Shock Therapy: Difference between revisions

From TF2 Classic Wiki
Jump to navigation Jump to search
(translations)
 
(48 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Infobox weapon
{{Infobox weapon
| kill-icon=taser
| kill-icon=taser
| kill-icon-2=taser uncharged
| used-by=Medic
| used-by=Medic
| slot=Melee
| slot=Melee
Line 7: Line 8:
| loadout-propername=yes
| loadout-propername=yes
| loadout-attributes=
| loadout-attributes=
{{Loadout positive|Hit teammates at maximum charge to fully heal them}}
{{Loadout negative|-15% heal rate}}
{{Loadout negative|-15% heal rate}}
{{Loadout neutral|Hit teammates for a quick full heal to maximum health (30s cooldown)}}
{{Loadout neutral|Damage is affected by current charge}}
<br/>
<br/>
{{Loadout neutral|Damage is also affected by the current electrical charge}}
{{Loadout neutral|"CLEAR!"}}
}}
}}
The '''Shock Therapy''' is a melee weapon for the [[Medic]]. It is a arm-mounted battery-powered taser.
{{Quotation|'''The Medic''' ''after electrocuting some poor soul into ash''|''Oops! Zat vas not Medizin!''}}


When hitting a teammate with a full charge, it heals them for an amount equal to their class's maximum health, with any remaining health becoming overheal. This, however, entirely depletes the charge, meaning that hitting a teammate again would do nothing until the weapon is fully charged again. The weapon takes 30 seconds to recharge.
The '''Shock Therapy''' is a melee weapon for the [[Medic]]. It's an arm-mounted gadget, powered by a team-colored battery, with two large prongs that emit a current of electricity. The opacity of the electricity going through the prongs is proportional to how much charge the weapon has. As a hidden attribute, it has a 70% increase in melee range compared to other weapons.


Hitting an enemy with a full charge can deal up to 100 damage. However, it also entirely depletes the charge. Hitting an enemy without a full charge does work, but it deals damage proportional to the current charge, as well as depleting whatever charge there was.
The Shock Therapy operates using a charge meter. When the meter is full, attacking an enemy (including enemy buildings) consumes it entirely, dealing 100 damage. When attacking an ally (excluding allied buildings) on a charged hit, it also consumes it, healing 100% of their max health value and [[Healing|overhealing]] if their health would be full. Once depleted, the meter will recharge after 30 seconds, after respawning, or after visiting a resupply locker. While recharging, attacking an enemy consumes the remaining charge and deals between 1 and 99 damage. Attacking an ally while recharging does nothing. Attacking a [[Spy]] disguised as an ally will heal them instead of hurt them. Attacking an invulnerable enemy will consume the charge without dealing damage.


Going underwater while wielding the Shock Therapy instantly depletes the charge.
The Shock Therapy also deals [[Critical hit|mini-crits]] against wet enemies, such as those [[water|underwater]], recently escaping water, or in shallow water - but not [[Fish whacker|bleeding]] enemies. Its charge will be set to 0% as long as the user is underwater, making it deal no damage at all. It will still damage underwater enemies as long as the user is above the surface.
 
As a penalty, the Shock Therapy cannot randomly crit (as a hidden attribute), and gives 15% less heal rate (including overheal rate) on the [[Medi Gun]] and [[Kritzkrieg]]. This means the heal rate is changed to a minimum of 20.4 HP/s (from 24) and a maximum of 61.2 HP/s (from 72). This has the side effect of building [[ÜberCharge]] faster, as the Medic receives less Über meter when healing allies above 142.5% health.
 
== Properties ==
{{Weapon properties
| damage-type = Melee
| ranged-type = Melee
| taunt = Glove snap
| damage-column = true
| base-damage = 0
| base-damage-percentage = 0%
| charged-damage = 100
| charged-damage-percentage = 100%
| critical = 3-297
| critical-charged = 300
| mini-crit = 1-134
| mini-crit-charged = 135
| healing-column = true
| healing-others = {{tooltip|100% of max health|Also overheals}}
| function-times-column = true
| attack-interval = 0.8 s
| activation-time = 0.2 s
| charge-fill-speed = 3.33% / s
| charge-fill-time = 30 s
|}}
 
== Related achievements ==
{{Achievement table|
{{Achievement|achievement_chekhov_shock}}
}}
 
== Strategy ==
The Shock Therapy is the only melee weapon that can heal other players, so use it sparingly during combat! It heals a friendly player up to 100% of their health and can overheal, making it ideal for healing an injured ally with less than 50% health. [[Heavies]] and [[Soldiers]] are ideal classes for healing due to their high health points. This is also an excellent for defense if the ally has taken a significant hit and needs to be burst healed with Shock Therapy, as Mediguns have a lower heal rate when the melee weapon is equipped. Its reduced heal rate makes it difficult for the Medic to heal groups of allies quickly enough for them to return to the battlements, but this can be addressed by adding another Medic to the team. The Shock Therapy makes the Mediguns fill ÜberCharge faster in exchange for less healing, making it helpful when Medic is constantly in the frontlines of which he needed the ÜberCharge effect the most.
 
Only use Shock Therapy in duels or in dire situations, such as when alone and facing flanking enemies. Its hidden increased melee range stat allows it to easily inflict significant damage on enemies at full charge. Try shocking the enemy before killing them with the [[Syringe Gun]], or vice versa. It is an excellent counter to a Heavy wearing [[Chekhov's Punch]], as the shock can kill him instantly unless he has overheal. It is ineffective against disguised [[Spies]] because it heals rather than harms them; instead, use the Syringe Gun, or wait for their disguise to wear off first.
 
{| class="wikitable" style="text-align:center;"
|+ style="text-align:center;"| Shock Therapy v. Stock Bonesaw
|- style="text-align:left;"
| <poem>
➕ Burst heal on a single target
➕ Indirectly fills ÜberCharge faster
➕ Increased damage when fully charged
➕ Increased melee range
➕ Effective against wet players
</poem>
| <poem>
➖ Less healing rate
➖ Ineffective in healing groups of players
➖ Has a charge that lasts for 30 seconds
➖ Can only heal allies when the charge is full
➖ No random critical hits
➖ Heals disguised enemy Spies instead of hurting them
</poem>
|}


== Update history ==
== Update history ==
{{Update history|
{{Update history|
'''2.0.0'''
'''[[2.0.0]]'''  
* Added The Shock Therapy
* Added The Shock Therapy  
'''2.0.2'''
*15% slower Heal Rate on all Mediguns when equipped
*Decreased the ammount of healing done on hit from 150% to 100% of a classes health
*Health is given to the target instantly
*No longer uses Knife Impact sounds when hitting players
*Removed guaranteed crits against wet enemies


'''[[2.0.2]]'''
* 15% slower heal rate on all Mediguns when equipped
* Decreased the amount of healing done on hit to 100% (from 150%) of a classes health
* Health is given to the target instantly
* No longer uses [[Knife]] impact sounds when hitting players
* Removed guaranteed [[Critical hit|crits]] against [[Water|wet]] enemies
'''[[2.1.0]]'''
* Updated the Shock Therapy:
** Healing is now properly networked, causing less false-positives
** Now has a unique particle for healing teammates
** Updated kill icon
** Now has a unique icon for [[building]] kills
* Heal points are now given for Shock Therapy healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]
}}
}}


Line 47: Line 112:
|ru=Шоковая терапия|ru_m=Shock Therapy
|ru=Шоковая терапия|ru_m=Shock Therapy
|tr=Şok Terapisi|tr_m=Shock Therapy
|tr=Şok Terapisi|tr_m=Shock Therapy
|uk=Шокова терапія|uk_m=Shock Therapy
}}
}}
== Trivia ==
* The name of this weapon refers to [[Wikipedia:Electroconvulsive_therapy|electroconvulsive therapy]], which uses electricity to treat mental disorders.
* The internal name for the Shock Therapy is <code>tf_weapon_taser</code>, in reference to the [[Wikipedia:Taser|real-life electric weapon with the same name]].
* If the Shock Therapy destroys a [[building]], the kill icon will have the "uncharged" icon.
* The Shock Therapy model was [https://web.archive.org/web/20221206135707/https://steamcommunity.com/sharedfiles/filedetails/?id=439002187 contributed] to Steam Workshop as the "Circuit Breaker" and was created by {{Dev|Jukebox}}, [https://steamcommunity.com/id/DG4LIFE Metabolic], [https://steamcommunity.com/profiles/76561197994042061 Texman], [https://steamcommunity.com/id/jprasgreensoldier JPRAS], [https://steamcommunity.com/id/hurrkayofantik Chaofanatic] (only credited to Jukebox by ''TF2 Classic'').
== Comparison from ''Team Fortress 2'' ==
* Shock Therapy's live ''TF2'' counterpart is the [[Tf:Neon Annihilator|Neon Annihilator]], as it also deals increased damage against wet players (this instead deals 100% critical hit).
* Shock Therapy is also a counterpart of the live version's [[Tf:Amputator|Amputator]], as both are Medic's only melee weapons in their respective games that heal allies.
{{nav allweapons}}
{{nav allweapons}}

Latest revision as of 09:49, 4 June 2024

Shock Therapy
Backpack Shock Therapy.png
Kill Icons
Killicon taser.png
Killicon taser uncharged.png
Basic Information
Used by Medic
Slot Melee
Loadout Stats

The Shock Therapy

Taser

Hit teammates at maximum charge to fully heal them

-15% heal rate

Damage is affected by current charge


"CLEAR!"

Oops! Zat vas not Medizin!

The Medic after electrocuting some poor soul into ash

The Shock Therapy is a melee weapon for the Medic. It's an arm-mounted gadget, powered by a team-colored battery, with two large prongs that emit a current of electricity. The opacity of the electricity going through the prongs is proportional to how much charge the weapon has. As a hidden attribute, it has a 70% increase in melee range compared to other weapons.

The Shock Therapy operates using a charge meter. When the meter is full, attacking an enemy (including enemy buildings) consumes it entirely, dealing 100 damage. When attacking an ally (excluding allied buildings) on a charged hit, it also consumes it, healing 100% of their max health value and overhealing if their health would be full. Once depleted, the meter will recharge after 30 seconds, after respawning, or after visiting a resupply locker. While recharging, attacking an enemy consumes the remaining charge and deals between 1 and 99 damage. Attacking an ally while recharging does nothing. Attacking a Spy disguised as an ally will heal them instead of hurt them. Attacking an invulnerable enemy will consume the charge without dealing damage.

The Shock Therapy also deals mini-crits against wet enemies, such as those underwater, recently escaping water, or in shallow water - but not bleeding enemies. Its charge will be set to 0% as long as the user is underwater, making it deal no damage at all. It will still damage underwater enemies as long as the user is above the surface.

As a penalty, the Shock Therapy cannot randomly crit (as a hidden attribute), and gives 15% less heal rate (including overheal rate) on the Medi Gun and Kritzkrieg. This means the heal rate is changed to a minimum of 20.4 HP/s (from 24) and a maximum of 61.2 HP/s (from 72). This has the side effect of building ÜberCharge faster, as the Medic receives less Über meter when healing allies above 142.5% health.

Properties

Properties
Damage type Melee
Ranged or Melee? Melee
Taunt Glove snap
Damage
Base damage 0% 0
Charged damage 100% 100
Critical 3-297
Critical (charged) 300
Mini-crit 1-134
Mini-crit (charged) 135
Healing
Healing (others) 100% of max health
Function Times
Attack interval 0.8 s
Activation time 0.2 s
Charge fill speed 3.33% / s
Charge fill time 30 s
All values are approximate.

Related achievements

Achievement Description
Tf2c achievement chekhov shock.png It's Dead! Give an enemy Heavy who has the Chekhov's Punch equipped a heart attack!

Strategy

The Shock Therapy is the only melee weapon that can heal other players, so use it sparingly during combat! It heals a friendly player up to 100% of their health and can overheal, making it ideal for healing an injured ally with less than 50% health. Heavies and Soldiers are ideal classes for healing due to their high health points. This is also an excellent for defense if the ally has taken a significant hit and needs to be burst healed with Shock Therapy, as Mediguns have a lower heal rate when the melee weapon is equipped. Its reduced heal rate makes it difficult for the Medic to heal groups of allies quickly enough for them to return to the battlements, but this can be addressed by adding another Medic to the team. The Shock Therapy makes the Mediguns fill ÜberCharge faster in exchange for less healing, making it helpful when Medic is constantly in the frontlines of which he needed the ÜberCharge effect the most.

Only use Shock Therapy in duels or in dire situations, such as when alone and facing flanking enemies. Its hidden increased melee range stat allows it to easily inflict significant damage on enemies at full charge. Try shocking the enemy before killing them with the Syringe Gun, or vice versa. It is an excellent counter to a Heavy wearing Chekhov's Punch, as the shock can kill him instantly unless he has overheal. It is ineffective against disguised Spies because it heals rather than harms them; instead, use the Syringe Gun, or wait for their disguise to wear off first.

Shock Therapy v. Stock Bonesaw

➕ Burst heal on a single target
➕ Indirectly fills ÜberCharge faster
➕ Increased damage when fully charged
➕ Increased melee range
➕ Effective against wet players

➖ Less healing rate
➖ Ineffective in healing groups of players
➖ Has a charge that lasts for 30 seconds
➖ Can only heal allies when the charge is full
➖ No random critical hits
➖ Heals disguised enemy Spies instead of hurting them

Update history

2.0.0
  • Added The Shock Therapy

2.0.2

  • 15% slower heal rate on all Mediguns when equipped
  • Decreased the amount of healing done on hit to 100% (from 150%) of a classes health
  • Health is given to the target instantly
  • No longer uses Knife impact sounds when hitting players
  • Removed guaranteed crits against wet enemies

2.1.0

  • Updated the Shock Therapy:
    • Healing is now properly networked, causing less false-positives
    • Now has a unique particle for healing teammates
    • Updated kill icon
    • Now has a unique icon for building kills
  • Heal points are now given for Shock Therapy healing, Medic passive regen, Kritzkrieg self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy Sandviches

Names in other languages

Language Name Meaning
Bulgarian Електрошокова терапия Electroshock Therapy
Spanish Electrochoque Electroshock
English Shock Therapy -
French Électrochoc Electroshock
German Schocktherapie Shock Therapy
Hungarian Sokkterápia Shock Therapy
Italian Elettroshock Electroshock
Polish Terapia szokowa Shock Therapy
Brazilian Portuguese Terapia de Choque Shock Therapy
Romanian Terapie de șoc Shock Therapy
Russian Шоковая терапия Shock Therapy
Turkish Şok Terapisi Shock Therapy
Ukrainian Шокова терапія Shock Therapy

Trivia

Comparison from Team Fortress 2

  • Shock Therapy's live TF2 counterpart is the Neon Annihilator, as it also deals increased damage against wet players (this instead deals 100% critical hit).
  • Shock Therapy is also a counterpart of the live version's Amputator, as both are Medic's only melee weapons in their respective games that heal allies.