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− | + | In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages. | |
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− | In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages | ||
== Basics == | == Basics == | ||
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− | ==== Advantages and | + | * Please note, the slow quick-fix heal rate is extremely rare in comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med. |
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+ | ==== Advantages and disadvantages ==== | ||
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge. | Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge. | ||
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Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge. | Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge. | ||
− | === Deploying | + | === Deploying übers === |
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used. | An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used. | ||
− | The Medic can split the ÜberCharge between | + | The Medic can split the ÜberCharge between patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second. |
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+ | When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash. | ||
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+ | === Über Flashing === | ||
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+ | Flashing über is the term used to say that the Medic, being yours or the enemies, has ubered more then 1 class around him. Every extra class that is being ubered by the Medic takes 1 second of über time away from the übercharge. If the Medic is healing 1 class for the full duration of the über the charge last 8 seconds, this time is not reduced if the medic does not heal any class and only übers himself. | ||
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== Usage == | == Usage == | ||
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=== ÜberCharge exchanges === | === ÜberCharge exchanges === | ||
− | When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non- | + | When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies. |
=== Kritzkrieg === | === Kritzkrieg === | ||
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The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies. | The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies. | ||
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[[Category:Mechanics]] | [[Category:Mechanics]] |