so medics...

DNice77

Active Member
Joined
May 29, 2008
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i've been reading the blog and stats due to a recent link to the tf2 blog page, and learned this about medics:
The rate of healing actually ramps up based on the amount of time since the heal target was last injured. If it's been greater than 10 seconds since the target was hurt, the heal rate is increased. The amount of increase ramps linearly up to 3 times the base heal rate at 15 seconds since the target was hurt..........We wanted to encourage that retreat-for-healing behavior...
http://teamfortress.com/post.php?id=1656

cool stuff!

<furiously dives into the blogs some more>
 
I figured it was something along those lines, but it is nice to see what is actually going on. Thanks for the link.
 
I've also been getting uber A LOT faster with the invuln gun. Weird.
 
so let me get this straight in a fire fight you heal less than if you won a fight and ran back to a medic?
 
pretty much - the idea is that "in combat" is standard, and when you're out of combat long enough (10+ seconds) the heal rate goes up.

read the blog, the reasoning is pretty interesting
 
Nice. As a spy/sniper, it's nice to know that if I was flamed by a pyro a while ago, I can be healed much faster to continue my backstabbin' spree.
 
Yeah i read that a few weeks back when i was bored at work (like now). Makes it really beneficial to your team as a medic if there is a break in the action and you top off everyone around you.
 
Yeah, medigun and kk both heal the same, its jsut that the kk charges ubers faster, and of course gives crits instead of invul.
 
Geez woodstock, always a downer...Thanks for posting this, would have never known if you hadn't :D
 
Also, in case some meds were wondering....

You get 1 point for every 600 healing points.

SO HEAL EVERYONE :D
 

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