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). You can also pull out the wrangler and shoot rockets at the base of your sentry to blow away stickybombs.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. And if the spy starts shooting you or your building, he will lose his disguise so you can remove the sapper and your sentry will take care of the rest.ĭemomen and soldiers are good at spamming explosives at your base to counter this, try spreading your buildings out. Instead, try take out the spy first, then remove the sapper. But this method is fairly effective if a spy is continually spamming sappers on your building, DO NOT just sit there and keep removing them. Of course, this is easier said than done, and whenever i get harassed by a spy i always tend to panic, especially when he places multiple sapper or other enemies are attacking my nest. If a spy attacks you and starts sapping, a strategy is to hit the sapper once with your wrench, and then switch to your shotgun to kill or chase away the spy, then quickly hit your building again to remove the sapper. You pretty much never run into enemy engineers, or medics, but his ubercharge is great for pushing into your nest. You can win with enough skill though gunslinger, frontier justice, and good aim are helpful. The sentry (especially mini sentries), shuts down scouts, but you will usually lose a 1v1 against them by yourself. Like I said, this is mostly for the sentry gun. You also can't do much against sentries, and pyros can just airblast you away so you can't get in melee range, however, using the chargin targe makes you take half damage from fire. The engineer won't be able to out heal the burst damage, and might kill him too if you're lucky.Īs for demoknight, you have basically no change against heavies, unless you get a random crit with the skullcutter or something. When taking out a tough sentry nest, corner peek and shoot about 2 or 3 stickies at the building, and then detonate at once. Sticky jumping is good for getting to snipers, but otherwise you aren't too good against them.īe careful as pyros can reflect your grenades. If you get in an encounter with one, try gaining some distance while placing stickybombs around to zone him out, and try blasting him into the air for an easier airshot. It is also hard to aim your projectiles at him. Scouts are a big counter to you because the demoman isn't suited for close range combat, and that's exactly what the scout does.
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