![]() ![]() A Medic struck by a shot from the Pomson 6000 will immediately lose a certain amount of ÜberCharge, depending on the range at which they were hit and hear a distinctive sound effect.When a Medi Gun is dropped, either through death or by picking up another one, the ÜberCharge stored within it will begin to drain at a rate of 10% per second until it is fully drained.Each bonus is only awarded if that part affects an enemy target. Note that it is possible for the thrust to connect and the retraction to miss, and vice versa. The Ubersaw's Uberslice taunt-kill also fills the Medic's ÜberCharge meter: 25% for the initial stunning thrust and 75% for the killing retraction.Striking an invisible enemy Spy will not grant the boost regardless of disguise status and whether or not the strike kills him.Striking a disguised enemy Spy will not grant the boost even if the strike kills him or triggers his Dead Ringer.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.This can be done even during an active charge, although the meter on non-Vaccinator Medi Guns will continue to drain, and the effects of the charge will cease until the Medic draws his secondary weapon again.Striking an enemy with the Ubersaw adds 25 percentage points per hit to the user's ÜberCharge meter.Because the Kritzkrieg's Oktoberfest taunt only heals the Medic, it does not boost ÜberCharge. Healing on teammates performed by means other than the healing beam (the Crusader's Crossbow and the Amputator's Medicating Melody) provides a small amount of ÜberCharge to the Medic's meter.The fill rate is determined by the disguise's health meter and not the Spy's actual health. Healing enemy Spies (disguised as one of your teammates) also fills the ÜberCharge meter.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%. Accumulated charge does not carry over if the player changes secondary weapons.This reduced rate can be further compounded on healing a fully overhealed teammate or by stacking heal sources on the same target. The Vaccinator builds ÜberCharge at 33% reduced rate if the patient is at 100% health or higher (e.g., they are being overhealed).This encourages Medics to heal as many different teammates as possible. Fill rate is further halved if the target is affected by an additional healing beam (such as from another Medic, a Dispenser, or the Payload cart).The Quick-Fix isn't affected by this due to its 125% overheal limit.This encourages Medics to heal other teammates who are not fully overhealed, rather than continuously healing a single player. ÜberCharge build rate is halved if the patient is at 142.5% health or higher.During Setup time, the Medic's ÜberCharge meter fills at three times the healing tool's maximum rate, regardless of the target's health healing any injured player during this period offers no further speed-up.The ÜberCharge meter fills at different rates, depending on the state of the Medic's healing target. Medics with the Solemn Vow equipped and Spies will also see this information when their crosshairs are on an enemy Medic. 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 (if the Medic uses a Name Tag on their secondary weapon, that name will be displayed instead of the weapon type). (newest | oldest) View (newer 10 | older 10) ( 10 | 20 | 50 | 100 | 250 | 500)Ĭrushed version: 32% reduction / 116291 bytes saved from 364166 to 247875 bytes.Ĭrushed version: 1% reduction / 2742 bytes saved from 366908 to 364166 bytes.Ĭrushed version: 1% reduction / 6151 bytes saved from 532533 to 526382 bytes.Ĭrushed version: 1% reduction / 2696 bytes saved from 218356 to 215660 bytes.While the Medic has their secondary or melee weapon drawn, a bar showing how much ÜberCharge is built up appears where the ammo count usually is on the HUD. Referring to the dimensions and filesize of the revisions in the file's history table is a more accurate way of determining which revision is which.Revisions by WindBOT or CrushBOT, unless uploaded within minutes of a new revision, are always crushes of the correct version, even if the server does not display it yet.This image and any of its thumbnails may display as a stretched version of a previous revision.View the most recent version of this file stored on the server. ![]()
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