critical damage Damage per second
Point blank 32-36 72 320-360 (Crit: 720/sec)
Medium 3-20 18/36/54/72 30-200 (Crit: 360/sec)
Long 3-6 18-36 30-60 (Crit: 180/sec)
  • Health gain: 3 (30/sec)
  • Base: 6.75 per bullet
  • Max Ramp Up: 150% (10.125 damage per bullet)
  • Max Fall Off: 50% (3.375 damage per bullet)
  • Bullet Count: 4 per ammo
  • Mini-Crit: 9.1125 per bullet
  • Critical hit: 20.25 per bullet

Note: The Critical hit DPS; long range assumes 1 Crit bullet hits per 1 ammo, medium range assumes 2 Crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function times

For both primary and secondary fire:

  • Attack Interval: 0.1
  • Windup Time: 1.16

All times are in seconds. Times are approximate and determined by community testing.

Demonstration

This is an Ludmila example, coded by The GoldenMachineGun's community.

Trivia

  • Just like most of the Heavy's other primary weapons, with the exception of the Iron Curtain and the Brass Beast, Ludmila is a female given name of Slavic origin.