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Post by Deleted on Oct 8, 2014 19:24:49 GMT -5
Before I go around asking to trade for one; is the Quick-Fix any good? I often find myself in situations where I'd have 5/6 patients walk in my vicinity asking for a medic, but end up only saving one or two because too many people were dying at once. A boost in heal rate would be nice if I'm to play family doctor over pocket medic- even if it means sacrificing overheal.
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Post by Deleted on Oct 8, 2014 22:36:53 GMT -5
Oh crap, it's got 25% overheal now? Whoa. Stock medigun heals 24 HP/s, 12.5 seconds without being hit a target will heal 48 HP/s, and 15 seconds in it goes even higher to 72 HP/s. I've rarely bumped into instances where this is useful outside the occasional wandering scout and the lucky sniper who's down to a sliver of health, but it's good to know why my medigun is suddenly healing faster than usual on occasion. I should probably note that I've been playing medic more than 50% of the time since my resurgence. Nobody plays medic, and when they do nobody does it very well or for long. It turns out that Heavies only deal 2 min damage with the stock minigun at its longest range instead of the 5 they did way back in 2010. However, with kritz they'll happily fling out 27 per hit. Because of their borderline-stationary movement when deployed heavies don't get too many frags with kritz. I'd argue Solly/classic demo are easily the best targets for kritz and healing in general in a massive firefight. Many heavies I heal kind of just sit there and fling out min damage shots at the enemy while grenades and rockets find their way to his face. Scouts are difficult to follow, Rocket Jumper solly, demoknight, and any pyro running in the open. The stock medigun is cool to hard-counter sentries and increase survivability overall, but often times I hit an issue where the guy I'm healing overextends and gets us both killed when the uber runs out. Definitely not comp material :b
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Post by Deleted on Oct 15, 2014 0:37:48 GMT -5
I wouldn't say shit players, but demoknight has been a somewhat popular demo strat in my experience. Pocketing them is a... high risk venture.
I just got the Overdose and figured it was worth a try. The crossbow might be commonplace, but it only does ~50 damage. I'm aware of the reverse damage dropoff and how pretty much every comp TF2 medic uses it; but the bonus move speed might be useful. It won't be easy quantifying how useful it is. At least the damage loss might be worth it considering how crappy the stock Syringe Gun's DPS is to begin with.
Either way I doubt there's a lot of contest for Medic melee weapons. The Ubersaw is pretty strong; the slow swing speed means little to nothing compared to all that lovely Ubercharge. Of course, you actually have to survive a melee fight to actually benefit from it. Maybe I should start pocketing more demoknights to share the melee kills with =b.
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Post by Deleted on Oct 17, 2014 15:14:02 GMT -5
Huh. When the description of the Quick-Fix says it "matches the speed of the target you're healing if they're faster than you", it never said anything about jumping. More specifically if you're low on health and your patient decides to sticky jump/ rocket jump you will jump with him and probably die from the fall damage. That was a terrible match.
The Quick Fix has proven to be ridiculously strong in situations where my team's clustered in a chokepoint and I have many nearby allies in the red; and all the ubercharge does is that but faster. It saved a few patients, but it's difficult to gauge when the extra 10 HP/s made a difference in the first place. In any other scenario this item is outright outclassed. The lack of overheal makes this style surprisingly prone to sentries; at least with the kritz there was a chance you could get a demo/solly to blow up the engi and cease all repairs on his buildings.
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Post by Deleted on Oct 19, 2014 23:14:49 GMT -5
Whoa. Since the matchmaking system was implemented 32-player servers are dead, Arena is dead, and Saxton Hale mode is pretty much dead unless there's a Steam Group with specific servers that do that. However, I did find a server in the browser that had an interesting take on 5cap. Each team had a commander with roughly 2000 health, melee only (Saxton Hale mode), and reskinned to look like a pony.
A variant of Saxton Hale mode in CoD would be bonkers; at least for 5 minutes, anyways.
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Post by ChloeB42 (Alexcalibur42) on Oct 21, 2014 3:28:49 GMT -5
Boy is it embarrassing to look at the scoreboard after you were doing so we to realize you were playing against bots...Well then
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Post by Deleted on Oct 21, 2014 12:03:31 GMT -5
As far as I can tell a lot of those 32p servers are trade servers. Sometimes I can find a 32p server; but it's not everyday for some reason.
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Post by Deleted on Oct 21, 2014 22:47:45 GMT -5
From what I gathered thusfar on TF2 x10:
SCOUT Pretty boy pocket pistol bumps him up to 275 HP and for that it's critical. The Sandman has 10 balls at the ready; but -150 starting health doesn't sound so grand. I've seen a few scouts run with the Force-A-Nature and Atomizer to run specific low-risk routes in CTF.
SOLDIER Direct Hit, Concherer, none survive.
PYRO Powerjack is a popular option since it allows for ridiculously fast movement speed, though I have seen several Backscratchers in play. The Detonator is a solid secondary because it enables super-jumping.
DEMO Loch-N-Load, Splendid Screen, Persian Persuader seems the only way to go. I guess the Scottish Resistance can be used to cover a single spot... assuming you have the time to lay down 68 stickies with a ridiculously long primer time.
HEAVY Brass Beast, Dalokahs Bar I guess. I'm not sure how to make this guy sing.
ENGI The gunslinger gives 275 health, The Jag is probably the go-to weapon of choice for a standard setup.
MEDIC The server I was on allowed the medic to revive players as though they were playing MvM. It's ridiculously tough for a medic to survive in this mode, but I guess The Overdose and Amputator can help you live a little longer. If you use both you're basically useless in combat beyond a distraction; but hey, the Kritzkrieg charges really fast.
SNIPER The Sydney Sleeper looks really potent in this case. Darwin's Danger Shield amps up his HP to 375, and Shahansahshanshanshah can do a butt-load of damage when the sniper is under half health.
SPY Conniver's Kunai is the go-to melee weapon; nothing really compares. 60 health can quickly amp up to 1860 (60 x 3000% + 60), and things get nightmarish when you have a spy with 1000 HP roaming around your base.
The Pain Train might find a use for objective play; 1 player with the strength of 11 on a single point can make Payload a breeze.
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Post by ChloeB42 (Alexcalibur42) on Oct 21, 2014 23:54:35 GMT -5
I was gonna make a fermi joke about how you may jump one GPU and a burnt down house away, and then I realised that's a 3-4 year old joke. Time is so weird to keep track of.
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Post by Deleted on Oct 23, 2014 0:14:08 GMT -5
Of all the maps/modes to use for the Halloween event they HAD to go with PLR_Hightower. Medics are just meat on a hook in Payload Race. 1500+ HP healed per life is indicative of a medic doing a decent job, and PLR doesn't hesitate to grind that down to 500. On the plus side KotH is slightly more structured; I've been having a lot of fun on "Eye"-aduct. Frickin' crockets for days.
I'm grown a new fondness for the Crusader's Crossbow since it can heal players for ~100 health at a distance; which can be critical if you're approaching the front line, or giving a last-ditch effort to heal a guy but don't want to overextend. The Overdose doesn't do that :b.
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Post by Deleted on Oct 27, 2014 16:58:31 GMT -5
I think it's safe to say that 6v6 TF2 has the standard composition of: 2 scouts, 2 soldiers, 1 demo, and 1 medic. What I don't quite grasp is why that is the case.
-I think the medic part is the easiest one to analyse. Having no medics on your team means you're ****ed in the long run. The team gets no overheal, everyone has to rely on controlling health kits and items that grant healing are necessary. The team is prone to ubers and whatever you sub out the medic with probably won't get enough value. But are 2-medic strats worth playing? One medic to heal the other when they're hit, potentially higher survivability rates for less firepower and more ubers? -I think it's pretty easy to justify the role of the demo. As long as people walk in clusters along the ground demos can deal unholy amounts of damage regardless of how many frags they can secure. Has a two-demo strategy ever worked? Is there a situation where not having a demo makes for a better team? I've never seen either happen. -Soldiers, again a pretty straightforward class that doesn't really have a lot of weaknesses. Do teams insist on having two soldiers because it's an optimal number against one or three? -Scouts seem like the first classes to swap out for heavies, engis and snipers once things get critical. In every other case they seem like... well... scouts. Harriers. Med-pack denial people. Point cap guy. Meat-shots ahoy against wanderering person that's not very good at CQC.
From what I can tell this can stem into many hypothetical scenarios; I can only hope that any response to this isn't too lengthy. :b
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Post by ChloeB42 (Alexcalibur42) on Oct 27, 2014 20:12:26 GMT -5
Can't say I've ever seen competitive TF2, now I'll have to check it out. I'm guessing the rules are radically different from a typical casual server
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Post by Deleted on Oct 27, 2014 21:51:00 GMT -5
I kinda want to see a mirror matchups of demos/medics now. It'll probably be funny for 5 minutes before turning into 12-player Operation Metro.
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Post by Deleted on Oct 30, 2014 23:30:14 GMT -5
Kart racing in an FPS; this probably won't end well.
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Post by ChloeB42 (Alexcalibur42) on Oct 31, 2014 0:37:18 GMT -5
I prefer my Kart racing to involve anthropomorphic animals, evil scientists, magic masks and aliens.
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Post by Deleted on Oct 31, 2014 1:16:28 GMT -5
I prefer my Kart racing to involve anthropomorphic animals, evil scientists, magic masks and aliens. ...Mario Kart?
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Post by ChloeB42 (Alexcalibur42) on Oct 31, 2014 1:49:15 GMT -5
There's no alien there.
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Post by Deleted on Oct 31, 2014 18:16:20 GMT -5
Oh boy, time to show everyone how much I suck. :b
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Post by Deleted on Oct 31, 2014 22:16:48 GMT -5
-Playing demo -See spy -Fire stickies at him up close -He catches on and starts walking away -Switch weapons after 5 missed stickies -Swap to pan -Wait, I wanted my grenade launcher! -Swap again -Erm, that's my sticky launcher again -Pressed 2 to swap to grenade launcher -At this point I've been stabbed and shot several times by the spy's revolver -Get stabbed again and die
I am terribly sorry Psy had to see that. :b
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Post by Deleted on Oct 31, 2014 23:34:27 GMT -5
-I forgot to mention before you joined and steamrolled everyone that first match we were getting steamrolled. At the same time there weren't a lot of heavier classes beyond a demoknight and two pyros. -My most memorable moment was probably when I sat there for 5 seconds laughing my ass off when I got blown up by your stickies right out spawn on BarnBlitz. I knew our front line was gone, but I honestly didn't expect the enemy team to be at our doorstep so quickly. Worst moment mentioned above, most stressful was probably every time I hit 95% plus uber, my team was already moving out, and I died just before I could throw out my charge. This is often indicated by a single-worded profanity in chat. -I only swapped to the Quick-Fix that one time because everyone was pulling out the Air Strike (I don't have one myself; it must be pretty new). I really hate this minigun. -I guess the pressure of creating a good first impression probably kicked me into gear. I'm not used to playing for more than 2 hours; around the third hour my awareness just tanked. -In the event that you start playing again I'll probably drop whatever I'm doing and join your lobby. If I don't join it'll be because there's something higher on the list of crap I need to get done, I can't join the server, or I've been told otherwise because I'm a creep. -I have a mic; I'll get it up next session. It's a bit awkward when I go medic, there's someone behind me, and there's no voice command to tell my pocket when there's someone behind us. The only other reason would be when there's a high likelihood of a significant threat ahead, such as a common sentry gun position. -To this day nobody really knows how many of your friends were in that lobby.
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Post by tiesieman on Nov 1, 2014 13:20:02 GMT -5
dude if thats real i might reinstall this again
highlander seems godlike
have there been any new class defining weapons or changes lately?
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Post by Deleted on Nov 1, 2014 20:53:31 GMT -5
Meanwhile at Ozfortress' 6v6 division.
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Post by Deleted on Nov 2, 2014 0:17:03 GMT -5
This is surprisingly accurate.
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Post by Deleted on Nov 2, 2014 23:03:40 GMT -5
These hats are getting out of hand.
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Post by Deleted on Nov 3, 2014 18:19:27 GMT -5
Apparently that's the skin of your team's commander. They heal 5HP/s on top of their giant pool of hitpoints, they're pretty much a mini Saxton Hale minus the insane melee weapon. The 'Generosity' part is a power that plagues the enemy team with MLP music. Also it marks every opponent for death; that's kinda bad too I guess. It's tough to say how they interact with other classes on the field. Pyros are useful in air-blasting them out of reach, snipers/spies have to deal with a pretty fast move speed, engis have to rely on their sentry knockback to hold them off before they eventually destroy the sentry. Everyone else can pray that they make a big enough dent in its health bar until it retreats. Like a Backstratcher pyro they're useful for building ubercharge between battles. Besides that the commander's priority has to be set lower than a friendly Kunai Spy with 200/60 HP. EDIT Whoa, Arena Respawn is now a thing. Arena:Respawn on Well-5v5 , Arena map, Class limit of 1 -Each team bans 1 class before the match starts, leaving 7 in play. -Capping the point in the centre temporarily marks your entire team for death, but revives everyone on your team. -In the event of a stalemate lasting 50 seconds after the first time the point was capped, the capture point resets, and the team that caps it wins the round.
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Post by Deleted on Nov 4, 2014 16:15:25 GMT -5
Yeah, but we weren't rolling out in a professional match. If we had a roaming soldier, a few scouts, and a heavy I'd be focusing on that uber. But we didn't. EDIT: I think maybe that's why I like 30+ servers so much. Heavier classes are more viable, thus I have more patients and pockets, and I can choose to support whichever flank I want. Before joining your lobby I was using Quick-Fix because I was the only medic on a team of 13-16 players (unless you count the dispenser). We were defending on Dustbowl Area 3, and our team was mostly pyros, demos, and soldiers. The first point was never taken simply because the attackers' short respawn time was met with the defender's quicker recovery; nobody on our team died thanks to 35 HP/s. We also had a dispenser just around the corner; in 16v16 those are much more valuable.
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Post by Deleted on Nov 6, 2014 19:29:26 GMT -5
Either I'm paranoid or you went scout specifically to pick me off earlier that session. Either way, good call.
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Post by Deleted on Nov 7, 2014 0:36:13 GMT -5
Regarding Highlander, a simple checklist of classes players want to go in as would be more convenient. More flexible players get into matches faster. I wonder which classes will be in higher demand. Heavy and pyro, maybe?
No kidding; my best encouragement to stay alive as a medic is not watching all my allies die and not heal for the next 15 seconds.
I think I know what you mean by jukery. Ultimately that was more of a case where I thought I had allies up ahead, I round the corner, aaand big blue party of death.
Roughly a quarter of my deaths were attributed to him. That guy was awesome.
I wasn't very familiar with the map, but of all the possible routes to the centre most didn't lead my team to that doorway.
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Post by Deleted on Nov 8, 2014 13:20:34 GMT -5
Boy, don't make me pocket you with a Vaccinator.
EDIT: I skimmed several sources and it seems that the engi also seems to be in demand, but Medic and Heavy consistently pop up.
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Post by Deleted on Nov 9, 2014 22:20:40 GMT -5
I take it you seem annoyed with how I used the QF in our last session. Medigun's pretty damn good... in comp. It really depends on how organized your team is and who's on it. Pubs are all about getting the heals to whoever can use it the most in an uncoordinated team. Your pocket will fumble, they'll run out at the least convenient times, they'll rocket jump to a ledge where you can't get them. You can probably sack an unsuspecting player with a saw and get away with it. No really, I can't even begin to tell you how many times I ubersawed a spy to death, got an uber early. You can do risky crap and it probably won't screw your team over if it doesn't pay off. That medigun can actually screw you over; your allies probably have no idea what priority means, and that getting 250 HP shaved off their back for walking in front of that sentry is okay as long as you're there to get them. But wait, we have a demo on the line, that other guy has to be turned down because I'm too busy healing my pocket. Quickfix? It's the medigun you use when you have to do the work of 2 medics in a pub. We don't need a well timed uber push; hell, they probably don't even have a medic. We'll just stay alive and swarm them with sheer numbers. Quickfix forgives all sins; even the snipers are drowning in heals. So when would I use medigun in pubs? Sentry position. Double-sentry crossfire is one of the worst things to deal with. If I have the noah's ark of pocketable classes I'll want the Quickfix, otherwise the Medigun is what I want. Playing medic in comp is vastly different simply because you can only assume your opponents are fully competent. Over there everyone's a wired death machine who can take your lunch money 99/100 times in a 1v1. One ubersaw strike is more likely to send you waaayyy into the uber lead and can snowball into a winning cap. Ya keep spamming those crossbow shots and the other medic's gonna get ahead in that uber race. Whenever an uber flies out and you know there's someone to use it to its full potential. When would I use kritz? Well... honestly I was only using kritz to mitigate my poor survivability in the first place; and now the Quick Fix does that. Honestly there's really no need to have the kritzkrieg at all in a pub. The uber does nothing to increase your survivability, and that's not really good. You need a pubstomper to really make it sing, and in most cases it just croaks. I found no use to this medigun since the transition to QF in pubs. AND ANOTHER THING; the QF's speed boost is awesome. I can hook onto a scout and get to the front line faster to get even more crit heals off. Healing jumping solly/demo can be tricky since you have to be not jumping and colliding with them so you can jump with them in enclosed areas or to specific ledges. I know it's only situational, but damn it's useful when it is.
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