Difference between revisions of "Vaccinator"

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(Trivia: obvious trivia)
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File:RED Vaccinator pack.png|RED backpack.
 
File:RED Vaccinator pack.png|RED backpack.
 
File:BLU Vaccinator pack.png|BLU backpack.
 
File:BLU Vaccinator pack.png|BLU backpack.
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File:All_red_vaccinator_buffs.png|All RED Vaccinator buffs.
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File:All_blue_vaccinator_buffs.png|All BLU Vaccinator buffs.
 
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Revision as of 18:45, 2 March 2013

Fascinating...
The Medic on changing resistances

The Vaccinator is a community-made secondary weapon for the Medic. It roughly resembles a Medi Gun, with a team-colored liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock Medi Gun backpack to a small Canteen-like device.

The main feature of the weapon is the Medic's ability to select the desired resistance that will be applied both to him and his heal target. The player can cycle through bullet, explosive and fire resistances by pressing the Special Attack button (default key: MOUSE3) and an appropriate icon will appear over the ÜberCharge meter. Note that weapons that deal generic typeless damage (such as Huntsman or Crusader's Crossbow arrows) are treated as bullets by this mechanic, while there is no way to defend against other damage types such as melee.

Compared to the the stock Medi Gun, the weapon has a 50% faster ÜberCharge build rate but a 66% slower overheal rate. While actively healing, the Medic and his heal target gain a 10% resistance to the selected type of damage and the Medic will be healed 25% of correctly-matched incoming damage to his heal target. In addition, the previously mentioned icon will appear above the health meter on both Medic and heal target's HUD and over their heads.

When the ÜberCharge is deployed and actively healing a target, both the Medic and his heal target gain 75% damage resistance to the selected type of damage. However, the bonus damage of critical hits and mini-crits is not resisted at all, putting a serious cut through the weapon's protection. The ÜberCharge can also be deployed in self-defense when there's no ally to heal, just like standard Medi Gun.

Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached), which can be deployed one at a time as 2-second ÜberCharges. If an ÜberCharge is activated while the next ÜberCharge bar is only partially full, the progress is lost and the ÜberCharge begins depleting the last filled ÜberCharge bar. It is not possible to change the type of resistance in the middle of an ÜberCharge, however keeping the alternate fire button pressed maintains the ÜberCharge through all the charges left with no interruptions in between.

The Vaccinator was originally contributed to the Steam Workshop under the name "The Hot Coffee".

Healing and function times

Healing and function times
Healing
Healing (in combat) 100% 24 / s (8 / s)
Healing (out of combat) 300% 72 / s (24 / s)
Function times
Effect duration 2 / 4 / 6 / 8 s
Charge fill speed 3.75% / s (3.75% / s)
Maximum charge time 26.67 s (26.67 s)
Values are approximate and determined by community testing.

Crafting

See also: Crafting

Blueprint

Quick-Fix Reclaimed Metal Vaccinator
Item icon Quick-Fix.pngx3 + Item icon Reclaimed Metal.png = Item icon Vaccinator.png
Class Token - Medic Slot Token - Secondary Scrap Metal Possible Results
Item icon Class Token - Medic.png + Item icon Slot Token - Secondary.png + Item icon Scrap Metal.png =
Item icon Kritzkrieg.png Item icon Quick-Fix.png Item icon Vaccinator.png

Update history

December 20, 2012 Patch (Mecha Update)

  • The Vaccinator was added to the game.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for The Vaccinator.

February 1, 2013 Patch

  • [Undocumented] Fixed an issue with the self-illumination on the Vaccinator's backpack.

February 28, 2013 Patch

  • Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types

Unused content

  • There are three different styles of beam intended for this weapon, one for each type of resistance. Instead, the weapon shares its beam with the Kritzkrieg and Quick-Fix. [1]

Bugs

  • If an attack is a critical hit or a mini-crit, the extra damage added on is not resisted for the proper 10% while healing and 75% during Über. More specifically:
    • If an attack is a critical hit and is doing triple damage, only the original part of the damage (one-third) is resisted, resulting in a total resistance of only 3% while healing and 25% during Über.
    • If an attack is a mini-crit and is doing 1.35x damage, the extra 35% damage is unresisted, resulting in a total resistance of only 7% while healing and 56% during Über.
  • Being set on fire will cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
  • This weapon does not glow when crit boosted.
  • The backpack device always shows RED lights, regardless of the team in Mann Co. Store preview.
  • If the Medic or his patient die during ÜberCharge, the shield will remain in the world for a few seconds.

Trivia

  • The healing given to the Medic when his patient takes matched damage also applies to self-inflicted damage - for example, if a Soldier is being healed with the Vaccinator set to explosive resistance, the Medic will receive health whenever the Soldier rocket jumps.

Gallery

References

See also