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View Full Version : The Medigun Healing Ramp


Jokerz
06-26-2008, 11:43 AM
I got this from the official TF2 forums kinda interesting

http://www.teamfortress.com/

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'.

Enlightened Fool
06-26-2008, 12:11 PM
Very interesting indeed.

Blonde
06-26-2008, 12:41 PM
Yeah, but when is the next update? Hmmm?

*david*
06-26-2008, 01:35 PM
Yeah. I knew about the ramp. Though I viewed from the other angle (i.e. healing slows down as your object is taking damage). It certainly seems like the trick is to take damage in bursts instead of in a stream.

Also, does Jokerz have inside info on the next class to be updated? He's been talking up the engy a bunch ....hmmm

Xzi
06-26-2008, 02:46 PM
fun times.

Prosthetics
06-26-2008, 04:56 PM
I was wondering how sometimes when I healed someone their health bar filled up like BOOM. Interesting.

sturmwalzer
06-27-2008, 03:11 AM
Interesting... it's nice to know the reasoning behind this variation that I'm sure a lot of Medics have noticed.

Speaking of Medics, I just want to clear something up - if two medics are healing the same target, does it affect how quickly uber fills? I was under the impression it does, but someone told me it doesn't (rather, he was arguing with me that he didn't think it mattered, and no it's not anybody on this server :P).

ShangoXG
06-27-2008, 08:13 AM
that does make a lot of sense, because many times some heavy has ran up with like, no health and ive healed him to full in like,....3 seconds, and then ill be healing some half dead demoman, and it'll take forever lol.

well im glad i know why now! ^^

screwed
06-27-2008, 10:27 AM
Interesting... it's nice to know the reasoning behind this variation that I'm sure a lot of Medics have noticed.

Speaking of Medics, I just want to clear something up - if two medics are healing the same target, does it affect how quickly uber fills? I was under the impression it does, but someone told me it doesn't (rather, he was arguing with me that he didn't think it mattered, and no it's not anybody on this server :P).
yes, the uber charge fills up slower if multiple medics are healing the same person.
And it can be annoying seeing other medics take over your guy, so if they dont want to stop healing him. I'll have to.

The Spyro's A Pie!
06-27-2008, 01:55 PM
Is the healing rate affected by multiple medics healing one target?
Take for example 2 medics are healing a heavy who is currently taking fire. Would the heal rate be 48 (2 medics x 24 heal rate each) or would it still be the standard 24?

sturmwalzer
06-27-2008, 08:35 PM
yes, the uber charge fills up slower if multiple medics are healing the same person.
And it can be annoying seeing other medics take over your guy, so if they dont want to stop healing him. I'll have to.

Thanks for confirming that. It drives me nuts when a medic comes along and attaches to the guy I was healing. I try to tell them that it slows the uber charge, though.

To Spyro: I think I heard it increases the rate but not to 48... but I'm not sure on that. I've heard both that it makes no difference and that it does make a difference.

eb0
07-02-2008, 04:11 PM
I read about that awhile ago also, but did some testing and from what I could tell, as medic, even healing 72 health a second, it doesn't charge your uber up any faster than healing 24 hp a second. So in some non-combat instances it is better to heal right after damage is given which allows you more time healing damage therefore uber-charge raises to a higher lvl before it slows when buffing hp.

Also what I noticed, when you are playing medic and have lets say half hp, if your heal rate is at the 72hp/sec then you heal yourself at a faster rate also.


One more thing about medic I love is spy detection. With the leeching syringe gun, if you shoot a disguised spy, you will notice the +3 hp each hit. So its very easy to detect spies as medic if you are vigilant about checking.



-eb0

Phearr
07-02-2008, 10:15 PM
Intresting

eb0
07-04-2008, 02:13 PM
Is the healing rate affected by multiple medics healing one target?
Take for example 2 medics are healing a heavy who is currently taking fire. Would the heal rate be 48 (2 medics x 24 heal rate each) or would it still be the standard 24?

Its the heal rate of the first medic (24,48,72) plus the base heal rate of the second (24). So if the first medic is healing at 72 and another medic comes along, until full on hp the "heavy" will be healed at 96hp/sec.