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Uber Mechanism
posted in Q/A Help
1
#1
1 Frags +

Hey yall,

For the last 6 months I've watched almost every cast of competitive TF2 posted on Youtube. I main as medic on pubs and just recently tried like 12 lobbies. Besides the occasional drop it went fairly alright. However now being at the controls instead of watching the pro's at work, the uber mechanism isn't so easy for me.

When I play lobbies (signing up for UGC HL EURO in December) I don't have a Harbleu bombing in to force an uber or a kaidus cabering in. So how does it work? On defense I kind of get. Counter pop, don't drop and uber can be used as free uber when enemy medic is down.

But how does it work on offense? When I push in and uber, they just counter. That renders my uber nearly useless.

Another question if you don't mind. Been watching a lot of Mix^ scrims/matches with comms and their uber prediction is quite spot on. Are there set times to build an uber? Cause you never know if they are building correctly, if the medic is even healing directly after respawn....Could you give some pointers?

Was watching the latest "Fully Charged", is Ruwin really a beast medic? Was/am already a huge fan of PYYYOUR and before him Harbleu.

I know tl;dr but appreciate the help.

Hey yall,

For the last 6 months I've watched almost every cast of competitive TF2 posted on Youtube. I main as medic on pubs and just recently tried like 12 lobbies. Besides the occasional drop it went fairly alright. However now being at the controls instead of watching the pro's at work, the uber mechanism isn't so easy for me.

When I play lobbies (signing up for UGC HL EURO in December) I don't have a Harbleu bombing in to force an uber or a kaidus cabering in. So how does it work? On defense I kind of get. Counter pop, don't drop and uber can be used as free uber when enemy medic is down.

But how does it work on offense? When I push in and uber, they just counter. That renders my uber nearly useless.

Another question if you don't mind. Been watching a lot of Mix^ scrims/matches with comms and their uber prediction is quite spot on. Are there set times to build an uber? Cause you never know if they are building correctly, if the medic is even healing directly after respawn....Could you give some pointers?

Was watching the latest "Fully Charged", is Ruwin really a beast medic? Was/am already a huge fan of PYYYOUR and before him Harbleu.

I know tl;dr but appreciate the help.
2
#2
0 Frags +

Ruwin stares into your soul and makes you miss

Ruwin stares into your soul and makes you miss
3
#3
3 Frags +

The most consistent way to win an uber v uber push is to single uber a soldier early, have him rocket jump in, force and then basically shoot as many un-ubered things as he can, so the opposing medic has to flash and make your uber last longer.

Then, your pocket gets to have a longer uber than the other team, and he comes out of his with full health, while everyone on the other team that got flashed should have taken a rocket or two. After that it's just comming what's hurt and playing cleanup.

As a side note this really only works if you can uber in really close to the other team, like pushing badlands last or most choke points.

In lobbies you have very little hope because no one is going to know that/work together.

The most consistent way to win an uber v uber push is to single uber a soldier early, have him rocket jump in, force and then basically shoot as many un-ubered things as he can, so the opposing medic has to flash and make your uber last longer.

Then, your pocket gets to have a longer uber than the other team, and he comes out of his with full health, while everyone on the other team that got flashed should have taken a rocket or two. After that it's just comming what's hurt and playing cleanup.

As a side note this really only works if you can uber in really close to the other team, like pushing badlands last or most choke points.

In lobbies you have very little hope because no one is going to know that/work together.
4
#4
0 Frags +
TheTankHey yall,

For the last 6 months I've watched almost every cast of competitive TF2 posted on Youtube. I main as medic on pubs and just recently tried like 12 lobbies. Besides the occasional drop it went fairly alright. However now being at the controls instead of watching the pro's at work, the uber mechanism isn't so easy for me.

When I play lobbies (signing up for UGC HL EURO in December) I don't have a harblue bombing in to force an uber or a kaidus cabering in. So how does it work? On defense I kind of get. Counter pop, don't drop and uber can be used as free uber when enemy medic is down.

But how does it work on offense? When I push in and uber, they just counter. That renders my uber nearly useless.

Another question if you don't mind. Been watching a lot of Mix^ scrims/matches with comms and their uber prediction is quite spot on. Are there set times to build an uber? Cause you never know if they are building correctly, if the medic is even healing directly after respawn....Could you give some pointers?

Was watching the latest "Fully Charged", is Ruwin really a beast medic? Was/am already a huge fan of PYYYOUR and before him harblue.

I know tl;dr but appreciate the help.

*Harbleu

[quote=TheTank]Hey yall,

For the last 6 months I've watched almost every cast of competitive TF2 posted on Youtube. I main as medic on pubs and just recently tried like 12 lobbies. Besides the occasional drop it went fairly alright. However now being at the controls instead of watching the pro's at work, the uber mechanism isn't so easy for me.

When I play lobbies (signing up for UGC HL EURO in December) I don't have a harblue bombing in to force an uber or a kaidus cabering in. So how does it work? On defense I kind of get. Counter pop, don't drop and uber can be used as free uber when enemy medic is down.

But how does it work on offense? When I push in and uber, they just counter. That renders my uber nearly useless.

Another question if you don't mind. Been watching a lot of Mix^ scrims/matches with comms and their uber prediction is quite spot on. Are there set times to build an uber? Cause you never know if they are building correctly, if the medic is even healing directly after respawn....Could you give some pointers?

Was watching the latest "Fully Charged", is Ruwin really a beast medic? Was/am already a huge fan of PYYYOUR and before him harblue.

I know tl;dr but appreciate the help.[/quote]

*Harbleu
5
#5
-1 Frags +

im wrong, nevermind :(

im wrong, nevermind :(
6
#6
1 Frags +
Stanleyan uber generally takes 60 seconds to build, but can take longer/shorter depending on how efficiently you build it. Kritz takes about 40 seconds, but again, can vary depending on how well you build it.

40/32

although in actuality it's more like 42-43 and 33-34

[quote=Stanley]an uber generally takes 60 seconds to build, but can take longer/shorter depending on how efficiently you build it. Kritz takes about 40 seconds, but again, can vary depending on how well you build it.[/quote]

40/32

although in actuality it's more like 42-43 and 33-34
7
#7
11 Frags +

incoming nerd post:

max health is 150% of your base health.
building uber as fast as you can means never letting your heal target have over 95% health.
Healing someone with less than 95% max health: builds uber at 2.5% per second.
Healing someone with 95% max health or more: builds uber at 1.25% per second

if you build uber as fast as you can:
the fastest you can get uber is in 40 seconds
the fastest you can get kritz is in 32 seconds

each time you switch healing targets you lose about 1% uber advantage compared to a medic healing only one target for 40 seconds.

If you uber somebody, it will last 8 seconds if you only heal one person. For each additional person that you include in the uber, you'll lose approximately 1 second of uber time. This means that if you pop uber on one target and flash 3 other targets, your uber will last approximately 5 seconds.

20% of 40 seconds is 8 seconds.

This means that if you have a 20% uber advantage and pop your uber immediately, you'll be able to use the entirety of your uber before they can pop theirs.

A medic spawning with kritz and building equally as a medic spawning with uber will have a 20% kritzkrieg advantage, meaning that if they use the kritz immediately when they get it, they'll be able to use the entirety of their kritzkrieg before the other medic can use uber.

Last piece of information:
Ubers are best use proactively, rather than reactively. It is better to pop someone to prevent damage than it is for them to take the damage and you flash them to prevent them from dying. Remember: ubers are about stopping the damage before it happens. Keep that in mind as we move to the next part.

-----

Answering the OP's question:

Offensive ubers work in two ways: you either have an uber advantage, or both teams will have uber. You're referring to the second case, so I'll address that one.

Even ubers. When you push, you only take in one person. This will maximize the amount of time your uber lasts.

Think about a defensive uber. Your job is to make them pop, milk it a bit, and then maybe pop your own uber with a 2-3 second uber advantage. So, an offensive uber has to overcome those 2-3 seconds.

So on your offensive uber, try to pop as late as possible, while remembering that it's better to pop and prevent damage rather than wait for your pocket to die to a trap or eat a ton of spam. Then, you pocket will jump in and try to make their medic split uber as many times as possible. Remember, their medic wants to protect his/her teammates from damage, so he/she will flash targets. In addition, recall that each flash reduces uber time by 1 second. So, you need to get the medic to flash 2-3 times.

After the ubers are off, then you fight, and hope that your pocket did damage that the enemy medic could not prevent. Your team can capitalize on this. Or, your team can capitalize on a number of other things including lack of positioning, divide and conquer / focus fire, etc.

Hope this helped.

incoming nerd post:

max health is 150% of your base health.
building uber as fast as you can means never letting your heal target have over 95% health.
Healing someone with less than 95% max health: builds uber at 2.5% per second.
Healing someone with 95% max health or more: builds uber at 1.25% per second

if you build uber as fast as you can:
the fastest you can get uber is in 40 seconds
the fastest you can get kritz is in 32 seconds

each time you switch healing targets you lose about 1% uber advantage compared to a medic healing only one target for 40 seconds.


If you uber somebody, it will last 8 seconds if you only heal one person. For each additional person that you include in the uber, you'll lose approximately 1 second of uber time. This means that if you pop uber on one target and flash 3 other targets, your uber will last approximately 5 seconds.

20% of 40 seconds is 8 seconds.

This means that if you have a 20% uber advantage and pop your uber immediately, you'll be able to use the entirety of your uber before they can pop theirs.

A medic spawning with kritz and building equally as a medic spawning with uber will have a 20% kritzkrieg advantage, meaning that if they use the kritz immediately when they get it, they'll be able to use the entirety of their kritzkrieg before the other medic can use uber.

Last piece of information:
Ubers are best use proactively, rather than reactively. It is better to pop someone to prevent damage than it is for them to take the damage and you flash them to prevent them from dying. Remember: ubers are about stopping the damage before it happens. Keep that in mind as we move to the next part.

-----

Answering the OP's question:

Offensive ubers work in two ways: you either have an uber advantage, or both teams will have uber. You're referring to the second case, so I'll address that one.

Even ubers. When you push, you only take in one person. This will maximize the amount of time your uber lasts.

Think about a defensive uber. Your job is to make them pop, milk it a bit, and then maybe pop your own uber with a 2-3 second uber advantage. So, an offensive uber has to overcome those 2-3 seconds.

So on your offensive uber, try to pop as late as possible, while remembering that it's better to pop and prevent damage rather than wait for your pocket to die to a trap or eat a ton of spam. Then, you pocket will jump in and try to make their medic split uber as many times as possible. Remember, their medic wants to protect his/her teammates from damage, so he/she will flash targets. In addition, recall that each flash reduces uber time by 1 second. So, you need to get the medic to flash 2-3 times.

After the ubers are off, then you fight, and hope that your pocket did damage that the enemy medic could not prevent. Your team can capitalize on this. Or, your team can capitalize on a number of other things including lack of positioning, divide and conquer / focus fire, etc.

Hope this helped.
8
#8
1 Frags +

i think that is the best medic post i have ever seen on these forums

i think that is the best medic post i have ever seen on these forums
9
#9
3 Frags +

Good post from slin, but this part is inaccurate:

MR_SLINIf you uber somebody, it will last 8 seconds if you only heal one person. For each additional person that you include in the uber, you'll lose approximately 1 second of uber time. This means that if you pop uber on one target and flash 3 other targets, your uber will last approximately 5 seconds.

The uber lasts 9 seconds counting the final flash and flashes only (theoretically) cost 0.5s as long as you aren't healing nothing with 2 people flashing (though in practice this does edge up towards 0.6-0.7s). Details from an old commft post I saved:

SigmaFun facts:

1. The uber drain rate is 12.5%/s while you have 1 target ubered and are connected to him.
2. For each player who is flashed as a result of your uber, the drain rate increases by 6.25%/s (a flash lasts 1s). So, 18.75% with 2 players ubered (1 connected, 1 flashed), 25% with 3 players ubered, etc.
3. When you hit 0% uber, you and your current target are flashed for 1s.

My wording is specific here for a reason: these are some things I didn't realize until I went tic-by-tic in a demo of me ubering different patterns of bots in spawn. The meaningful in game consequences are:

1. If you uber and your pocket jumps out of heal beam range, even if you do not flash anyone else, your drain rate increases to 18.75%/s for 1 second or until you reconnect with him. You get longer ubers if you're connected the entire time, but since that's often impractical, the result is that you have a half-cost flash when your pocket jumps (since you'll be draining faster anyways -- the only penalty is when you switch back and whoever you flashed is causing your drain to increase).

2. Right before you hit 0%, you have a free flash. Why? Examine:

-You have 5% remaining before your uber is out, with one target ubered.
-You switch targets. Your original target is now flashing for 1s, and your drain rate is at 18.75%/s.
-Before you hit 0%, you attach to another target. Due to fact 3 above, you and your new target and now flashing for 1s.

Hence, you can have an 8s uber on 1 target, then 1s with 2 players ubered right at the end. From what I've seen, almost all experienced medics do a flash right at the end of their uber, but I don't think many consciously realize why it's a good idea (I had the habit before I went and found these results).

In case anyone cares, the 3 facts above also apply to the kritz drain rate. You don't get flashes with kritz (hence fact 3 is kind of a moot point), but you still have that increased drain as a result of switching (bleh). Still well worth it to switch a kritz though, since typically you shoot 1-2 crit stickies, then 15 scouts and 22 soldiers are on your head and a crit rocket is the right tool for the job.
Good post from slin, but this part is inaccurate:

[quote=MR_SLIN]If you uber somebody, it will last 8 seconds if you only heal one person. For each additional person that you include in the uber, you'll lose approximately 1 second of uber time. This means that if you pop uber on one target and flash 3 other targets, your uber will last approximately 5 seconds.[/quote]

The uber lasts 9 seconds counting the final flash and flashes only (theoretically) cost 0.5s as long as you aren't healing nothing with 2 people flashing (though in practice this does edge up towards 0.6-0.7s). Details from an old commft post I saved:

[quote=Sigma]Fun facts:

1. The uber drain rate is 12.5%/s while you have 1 target ubered and are connected to him.
2. For each player who is flashed as a result of your uber, the drain rate increases by 6.25%/s (a flash lasts 1s). So, 18.75% with 2 players ubered (1 connected, 1 flashed), 25% with 3 players ubered, etc.
3. When you hit 0% uber, you and your current target are flashed for 1s.

My wording is specific here for a reason: these are some things I didn't realize until I went tic-by-tic in a demo of me ubering different patterns of bots in spawn. The meaningful in game consequences are:

1. If you uber and your pocket jumps out of heal beam range, even if you do not flash anyone else, your drain rate increases to 18.75%/s for 1 second or until you reconnect with him. You get longer ubers if you're connected the entire time, but since that's often impractical, the result is that you have a half-cost flash when your pocket jumps (since you'll be draining faster anyways -- the only penalty is when you switch back and whoever you flashed is causing your drain to increase).

2. Right before you hit 0%, you have a free flash. Why? Examine:

-You have 5% remaining before your uber is out, with one target ubered.
-You switch targets. Your original target is now flashing for 1s, and your drain rate is at 18.75%/s.
-Before you hit 0%, you attach to another target. Due to fact 3 above, you and your new target and now flashing for 1s.

Hence, you can have an 8s uber on 1 target, then 1s with 2 players ubered right at the end. From what I've seen, almost all experienced medics do a flash right at the end of their uber, but I don't think many consciously realize why it's a good idea (I had the habit before I went and found these results).

In case anyone cares, the 3 facts above also apply to the kritz drain rate. You don't get flashes with kritz (hence fact 3 is kind of a moot point), but you still have that increased drain as a result of switching (bleh). Still well worth it to switch a kritz though, since typically you shoot 1-2 crit stickies, then 15 scouts and 22 soldiers are on your head and a crit rocket is the right tool for the job.[/quote]
10
#10
2 Frags +

run in and out dm the other team

run in and out dm the other team
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