Difference between revisions of "Medi Gun"

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{{Item infobox
 
{{Item infobox
 
| type          = weapon
 
| type          = weapon
| 3d-image-1    = Medi Gun
+
| 3d-image-1    = Medigun
| 3d-image-3    = Medi Gun Australium
+
| 3d-image-3    = Medigun Festive
| 3d-image-4     = Medi Gun Festive
+
| 3d-image-5     = Medigun Festivized
| 3d-image-6     = Medi Gun Botkiller Rust
+
| 3d-image-7     = Medigun Australium
| 3d-image-8    = Medi Gun Botkiller Blood
+
| 3d-image-8    = Medigun Australium Festivized RED
| 3d-image-10    = Medi Gun Botkiller Carbonado
+
| 3d-image-9    = Medigun Australium Festivized BLU
| 3d-image-12    = Medi Gun Botkiller Diamond
+
| 3d-image-10    = Medigun Botkiller Rust
| 3d-image-14    = Medi Gun Botkiller Silver Mk.I
+
| 3d-image-12    = Medigun Botkiller Blood
| 3d-image-16    = Medi Gun Botkiller Gold Mk.I
+
| 3d-image-14    = Medigun Botkiller Carbonado
| 3d-image-18    = Medi Gun Botkiller Silver Mk.II
+
| 3d-image-16    = Medigun Botkiller Diamond
 +
| 3d-image-18    = Medigun Botkiller Silver Mk.I
 
| 3d-button-1    = colored_pair
 
| 3d-button-1    = colored_pair
| 3d-button-3    = australium
+
| 3d-button-3    = colored_pair
| 3d-button-4   = colored_pair
+
| 3d-button-5   = colored_pair
| 3d-button-6   = colored_pair
+
| 3d-button-7   = australium
| 3d-button-8    = colored_pair
+
| 3d-button-8    = australium_half
 +
| 3d-button-9    = australium_half
 
| 3d-button-10  = colored_pair
 
| 3d-button-10  = colored_pair
 
| 3d-button-12  = colored_pair
 
| 3d-button-12  = colored_pair
Line 22: Line 24:
 
| 3d-button-18  = colored_pair
 
| 3d-button-18  = colored_pair
 
| 3d-viewname-1  = Default
 
| 3d-viewname-1  = Default
| 3d-viewname-3  = Australium
+
| 3d-viewname-3  = Festive
| 3d-viewname-4 = Festive
+
| 3d-viewname-5 = Festivized
| 3d-viewname-6 = Rust
+
| 3d-viewname-7 = Australium
| 3d-viewname-8  = Blood
+
| 3d-viewname-8  = Australium Festivized<br>(RED)
| 3d-viewname-10 = Carbonado
+
| 3d-viewname-9  = Australium Festivized<br>(BLU)
| 3d-viewname-12 = Diamond
+
| 3d-viewname-10 = Rust
| 3d-viewname-14 = Silver Mk.I
+
| 3d-viewname-12 = Blood
| 3d-viewname-16 = Gold Mk.I
+
| 3d-viewname-14 = Carbonado
| 3d-viewname-18 = Silver Mk.II
+
| 3d-viewname-16 = Diamond
 +
| 3d-viewname-18 = Silver Mk.I<br>
 
| team-colors    = yes
 
| team-colors    = yes
 
| skin-image-red = RED Medigun.png
 
| skin-image-red = RED Medigun.png
Line 39: Line 42:
 
| equip-region  = medigun backpack
 
| equip-region  = medigun backpack
 
| weapon-script  = tf_weapon_medigun
 
| weapon-script  = tf_weapon_medigun
| availability  = {{avail|stock|crate26-Strange|crate55-Strange|crate35|mvm-both-types|contract|crate93|crate94}}
+
| availability  = {{avail|stock|crate26-Strange|crate35-festive|crate55-Strange|mvm-both-types|contract|crate93|crate94|warpaint}}
 
| numbered      = no
 
| numbered      = no
 
| ammo-loaded    = N/A
 
| ammo-loaded    = N/A
Line 45: Line 48:
 
| loadout        = yes
 
| loadout        = yes
 
   | quality      = normal
 
   | quality      = normal
   | level        = Level 1 Medi Gun
+
  | item-kind    = Medi Gun
| 3d-image-20    = Medi Gun Botkiller Gold Mk.II
+
   | level        = 1
 +
| 3d-image-20    = Medigun Botkiller Gold Mk.I
 +
| 3d-image-22    = Medigun Botkiller Silver Mk.II
 +
| 3d-image-24    = Medigun Botkiller Gold Mk.II
 
| 3d-button-20  = colored_pair
 
| 3d-button-20  = colored_pair
| 3d-viewname-20 = Gold Mk.II<br>
+
| 3d-button-22  = colored_pair
 +
| 3d-button-24  = colored_pair
 +
| 3d-viewname-20 = Gold Mk.I<br>
 +
| 3d-viewname-22 = Silver Mk.II<br>
 +
| 3d-viewname-24 = Gold Mk.II<br>
 
}}
 
}}
 
{{Quotation|'''The Medic'''|With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!}}
 
{{Quotation|'''The Medic'''|With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!}}
  
The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified team-colored [[w:fire hose|fire hose]] nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols, similar to a [[Teleporter]] trail. When a disguised [[Spy]] is over-healed, enemies can also see the team-colored crosses.  
+
The '''Medi Gun''' is the default [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a modified team-colored [[w:fire hose|fire hose]] nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols, similar to a [[Teleporter]] trail. When a disguised [[Spy]] is over-healed, enemies can also see the team-colored crosses.  
  
Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called [[overheal]]ing or buffing.  The Medi Gun's healing rate is variable, with a minimum rate of 24 HP per second in combat when healing players who have taken damage in the past 10 seconds.  If the player being healed has not taken damage in the past 10 seconds, the Medi Gun heal rate will increase linearly with time up to a maximum of 72 HP per second healing for players who have not taken damage in the past 15 seconds (For example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). The maximum healing rate of 72 HP per second also applies to freshly-spawned teammates.
+
Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called [[overheal]]ing or buffing.  The Medi Gun's healing rate is variable, with a minimum rate of 24 HP per second in combat when healing players who have taken damage in the past 10 seconds.  If the player being healed has not taken damage in the past 10 seconds, the Medi Gun heal rate will increase linearly with time up to a maximum of 72 HP per second healing for players who have not taken damage in the past 15 seconds (For example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). The maximum healing rate of 72 HP per second also applies to freshly-spawned teammates.  
  
As the Medic keeps his beam focused on a target, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5% per second when healing injured targets (that is, not fully overhealed). The rate is halved when healing targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]].) These factors stack, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is not penalized for healing targets which are already fully buffed as it would normally be during the round, but the pre-round charge rate is still reduced if the player is being healed by multiple sources.
+
As the Medic keeps his beam focused on a target, his [[ÜberCharge]] bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5% per second when healing injured targets (that is, not fully overhealed). The rate is halved when healing targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]].) These factors stack, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is not penalized for healing targets and instead, increased to 3x of the normal rate which is already fully buffed as it would normally be during the round, but the pre-round charge rate is still reduced if the player is being healed by multiple sources.
  
When the ÜberCharge is deployed, the Medic and his target will be encased in team-colored shells that render them invulnerable to damage (but not knockback) for eight seconds. Disguised Spies that trick an enemy Medic into Ubering them will also be invulnerable.
+
When healing a patient with a faster movement speed than the Medic, the Medic's speed will be increased to match the patient, allowing him to keep up with Scouts, or teammates that have some form of increased movement speed. However, the Medi Gun cannot mirror [[explosive jump|blast jumps]]. Any kills that the patient gets is counted as an assist to the Medic.
  
The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
+
When the ÜberCharge is deployed, the Medic and his target will be encased in team-colored shells that render them invulnerable to damage (but not knockback) for eight seconds. Disguised Spies that trick an enemy Medic into Ubering them will also be invulnerable.  While ÜberCharge is deployed, the Medic and his patient will not be able to capture a point, push the cart, nor carry the intelligence. However they are still able to block the enemy team from capturing the point, or pushing their cart.
 +
 
 +
The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.
  
 
In [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]], there is an option to have the beam stay locked on without having to hold down the primary fire button.  
 
In [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]], there is an option to have the beam stay locked on without having to hold down the primary fire button.  
  
 
==Healing and function times==
 
==Healing and function times==
 +
 
{{Damage table
 
{{Damage table
 
| healing = yes
 
| healing = yes
Line 73: Line 86:
 
| max charge time  = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}})
 
| max charge time  = 40 s ({{tooltip|80 s|Target at 142.5% health or higher}})
 
| effect time      = 8 s
 
| effect time      = 8 s
 +
| beamconnect = 432 ({{tooltip|HU|Hammer Units}})
 +
| beamdisconnect = 528 ({{tooltip|HU|Hammer Units}})
 
}}
 
}}
  
Line 263: Line 278:
  
 
'''{{Patch name|12|22|2015}}'''
 
'''{{Patch name|12|22|2015}}'''
* Fixed the Medi Gun sometimes using the incorrect ÜberCharge rate on maps with multiple stages.}}
+
* Fixed the Medi Gun sometimes using the incorrect ÜberCharge rate on maps with multiple stages.
 +
 
 +
'''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])
 +
* All Mediguns allow the Medic to match the speed of their heal target
 +
** Previously only available on The Quick-Fix
 +
* A dropped Mediguns's stored ÜberCharge begins to decay over time after coming to rest
 +
 
 +
'''{{Patch name|9|12|2016}}'''
 +
* Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix.
 +
 
 +
'''{{Patch name|10|27|2017}}'''
 +
* Fixed a bug related to the Medi Gun and changing class/loadout while being healed.
 +
 
 +
'''{{Patch name|12|13|2017}}'''
 +
* Fixed a bug with the Medi Gun not staying attached to players.}}
  
 
==Bugs==
 
==Bugs==
 
* Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
 
* Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
 +
* Sometimes, healing a player with any Medi Gun may result in the heal target getting 1 to 2 HP over the max overheal for that target.
 +
* The Medi Gun's beam can often glitch in client view, making the beam trail off into the distance or even disappear while healing a target. This bug is shared with all Medi Gun variants.
  
 
==Trivia==
 
==Trivia==
 
* If the Medic heals an enemy [[Spy]] that kills a teammate, the Medic will be awarded a [[Kill assist]]. The Medic will also be credited for an assist if he heals a Spy that successfully saps a [[Buildings|building]].
 
* If the Medic heals an enemy [[Spy]] that kills a teammate, the Medic will be awarded a [[Kill assist]]. The Medic will also be credited for an assist if he heals a Spy that successfully saps a [[Buildings|building]].
 +
** This also makes it possible for a friendly Medic to [[dominate]] a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate.
 +
***It also makes it possible for the Medic to assist in his own death.
  
 
==Gallery==
 
==Gallery==
Line 295: Line 328:
 
*[http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog - The Medigun Healing Ramp]
 
*[http://www.teamfortress.com/post.php?id=1656 TF2 Official Blog - The Medigun Healing Ramp]
  
 +
{{Standard Weapons Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Medic Nav}}
 
{{Medic Nav}}
 
[[Category:Weapons using the CommunityWeapon material proxy]]
 
[[Category:Weapons using the CommunityWeapon material proxy]]

Revision as of 20:58, 10 September 2018

With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!
The Medic

The Medi Gun is the default secondary weapon for the Medic. It is a modified team-colored fire hose nozzle wrapped in black tape and outfitted with a bottom handle, which is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols, similar to a Teleporter trail. When a disguised Spy is over-healed, enemies can also see the team-colored crosses.

Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called overhealing or buffing. The Medi Gun's healing rate is variable, with a minimum rate of 24 HP per second in combat when healing players who have taken damage in the past 10 seconds. If the player being healed has not taken damage in the past 10 seconds, the Medi Gun heal rate will increase linearly with time up to a maximum of 72 HP per second healing for players who have not taken damage in the past 15 seconds (For example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). The maximum healing rate of 72 HP per second also applies to freshly-spawned teammates.

As the Medic keeps his beam focused on a target, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5% per second when healing injured targets (that is, not fully overhealed). The rate is halved when healing targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart.) These factors stack, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is not penalized for healing targets and instead, increased to 3x of the normal rate which is already fully buffed as it would normally be during the round, but the pre-round charge rate is still reduced if the player is being healed by multiple sources.

When healing a patient with a faster movement speed than the Medic, the Medic's speed will be increased to match the patient, allowing him to keep up with Scouts, or teammates that have some form of increased movement speed. However, the Medi Gun cannot mirror blast jumps. Any kills that the patient gets is counted as an assist to the Medic.

When the ÜberCharge is deployed, the Medic and his target will be encased in team-colored shells that render them invulnerable to damage (but not knockback) for eight seconds. Disguised Spies that trick an enemy Medic into Ubering them will also be invulnerable. While ÜberCharge is deployed, the Medic and his patient will not be able to capture a point, push the cart, nor carry the intelligence. However they are still able to block the enemy team from capturing the point, or pushing their cart.

The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.

In Advanced multiplayer options, there is an option to have the beam stay locked on without having to hold down the primary fire button.

Healing and function times

Healing and function times
Healing
Healing (in combat) 100% 24 / s
Healing (out of combat) 300% 72 / s
Function times
Effect duration 8 s
Charge fill speed 2.5% / s (1.25% / s)
Maximum charge time 40 s (80 s)
Beam connect distance 432 (HU)
Beam disconnect distance 528 (HU)
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Achieved.png General

Master of Disguise
Master of Disguise
Trick an opposing Medic into healing you.


Team Doctor
Team Doctor
Accumulate 25000 heal points as a Medic.


Leaderboard class scout.png Scout

Doctoring the Ball
Doctoring the Ball
Kill 3 enemies while under the effects of a Medic's ÜberCharge.


The Big Hurt
The Big Hurt
Stun 2 Medics that are ready to deploy an ÜberCharge.


Leaderboard class soldier.png Soldier

S*M*A*S*H
S*M*A*S*H
Assist a Medic in exploding 5 enemies with a single ÜberCharge.


War Crime and Punishment
War Crime and Punishment
In a single life, kill 3 enemies who have damaged a Medic that is healing you.


Leaderboard class pyro.png Pyro

Pyrotechnics
Pyrotechnics
Kill 3 enemies in a single ÜberCharge.


Burn Ward
Burn Ward
Ignite 3 Medics that are ready to deploy an ÜberCharge.
Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.

Leaderboard class demoman.png Demoman

Tam O'Shatter
Tam O'Shatter
Destroy 5 enemy Engineer buildings during a single ÜberCharge from a Medic.


Leaderboard class heavy.png Heavy

Class Struggle
Class Struggle
Work with a friendly Medic to kill an enemy Heavy & Medic pair.


Division of Labor
Division of Labor
Kill 10 enemies with a Medic assisting you, where neither of you die.


Party Loyalty
Party Loyalty
Kill 50 enemies within 3 seconds of them attacking your Medic.
Red Oktoberfest
Red Oktoberfest
Earn a domination for a Medic who's healing you.


Soviet Block
Soviet Block
While invulnerable and on defense, block an invulnerable enemy Heavy's movement.


Supreme Soviet
Supreme Soviet
Get ÜberCharged 50 times.

Leaderboard class engineer.png Engineer

Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.


Leaderboard class medic.png Medic

Autoclave
Autoclave
Assist in burning 5 enemies with a single ÜberCharge on a Pyro.


Bedside Manner
Bedside Manner
Be healing a teammate as he achieves an achievement of his own.


Big Pharma
Big Pharma
Assist a Heavy in killing 10 enemies, where neither of you die.


Blast Assist
Blast Assist
Assist in exploding 5 enemies with a single ÜberCharge on a Soldier.


Blunt Trauma
Blunt Trauma
Assist in punching 2 enemies with a single ÜberCharge on a Heavy.


Chief of Staff
Chief of Staff
Accumulate 1 million total heal points.


Consultation
Consultation
Assist a fellow Medic in killing 3 enemies in a single life.


Doctor Assisted Homicide
Doctor Assisted Homicide
Assist in killing 20 nemeses.


Double Blind Trial
Double Blind Trial
Deploy an ÜberCharge within 8 seconds of a nearby enemy Medic deploying his.


Family Practice
Family Practice
ÜberCharge 5 of your Steam Community Friends.


First Do No Harm
First Do No Harm
Play a full round without killing any enemies, and score the highest on a team of 6 or more players.


Grand Rounds
Grand Rounds
Heal 200 teammates after they've called for 'Medic!'.


Group Health
Group Health
Work with 2 other Medics to deploy 3 simultaneous ÜberCharges.


House Call
House Call
Join a game that one of your friends is in and then deploy an ÜberCharge on him.


Hypocritical Oath
Hypocritical Oath
Kill an enemy Spy that you have been healing.
Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.


Intern
Intern
Accumulate 7000 heal points in a single life.


Medical Breakthrough
Medical Breakthrough
Assist in destroying 5 enemy Engineer buildings with a single ÜberCharge on a Demoman.


Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.


Midwife Crisis
Midwife Crisis
Heal an Engineer as he repairs his sentry gun while it's under enemy fire.


Play Doctor
Play Doctor
In a team with no Medics, be the first person to switch to Medic after a teammate calls for 'Medic!', and then heal 500 health.


Preventive Medicine
Preventive Medicine
Block the enemy from capturing a control point with an ÜberCharged teammate.


Quadruple Bypass
Quadruple Bypass
Heal a teammate who's taking fire from 4 enemies at once.


Second Opinion
Second Opinion
ÜberCharge 2 teammates at once.


Specialist
Specialist
Accumulate 10000 heal points in a single life.


Surgical Prep
Surgical Prep
Have an ÜberCharge ready before the Setup phase ends.


Trauma Queen
Trauma Queen
Deploy 3 ÜberCharges in less than 5 minutes, and assist in 5 kills during that time.


Triage
Triage
Deploy an ÜberCharge on a teammate less than a second before they're hit by a critical explosive.


Ubi concordia, ibi victoria
Ubi concordia, ibi victoria
Assist in killing 3 enemies on an enemy control point, in a single life.


You'll Feel a Little Prick
You'll Feel a Little Prick
Assist in killing 3 enemies with a single ÜberCharge on a Scout.


Leaderboard class sniper.png Sniper

Überectomy
Überectomy
Kill a Medic that is ready to deploy an ÜberCharge.


Leaderboard class spy.png Spy

FYI I am a Spy
FYI I am a Spy
Backstab a Medic who has healed you in the last 5 seconds.


Insurance Fraud
Insurance Fraud
Kill an enemy while you're being healed by an enemy Medic.
Dr. Nooooo
Dr. Nooooo
Backstab a Medic that is ready to deploy an ÜberCharge.

Update history

October 25, 2007 Patch
  • Fixed a rare crash caused by a Medi Gun losing its owner.

October 31, 2007 Patch

  • The Medi Gun no longer continues to heal enemy Spies who have lost their disguise.

December 20, 2007 Patch

  • The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding.
  • Fixed exploit where this weapon's ÜberCharge wouldn't drain if you switched weapons.
  • Fixed a rare crash that can happen when a player being healed leaves the server suddenly.

January 14, 2008 Patch

  • Added option for the Medi Gun's beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.

January 15, 2008 Patch

  • Fixed the Medi Gun's effect not being removed if the Medic changed class while healing.

February 28, 2008 Patch

  • Fixed potential client crash for players being healed by a Medic or Dispenser.

March 1, 2008 Patch (Xbox)

  • Medics no longer heal enemy Spies when they're not disguised.

April 1, 2008 Patch

  • Changed Medi Gun ÜberCharge meter to drain faster for each target that still has ÜberCharge beyond your current target. This means there is a penalty for having multiple people being Übercharged at one time.

April 2, 2008 Patch (Xbox)

  • Medic heal rate returned to normal.

May 5, 2008 Patch

  • Fixed unlimited ÜberCharge exploit.

May 7, 2008 Patch

  • Fixed another unlimited ÜberCharge exploit.

May 9, 2008 Patch

  • Fixed toggle-fire option for the Medi Gun preventing players from earning the Second Opinion achievement.

May 21, 2008 Patch

  • Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.

July 8, 2008 Patch

  • Fixed broken Medi Gun taunt.

January 28, 2009 Patch

  • Added percentage to ÜberCharge HUD panel for the Medic.

November 19, 2010 Patch

  • Fixed the Medi Gun's charge percent for other players being steppy.

April 14, 2011 Patch (Hatless Update)

  • [Undocumented] A dropped Medi Gun, after death, no longer has the hose attachment.
  • [Undocumented] Added hose bodygroup to the Medi Gun.

August 3, 2011 Patch

  • Fixed a case where health overheal wasn't being applied when multiple healers were involved.

August 18, 2011 Patch

  • [Undocumented] Added Strange Quality.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Medi Guns can now be gifted.

March 22, 2012 Patch

  • [Undocumented] Changed equip region to "Medigun Backpack".

August 10, 2012 Patch

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

September 21, 2012 Patch

  • Fixed the Medi Gun overheal duration attribute causing the overheal effect to decay faster, rather than slower in Mann vs. Machine.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 21, 2012 Patch

  • Fixed a client crash in the Medi Gun charge meter when using a custom HUD.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

February 14, 2013 Patch

  • Fixed the Botkiller Medi Gun using the wrong RED team arms skin while on the BLU team.

February 15, 2013 Patch

  • Fixed not seeing Medi Gun particle beams while healing players in DirectX 8.

November 21, 2013 Patch (Two Cities Update)

June 18, 2014 Patch (Love & War Update)

  • Converted the Medi Gun models to use the c_models system.

February 7, 2014 Patch

  • Fixed third-person Medi Gun beams appearing jittery.

December 17, 2015 Patch (Tough Break Update)

  • During setup time, ÜberCharge build rate is now increased by 3x.

December 22, 2015 Patch

  • Fixed the Medi Gun sometimes using the incorrect ÜberCharge rate on maps with multiple stages.

July 7, 2016 Patch (Meet Your Match Update)

  • All Mediguns allow the Medic to match the speed of their heal target
    • Previously only available on The Quick-Fix
  • A dropped Mediguns's stored ÜberCharge begins to decay over time after coming to rest

September 12, 2016 Patch

  • Fixed Medics getting the Demoman's charging speed when using Mediguns other than the Quick-Fix.

October 27, 2017 Patch

  • Fixed a bug related to the Medi Gun and changing class/loadout while being healed.

December 13, 2017 Patch

  • Fixed a bug with the Medi Gun not staying attached to players.

Bugs

  • Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
  • Sometimes, healing a player with any Medi Gun may result in the heal target getting 1 to 2 HP over the max overheal for that target.
  • The Medi Gun's beam can often glitch in client view, making the beam trail off into the distance or even disappear while healing a target. This bug is shared with all Medi Gun variants.

Trivia

  • If the Medic heals an enemy Spy that kills a teammate, the Medic will be awarded a Kill assist. The Medic will also be credited for an assist if he heals a Spy that successfully saps a building.
    • This also makes it possible for a friendly Medic to dominate a teammate if the Medic gets credited with enough of the Spy's kills on a single teammate.
      • It also makes it possible for the Medic to assist in his own death.

Gallery

See also

External links