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	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=10389</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=10389"/>
		<updated>2014-05-16T19:06:20Z</updated>

		<summary type="html">&lt;p&gt;99.249.15.40: /* Medigun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The [[Medic]] is most commonly thought of as the most important class in TF2. He leads the [[pushes]] in order to cap more control points and to kill the enemy team. The medic's job is to provide heals to his teammates as well as provide them with overheals, also known as [[Glossary#buff|buffs]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from all damage other than environmental frags (saw blades, pitfalls, telefrags, etc).&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>99.249.15.40</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=10215</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=10215"/>
		<updated>2014-04-17T23:07:26Z</updated>

		<summary type="html">&lt;p&gt;99.249.15.40: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>99.249.15.40</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=10214</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=10214"/>
		<updated>2014-04-17T23:07:10Z</updated>

		<summary type="html">&lt;p&gt;99.249.15.40: /* Targets */ reflist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;reflist/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>99.249.15.40</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=10213</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=10213"/>
		<updated>2014-04-17T23:06:50Z</updated>

		<summary type="html">&lt;p&gt;99.249.15.40: /* Deploying Übers */ rephrase and correction to uber flash drain, with citation to plat medic on forum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>99.249.15.40</name></author>
		
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