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Can the Medigun Crit?

#  Nov 10, 2008 at 6:24 AM
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WarningSDE 85254
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A stupid question, yes, I am almost certain it can't

I've played a lot of Medic, and spent a lot of time learning about this game, and never really heard about this

But I've heard it a few times, so I thought I'd ask

Can the Medigun (or Kritzkreig, of course) occasionally Crit, giving a huge health distribuition? again, almost certain it can't, but I've heard it from a few people, so I'd thought I'd ask
#  Nov 10, 2008 at 6:26 AM
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Yoshi 83945
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No.
#  Nov 10, 2008 at 6:35 AM
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Chro 77370
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The medigun can't crit but its version of a 'crit' is the fact that after i think 11, 15 and 19 seconds of not taking damage the healing goes from 24,48,72 hp per second.  This is why if you stay out of combat for a bit a medic will heal you to full in a 1-2 seconds, also why you get such a fast HP boost at the start of combat.
#  Nov 10, 2008 at 7:13 AM
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Aegis Kleais 87223
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That would be a SWEET idea!

Medi-Gun Critting = 72HP/sec for 2-3 seconds no matter what the true heal rate should be.

Oh, and Chro, those numbers are:

0-10 seconds since last taking damage and getting healed : 24HP/sec
11-14 seconds since last taking damage and getting healed : 48HP/sec
15+ seconds since last taking damage and getting healed : 72HP/sec
#  Nov 10, 2008 at 7:36 AM
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Steam ID: Colonel Luxray
 
It would be a good idea, especially for healing heavies that take up so much of your time in the battlefield. But would the uber building rate increase at all?
#  Nov 10, 2008 at 9:25 AM
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Aegis Kleais 87223
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Some modifications I'd like to see:

1. Healing increases crit rate of Medic who assists in a kill while healing at 50% the rate of the patient doing the killing (This is done to counteract the fact that healing currently does not aid the Medic's crit %)
2. Medigun/Kritzkreig has a base 5% chance to "crit" (a chance that raises like other patients who kill within 20 seconds from first crit)  The base crit lasts 3 seconds and gives the gun a 72HP/sec heal rate despite the time it's been since patient was last healed.  During this "crit", Übers will charge in respect to the quicker rate.  (This is done to counteract the fact that the Medic does not really have a secondary "weapon", so he did not have the same crit chances other classes have.  This will still leave him less offensively capable due to having only 2 weapons, but now gives his healing a "crit" that helps him with faster Ubercharges and his patients with faster health regeneration.)

Neither of the above would alter the Medic's offensive ability, though I would still LOVE to see a bonesaw that gives the Medic 100% crit rate if he swings with the mouse2 button, but 2 stipulations:

1. The swing requires the Medic to have 50% ubercharge before it can be used.
2. The swing eats up 50% of the Medic's ubercharge per crit swing.

That would be a perfect defense against Scouts.  Of course, if you crit swing and miss, you're screwed, so it takes skill and all, but it may just give the Medic survivability.  Cause lets face it, if a Medic is not healing teammates, the next best thing he could be doing is contributing to the offensive push (though this being a melee weapon, he'd still be at an expected disadvantage against most classes, and that's understandable)

A Medic can dream though.... a Medic can dream.
#  Nov 10, 2008 at 9:28 AM
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Cascade 83566
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I keep seeing you saying that healing doesn't help a medic's crit-rate, when in fact it does for all practical purposes.

In fact, damage done by your healee increases the medic's crit-rate; so, not healing per se, but any time you're healing a team, some of them will be doing damage, and this does pump your crit%.
#  Nov 10, 2008 at 9:40 AM
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Steam ID: Colonel Luxray
 
I don't think that the crit rate increases, I have not experienced this in any way and I have seen in many places that it doesn't.

As for Aegis Kleas' suggestions I agree with all of them except for the critting bonesaw. I don't want anything encouraging those dreadful "battle medics". I do see where you are coming from though because both the pyro and heavy have a melee that guarantees crits in one way or another, but do you think all classes will follow that pattern? Will the sniper have a kukri that crits when you get a headshot, and what of the spy's knife? The effects are supposed to compliment their abilities, not improve their offensive power. While it did improve offensive power to the heavy and pyro, it's because they are combat classes. I would think that the sniper would have an effect that improved aim and the spy would get something that refills cloak. It only makes sense that the ubersaw does what it does. (Though I don't like the fact that the blut has no crits, but it would be OP if it did...)
#  Nov 10, 2008 at 10:05 AM
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WarningSDE 85254
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Ok, so the answer is no. Simple as that. But I do like a lot of Aegis's Ideas
#  Nov 10, 2008 at 4:19 PM
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Aegis Kleais 87223
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Cascade - just FYI, Robin Walker confirmed to me through email that I could heal 100,000 HP and it would do nothing for my crit rate (in other words, it stated that healing does not increase crit rate)  We're just talking about healing itself doing crit-increase vs. assisting.  I agree it should be a WORLD lower in increasing than kills/assists, but it should do something IMO.  (for example, if a kill = +5% chance and an assist = +2.5% chance, then it would be nice to see a +0.1% per 100HP healed or something like that.

Atomic-
I'm not sure. TBH, if I see Valve continue with other classes that have guaranteed crits, I'll feel the Medic was jipped.  They just have to be creative with the "stipulations" of the guarantee.  The reason why I suggested the Medic's is because it USES up his resource of Ubercharge.  For example. A Pyro with the Backburner could attack someone from the back, get a crit kill, and then do that 4 more times in a row if he were lucky enough.  But with the mechanics I put into the bonesaw idea, the Medic depletes his resource (Ubercharge), so he wouldn't have a constant source of guaranteed crits - he would have to be forced to heal (promoting non-battleMedic behavior) to gain the chance to use the crit.  I was, like you note, concerned about not wanting to promote the Battle Medic syndrome, but at the same time, giving legitimate Medics a chance at defending themselves should a situation arise.  But if they miss a swing or have no ubercharge because they weren't healing, they don't get the crit at all. 

Again, it's just an idea, one I hope was more in line with the promotion of good healing Medics and one that wouldn't reward or promote Medics actively attacking.

I agree with you that the Pyro/Heavy are offensive and the Medic is not (nor should he be), so I was hoping that the limitations of resources feature that I implemented would serve as an adequate con to the pro of a swing (or 2 at most), using up all his ubercharge.  Plus, any Medic who runs towards an enemy who sees him often won't be able to get into range before he's killed (the Medic deserves that) because this crit would (like the other unlocks) be limited to melee range, and Medics are not (again, agreeing that they shouldn't be either) capable offensive classes.

Just my $0.02.

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