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Thread: medic healing ramp

  1. Registered TeamPlayer
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    #1

    medic healing ramp

    Don't know if this has been already posted, but if it hasn't then here
    http://www.teamfortress.com/post.php?id=1656

  2. Registered TeamPlayer iravedic's Avatar
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    #2

    Re: medic healing ramp

    Nice! Good to know,

    And I think it deserves to be directly quoted here. Ewok you should update your Medic article to include if its not already in there. (too busy/lazy to look)

    The Medigun Healing Ramp
    June 24, 2008 - Robin Walker


    In any game there's often a bunch of hidden complexity behind some of the simplest looking features, and TF2 is no exception. One example is that of the Medic's medigun. From a player perspective, it appears simple enough: point it at a team mate, press the button, and it'll heal them. After playing with a bit, most players notice that they have to stay near their target and maintain line-of-sight to their target. After playing with it a lot, some players notice that there's some variability in the rate at which they heal their targets. I thought it might be interesting for Medics to explain what's going on here, and why.



    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. So if you're healing a target who's been hurt less than 10 seconds ago, you'll only be getting the base heal rate of 24 health a second. If the target was hurt 12.5 seconds ago, you'll be healing at 48 health a second. If the target hasn't been hurt for over 15 seconds, you'll be getting the maximum heal rate of 72 health a second.

    Like many additions of hidden complexity, this was a solution to a problem we observed in playtesting. Early on, the medigun only had a single base healing rate of 24 health per second. One behavior we saw players exhibit was that of retreating away from the front line to get healed by a Medic, before returning to combat. Over time, we saw players stop doing this, when they realized that the time it took to be healed back there wasn't worth it. They could have kept fighting at the front line, died, and respawned in much the same amount of time. We wanted to encourage that retreat-for-healing behavior, so we needed to reduce the time it took. We didn't want to affect the healing rate 'in combat' though, so we added this ramp. By using the time since the target was last hurt as a measure of how much combat the target is in, we could essentially tune two different healing speeds independently. The base amount is the rate of healing 'in combat', and the fully ramped amount is the healing rate for resting 'out of combat'.

  3. Registered TeamPlayer Consultant's Avatar
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    #3

    Re: medic healing ramp

    Thats really cool.

    Thanks for posting!

    I wonder how many more of these little features are in there.

  4. Registered TeamPlayer
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    medic healing ramp
    #4

    Re: medic healing ramp

    Awesome find!
    Committing to memory now!

  5. Registered TeamPlayer jabberwock's Avatar
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    #5

    Re: medic healing ramp


    I always wondered about the varying rates, but never put it together... Great find!

  6. Registered TeamPlayer
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    #6

    Re: medic healing ramp

    you win many internets for bringing this to our attention.

  7. Registered TeamPlayer Ficet99's Avatar
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    #7

    Re: medic healing ramp

    I always noticed how my targets would sometimes heal twice as fast as normal, now I know why

  8. Registered TeamPlayer
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    #8

    Re: medic healing ramp

    The medic article doesn't have this, so it will have to be added eventually.

    Quote Originally Posted by Ficet99
    I always noticed how my targets would sometimes heal twice as fast as normal, now I know why
    Yeah, I simply thought when it went fast the med-gun was crit'ing; I guess it was the out-of-combat ramp

  9. Registered TeamPlayer
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    #9

    Re: medic healing ramp

    Hmm. I feel like I've read this somewhere. Being such a noob, I would've thought I read it here on TTP somewhere? Well whatever it was only said that damaged healed more quickly if it has been a little while since they were damaged. Good to have some specifics :9

  10. Registered TeamPlayer
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    #10

    Re: medic healing ramp

    Be carefull with this, you can also see abnormally fast healing on a spy....

    geee why did it take 2 seconds to fully heal that heavy....

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