Hello guys I'd like to ask for some tips about kritz ubers as demo. Whenever i pop them i find myself alone with the medic in a completely free of enemies enviroment and as soon as the uber fades i get surrounded and killed. I'd appreciate some tips about when to pop, under which circumstances and where to aim, stuff like that. Thanks in advance
i find myself alone with the medic
Your teammates should know you're going for the kritz, and from where. Standard play include someone distracting elsewhere, or a player standing behind your med to get flashed if someone bombs/kill you, or both
when to pop, under which circumstances
as marxist says one uber must yield either the medic frag, or 2 other frags to be profitable.
Obviously when you run kritz and enemy runs uber you should have an uber advantage that your medic should track.
a rough rule of thumb to count uber can be : uber takes 50 seconds to build, kritz takes 40. So try using the kritz advantage whenever possible, it does not matter if it's not on your demo. Just be certain that traps are cleared before you go in, and make sure to have a back up teammate in case the kritzed player dies.
Remember you don't have to get the med, if you can get 2 easy frags, get them, without those players the enemy uber will be easily forced/tanked/avoided.
When enemy has uber, your goal is to use kritz in such a way that you force them, escape, then get yourself a kritz advantage, OR get 2 frags and attempt a 6v4 fight/an uber force.
That means go kritz on the flank to get 2 frags if possible, or go for a very long range sticky without committing through a choke point.
Most medics are afraid of dropping. Depending on their level they might just pop when they see a glowing enemy weapon, so it may not be needed to take extreme risks.
On some chokes (like snakewater saw or gully choke) it may be easier to get a kritz force using a soldier.
If you have time, getting a heavy/pyro can be useful to help you and your med escape their ubercharge, although proper standard play should be enough.
Finally, kritz heavy is very strong, think about it when you're stuck with kritz attacking or defending last.
TLDR dont go for hero shots on medic but rather pop on whoever can get the easy frags and then kite the enemy
Your teammates should know you're going for the kritz, and from where. Standard play include someone distracting elsewhere, or a player standing behind your med to get flashed if someone bombs/kill you, or both
[quote] when to pop, under which circumstances[/quote]
as marxist says one uber must yield either the medic frag, or 2 other frags to be profitable.
Obviously when you run kritz and enemy runs uber you should have an uber advantage that your medic should track.
a rough rule of thumb to count uber can be : uber takes 50 seconds to build, kritz takes 40. So try using the kritz advantage whenever possible, it does not matter if it's not on your demo. Just be certain that traps are cleared before you go in, and make sure to have a back up teammate in case the kritzed player dies.
Remember you don't have to get the med, if you can get 2 easy frags, get them, without those players the enemy uber will be easily forced/tanked/avoided.
When enemy has uber, your goal is to use kritz in such a way that you force them, escape, then get yourself a kritz advantage, OR get 2 frags and attempt a 6v4 fight/an uber force.
That means go kritz on the flank to get 2 frags if possible, or go for a very long range sticky without committing through a choke point.
Most medics are afraid of dropping. Depending on their level they might just pop when they see a glowing enemy weapon, so it may not be needed to take extreme risks.
On some chokes (like snakewater saw or gully choke) it may be easier to get a kritz force using a soldier.
If you have time, getting a heavy/pyro can be useful to help you and your med escape their ubercharge, although proper standard play should be enough.
Finally, kritz heavy is very strong, think about it when you're stuck with kritz attacking or defending last.
TLDR dont go for hero shots on medic but rather pop on whoever can get the easy frags and then kite the enemy
1) Don't let the enemy know you have kritz. If they know you have kritz they will adjust their positioning.
2) Order your team to call where enemy combo is at all times once you have 70% kritz, constantly updating. What's the point of going in blind?
3) Put yourself in the spearhead position and make sure you've got the proper backing to withstand the full blunt of enemy spam
4) Order your medic to NOT disconnect the beam from you, not even to heal another, while you are preparing your aim. You don't want an awkwardly delayed kritz because your medic decided to heal someone else the moment you called.
5) Call when to kritz and shoot your sticky IMMEDIATELY. The less reaction time you give to the enemy the better. Make sure your first sticky lands a devastating hit.
Good results are guaranteed if you follow all of these steps. The reason you're getting outplayed is because you've got zero information being relayed to you. Whose fault is that?
2) Order your team to call where enemy combo is at all times once you have 70% kritz, constantly updating. What's the point of going in blind?
3) Put yourself in the spearhead position and make sure you've got the proper backing to withstand the full blunt of enemy spam
4) Order your medic to NOT disconnect the beam from you, not even to heal another, while you are preparing your aim. You don't want an awkwardly delayed kritz because your medic decided to heal someone else the moment you called.
5) Call when to kritz and shoot your sticky IMMEDIATELY. The less reaction time you give to the enemy the better. Make sure your first sticky lands a devastating hit.
Good results are guaranteed if you follow all of these steps. The reason you're getting outplayed is because you've got zero information being relayed to you. Whose fault is that?
oh man..last but not least, the first sticky during kritz is the most important, you need to make sure you charge to atleast 60% of the sticky charge meter, cause charging sticky in general will make them more accurate in all honestly and they fly way faster, accuracy of non-ground stickies is extremely important especially after the sticky radius nerf. the damage nerf for stickies is honestly completely fine but the radius nerf for air stickies is literally what fucked the entire class. correct me if im wrong ty
[spoiler]im saying this as if im a kritz god but theres no denying the abomination that is my kritz aim and my teams kritz's. god bless dante funari. I can hit almost every sticky that isnt kritz boosted but the moment i get flashed issa yikes.[/spoiler]
Twiggyi find myself alone with the medicYour teammates should know you're going for the kritz, and from where. Standard play include someone distracting elsewhere, or a player standing behind your med to get flashed if someone bombs/kill you, or both
when to pop, under which circumstancesas marxist says one uber must yield either the medic frag, or 2 other frags to be profitable.
Obviously when you run kritz and enemy runs uber you should have an uber advantage that your medic should track.
a rough rule of thumb to count uber can be : uber takes 50 seconds to build, kritz takes 40. So try using the kritz advantage whenever possible, it does not matter if it's not on your demo. Just be certain that traps are cleared before you go in, and make sure to have a back up teammate in case the kritzed player dies.
Remember you don't have to get the med, if you can get 2 easy frags, get them, without those players the enemy uber will be easily forced/tanked/avoided.
When enemy has uber, your goal is to use kritz in such a way that you force them, escape, then get yourself a kritz advantage, OR get 2 frags and attempt a 6v4 fight/an uber force.
That means go kritz on the flank to get 2 frags if possible, or go for a very long range sticky without committing through a choke point.
Most medics are afraid of dropping. Depending on their level they might just pop when they see a glowing enemy weapon, so it may not be needed to take extreme risks.
On some chokes (like snakewater saw or gully choke) it may be easier to get a kritz force using a soldier.
If you have time, getting a heavy/pyro can be useful to help you and your med escape their ubercharge, although proper standard play should be enough.
Finally, kritz heavy is very strong, think about it when you're stuck with kritz attacking or defending last.
TLDR dont go for hero shots on medic but rather pop on whoever can get the easy frags and then kite the enemy
So what you're saying is to get informations from my team,pop with an advantage if they're running stock, always get backed up and try to get at least 2 pics. Thanks a lot man, i really appreciate it
Your teammates should know you're going for the kritz, and from where. Standard play include someone distracting elsewhere, or a player standing behind your med to get flashed if someone bombs/kill you, or both
[quote] when to pop, under which circumstances[/quote]
as marxist says one uber must yield either the medic frag, or 2 other frags to be profitable.
Obviously when you run kritz and enemy runs uber you should have an uber advantage that your medic should track.
a rough rule of thumb to count uber can be : uber takes 50 seconds to build, kritz takes 40. So try using the kritz advantage whenever possible, it does not matter if it's not on your demo. Just be certain that traps are cleared before you go in, and make sure to have a back up teammate in case the kritzed player dies.
Remember you don't have to get the med, if you can get 2 easy frags, get them, without those players the enemy uber will be easily forced/tanked/avoided.
When enemy has uber, your goal is to use kritz in such a way that you force them, escape, then get yourself a kritz advantage, OR get 2 frags and attempt a 6v4 fight/an uber force.
That means go kritz on the flank to get 2 frags if possible, or go for a very long range sticky without committing through a choke point.
Most medics are afraid of dropping. Depending on their level they might just pop when they see a glowing enemy weapon, so it may not be needed to take extreme risks.
On some chokes (like snakewater saw or gully choke) it may be easier to get a kritz force using a soldier.
If you have time, getting a heavy/pyro can be useful to help you and your med escape their ubercharge, although proper standard play should be enough.
Finally, kritz heavy is very strong, think about it when you're stuck with kritz attacking or defending last.
TLDR dont go for hero shots on medic but rather pop on whoever can get the easy frags and then kite the enemy[/quote]
So what you're saying is to get informations from my team,pop with an advantage if they're running stock, always get backed up and try to get at least 2 pics. Thanks a lot man, i really appreciate it
Hasssassinoh man..last but not least, the first sticky during kritz is the most important, you need to make sure you charge to atleast 60% of the sticky charge meter, cause charging sticky in general will make them more accurate in all honestly and they fly way faster, accuracy of non-ground stickies is extremely important especially after the sticky radius nerf. the damage nerf for stickies is honestly completely fine but the radius nerf for air stickies is literally what fucked the entire class. correct me if im wrong ty
Show Contentim saying this as if im a kritz god but theres no denying the abomination that is my kritz aim and my teams kritz's. god bless dante funari. I can hit almost every sticky that isnt kritz boosted but the moment i get flashed issa yikes.
Habib since you're an invite demo I'd like to ask you something else too:for a really long period I've been an mge main as demo and I've been practicing nothing but my pipe aim and got pretty decent. The thing is lately I've realised how wrong i was and started practicing sticks, but most of the time i treat them as pipes and get spammy spammy without actually hitting anything because i don't charge them enough. Is there a way to improve faster at sticky aiming or all you can do is practice in actual games? Also, thanks a lot for the response and gl with the upcoming season <3
[spoiler]im saying this as if im a kritz god but theres no denying the abomination that is my kritz aim and my teams kritz's. god bless dante funari. I can hit almost every sticky that isnt kritz boosted but the moment i get flashed issa yikes.[/spoiler][/quote]
Habib since you're an invite demo I'd like to ask you something else too:for a really long period I've been an mge main as demo and I've been practicing nothing but my pipe aim and got pretty decent. The thing is lately I've realised how wrong i was and started practicing sticks, but most of the time i treat them as pipes and get spammy spammy without actually hitting anything because i don't charge them enough. Is there a way to improve faster at sticky aiming or all you can do is practice in actual games? Also, thanks a lot for the response and gl with the upcoming season <3
Theres not a whole lot that you can do to directly improve sticky aim at a faster rate. However I noticed that jumping as demo is pretty good for improving mouse movement and character control in general. you need to always be aware of charging stickies in general, however im not saying you always will charge in 100% of situations. I do a small charge and then a slight upward flick with stickies and it hurls them a bit further / higher, and this is something you can do in any game mode. for closer ranges its a bit harder to airsticky, so ideally you want to use both weapons in synergy, or hold right click as you shoot each sticky which dets them almost instantly in a shorter arc. idk alot of this is just rough thoughts but keep practicing really
HasssassinTheres not a whole lot that you can do to directly improve sticky aim at a faster rate. However I noticed that jumping as demo is pretty good for improving mouse movement and character control in general. you need to always be aware of charging stickies in general, however im not saying you always will charge in 100% of situations. I do a small charge and then a slight upward flick with stickies and it hurls them a bit further / higher, and this is something you can do in any game mode. for closer ranges its a bit harder to airsticky, so ideally you want to use both weapons in synergy, or hold right click as you shoot each sticky which dets them almost instantly in a shorter arc. idk alot of this is just rough thoughts but keep practicing really
Thanks a lot again! I'll try to put in game all those tips!
Thanks a lot again! I'll try to put in game all those tips!