Difference between revisions of "ÜberCharge"
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*When you hit an ÜberCharged player with a critical hit, they will take no damage. However, the critical hit sound will still play and the letters that indicate a critical hit will appear above the enemy. | *When you hit an ÜberCharged player with a critical hit, they will take no damage. However, the critical hit sound will still play and the letters that indicate a critical hit will appear above the enemy. | ||
*ÜberCharged players are not immune to [[Jarate]] or [[Mad Milk]]. | *ÜberCharged players are not immune to [[Jarate]] or [[Mad Milk]]. | ||
− | + | ==Bugs== | |
+ | * Übercharged players are vulnerable to a stun-lock from the sniper huntsman [[Skewer]] taunt attack. | ||
==See also== | ==See also== | ||
*[[ÜberCharge strategy]] | *[[ÜberCharge strategy]] |
Revision as of 21:45, 23 June 2011
“ | I AM BULLETPROOF!
Click to listen
— The Heavy on how the ÜberCharge works.
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” |
ÜberCharge (German for "supercharge" or "overcharge") is an ability of the Medic class. When applied, it grants invulnerability or guaranteed critical hits for a brief period of time, depending on the used healing gun. The ÜberCharge is built up by focusing the Medic's healing beam onto a teammate (or a disguised Spy).
A bar on the HUD, where the ammo icon usually appears, shows how much ÜberCharge is available. Once the bar is 100% full and begins flashing, the Medic has the ability to activate the ÜberCharge, either granting the Medic and his target invincibility for 8 seconds (with the Medi Gun) or guaranteeing Critical hits from the heal target for 8 seconds (with the Kritzkrieg). With a Medi Gun ÜberCharge activated, the two players will glow their respective team colors. With a Kritzkrieg ÜberCharge activated, both players will appear normal but their weapons will glow and crackle with electricity of their team color for the duration. When looking at a friendly Medic, a colored box shows up on the HUD displaying the username of the Medic, whether or not he is wielding the Kritzkrieg, along with the percent of his ÜberCharge.
It should also be noted that a player can receive an ÜberCharge from a Medic wielding a Medi Gun and another Medic with a Kritzkrieg at the same time, giving the player the effects of both ÜberCharges and allowing them to cut a devastating swathe through the enemy.
A skilled Spy can trick an enemy Medic into ÜberCharging them while they are disguised, wasting the charge and allowing him to wreak havoc on the enemy team for its duration. When this happens, to the team the Spy is on, he'll appear ÜberCharged in his team's color with the enemy Medic trailing behind in their own color. To the team of the Medic, it'll be the same as their own team color.
Switching weapons from the Medi Gun to another will stop the ÜberCharge but continue to drain the ÜberCharge meter.
Contents
Charging the ÜberCharge
The ÜberCharge meter fills at two different rates, depending on the health of the Medic's heal target.
- The Medi Gun meter fills at 2.50% / second when the Medic...
- Heals a player with less than 150% health (full Overheal).
- Heals a teammate during Setup time (even when fully overhealed).
- This was added in a December 2007 patch to replace the strategy of one player constantly self-damaging during setup to keep the Medic healing damage and filling the meter at this rate.
- The Medi Gun meter fills at 1.25% / second when the Medic heals a player who is already 150% health, outside of Setup time.
- This was designed to encourage Medics to heal more than one target.
- The Kritzkrieg meter charges at +25% the rate of the Medi Gun.
- With the faster charge rate, it takes a total of 40 seconds to fully charge the Medi Gun ÜberCharge meter. When charging at the slow rate, this takes 80 seconds.
- With the Kritzkrieg, filling the ÜberCharge meter takes 30 seconds (25% faster) at the faster rate. When charging at the slow rate, this takes 60 seconds.
- Healing enemy Spies (disguised as one of your teammates) also charges the ÜberCharge meter.
- Also, a Medic who wields the Übersaw charges his ÜberCharge by 25% with each successful hit on an enemy (excluding enemy disguised Spies). This includes enemy Scouts under the influence of Bonk! Atomic Punch
- He can also gain a 100% charge by using his Übersaw to successfully taunt kill an enemy.
Using the ÜberCharge
Note that while players are immune to damage with a regular ÜberCharge, they are still affected by knockback from weapons such as the Sentry Gun and the Pyro's compression blast. This can be useful for nullifying an ÜberCharge, because if the Medic is separated from his teammate, the teammate's ÜberCharge will be deactivated.
After a Medic deploys his ÜberCharge onto his target, if he releases his focus on the target, the target will remain ÜberCharged for one second while the Medic heals another target. A Medic can use this to keep multiple patients ÜberCharged at once. However, each player ÜberCharged in addition to the current heal target will cause the ÜberCharge to dissipate at an additional 50% of the base speed [1].
Medi Gun ÜberCharged players cannot capture control points or hold intelligence or flags (but can still defend control points from capture). ÜberCharging while healing an intelligence (flag) holder only ÜberCharges the Medic.These same rules apply to the Scout's Bonk! Atomic Punch. Kritzkrieg ÜberCharged players CAN take intelligence and capture points.
Related Achievements
Scout
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Soldier
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Pyro
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Demoman
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Heavy
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Medic
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Sniper
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Spy
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Update history
- Fixed an exploit that allowed disconnected medics to continue Übercharging their target until they timed out.
- Fixed Medic's Über-charge stats tracking.
- Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons.
- Each extra player ÜberCharged drains the ÜberCharge an additional 50% faster.
- Fixed unlimited ÜberCharge exploit.
- Fixed another unlimited ÜberCharge exploit.
- Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.
- Übercharged players can not be stunned.
- Fixed the Kritzkrieg charge deployed sound getting stuck on.
- Fixed removing the burning/jarated conditions on players who are being ÜberCharged by a Medic using the Kritzkrieg
- Added Mad Milk to the conditions that are cleared when players are made invulnerable by a Medic with an ÜberCharge
Trivia
- Most environmental hazards ignore invulnerable players, and will kill them regardless. However, an ÜberCharge can save the Medic and his healing target(s) from drowning.
- ÜberCharges extinguish Fire on both the Medic and his target.
- While having an ÜberCharge active, the Medic may switch to another weapon such as the Übersaw and use it against enemies to counter the ÜberCharge drain. However, the Medic is vulnerable while he is not holding the Medi Gun.
- ÜberCharged players can be killed by telefrags.
- The textures for ÜberCharged players, like the gibs, are for the old models from early versions of Team Fortress 2. If you look closely, you can see that the ÜberCharge textures for the classes are misaligned in some places (such as the goggles crossing the Engineer's nose).
- When you hit an ÜberCharged player with a critical hit, they will take no damage. However, the critical hit sound will still play and the letters that indicate a critical hit will appear above the enemy.
- ÜberCharged players are not immune to Jarate or Mad Milk.
Bugs
- Übercharged players are vulnerable to a stun-lock from the sniper huntsman Skewer taunt attack.
See also