chipbuster
03-22-2010, 03:02 AM
I was doing a little testing with uber durations today (due to a thread in the steam forums). I had some interesting results, so I thought I'd post them on here and share them.
My SPUF post:
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What I found was that ubering one person is a standard charge, and ubering one person and stopping is a slighty faster drain (less time), about 1-2 seconds less time. Ubering nobody produces the same uber duration as ubering one person and then stopping. This makes sense: the game punishes you for popping uber onto nobody, since you're supposed to use it on someone. Even if you uber onto the same guy again, you lose part of the charge due to the increased drain rate.
If you take uber and switch it to someone else, the uber drain rate takes a hit because you stopped ubering someone, and because you're ubering two people. The two people drain rate is about twice as fast (a 4-6 second uber if both are *constantly* uber), but if you stop ubering one of them, the increased drain goes away once they stop glowing (about 1-1.5 seconds after you stop).
This is where things get interesting. Because you stopped ubering the first guy, you're still taking the increased drain from stopping an uber. So even if you only *just* uber that second guy by tapping him with the beam, you lose a bit of charge for having two guys uber, and a little more for stopping the beam.
Three people is even faster. When I did my test, I was still trying to tag the bots a second or two after the uber faded because I subconsciously expected the uber to last at least another second or two. Fortunately, if you stop ubering one of them, the drain returns to the normal (minus the penalty for stopping uber).
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The tl;dr is that:
-Standard uber is 8-10 seconds
-Slight penalty for not healing someone during the entire duration of the uber (if at any time you break beam/the beam is not on someone, you lose about a second of charge)
-Ubering multiple people incurs an additional penalty of approx. 1.5-2 times drain rate, for as long as that person is uber.
-If the person stops being ubered, the drain rate returns to normal once they stop glowing (approx. 1-1.5 seconds after you stop)
-More than 2 people uber at once drains a phenomenal charge rate, but stops if someone is no longer uber.
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I'm not sure if all these are accurate. Upon second and third rounds of testing, I'm starting to believe that the "not ubering anyone" drain increase goes away if you re-uber the same patient, but not if you uber a second one at any time.
There are some parts that I wanted to test more closely, but I did my inital testing by watching the demo with a stopwatch and pressing buttons (which is admittedly inaccurate). I'm wondering if any of you know a way to track he percent drain rate based off of a demo (so basically I can get a little number in the corner showing % drained/second)?
My SPUF post:
----------------------------
What I found was that ubering one person is a standard charge, and ubering one person and stopping is a slighty faster drain (less time), about 1-2 seconds less time. Ubering nobody produces the same uber duration as ubering one person and then stopping. This makes sense: the game punishes you for popping uber onto nobody, since you're supposed to use it on someone. Even if you uber onto the same guy again, you lose part of the charge due to the increased drain rate.
If you take uber and switch it to someone else, the uber drain rate takes a hit because you stopped ubering someone, and because you're ubering two people. The two people drain rate is about twice as fast (a 4-6 second uber if both are *constantly* uber), but if you stop ubering one of them, the increased drain goes away once they stop glowing (about 1-1.5 seconds after you stop).
This is where things get interesting. Because you stopped ubering the first guy, you're still taking the increased drain from stopping an uber. So even if you only *just* uber that second guy by tapping him with the beam, you lose a bit of charge for having two guys uber, and a little more for stopping the beam.
Three people is even faster. When I did my test, I was still trying to tag the bots a second or two after the uber faded because I subconsciously expected the uber to last at least another second or two. Fortunately, if you stop ubering one of them, the drain returns to the normal (minus the penalty for stopping uber).
-----------------
The tl;dr is that:
-Standard uber is 8-10 seconds
-Slight penalty for not healing someone during the entire duration of the uber (if at any time you break beam/the beam is not on someone, you lose about a second of charge)
-Ubering multiple people incurs an additional penalty of approx. 1.5-2 times drain rate, for as long as that person is uber.
-If the person stops being ubered, the drain rate returns to normal once they stop glowing (approx. 1-1.5 seconds after you stop)
-More than 2 people uber at once drains a phenomenal charge rate, but stops if someone is no longer uber.
--------------------
I'm not sure if all these are accurate. Upon second and third rounds of testing, I'm starting to believe that the "not ubering anyone" drain increase goes away if you re-uber the same patient, but not if you uber a second one at any time.
There are some parts that I wanted to test more closely, but I did my inital testing by watching the demo with a stopwatch and pressing buttons (which is admittedly inaccurate). I'm wondering if any of you know a way to track he percent drain rate based off of a demo (so basically I can get a little number in the corner showing % drained/second)?