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ÜberCharge (which is German for Supercharge, or Overcharge) is an ability of the Medic class. The ÜberCharge is built up by focusing the beam of the Medic's healing gun 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 Medigun) or guaranteeing Critical hits from the heal target for 8 seconds (with the Kritzkrieg). With a Medigun 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 Medigun 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 Medigun to another will stop the ÜberCharge but continue to drain the ÜberCharge meter.
Charging the ÜberCharge
The ÜberCharge meter fills at two different rates, depending on the health of the Medic's heal target.
- The Medigun 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 Medigun 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 Medigun.
- With the faster charge rate, it takes a total of 40 seconds to fully charge the Medigun 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 50% charge by using his Übersaw to successfully taunt kill an enemy.
Using the ÜberCharge
Note that while the 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 team-mate, the team-mate'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 Übered for one second while the Medic heals another target. A Medic can use this to keep multiple patients ÜberCharged at once. However, since the April 1, 2008 Patch, 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].
Medigun 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.
Related Achievements
Scout
Soldier
Pyro
Demoman
Heavy
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蘇維埃鐵幕 在無敵防禦狀態時,阻擋無敵的敵方重裝兵移動。
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Medic
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雙盲試驗 在敵方醫護兵部署 ÜberCharge 的 8 秒內,在其附近部署你的 ÜberCharge。
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Sniper
Spy
Previous changes
October 25, 2007 Patch
- Fixed an exploit that allowed disconnected medics to continue Übercharging their target until they timed out.
November 07, 2007 Patch
- Fixed Medic's Über-charge stats tracking.
December 20, 2007 Patch
- Fixed exploit where the Medigun ÜberCharge wouldn't drain if you switched weapons.
May 5, 2008 Patch
- Fixed unlimited ÜberCharge exploit.
May 7, 2008 Patch
- Fixed another unlimited UberCharge exploit.
May 21, 2008 Patch
- Fixed rapid weapon switching allowing Medics to prevent deployed UberCharges from draining.
August 13, 2009 Patch
- Übercharged players can not be stunned.
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 Medigun.
- ÜberCharged players can be killed by telefrags.
- The textures for ÜberCharged players 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.
- When you hit an ÜberCharged player with a critical hit, they will take no damage. However, the critical hit sound will still play.
See also
醫護兵 |
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骨鋸 ( 油炸平底鍋, 薩氏金像獎小金人, 良心反對者的舉牌, 自由權杖, 地獄骨杖, 過往回憶, 帶骨火腿肉, 黃金油炸平底鍋, 滅絕之錘, 此路不通, 普利尼短刀) · 超能骨鋸 · 還魂鋸 · 截肢鋸 · 神聖誓言 | | | | | | |
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