Upvote Upvoted 95 Downvote Downvoted
PSA: How to build properly
1
#1
0 Frags +

I have to explain this a lot during pugs and I'm astounded how many people don't know how to do it
To build Uber you must be less than 142.5% of your maximum potential hp
This means you do not need to lose your buff whilst building
Optimum health for building are as follows

Scout - Below 177
Soldier - Below 284
Demo - Below 248

https://wiki.teamfortress.com/wiki/%C3%9CberCharge

To work it out for any other class - 1.425 x (base health of chosen class)
Thanks

I have to explain this a lot during pugs and I'm astounded how many people don't know how to do it
To build Uber you must be less than 142.5% of your maximum potential hp
This means [b]you do not need to lose your buff whilst building [/b]
Optimum health for building are as follows

Scout - Below 177
Soldier - Below 284
Demo - Below 248

https://wiki.teamfortress.com/wiki/%C3%9CberCharge

To work it out for any other class - 1.425 x (base health of chosen class)
Thanks
2
#2
57 Frags +

Yeah I'm actually amazed at the amount of people go down to like half hp when they're building. Have my +frag

Yeah I'm actually amazed at the amount of people go down to like half hp when they're building. Have my +frag
3
#3
0 Frags +

thank mr domo

thank mr domo
4
#4
21 Frags +

ill pretend i knew this

ill pretend i knew this
5
#5
-8 Frags +

They go half hp because it's easier to just hold M1 4-5 times than constantly maintaining as highest hp as possible while still building

They go half hp because it's easier to just hold M1 4-5 times than constantly maintaining as highest hp as possible while still building
6
#6
41 Frags +

rebind ur walls, floors, and stairs keys

watch streamers to see how they build

rebind ur walls, floors, and stairs keys

watch streamers to see how they build
7
#7
16 Frags +

Been playing WAY too much fortnite lately to think that was what this was about

Been playing WAY too much fortnite lately to think that was what this was about
8
#8
18 Frags +
VisThey go half hp because it's easier to just hold M1 4-5 times than constantly maintaining as highest hp as possible while still building

I understand why they do it and yeah it is easier to do it like that
But the problem is as a medic when the enemy team decides to dry push or sac somebody and you have a 80hp pocket scout who is bleeding and feel compelled to heal him
Plus it's not that difficult to maintain 150 constant hp

[quote=Vis]They go half hp because it's easier to just hold M1 4-5 times than constantly maintaining as highest hp as possible while still building[/quote]
I understand why they do it and yeah it is easier to do it like that
But the problem is as a medic when the enemy team decides to dry push or sac somebody and you have a 80hp pocket scout who is bleeding and feel compelled to heal him
Plus it's not that difficult to maintain 150 constant hp
9
#9
39 Frags +

https://clips.twitch.tv/IronicBillowingSheepTebowing

https://clips.twitch.tv/IronicBillowingSheepTebowing
10
#10
1 Frags +

thought this was going to be an engineer thread

thought this was going to be an engineer thread
11
#11
-37 Frags +
DomoCatFaceVisThey go half hp because it's easier to just hold M1 4-5 times than constantly maintaining as highest hp as possible while still buildingI understand why they do it and yeah it is easier to do it like that
But the problem is as a medic when the enemy team decides to dry push or sac somebody and you have a 80hp pocket scout who is bleeding and feel compelled to heal him
Plus it's not that difficult to maintain 150 constant hp

If you allow a dry push it's not your pocket scout's fault

[quote=DomoCatFace][quote=Vis]They go half hp because it's easier to just hold M1 4-5 times than constantly maintaining as highest hp as possible while still building[/quote]
I understand why they do it and yeah it is easier to do it like that
But the problem is as a medic when the enemy team decides to dry push or sac somebody and you have a 80hp pocket scout who is bleeding and feel compelled to heal him
Plus it's not that difficult to maintain 150 constant hp[/quote]
If you allow a dry push it's not your pocket scout's fault
12
#12
10 Frags +

nah you have to build down to at least 15~ hp so your medic is ensured to never stop healing you, even for a moment.

nah you have to build down to at least 15~ hp so your medic is ensured to never stop healing you, even for a moment.
13
#13
-4 Frags +

Even though this is a good point, I feel like the numbers are incorrect.

For the quick-fix it also says <142.5% Health, but you can only overheal until 125%. So does that mean you can't build with the quick-fix? The ubercharge rate is 10% higher, but according to tf2wiki it only takes 37 sec to build an uber. But that means you can build with the quick-fix even though you can't buff more than 125% of your target.

For me personally 177hp doesn't feel right. One of my first seasons (3 years ago) we are kinda testing how much hp you needed to build faster. And back then we concluded that around 150 is enough to build. When we went higher we felt like we weren't building anymore. So that's why I feel like 177 isn't correct.

This might sound a bit weird and right now I'm not really able to test this (cause maybe it is 177hp and I was wrong the entire time). But maybe Valve thinks a full buff is 200%. Which means that 42.5% of your buff (60 on scout) is 25.5. 125 + 25.5 = 150.5. So you need less than 150 hp to build.

Again currently I'm not able to test this so maybe 177hp is still correct (which still doesn't explain the fact that you shouldn't be able to build with the quick-fix). But 150hp sounds better to me.

Even though this is a good point, I feel like the numbers are incorrect.

For the quick-fix it also says <142.5% Health, but you can only overheal until 125%. So does that mean you can't build with the quick-fix? The ubercharge rate is 10% higher, but according to tf2wiki it only takes 37 sec to build an uber. But that means you can build with the quick-fix even though you can't buff more than 125% of your target.

For me personally 177hp doesn't feel right. One of my first seasons (3 years ago) we are kinda testing how much hp you needed to build faster. And back then we concluded that around 150 is enough to build. When we went higher we felt like we weren't building anymore. So that's why I feel like 177 isn't correct.

This might sound a bit weird and right now I'm not really able to test this (cause maybe it is 177hp and I was wrong the entire time). But maybe Valve thinks a full buff is 200%. Which means that 42.5% of your buff (60 on scout) is 25.5. 125 + 25.5 = 150.5. So you need less than 150 hp to build.

Again currently I'm not able to test this so maybe 177hp is still correct (which still doesn't explain the fact that you shouldn't be able to build with the quick-fix). But 150hp sounds better to me.
14
#14
6 Frags +

qf always builds at max rate

qf always builds at max rate
15
#15
-3 Frags +
charleqf always builds at max rate

they changed it so it doesnt build at max anymore in a recent update

[quote=charle]qf always builds at max rate[/quote]
they changed it so it doesnt build at max anymore in a recent update
16
#16
-1 Frags +
charleqf always builds at max rate

According to tf2wiki it takes twice as long for the quick-fix to build if the target is over 142.5% health. Or are you saying the information on tf2wiki is incorrect?

[quote=charle]qf always builds at max rate[/quote]
According to tf2wiki it takes twice as long for the quick-fix to build if the target is over 142.5% health. Or are you saying the information on tf2wiki is incorrect?
17
#17
7 Frags +
TimTumcharleqf always builds at max rateAccording to tf2wiki it takes twice as long for the quick-fix to build if the target is over 142.5% health. Or are you saying the information on tf2wiki is incorrect?

The wiki has that info for all mediguns and it's not untrue but the only case where that applies with the quick fix is if you're healing someone thats already above >142.5% hp (someone else buffed them with another medigun, old powerjack overheal etc - things that don't happen in 6s). For all intents and purposes, monohealing a dude with the qf will always build at max rate unless another med comes and buffs him with stock

ShiningStarcharleqf always builds at max ratethey changed it so it doesnt build at max anymore in a recent update

Couldnt find anything about this on the wiki. Maybe you're misremembering and thinking about the time they reduced the ubercharge build bonus on the qf from 25% to 10%

[quote=TimTum][quote=charle]qf always builds at max rate[/quote]
According to tf2wiki it takes twice as long for the quick-fix to build if the target is over 142.5% health. Or are you saying the information on tf2wiki is incorrect?[/quote]

The wiki has that info for all mediguns and it's not untrue but the only case where that applies with the quick fix is if you're healing someone thats already above >142.5% hp (someone else buffed them with another medigun, old powerjack overheal etc - things that don't happen in 6s). For all intents and purposes, monohealing a dude with the qf will always build at max rate unless another med comes and buffs him with stock

[quote=ShiningStar][quote=charle]qf always builds at max rate[/quote]
they changed it so it doesnt build at max anymore in a recent update[/quote]

Couldnt find anything about this on the wiki. Maybe you're misremembering and thinking about the time they reduced the ubercharge build bonus on the qf from 25% to 10%
18
#18
-2 Frags +

You Learn Something New Every Day

You Learn Something New Every Day
19
#19
-4 Frags +

Anyway the quick-fix is irrelevant for 6s, so maybe I should've added that as a side note. But I'm still interested to see what the actual number is for building.

Anyway the quick-fix is irrelevant for 6s, so maybe I should've added that as a side note. But I'm still interested to see what the actual number is for building.
20
#20
4 Frags +
Vis

It is down to the spam classes to not let people through chokes easily but it happens
But it is the scouts fault that he's low on hp and taking resources from his team
Again it's not hard to maintain around 150-170 hp whilst building, at no point should you lose your buff

[quote=Vis] [/quote]

It is down to the spam classes to not let people through chokes easily but it happens
But it is the scouts fault that he's low on hp and taking resources from his team
Again it's not hard to maintain around 150-170 hp whilst building, at no point should you lose your buff
21
#21
-8 Frags +
DomoCatFaceVis
It is down to the spam classes to not let people through chokes easily but it happens
But it is the scouts fault that he's low on hp and taking resources from his team
Again it's not hard to maintain around 150-170 hp whilst building, at no point should you lose your buff

So if you're building while keeping you health in that 150 -170 bracket you're going to have to have your melee out the whole time so if someone gets through a choke and bombs the med the pocket scout isn't gonna have to have as much time to kill the solly once he gets his scatter out (and if the bomber gets the pocket scout while he's low as long as the med doesn't die its a fine trade for the scout to take). In my option the pocket scout should build down to 90ish and then just hold with his scatter out. This reduces the amount of time he can be caught with his basher out, and if you're building you should never really be in a position that you're going to be caught by a dry push.

[quote=DomoCatFace][quote=Vis] [/quote]

It is down to the spam classes to not let people through chokes easily but it happens
But it is the scouts fault that he's low on hp and taking resources from his team
Again it's not hard to maintain around 150-170 hp whilst building, at no point should you lose your buff[/quote]

So if you're building while keeping you health in that 150 -170 bracket you're going to have to have your melee out the whole time so if someone gets through a choke and bombs the med the pocket scout isn't gonna have to have as much time to kill the solly once he gets his scatter out (and if the bomber gets the pocket scout while he's low as long as the med doesn't die its a fine trade for the scout to take). In my option the pocket scout should build down to 90ish and then just hold with his scatter out. This reduces the amount of time he can be caught with his basher out, and if you're building you should never really be in a position that you're going to be caught by a dry push.
22
#22
10 Frags +
planckDomoCatFaceVis
It is down to the spam classes to not let people through chokes easily but it happens
But it is the scouts fault that he's low on hp and taking resources from his team
Again it's not hard to maintain around 150-170 hp whilst building, at no point should you lose your buff

So if you're building while keeping you health in that 150 -170 bracket you're going to have to have your melee out the whole time so if someone gets through a choke and bombs the med the pocket scout isn't gonna have to have as much time to kill the solly once he gets his scatter out (and if the bomber gets the pocket scout while he's low as long as the med doesn't die its a fine trade for the scout to take). In my option the pocket scout should build down to 90ish and then just hold with his scatter out. This reduces the amount of time he can be caught with his basher out, and if you're building you should never really be in a position that you're going to be caught by a dry push.

I think you're overestimating the amount of time it takes to switch from your melee

[quote=planck][quote=DomoCatFace][quote=Vis] [/quote]

It is down to the spam classes to not let people through chokes easily but it happens
But it is the scouts fault that he's low on hp and taking resources from his team
Again it's not hard to maintain around 150-170 hp whilst building, at no point should you lose your buff[/quote]

So if you're building while keeping you health in that 150 -170 bracket you're going to have to have your melee out the whole time so if someone gets through a choke and bombs the med the pocket scout isn't gonna have to have as much time to kill the solly once he gets his scatter out (and if the bomber gets the pocket scout while he's low as long as the med doesn't die its a fine trade for the scout to take). In my option the pocket scout should build down to 90ish and then just hold with his scatter out. This reduces the amount of time he can be caught with his basher out, and if you're building you should never really be in a position that you're going to be caught by a dry push.[/quote]

I think you're overestimating the amount of time it takes to switch from your melee
23
#23
9 Frags +
VisDomoCatFaceI understand why they do it and yeah it is easier to do it like that
But the problem is as a medic when the enemy team decides to dry push or sac somebody and you have a 80hp pocket scout who is bleeding and feel compelled to heal him
Plus it's not that difficult to maintain 150 constant hp
If you allow a dry push it's not your pocket scout's fault

that's just not what he said

[quote=Vis][quote=DomoCatFace]I understand why they do it and yeah it is easier to do it like that
But the problem is as a medic when the enemy team decides to dry push or sac somebody and you have a 80hp pocket scout who is bleeding and feel compelled to heal him
Plus it's not that difficult to maintain 150 constant hp[/quote]
If you allow a dry push it's not your pocket scout's fault[/quote]
that's just not what he said
24
#24
11 Frags +
planck
  • Due to the fact that the basher has a bleed effect you can hit yourself to 140-150 and have a couple of seconds to have your scatter out before you need to hit yourself again (if you think it matters that much). That being said the weapon switch speed is almost negligible so my last statement doesn't even matter.
  • A pocket scout dying actually does matter. If the roamer sacs and kills your pocket scout it leaves you no opportunity for a counter sac or trade depending on what you want to do. Having that opportunity could lead to a force/another pick giving you room to push.
  • And I didn't say the scout would be caught out by a dry push, it just means you have an unhealthy scout to fight whoever is trying to dry push (which doesn't need to be the case at all).

This is theory crafting at the olympic level

[quote=planck] [/quote]

[list]
[*] Due to the fact that the basher has a bleed effect you can hit yourself to 140-150 and have a couple of seconds to have your scatter out before you need to hit yourself again (if you think it matters that much). That being said the weapon switch speed is almost negligible so my last statement doesn't even matter.
[*] A pocket scout dying actually does matter. If the roamer sacs and kills your pocket scout it leaves you no opportunity for a counter sac or trade depending on what you want to do. Having that opportunity could lead to a force/another pick giving you room to push.
[*] And I didn't say the scout would be caught out by a dry push, it just means you have an unhealthy scout to fight whoever is trying to dry push (which doesn't need to be the case at all).
[/list]

This is theory crafting at the olympic level
25
#25
2 Frags +

It'd be nice in stalemates if people would stop trading useless damage then beg for arrows instead of waiting for the uber to be built or everyone to be buffed without fighting too.

It'd be nice in stalemates if people would stop trading useless damage then beg for arrows instead of waiting for the uber to be built or everyone to be buffed without fighting too.
26
#26
1 Frags +
TwiggyIt'd be nice in stalemates if people would stop trading useless damage then beg for arrows instead of waiting for the uber to be built or everyone to be buffed without fighting too.

Disagree. You think the game should be paused for 40 sec till ubers are up? Good teams try to be proactive even in stalemates and look for opportunities. Of course it should be communicated and coordinated though.

[quote=Twiggy]It'd be nice in stalemates if people would stop trading useless damage then beg for arrows instead of waiting for the uber to be built or everyone to be buffed without fighting too.[/quote]
Disagree. You think the game should be paused for 40 sec till ubers are up? Good teams try to be proactive even in stalemates and look for opportunities. Of course it should be communicated and coordinated though.
27
#27
15 Frags +

Bro u dudes here arguing about holding close and eating damage while building are actually making my brain hurt

Bro u dudes here arguing about holding close and eating damage while building are actually making my brain hurt
28
#28
-1 Frags +

Actually didn't know that. I'm very sorry Dino (my medic)

Actually didn't know that. I'm very sorry Dino (my medic)
29
#29
0 Frags +
maelstrahmrebind ur walls, floors, and stairs keys

watch streamers to see how they build

What keybinds would you recommend?

[quote=maelstrahm]rebind ur walls, floors, and stairs keys

watch streamers to see how they build[/quote]
What keybinds would you recommend?
Please sign in through STEAM to post a comment.