Difference between revisions of "Talk:Vaccinator"

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(Should we move the "Unused content" regarding the MvM Shields to Medic_Robot#Unused_content?: new section)
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I played with the Vaccinator for quite a while, and it seems I find that in Normal mode, if the patient (Soldier / Demoman) hurts himself with his explosives, it won't have any resistances, while in MvM, it has the resistance. Anyone can confirm this? [[User:Xierra|Xierra]] 22:20, 21 December 2012 (PST)
 
I played with the Vaccinator for quite a while, and it seems I find that in Normal mode, if the patient (Soldier / Demoman) hurts himself with his explosives, it won't have any resistances, while in MvM, it has the resistance. Anyone can confirm this? [[User:Xierra|Xierra]] 22:20, 21 December 2012 (PST)
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:Just tested it, does not happen. They still have a resistance. [[User:M15513c0mm4nd|M15513c0mm4nd]] ([[User talk:M15513c0mm4nd|talk]]) 18:03, 17 September 2014 (PDT)
  
 
== Bugs with regards to other items ==
 
== Bugs with regards to other items ==
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<small>— ''The preceding unsigned comment was added by'' '''[[User:ValVe102|ValVe102]]''' ([[User talk:ValVe102|talk]]) • ([[Special:Contributions/ValVe102|contribs]]) </small>
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:ValVe102|ValVe102]]''' ([[User talk:ValVe102|talk]]) • ([[Special:Contributions/ValVe102|contribs]]) </small>
 
:Mouse 3 is by default the mouse wheel. If a mouse doesn't have a mousewheel. Then why are you even using it. [[User:Ashes|Ashes]] 20:51, 28 December 2012 (PST)
 
:Mouse 3 is by default the mouse wheel. If a mouse doesn't have a mousewheel. Then why are you even using it. [[User:Ashes|Ashes]] 20:51, 28 December 2012 (PST)
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== 25% heal always active? ==
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The article says that when the medic is healing a target they get 10% damage reduction of whatever damage type and the medic heals 25% of the damage his target receives of that damage type. I thought that that only occurred during uber, as that's what I've heard and that's what the weapon description would imply. [[User:Mister Chippy|Mister Chippy]] 07:02, 9 January 2013 (PST)
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:It's true but the during uber part. This special healing effect can occur while not under ubering. Just tested by "hurtme" myself to 5 hp left as medic, and healing a scout against a level 1 sentry with no uber activating. When the scout got shot by the sentry, I could see green "+4" keep emerging beside my health bar. This can be explained as 25% of the matched incoming damage's original value on the healing target will heal the medic, while the patient get the benefit of 10% resistance of the matched damage type from the Vaccinator. This also applies while under uber, of course. [[File:User Jcmbmhitacid Sign New.jpg|120px|link=User:Jcmbmhitacid|Jcmbmhitacid]] 00:45, 22 March 2013 (PDT)
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== When did Valve add the new sound cues? ==
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When (during which update?) did Valve add the specific sound cues that play everytime 1) a resistance is switched, 2) an übercharge bar hits full? They didn't exist when the Vaccinator was first added to the game during the Mecha Update, because I tried out the Vaccinator the first day it became available and it didn't have that. Must've been an undocumented change. I hadn't used the Vaccinator in months, but when I did today I noticed the new sounds. I added the info to the Vaccinator article. I have to try out if those sound cues are heard by other players, too, but I doubt it. --[[User:Knusperfrosch|Knusperfrosch]] ([[User talk:Knusperfrosch|talk]]) 11:26, 5 September 2013 (PDT)
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: Probably undocumented somewhere however your only luck of finding out is going through all the patch notes. Probably after the vaccinator was released. [[User:Ashes|Ashes]] ([[User talk:Ashes|talk]]) 11:36, 5 September 2013 (PDT)
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:: [[February 28, 2013 Patch]], "Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types" It always had a unique sound when fully charged. [[User:Balladofwindfishes|Balladofwindfishes]] ([[User talk:Balladofwindfishes|talk]]) 13:41, 5 September 2013 (PDT)
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== 3D Image ==
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how can we check the 3D model of the Vaccinator or other weapons [[User:Villager3056|Villager3056]] ([[User talk:Villager3056|talk]]) 09:27, 1 August 2014 (PDT)
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:It should be 3D by default. click and drag the image to see the full thing. If it's not 3D, either your browser does not support the 3D Image, or you have the 2D version on. There should be a button that says 2D. Click it. [[User:M15513c0mm4nd|M15513c0mm4nd]] ([[User talk:M15513c0mm4nd|talk]]) 18:06, 17 September 2014 (PDT)
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i know that, but outside this wiki, how can we put the 3D model of a weapon on this wiki [[User:Villager3056|Villager3056]] ([[User talk:Villager3056|talk]]) 05:48, 5 October 2014 (PDT)
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== Strangifier ==
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Crate #85 added in the 8/13/14 Patch contains a Vaccinator strangifier.
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[[User:Plaatinum Spark|Plaatinum Spark]] ([[User talk:Plaatinum Spark|talk]]) 16:48, 13 August 2014 (PDT)
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== Something odd with the Strange variant of this weapon ==
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 +
I don't know, but the ÜberCharges counter does not count very well on this weapon. I've used a lot of times my ubers and nothing happens. I think it does only count if you waste all four ÜberSlots from Vaccinator in order to count. I haven't tested this, but my Strange is taking a lot to get the counts (The ÜberCharge count kept in 87 even that I used a lot of times my ÜberCharges on that round). After proper testing, I think this should be noted, as the ÜberCharge mechanic differs from other Medi Guns. [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 10:45, 21 February 2015 (PST)
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== Slight ÜberCharge build on proper resist ==
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 +
The Vaccinator does not seem to receive charge on matched damage. In testing with bots, build times with matching were within a few ticks of build times without, ''more'' or less. I have separately tested patient (health <100%) and Medic (patient at max) being hurt, with and without shield use. Weapons tested include the Sniper Rifle, SMG, Rocket Launcher, Flamethrower (close) and each crit-boosted. Can anyone else confirm? [[User:Straitjacket|Straitjacket]] ([[User talk:Straitjacket|talk]]) 14:05, 24 December 2015 (PST)
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== Bug in MvM? ==
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I've noticed in MvM that randomly while using an übercharge, it would deplete 50% of my über instead of the intended 25%. It is not referred to in the bugs section and so was wondering if anyone knew what exactly causes this problem?
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[[User:LyuSapphire|LyuSapphire]] ([[User talk:LyuSapphire|talk]]) 15:23, 25 March 2016 (PDT)
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I think this is an overlooked function, but not technically a bug. When you revive someone you do not uber them, the revive costs you 25% and then ubering them as soon as they are revived costs you the other 25%. [[User:MysticTheMeeM|MysticTheMeeM]] ([[User talk:MysticTheMeeM|talk]]) 11:48, 14 April 2016 (PDT)
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== Should we move the "Unused content" regarding the MvM Shields to [[Medic_Robot#Unused_content]]? ==
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Title. I say yes, that info would fit more appropriately over there than here on Vaccinator. [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 18:15, 15 March 2019 (UTC)

Revision as of 18:15, 15 March 2019

The crafting recipe is two quickfix and one refined metal: http://steamcommunity.com/sharedfiles/filedetails/?id=114607013 Nathanimalius 16:43, 20 December 2012 (PST)

Function Times

Should the function times table include the time it takes to get 25% charge and how fast it overheals? Also, should the "Effect duration" show how long each separate charge is, or the whole thing? The charge is segmented into four charges, which can be used individually for 2 seconds each, or held down to use all of it at once. Hummus 23:30, 20 December 2012 (PST)

I updated the effect time to show "2 / 4 / 6 / 8 s" and added a tooltip for overheal heal amount. A question remains: Should there be a separate row for how much time it takes to get to 25%? Hummus 00:58, 23 December 2012 (PST)

Crafting image

I noticed the image for the Vaccinator in the crafting section isn't exactly ideal. Can someone change it? Or teach me how to?

Thanks in advance ChezeHam 21 December 5:43 pm GMT

Crits

I've been told the resists don't work against crits, is this true? Untouch 10:46, 21 December 2012 (PST)

Correct, it doesn't properly resist crits or mini-crits. The testing I have done so far shows that the matched vaccinator ubercharge lowers a huntsman crit from 360 to 270, and lowers a mini-crit huntsman from 162 to 72. Seemingly, the uber protects against the base damage but none of the crit damage. The math works out perfectly that way. Keating 00:45, 23 December 2012 (PST)

Differences in MvM & Normal Play

I played with the Vaccinator for quite a while, and it seems I find that in Normal mode, if the patient (Soldier / Demoman) hurts himself with his explosives, it won't have any resistances, while in MvM, it has the resistance. Anyone can confirm this? Xierra 22:20, 21 December 2012 (PST)

Just tested it, does not happen. They still have a resistance. M15513c0mm4nd (talk) 18:03, 17 September 2014 (PDT)

Bugs with regards to other items

If we're going to point out the clipping when taunting, should we also add bugs about how the Canteen part of this clips with the Power-Up Canteen (if it does) and causes the Emerald Jarate to look... unnatural? -FlaminSarge 01:38, 22 December 2012 (PST)

Medic's quote

Suggestions for the Medic's quote up at the top of the page? "Fascinating..." is a bit... boring. I would suggest "'This will only sting for a moment.' -The Medic, on vaccinations", or something (that one may be used elsewhere, though); the current one just seems off. -FlaminSarge 01:42, 22 December 2012 (PST)

Weapon Damage Types

There is currently no article on this wiki which lists damage types. This is a core mechanic relating to this weapon. Because of this, a list of damage types that are not obvious should be provided, especially since it can fit in a single sentence. The user that that reverted the relevant text back - to a sentence that gives only 2 arbitrary examples - said that the it was an "unneeded list" and that "a link will be added in the coming days to a strategy-related article that lists all of them". In response to that, this topic is firstly unrelated to strategy, and secondly, an internal article doesn't exist yet - and if it does the link should be added asap. I do know of an comprehensive, but external, list here. I'm trying to resolve this in discussion for now, to avoid edit wars. Keating 02:51, 23 December 2012 (PST)

Would it be better if each weapon article stated what kind of damage it deals? Then the information is in an overall more relevant location. Toomai Glittershine 06:58, 23 December 2012 (PST)
Or we could have an article on "damage types" like the VDC wiki does. But I think my first idea is better, and maybe both could be used together. Toomai Glittershine 07:02, 23 December 2012 (PST)
There are enough unintuitive damage types and a large enough number of weapons in this game to warrant a list in its own right, and all the data's already been compiled in that external link. It would make sense to put this list in the Damage article just in the resistances section. But I don't have the experience or time to make the proper list, and neither has anyone else yet, so in the meantime, I think the one-sentence list of unintuitive bullet resistances should be added to the article of every weapon that affects bullet resistance. The goal or the wiki is after all, first and foremost, to provide people information, not to have perfect formatting and style. Until the information has been properly added in the right location with a link, we should not be removing contributions. Keating 11:55, 23 December 2012 (PST)
It would probably make the most sense to add a damage-type section to the item infobox for each weapon. There's already a section showing the kill icons, and I'd say damage type is rather more important (and less obvious, in many cases). Something similar was discussed here ages ago but we never really got anywhere with it. » Cooper Kid (blether) • (contreebs) 17:12, 23 December 2012 (PST)

Mechanics with regards to spies

The fact about the spy target healing the medic with the vaccinator is a relevant mechanic. This mechanic is not listed in its stats. It is not strategy-related. I'm trying to resolve this in discussion for now, to avoid edit wars. Keating 02:51, 23 December 2012 (PST)

Mouse 3

Not all mice have a Mouse3. Is there a way to use the vaccinator properly without it? The preceding unsigned comment was added by ValVe102 (talk) • (contribs)

Mouse 3 is by default the mouse wheel. If a mouse doesn't have a mousewheel. Then why are you even using it. Ashes 20:51, 28 December 2012 (PST)

25% heal always active?

The article says that when the medic is healing a target they get 10% damage reduction of whatever damage type and the medic heals 25% of the damage his target receives of that damage type. I thought that that only occurred during uber, as that's what I've heard and that's what the weapon description would imply. Mister Chippy 07:02, 9 January 2013 (PST)

It's true but the during uber part. This special healing effect can occur while not under ubering. Just tested by "hurtme" myself to 5 hp left as medic, and healing a scout against a level 1 sentry with no uber activating. When the scout got shot by the sentry, I could see green "+4" keep emerging beside my health bar. This can be explained as 25% of the matched incoming damage's original value on the healing target will heal the medic, while the patient get the benefit of 10% resistance of the matched damage type from the Vaccinator. This also applies while under uber, of course. Jcmbmhitacid 00:45, 22 March 2013 (PDT)

When did Valve add the new sound cues?

When (during which update?) did Valve add the specific sound cues that play everytime 1) a resistance is switched, 2) an übercharge bar hits full? They didn't exist when the Vaccinator was first added to the game during the Mecha Update, because I tried out the Vaccinator the first day it became available and it didn't have that. Must've been an undocumented change. I hadn't used the Vaccinator in months, but when I did today I noticed the new sounds. I added the info to the Vaccinator article. I have to try out if those sound cues are heard by other players, too, but I doubt it. --Knusperfrosch (talk) 11:26, 5 September 2013 (PDT)

Probably undocumented somewhere however your only luck of finding out is going through all the patch notes. Probably after the vaccinator was released. Ashes (talk) 11:36, 5 September 2013 (PDT)
February 28, 2013 Patch, "Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types" It always had a unique sound when fully charged. Balladofwindfishes (talk) 13:41, 5 September 2013 (PDT)

3D Image

how can we check the 3D model of the Vaccinator or other weapons Villager3056 (talk) 09:27, 1 August 2014 (PDT)

It should be 3D by default. click and drag the image to see the full thing. If it's not 3D, either your browser does not support the 3D Image, or you have the 2D version on. There should be a button that says 2D. Click it. M15513c0mm4nd (talk) 18:06, 17 September 2014 (PDT)

i know that, but outside this wiki, how can we put the 3D model of a weapon on this wiki Villager3056 (talk) 05:48, 5 October 2014 (PDT)

Strangifier

Crate #85 added in the 8/13/14 Patch contains a Vaccinator strangifier.

Plaatinum Spark (talk) 16:48, 13 August 2014 (PDT)

Something odd with the Strange variant of this weapon

I don't know, but the ÜberCharges counter does not count very well on this weapon. I've used a lot of times my ubers and nothing happens. I think it does only count if you waste all four ÜberSlots from Vaccinator in order to count. I haven't tested this, but my Strange is taking a lot to get the counts (The ÜberCharge count kept in 87 even that I used a lot of times my ÜberCharges on that round). After proper testing, I think this should be noted, as the ÜberCharge mechanic differs from other Medi Guns. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 10:45, 21 February 2015 (PST)

Slight ÜberCharge build on proper resist

The Vaccinator does not seem to receive charge on matched damage. In testing with bots, build times with matching were within a few ticks of build times without, more or less. I have separately tested patient (health <100%) and Medic (patient at max) being hurt, with and without shield use. Weapons tested include the Sniper Rifle, SMG, Rocket Launcher, Flamethrower (close) and each crit-boosted. Can anyone else confirm? Straitjacket (talk) 14:05, 24 December 2015 (PST)

Bug in MvM?

I've noticed in MvM that randomly while using an übercharge, it would deplete 50% of my über instead of the intended 25%. It is not referred to in the bugs section and so was wondering if anyone knew what exactly causes this problem? LyuSapphire (talk) 15:23, 25 March 2016 (PDT)

I think this is an overlooked function, but not technically a bug. When you revive someone you do not uber them, the revive costs you 25% and then ubering them as soon as they are revived costs you the other 25%. MysticTheMeeM (talk) 11:48, 14 April 2016 (PDT)

Should we move the "Unused content" regarding the MvM Shields to Medic_Robot#Unused_content?

Title. I say yes, that info would fit more appropriately over there than here on Vaccinator. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 18:15, 15 March 2019 (UTC)