Talk:Medi Gun

From Team Fortress Wiki
Jump to: navigation, search

Should this be mentioned?

While I was rummaging through the weapon files, when I looked at the Medigun file, it says that it deals 24 damage. But as you know already, it only HEALS. Should this be mentioned in the Trivia? AbeX300 18:26, 12 August 2010 (UTC)

There's a lot of random, un-noteworthy outdated/unused/development stuff in the weapon files. I wouldn't add it. -- Nineaxis Duck Gib.png 18:30, 12 August 2010 (UTC)
From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 health per second. Maybe you read it wrong? --Picard lm(de) 18:35, 12 August 2010 (UTC)
@Nineaxis If that's the case, why is there a mention on Jarate about it's 5-Damage? @Picard I suppose. I'll check it out by changing the "damage". AbeX300 18:38, 12 August 2010 (UTC)
Alright, I tested out on changing the damage. Apparently, it is the heal rate. Thanks Picard for telling me. AbeX300 18:42, 12 August 2010 (UTC)
About the Jarate, why don't you try throwing it directly on an enemy, then check its health? -- Vi3trice (talk) 18:44, 12 August 2010 (UTC)
Errr, yeah. Normally, I would test it myself, but I crafted my only Jarate. -- Vi3trice (talk) 19:05, 12 August 2010 (UTC)
It doesn't do damage --Firestorm 19:21, 12 August 2010 (UTC)
If it did, it would add a new sense to "it hurts when I pee". -- Vi3trice (talk) 19:24, 12 August 2010 (UTC)

Pictogram info.png Info It has been decided that the move will not go ahead for logistical reasons (too much work for such a minor change). -RJ 13:55, 27 September 2010 (UTC)

overheal with über

* The Medigun overheals faster when an ubercharge is ready.

Never heard that one, any citations? --CruelCow 12:42, 3 October 2010 (UTC)

No. It isn't true. With Uber ready it takes roughly 9.5 seconds to get a Soldier from 18 health to 300 health. This time differs slightly without it ready to 9.6 seconds, although I'm accounting this for human error (phone stopwatch ftw!). Hopefully, I'm a reliable enough source for you, Mr. Cow. ;-) --Leftism 12:40, 11 October 2010 (UTC)


Is it a bug that the Medi Gun can no longer overheal targets on a dispenser or cart since the addition of the QuickFix or is that an "as intended" breaking of the game? The preceding unsigned comment was added by Marid (talk) • (contribs) 22:39, 25 July 2011

It's A bug and has been fixed. Overheal can be applied with other healing devices. GOLDENTRIANGLES 16:40, 3 September 2011 (PDT)GOLDENTRIANGLES

No Weapon Demonstration

Why isnt there an entry of this in the weapon demonstration project? It is a very major weapon it seems to be a diservice. also, how should it be formatted? we cant do the usual red pyro, soldier, medic, spy. Dr. Blutengott 08:26, 26 July 2011 (PDT)

Strange Variant Section

This section was removed, I have reincluded it for the time being. Should it be on the page? Please discuss. Dr. Blutengott 08:58, 3 September 2011 (PDT)

I don't think it merits an entire section just for that - maybe a trivia note or something. » Cooper Kid (blether·contreebs) 11:43, 3 September 2011 (PDT)

Pipe or Hose?

On the main page it says "It is connected via a pipe to the Medic's backpack" I think it's more of a hose since pipes are usually not bendable. I changed word to hose. GOLDENTRIANGLES 16:50, 3 September 2011 (PDT)GOLDENTRIANGLES

Ok but that wasn't really necessary, pipes can be bent or straight in exactly the same way that hoses can. » Cooper Kid (blether·contreebs) 17:03, 3 September 2011 (PDT)
There is such a thing as a bent pipe, but that's the not important distinction. The main difference that GOLDENTRIANGLES was trying to get across was the flexibility of a hose versus the rigidity of a pipe. Pipes are generally fixed structures, unlike the wobbly thing the Medic has. I believe that "hose" is the right term here. -- Alex2539 - (talk | contribs) -- 18:37, 3 September 2011 (PDT)
If pipes are rigid, why are pipe cleaners bendy? =P I know, I know, you're right, I'll be quiet now. » Cooper Kid (blether·contreebs) 03:17, 4 September 2011 (PDT)


a suggestion- it doesn't matter how much percent your uber is fill, you can still activate one. Lets say you were at 15%, then that's how long the uber would last just shorter.TubbyMonster 14:59, 2 May 2012 (PDT)

This isn't the place for these discussions, you should try out the Steam forums instead. User Moussekateer signature sprite.pngMoussekateer·talk 15:05, 2 May 2012 (PDT)

Kill assist own team?

I was playing on 2Fort the other day, went medic and healed a enemy spy for fun, but he backstabbed a friendly soldier and I noticed I was on the kill feed as a "assist" but I'm on the other team, thus making me a impossible candidate for such a feat, unless by glitch or the sort. Also possible to dominate ones team, although I don't think it shows on the scoreboard. -The preceding unsigned comment was added by Bacon sentry (talk) • (contribs)

You should read the Kill Assist article. This is a totally legitimate and intended means of gaining points. ==Fax Celestis talkcontribhome 08:02, 22 September 2012 (PDT)

Bug found.

Noticed that when you die, the particle effects for the Medigun don't go away after death.

I have proof here-

Particle effects include - Heal beam - Ubercharge particles - Ubercharge ready Medigun

I posted this under bugs so the public would know due to there being a few questions on it on Steam threads. The preceding unsigned comment was added by Comet2121 (talk) • (contribs) 03:58, 15 April 2013

It's happen with all medi gun and plus, if we noted at all page, it'll really pain to remove. Just don't add them now. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 22:21, 14 April 2013 (PDT)
Not to mention, It happens on the minigun, Flamethrowers. Its a client side glitch I believe. But otherwise. Not worth noting. Ashes 22:40, 14 April 2013 (PDT)

Missing patch note?

This patch note is missing from the update history, and is not mentioned anywhere in the article that I know of.

Direct damage reduces Medi Gun healing and resist shield effects by 25%
Medics hear a "healing interrupted" sound when this is happening to their heal target

I think that this might be more of an update to the flamethrowers and pyro rather than an update to the medic and mediguns. ArguedOyster (talk) 05:11, 13 June 2017 (PDT)
The update affects the Medi Gun though. Even if it's not added to the update history section, I feel like it should be mentioned in the article itself. ⇒Leaderboard class spy.png Anyar (talk/contributions/giveaway) 05:44, 13 June 2017 (PDT)
I can't say that I'm an expert on the wiki, or even know that much compared to most about the wiki, so this is just what I think. I do think that all of the mechanics of the weapons should be mentioned within their respective pages. But it seems like there's nowhere to do that. You have the main intro, the function times, the update history, the bugs, and the trivia section. The only place where it could belong is the intro, but I'm not sure if it's important enough to be included. There are so many important mechanics to weapons that aren't on the pages and the only place to actually learn about them is through other people usually in the comp community or digging around in forums or random pages on the wiki. Examples include the projectile of the Cow Mangler not coming out of the center but not so much to the right like the other rocket launchers, bullets from the miniguns coming from where the player's head is, whether Liberty Launcher and Air Strike scale with Gunboats, etc. Also some stuff in the updates section are really important to how the weapon works and is intended to be played and is information really vital to new players like miniguns gaining full damage and accuracy after firing/spinning for a second and stickybombs gaining full damage after five seconds. I'm assuming there's some kind of policy in place on the wiki that I don't know about. But to answer your original question, I think that putting how flames disrupt medic healing or how that was updated would make everything extremely convoluted at least at this current time when every weapon only has one section to describe its mechanics on. I mean, you would have to put how sentries have a natural resistance to miniguns which was reduced on the sentry page and how rockets can be airblasted on every rocket launcher page and eventually you'll need to put every interaction because every class and every weapon in because that's how the game was balanced. In the current state of the wiki, it's probably best to keep everything as simple as possible and just leave interactions on the original page (if even that) and keep only the core mechanics in the intro paragraphs (basically just how the weapon works). Plus you would need to update all of the medi-guns' intros and that never seems like a good idea when you have to change an entire group of weapons with the same thing.ArguedOyster (talk) 06:36, 13 June 2017 (PDT)

Medigun Range

The Medigun's range when first locking onto a player is roughly 474 hammer units, and 560 when losing lock on due to distance.

I only tested the distance in a straight line, but I also briefly checked how it behaves in diagonals, and it seemed to not be consistent with the straight line distance. If anyone is interested I believe it might be a good idea to either test the full 360 degree range or perhaps look into the leaked code to find an answer.

Link to demo files for my tests: InYoHeart (talk) 09:20, 25 October 2020 (UTC)

"Fire hose"

The lead paragraph describes it as a "modified team-colored fire hose" - is there any actual evidence for this? If there isn't a much better description would be:

A large handheld medical device with a fire hose-like nozzle wrapped in tape, a team-colored frame connected by a hose to the medic's backpack, and two handles above and below the main body. GoldenHorde (talk) 23:51, 20 September 2022 (UTC)