From Team Fortress Wiki

“

— The Medic on changing resistances Fascinating... ”

The Vaccinator is a community-created secondary weapon for the Medic. It roughly resembles a team-colored Medi Gun, with a team-colored, glowing liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock Medi Gun backpack to a small Canteen-like device.

The main feature of the weapon is the Medic's ability to select the desired resistance that will be applied both to the Medic and the heal target. The player can cycle through bullet, explosive, and fire resistances by pressing the reload button (default key: R) and an appropriate icon will appear over the ÜberCharge meter. In addition, a clacking sound cue is played every time the resistance is switched as an auditory feedback signal to the player.

Compared to the stock Medi Gun, the weapon has a 67% faster ÜberCharge build rate. However, when healing a patient who is at full health or higher, the ÜberCharge build rate reduces by 33%; as with other Medi Guns, this rate is halved if the patient is at 142.5% health or higher, and is further halved if they are being simultaneously healed by another source. While actively healing, the Medic and the heal target gain a 10% resistance to the selected type of damage. In addition, the shield icons for any active resistances will appear above the health meter on both the Medic's and patient's HUD and over their heads. The bonus damage of critical hits and mini-crits is not resisted during normal healing. When the Medic or patient receive damage that is matched with the selected resistance (e.g., they take damage that is reduced), an auditory clashing sound can be heard, indicating that damage was blocked; a small shield of the selected damage type will also flash over the damaged player, giving a visual cue as well.

Instead of a single ÜberCharge bar, the Vaccinator builds up to four smaller bars of ÜberCharge, filled in intervals of 25% ÜberCharge (i.e. the bars are filled in order as 25%, 50%, 75%, and 100% ÜberCharge is reached). Each time a bar is filled up, a specific brief sound effect (different from the resistances sound cue) is played to alert the player. The first fully charged ÜberCharge bar may automatically trigger the Übercharge Ready voice response from the Medic.

When the ÜberCharge is deployed, one bar is immediately consumed, and a protective shield of the selected damage type is placed on the Medic and the heal target (if applicable), lasting for 2.5 seconds. This shield grants 75% damage resistance to the selected type of damage, and fully resists critical damage of its type as well. This shield will persist for its duration even if the Medic changes heal targets, allowing the Medic to place additional shields on as many teammates as permitted by the amount of ÜberCharge available. The Medic may also place a second shield of a different damage type on the same patient, allowing them to resist multiple damage types simultaneously. Attempting to place a shield on a patient who already has an active shield of that damage type will have no effect, though holding down the ÜberCharge key will cause it to automatically place another shield when the first one runs out. The shield will dissipate from the Medic upon switching weapons if it is still active. Any partially charged ÜberCharge bar (e.g., any interval that is less than 25%) is not lost upon deploying ÜberCharge, the ÜberCharge meter is simply reduced by 25% upon placing a shield.

An activated ÜberCharge has its own characteristic sound effect which is quite different to that of the other Medi Guns. As well, the auditory clashing sound upon resisting the correctly matched damage type increases in pitch, allowing both the Medic and patient to know that they are resisting 75% of the matched damage rather than just 10%. While ÜberCharge is deployed, the Medic and his patient are able to capture a point, push the cart, and carry the intelligence, unlike the stock Medi Gun.

When healing a patient with a faster movement speed than the Medic, the Medic's speed will be increased to match the patient, allowing him to keep up with Scouts, or teammates that have a weapon-boosted movement speed. Any kills that the patient gets is counted as an assist to the Medic.

The Vaccinator was contributed to the Steam Workshop.

Healing and function times

Healing and function times Healing Healing (in combat) 100% 24 / s ( 8 / s ) Healing (out of combat) 300% 72 / s ( 24 / s ) Function times Effect duration 2.5 s per resistance Charge fill speed 4.175% / s , 2.8% / s , 1.4% / s Maximum charge time 24 s , 36 s , 72 s Beam connect distance 432 ( HU ) Beam disconnect distance 528 ( HU ) Values are approximate and determined by community testing.

Demonstration

Strange variant





Crafting

Blueprint

Related achievements

Master of Disguise

Trick an opposing Medic into healing you. Team Doctor

Accumulate 25000 heal points as a Medic.

Doctoring the Ball

Kill 3 enemies while under the effects of a Medic's ÜberCharge.

S*M*A*S*H

Assist a Medic in exploding 5 enemies with a single ÜberCharge. War Crime and Punishment

In a single life, kill 3 enemies who have damaged a Medic that is healing you.

Pyrotechnics

Kill 3 enemies in a single ÜberCharge. Next of Kindling

Ignite an enemy, and the Medic healing him.

Tam O'Shatter

Destroy 5 enemy Engineer buildings during a single ÜberCharge from a Medic.

Class Struggle

Work with a friendly Medic to kill an enemy Heavy & Medic pair.

Division of Labor

Kill 10 enemies with a Medic assisting you, where neither of you die.

Party Loyalty

Kill 50 enemies within 3 seconds of them attacking your Medic. Red Oktoberfest

Earn a domination for a Medic who's healing you.

Soviet Block

While invulnerable and on defense, block an invulnerable enemy Heavy's movement.

Supreme Soviet

Get ÜberCharged 50 times.

Doc, Stock, and Barrel

Repair a sentry gun under fire while being healed by a Medic.

FYI I am a Spy

Backstab a Medic who has healed you in the last 5 seconds. Insurance Fraud

Kill an enemy while you're being healed by an enemy Medic.

Unused content

There are three different styles of beam intended for this weapon, one for each type of resistance. Instead, the weapon shares its beam with the Kritzkrieg and Quick-Fix.

The Two Cities Update added new skins and particles for the Vaccinator shield. As their names suggest they are exclusive to the Mann vs. Machine game mode, solely on robots. These skins represent each buff resistance type and each one has their own color. The Bullet Resistance ( mvm_vaccinator_shield_bullets ) has a blue color, the Explosive Resistance ( mvm_vaccinator_shield_explosives ) has a green color and the Fire Resistance ( mvm_vaccinator_shield_fire ) has an orange color. Vaccinator Medic robots exist in the code, but are not used in any official Mann vs. Machine missions, and even have a unique weapon named The Vaccinator MVM . Curiously, this weapon is not in the game's Item schema. Vaccinator Medic robots will nullify all damage of their chosen type.

) has a blue color, the Explosive Resistance ( ) has a green color and the Fire Resistance ( ) has an orange color.

Bugs

When balanced to the other team while possessing a ready charge, it will continue to glow in the original team's color.

When switching from the Vaccinator to another weapon after using ÜberCharge, switching back will cancel the active ÜberCharge.

After healing an enemy Spy, the resistance icon might get permanently stuck on the Spy, visible through disguises and cloak and even after dying and respawning.

The Medic's back has a gap that shows the inner body when the Vaccinator is being worn. This is due to the Vaccinator's backpack being smaller than the others.

A Spy disguised as a Medic with the Vaccinator equipped will have the regular Medic backpack.

When a Medic uses ÜberCharge when on fire, critical hits will still do additional damage.

Notes

The Vaccinator was announced to have Added slight ÜberCharge build on proper resistances attribute in the December 17, 2015 Patch (Tough Break Update). As later confirmed by Valve, this change did not happen in that Patch and the incorrect information was removed from the official release note.[1]

Gallery

RED first-person view.

BLU first-person view.

RED backpack.

BLU backpack.

The unused Bullet Resistance special shield for Mann vs. Machine.

The unused Explosive Resistance special shield for Mann vs. Machine.

The unused Fire Resistance special shield for Mann vs. Machine.

All the RED Vaccinator buff icons.

All the BLU Vaccinator buff icons.

The RED ÜberCharge bar.

The BLU ÜberCharge bar.

A Soldier with Bullet Resistance buff.

A Soldier with Explosive Resistance buff.

A Soldier with Fire Resistance buff.

Steam Workshop thumbnail for the Vaccinator.

References

See also



