Difference between revisions of "ÜberCharge"
Aka twitch (talk | contribs) m (→Charge Rates) |
Aka twitch (talk | contribs) (Pared down introduction, split activation details into their own section) |
||
Line 2: | Line 2: | ||
{{Quotation|'''The Heavy''' on the finer mechanics of an ÜberCharge|'''I AM BULLETPROOF!'''|sound=Heavy_specialcompleted06.wav}} | {{Quotation|'''The Heavy''' on the finer mechanics of an ÜberCharge|'''I AM BULLETPROOF!'''|sound=Heavy_specialcompleted06.wav}} | ||
− | '''ÜberCharge''' (German for "supercharge" or "overcharge", actually translated as "Überladung" in the German version) is an ability of the [[Medic]]. | + | '''ÜberCharge''' (German for "supercharge" or "overcharge", actually translated as "Überladung" in the German version) is an ability of the [[Medic]]. ÜberCharge is built up as the Medic heals teammates with his [[Medic#Secondary|secondary weapon]]. Each healing tool has its own unique ÜberCharge effect, which the Medic can unleash once his charge meter reaches 100%. |
− | |||
− | |||
==Charging== | ==Charging== | ||
− | The ÜberCharge meter fills at different rates, depending on the state of the Medic's | + | The ÜberCharge meter fills at different rates, depending on the state of the Medic's healing target. |
===Charge Rates=== | ===Charge Rates=== | ||
Line 35: | Line 33: | ||
|} | |} | ||
− | ==== | + | ====Notes==== |
* During [[Setup time]], the Medic's ÜberCharge meter will fill at the healing tool's maximum rate, regardless of the target's health. | * During [[Setup time]], the Medic's ÜberCharge meter will fill at the healing tool's maximum rate, regardless of the target's health. | ||
* Fill rate is halved if the target is affected by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]].) This was designed to encourage Medics to spread their healing around. | * Fill rate is halved if the target is affected by an additional healing beam (such as from another Medic, a [[Dispenser]] or the [[Payload#Carts|Payload cart]].) This was designed to encourage Medics to spread their healing around. | ||
Line 41: | Line 39: | ||
* Accumulated charge does not carry over if the player changes secondary weapons. For example, if a Quick-Fix Medic with 75% charge switches to the Medi Gun at a [[Respawn#Resupply|Resupply Cabinet]], the ÜberCharge meter will be reduced to 0%. | * Accumulated charge does not carry over if the player changes secondary weapons. For example, if a Quick-Fix Medic with 75% charge switches to the Medi Gun at a [[Respawn#Resupply|Resupply Cabinet]], the ÜberCharge meter will be reduced to 0%. | ||
* Healing enemy Spies (disguised as one of your teammates) also fills the ÜberCharge meter. | * Healing enemy Spies (disguised as one of your teammates) also fills the ÜberCharge meter. | ||
+ | * Healing performed by means other than the healing beam (such as the [[Crusader's Crossbow]], the [[Amputator]]'s [[Medicating Melody]] and the Kritzkrieg's [[Oktoberfest]] taunt, does not contribute to the ÜberCharge meter. | ||
===Non-Healing Meter Effects=== | ===Non-Healing Meter Effects=== | ||
Line 51: | Line 50: | ||
* A Medic struck by a shot from the [[Pomson 6000]] will immediately lose 10 percentage points from his ÜberCharge meter. The Pomson deals damage multiple times as the bolt passes through its targets, but only inflicts the meter drain once per target. | * A Medic struck by a shot from the [[Pomson 6000]] will immediately lose 10 percentage points from his ÜberCharge meter. The Pomson deals damage multiple times as the bolt passes through its targets, but only inflicts the meter drain once per target. | ||
− | == | + | ==Activation== |
+ | A bar on the [[HUD]], where the [[ammo]] icon usually appears, shows how much ÜberCharge is available. Once the bar reaches 100%, it will begin flashing and a [[Medic responses#Class-specific responses|voice response]] will be played, indicating to the Medic that he can unleash the ÜberCharge by pressing alternate fire (MOUSE2 by default.) An ÜberCharge will only affect a player for as long as the healing beam is trained on them - if the Medic dies, draws another weapon or is forced out of range, its benefit to the patient will end prematurely. Once activated, the ÜberCharge will continue to drain, regardless of the Medic's active weapon. | ||
+ | |||
+ | ==Charge Effects== | ||
While players are immune to damage with a Medi Gun ÜberCharge, they are still affected by [[knockback]] from weapons such as the [[Sentry Gun]] and the [[Pyro]]'s [[compression blast]] with both the Medi Gun and Kritzkrieg Übercharges. This can be used to separate the Medic from his teammate, nullifying most ÜberCharges by breaking the healing beam. The Quick-Fix Übercharge, however, will grant immunity to knockback, and other forms of hindered mobility, excluding compression blasts. | While players are immune to damage with a Medi Gun ÜberCharge, they are still affected by [[knockback]] from weapons such as the [[Sentry Gun]] and the [[Pyro]]'s [[compression blast]] with both the Medi Gun and Kritzkrieg Übercharges. This can be used to separate the Medic from his teammate, nullifying most ÜberCharges by breaking the healing beam. The Quick-Fix Übercharge, however, will grant immunity to knockback, and other forms of hindered mobility, excluding compression blasts. | ||
Revision as of 14:53, 24 January 2012
“ | I AM BULLETPROOF!
Click to listen
— The Heavy on the finer mechanics of an ÜberCharge
|
” |
ÜberCharge (German for "supercharge" or "overcharge", actually translated as "Überladung" in the German version) is an ability of the Medic. ÜberCharge is built up as the Medic heals teammates with his secondary weapon. Each healing tool has its own unique ÜberCharge effect, which the Medic can unleash once his charge meter reaches 100%.
Contents
Charging
The ÜberCharge meter fills at different rates, depending on the state of the Medic's healing target.
Charge Rates
Healing Tool | State Of Target | Fill Rate | Fill Time |
---|---|---|---|
Medi Gun | <142.5% Health | 2.50000% | 40 seconds |
>142.5% Health | 1.25000% | 80 seconds | |
>142.5% Health + 2nd Heal Beam | 0.62500% | 160 seconds | |
Kritzkrieg | <142.5% Health | 3.12500% | 32 seconds |
>142.5% Health | 1.56250% | 64 seconds | |
>142.5% Health + 2nd Heal Beam | 0.78125% | 128 seconds | |
Quick-Fix | <142.5% Health | 3.12500% | 32 seconds |
>142.5% Health | 1.56250% | 64 seconds | |
>142.5% Health + 2nd Heal Beam | 0.78125% | 128 seconds |
Notes
- During Setup time, the Medic's ÜberCharge meter will fill at the healing tool's maximum rate, regardless of the target's health.
- Fill rate is halved if the target is affected by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart.) This was designed to encourage Medics to spread their healing around.
- As the Quick-Fix cannot overheal, its meter will generally fill at the maximum rate. If the target is buffed to 142.5% or higher by another source (Medi Gun healing, Powerjack kill etc,) then the Quick-Fix will prevent the buff's natural decay and its meter fill rate will be halved.
- Accumulated charge does not carry over if the player changes secondary weapons. For example, if a Quick-Fix Medic with 75% charge switches to the Medi Gun at a Resupply Cabinet, the ÜberCharge meter will be reduced to 0%.
- Healing enemy Spies (disguised as one of your teammates) also fills the ÜberCharge meter.
- Healing performed by means other than the healing beam (such as the Crusader's Crossbow, the Amputator's Medicating Melody and the Kritzkrieg's Oktoberfest taunt, does not contribute to the ÜberCharge meter.
Non-Healing Meter Effects
- Striking an enemy with the Übersaw fills the user's ÜberCharge by 25 percentage points per hit.
- This can be done even during an active charge, although the meter will continue to drain and the effects of the charge will cease until the Medic draws his secondary weapon again.
- Striking an enemy Scout under the effects of Bonk! Atomic Punch will deal no damage but still add 25% to the Medic's ÜberCharge meter.
- Striking a disguised enemy Spy will not grant the boost, unless the strike kills the Spy or triggers his Dead Ringer.
- The Übersaw's taunt attack also fills the Medic's ÜberCharge meter: 25% for the initial stunning thrust and 75% for the killing retraction. Note that it is possible for the thrust to connect and the retraction to miss (and vice versa.) Each bonus is only awarded if that part affects an enemy target.
- If a Medic dies with the Vita-Saw equipped, he will respawn with up to 20 percentage points of his ÜberCharge meter preserved. This will work even if the player elects to respawn with a different melee weapon, but does not allow the Medic to carry over prior charge into Sudden Death.
- A Medic struck by a shot from the Pomson 6000 will immediately lose 10 percentage points from his ÜberCharge meter. The Pomson deals damage multiple times as the bolt passes through its targets, but only inflicts the meter drain once per target.
Activation
A bar on the HUD, where the ammo icon usually appears, shows how much ÜberCharge is available. Once the bar reaches 100%, it will begin flashing and a voice response will be played, indicating to the Medic that he can unleash the ÜberCharge by pressing alternate fire (MOUSE2 by default.) An ÜberCharge will only affect a player for as long as the healing beam is trained on them - if the Medic dies, draws another weapon or is forced out of range, its benefit to the patient will end prematurely. Once activated, the ÜberCharge will continue to drain, regardless of the Medic's active weapon.
Charge Effects
While players are immune to damage with a Medi Gun ÜberCharge, they are still affected by knockback from weapons such as the Sentry Gun and the Pyro's compression blast with both the Medi Gun and Kritzkrieg Übercharges. This can be used to separate the Medic from his teammate, nullifying most ÜberCharges by breaking the healing beam. The Quick-Fix Übercharge, however, will grant immunity to knockback, and other forms of hindered mobility, excluding compression blasts.
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. This restriction only applies to the Medi Gun ÜberCharge, as players ÜberCharged by the Kritzkrieg or Quick-Fix are free to take intelligence and capture points.
During an ÜberCharge, the Medic is free to switch targets at any time. The effect of a Medi Gun ÜberCharge will linger for one second after breaking contact with the beam, allowing the Medic to grant invulnerability to multiple players simultaneously. Switching targets during this ÜberCharge, however, will cause it to deplete more quickly and shorten the overall duration. Each player ÜberCharged in addition to the first target will cause the ÜberCharge to dissipate at an additional 50% of the base speed [1].
Multiple ÜberCharges from multiple Medics deployed upon a single player at once do not override each other, meaning that a player can simultaneously be any combination of invulnerable, unstoppable and quickly regenerating, and capable of delivering critical hits on all shots. A Medic wielding a Medi Gun and another Medic with a Kritzkrieg at the same time, for example, can give their shared target the effects of both ÜberCharges; this allows the trio to cut a devastating swathe through the enemy with near-impunity (the Medic wielding the Kritzkrieg does not receive the benefits of invulnerability during his ÜberCharge, and can be killed), though in most situations it is more effective to ÜberCharge two different players or wait until one ÜberCharge expires before beginning the next one.
Identification
There are distinct visual effects that allow players to identify the type of an active ÜberCharge at a glance.
- With a Medi Gun ÜberCharge activated, the Medic and his target will glow in their team color, with yellow or purple eyes and a metallic sheen across their bodies.
- With a Kritzkrieg ÜberCharge activated, the healing beam will pulse, and both the Medic and his target's weapons will glow and crackle with electricity in the color of their team.
- The Kritzkrieg emits yellow sparks that travel down the healing beam at all times.
- A Quick-Fix ÜberCharge causes the Medic's healing beam to pulse and glow with greater intensity and a team colored ring will surround the Medic and his target.
Additionally, when looking at a friendly Medic, being healed by a friendly Medic, or looking at any Medic when playing as the Spy, a colored box pops up on the HUD, displaying the username of the Medic, the name of the healing gun they have equipped, and their ÜberCharge percentage.
The appearance of the Spy during ÜberCharges is a special case. A Spy can trick an enemy Medic into ÜberCharging them while they are disguised, a tactic which can cripple pushes and give the Spy a surprise attack with the misplaced ÜberCharge. The Spy gains all the benefits of the charge. Until the Spy breaks disguise, they will appear to enemy players just as they would if they were on the enemy team (a Spy glowing in the color of the enemy team, in the case of a Medi Gun ÜberCharge, for example). To allies, and all players once the disguise is broken, the Spy and his ÜberCharge visual effects will appear in his own team colors.
Related Achievements
Scout
|
|
Soldier
|
Pyro
|
|
Demoman
|
Heavy
|
|
Medic
|
|
Sniper
|
|
Spy
|
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.
- The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding.
- 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
- [Undocumented] Added ÜberCharge overlay for Quick-Fix users during the Megaheal.
Trivia
- Most environmental hazards ignore invulnerable players, and will kill them regardless. However, an ÜberCharge can save the Medic and his healing target from drowning.
- ÜberCharged players can be killed by telefrags.
- 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.
- The textures for ÜberCharged classes, 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 a Medi Gun 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 (whether applied from the Sydney Sleeper or the item) or Mad Milk, although neither will have any effect while the ÜberCharge lasts.
- ÜberCharged players can be stunned (but not killed) by the Sniper's Skewer taunt, Medic's Spinal Tap taunt, and Engineer's Organ Grinder taunt. Stunning the Medic giving the charge will temporarily stop the ÜberCharge until the Medic has recovered.
Gallery
The Medi Gun's ÜberCharge
The Kritzkrieg's ÜberCharge
See also