ÜberCharge: Difference between revisions

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:''This article was adapted and revised from the [[tf:ÜberCharge|"ÜberCharge" article of the Official Team Fortress Wiki]].''
[[File:ÜberCharge.png|384px|right|If you see these glowing threats, you should run.]]
An '''ÜberCharge''', commonly referred to as an '''Über''', is a game-mechanic specific to the [[Medic]] in regular gameplay. By healing other players with his [[Medi Gun]], the Medic is able to fill up an ÜberCharge meter. When full, the charge can be activated and the player being healed will be granted a buff, the type of which depends on the selected Medi Gun:


An '''ÜberCharge''', commonly referred to as an '''"über"''', is a game-mechanic specific to [[Medic|the Medic]] in regular gameplay. By healing other players with his medi gun, the Medic is able to fill up an ÜberCharge meter. When full, the charge can be activated and the player being healed will be granted a buff, the type of which depends on the selected medi gun:
* The [[Medi Gun]] yields invulnerability to damage (except certain hazards, such as pits).
* The [[Kritzkrieg]] yields guaranteed critical hits, even for weapons that can't normally deal (random) critical hits.


* [[Medi Gun|The stock Medi Gun]] yields invulnerability to damage (except certain hazards, such as pits).
Although only the Medic can charge and use ÜberCharges in regular gameplay, this mechanic is specifically tied to the weapon; if a non-Medic class is given a Medi Gun, they too can hypothetically utilize ÜberCharges.
* [[Krtizkrieg|The Kritzkrieg]] yields guaranteed critical hits, even for weapons that can't normally deal (random) critical hits.


Although only the Medic can charge and use ÜberCharges in regular gameplay, this mechanic is specifically tied to the weapon; if a class other than the Medic is given a medi gun, they too can utilise ÜberCharges.
== Charge meter ==
While the Medic has his secondary or melee weapon drawn, a bar showing how much ÜberCharge is built up appears where the [[ammo]] count usually is on the [[HUD]]. If a friendly Medic is healing the player or is under the player's crosshair, a team-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.


== Accumulating charge ==
The ÜberCharge meter fills at different rates, depending on the state of the Medic's healing target.
ÜberCharge build rate is halved if the patient is at 142.5% health or higher. This encourages Medics to heal other teammates who are not fully overhealed, rather than continuously healing a single player. While mini-crit boosted by the Civilian's Umbrella, the Medi Gun o Kritzkrieg gives 35% increased heal rate and gains 35% increased ÜberCharge rate. For maps with a pre-round setup timer (regardless of the target's health and healing any injured player during this period offers no further speed-up), the charge rate is tripled during it, as well as during the post-round humiliation if the Medic's team has won. If a patient is being healed by another source, such as a Dispenser, the Payload, or another Medi Gun or Kritzkrieg, the charge rate is halved for each source.
Accumulated charge does not carry over if the Medic changes secondary weapons.
Healing enemy [[Spies]] (disguised as one of your teammates) also fills the ÜberCharge meter. The fill rate is determined by the disguise's health meter and not the Spy's actual health.
{| class="wikitable"
|-
! style="text-align:center; font-size:16px; background-color:#583a31;color: white;" | Healing tool
! style="text-align:center; font-size:16px; background-color:#583a31;color: white;" | State of target
! style="text-align:center; font-size:16px; background-color:#583a31;color: white;" | Fill rate
! style="text-align:center; font-size:16px; background-color:#583a31;color: white;" | Fill time
|-
| ROWSPAN="4" style="background-color: #f1e9cb" | Medi Gun
| <142.5% Health
| style="background-color: #dee8ed; | 2.500000%
| style="background-color: #dee8ed; | 40 seconds
|-
| <142.5% Health + Umbrella boost
| style="background-color: #dee8ed; | 3.375000%
| style="background-color: #dee8ed; | 29.629… seconds
|-
| >142.5% Health
| style="background-color: #dee8ed; | 1.250000%
| style="background-color: #dee8ed; | 80 seconds
|-
| >142.5% Health + Umbrella boost
| style="background-color: #dee8ed; | 1.687500%
| style="background-color: #dee8ed; | 59.259… seconds
|-
| ROWSPAN="4" style="background-color: #f1e9cb" | Kritzkrieg
| <142.5% Health
| style="background-color: #dee8ed; | 3.125000%
| style="background-color: #dee8ed; | 32 seconds
|-
| <142.5% Health + Umbrella boost
| style="background-color: #dee8ed; | 4.218750%
| style="background-color: #dee8ed; | 23.703… seconds
|-
| >142.5% Health
| style="background-color: #dee8ed; | 1.562500%
| style="background-color: #dee8ed; | 64 seconds
|-
| >142.5% Health + Umbrella boost
| style="background-color: #dee8ed; | 2.109375%
| style="background-color: #dee8ed; | 47.407… seconds
|}
== Activation ==
When the Medic's charge reaches 100% the meter on the HUD will begin flashing and the character will speak a related voice response. This announcement can warn enemy players of the Medic's full charge, but the Medic can cancel the response by activating another voice command. Medics can also use the "full charge" command at will with option 8 of Voice Menu 2, regardless of if they have a charge ready or not.
Once the meter is full, the Medic can deploy the ÜberCharge by pressing alternate fire (default key: MOUSE2). Upon deploying the charge, certain visual effects will be applied to the affected players; the deploying Medic will play an activation-related voice response, and soon after the patient's own voice response will play. Like the "fully charged" announcement, these can warn enemy players of a deployed charge, and they can be canceled if the speaker activates a properly-timed voice command.
An ÜberCharge will only affect a player for as long as the healing beam is trained on them; if the Medic dies, deactivates the healing beam, changes healing targets, 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, though the Medic will only receive the ÜberCharge's effect if he's holding out the Medi Gun as his active weapon. In other words, Medics cannot charge into battle with their offensive weapons while being invulnerable or crit-boosting themselves. With a single patient, an activated charge lasts 8 seconds, draining the meter at a rate of 12.5 points per second. The Medic is free to move his healing beam to another player, which will give the effects of the charge to the new patient, but the total ÜberCharge duration decreases by half a second for every second that another player is being ÜberCharged.
== Trivia ==
* Typically, when the U-umlaut (Ü, ü) is not readily-available to use, one is supposed to substitute it with an “ue”, meaning the commonly-used spelling of “Uber” would be incorrect, and should actually be “Ueber”.
* Since the ÜberCharge effect unanimously applies its texture to the playermodel and all its wearables, transparent textures like the syringe gun chamber are fully opaque for example.
[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 14:54, 8 May 2024

This article was adapted and revised from the "ÜberCharge" article of the Official Team Fortress Wiki.
If you see these glowing threats, you should run.

An ÜberCharge, commonly referred to as an Über, is a game-mechanic specific to the Medic in regular gameplay. By healing other players with his Medi Gun, the Medic is able to fill up an ÜberCharge meter. When full, the charge can be activated and the player being healed will be granted a buff, the type of which depends on the selected Medi Gun:

  • The Medi Gun yields invulnerability to damage (except certain hazards, such as pits).
  • The Kritzkrieg yields guaranteed critical hits, even for weapons that can't normally deal (random) critical hits.

Although only the Medic can charge and use ÜberCharges in regular gameplay, this mechanic is specifically tied to the weapon; if a non-Medic class is given a Medi Gun, they too can hypothetically utilize ÜberCharges.

Charge meter

While the Medic has his secondary or melee weapon drawn, a bar showing how much ÜberCharge is built up appears where the ammo count usually is on the HUD. If a friendly Medic is healing the player or is under the player's crosshair, a team-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.

Accumulating charge

The ÜberCharge meter fills at different rates, depending on the state of the Medic's healing target.

ÜberCharge build rate is halved if the patient is at 142.5% health or higher. This encourages Medics to heal other teammates who are not fully overhealed, rather than continuously healing a single player. While mini-crit boosted by the Civilian's Umbrella, the Medi Gun o Kritzkrieg gives 35% increased heal rate and gains 35% increased ÜberCharge rate. For maps with a pre-round setup timer (regardless of the target's health and healing any injured player during this period offers no further speed-up), the charge rate is tripled during it, as well as during the post-round humiliation if the Medic's team has won. If a patient is being healed by another source, such as a Dispenser, the Payload, or another Medi Gun or Kritzkrieg, the charge rate is halved for each source.

Accumulated charge does not carry over if the Medic changes secondary weapons.

Healing enemy Spies (disguised as one of your teammates) also fills the ÜberCharge meter. The fill rate is determined by the disguise's health meter and not the Spy's actual health.

Healing tool State of target Fill rate Fill time
Medi Gun <142.5% Health 2.500000% 40 seconds
<142.5% Health + Umbrella boost 3.375000% 29.629… seconds
>142.5% Health 1.250000% 80 seconds
>142.5% Health + Umbrella boost 1.687500% 59.259… seconds
Kritzkrieg <142.5% Health 3.125000% 32 seconds
<142.5% Health + Umbrella boost 4.218750% 23.703… seconds
>142.5% Health 1.562500% 64 seconds
>142.5% Health + Umbrella boost 2.109375% 47.407… seconds

Activation

When the Medic's charge reaches 100% the meter on the HUD will begin flashing and the character will speak a related voice response. This announcement can warn enemy players of the Medic's full charge, but the Medic can cancel the response by activating another voice command. Medics can also use the "full charge" command at will with option 8 of Voice Menu 2, regardless of if they have a charge ready or not.

Once the meter is full, the Medic can deploy the ÜberCharge by pressing alternate fire (default key: MOUSE2). Upon deploying the charge, certain visual effects will be applied to the affected players; the deploying Medic will play an activation-related voice response, and soon after the patient's own voice response will play. Like the "fully charged" announcement, these can warn enemy players of a deployed charge, and they can be canceled if the speaker activates a properly-timed voice command.

An ÜberCharge will only affect a player for as long as the healing beam is trained on them; if the Medic dies, deactivates the healing beam, changes healing targets, 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, though the Medic will only receive the ÜberCharge's effect if he's holding out the Medi Gun as his active weapon. In other words, Medics cannot charge into battle with their offensive weapons while being invulnerable or crit-boosting themselves. With a single patient, an activated charge lasts 8 seconds, draining the meter at a rate of 12.5 points per second. The Medic is free to move his healing beam to another player, which will give the effects of the charge to the new patient, but the total ÜberCharge duration decreases by half a second for every second that another player is being ÜberCharged.

Trivia

  • Typically, when the U-umlaut (Ü, ü) is not readily-available to use, one is supposed to substitute it with an “ue”, meaning the commonly-used spelling of “Uber” would be incorrect, and should actually be “Ueber”.
  • Since the ÜberCharge effect unanimously applies its texture to the playermodel and all its wearables, transparent textures like the syringe gun chamber are fully opaque for example.