|Best Field Of View; and View Model Field Of View? (7) | Posted on July 6, 2012, 8:25 p.m.|
SackBoi posted...Best Field Of View; and View Model Field Of View?
There is absolutely only one reason for FOV 75 and that is to 'zoom in' with the Ambassador.
Viewmodel FOV though, yeah.
|Graphical problem since pyromania update. (11) | Posted on July 4, 2012, 5:25 a.m.|
|Bug with recent ATI drivers & recent TF2 update, roll back to an earlier driver version like 11.2 (what I use anyways) and it'll go away.
|The Hitman's Heatmaker is underwhelming. (9) | Posted on July 4, 2012, 1:47 a.m.|
|The best part of the focus thing isn't the faster charge rate or the no automatic unscoping between shots, because while those are both very good things the real key part is while you are in focus you can manually unscope INSTANTLY after a shot. This means you absolutely destroy people who sniper dance (ie: every good sniper).
|Short Circuit Fix (10) | Posted on July 3, 2012, 1:11 a.m.|
|Better idea: Keep the cost the same, refund 20 of it if you destroy something with it.
|There's a glitch with the Hitman's Heatmaker. (4) | Posted on July 1, 2012, 10:15 p.m.|
|That's because headshots with the Heatmaker don't count as a headshots (doesn't give them 1.5 points or count as headshots on their scoreboard), but decapitations.
|2100 viewers of ESEA LAN's stream. Come check out the highest level of comp tf2! (16) | Posted on June 30, 2012, 11:34 a.m.|
2 hours downtime. Good god.
Unfortunately a storm knocked out their website + client so they need to wait for Amazon to fix it.
See netflix + imgur being down.
|2100 viewers of ESEA LAN's stream. Come check out the highest level of comp tf2! (9) | Posted on June 30, 2012, 10:53 a.m.|
effeffjay posted...Swing by and have a look!
Because if this gets more viewers, competitive TF2 will get more sponsors, more sponsors = more prize money = more teams playing = more LANs = more exposure = more advertising for TF2 = more players playing TF2 = more profit for Valve = more people playing pubs + competitive TF2 = more viewers = etc.
There's a good reason that pretty much all the biggest/most popular multiplayer video games are good competitive ones (League of Legends, DotA, Counter-Strike, Quake in its hey day, StarCraft 1 + 2, and while they aren't very good competitive games technically the competitive aspect definitely still benefits World of Warcraft & Call of Duty). There's a very symbiotic relationship between the public game and the competitive one, they directly benefit from one another, which is also why Valve supports their competitive scenes as much as they can (1.5 million dollar DotA 2 tournament, competitive CS:GO support, throwing this link up on their official forums officially, etc).
For example, there's actually people from Counter-Strike in the stream chat who have mentioned thinking TF2 looks cool and interesting. Those are people who are probably going to download the game, probably spend money on it, and get into it. I know some people who got into TF2 from seeing movies like Meatshot 2. Publicity really does help. As of right now this stream is destroying the CS 1.6/CS:S stream in viewers really badly, and is approx. 5 times bigger than it was last year for the regular matches.
This is really good for Team Fortress 2 as a whole.
|Holy f*** the Beggars Bazooka is OP. (21) | Posted on June 28, 2012, 9:23 p.m.|
ElectricDoodie posted...None of those downsides are downside.
If you have an uber and can get close to a sentry it will own them hard regardless of wrangler tho.
|the scorch shot's damage... (5) | Posted on June 27, 2012, 2:36 p.m.|
SO long as I can still crit with it, I don't care about base damage.
Yeah you crit for 45.
|Anyone else watching the countdown on the Pyromania page? (68) | Posted on June 26, 2012, 9:31 p.m.|
I'm afraid of the new Sniper Rifle. For Snipers that actually know how to headshot and avoid bodyshots, that thing might be a beast. The new Pistol for the Scout is looking really good, the new Scattergun... not as much. Not sure how I feel about anything else.
Really good Snipers need to bodyshot sometimes. The class that this is the most important for (Medic) can no longer be one shot.
|Anyone else watching the countdown on the Pyromania page? (35) | Posted on June 26, 2012, 11:11 a.m.|
|Maybe the gauge is broken cause some people used some weapons on it.|
And they're going to show those weapons.
|So does Valve just not care that the Heavy is an unbalanced, broken class? (107) | Posted on June 24, 2012, 5:52 a.m.|
Darth Lenny posted...When class limits come off on high level play, are there any Heavies on the team? Or is the entire team a number of Demomen greater than or equal to the number of Medics?
High level play doesn't have to mean 6v6 (and competitive is not solely 6v6). If you put comp players in a 24 man and told them to play to win they'd take Demos and Medics over Heavies most of the time even with no restrictions (this happened technically actually, 12v12 online tournament with no restrictions except 3 class limit, the comp players ran 3 demos, 3 medics, 1 scout, 1 soldier, 1 heavy, 2 engineers, 1 sniper)
The covering the areas of the map doesn't matter, as that is just as important with more players (or else you get swarmed by more people), what matters is being able to kill things - Demos are great at that in 6v6, but they are even better at it in 12v12 as not only is all their damage AoE but multiple Demomen working in tandem remove the weaknesses of the Demoman (people getting in close, having to reload).
Heavy would be ran more because he has dumb unlocks like the Tomislavichgru yeah, but in the end he is still intentionally a specialist who is mostly only good (in higher level play) at defense and objectives where mobility is not an issue. Otherwise, Demo is far better.
Where the difference in perceived overpoweredness lies is that Heavy requires no effort or much skill to achieve his goals (high reward, low risk, anyone can do it, takes more skill to kill a Heavy than the Heavy has to have to kill you), whereas being a ridiculous Demoman against good players is actually so hard that in competitive play it is difficult to name 10+ demos that are truly masters of the class that still actually play this game (and that's including NA, EU, and Australia).
It's why you watch a video like this:
And there's impressive Demoman stuff in there. Triple airshots, solid traps, ridiculous positioning or roller placement, etc.
Then you watch something like this:
Even though this is the best HL EU Heavy, there is nothing interesting about this. At all. He is point and clicking, has good tracking (which ANY great DMer has enough to be just this good so it's not really special), and killing people who jump him with infinite range hitscan.
|So does Valve just not care that the Heavy is an unbalanced, broken class? (99) | Posted on June 23, 2012, 9:35 a.m.|
|Darth Lenny posted...|
When class limits come off on high level play, are there any Heavies on the team? Or is the entire team a number of Demomen greater than or equal to the number of Medics?
Depends on game type and area, many people would switch in lots of heavies in areas where movement is a requirement.
|So does Valve just not care that the Heavy is an unbalanced, broken class? (92) | Posted on June 19, 2012, 6:15 p.m.|
|Yeah, Heavy with Tomislav, Sandvich, and GRU is basically a Pyro with more health that kills people infinitely easier than a Pyro ever will and can heal up to full HP after a flank.|
Phlog Pyro/OG Backburner Pyro? Tomivichgru Heavy does either of them better pretty much (fun fact: Tomislav out damages the Phlog crits by almost 100 damage per second) unless you somehow stumble into the entire enemy team all bunched up magically.
|So does Valve just not care that the Heavy is an unbalanced, broken class? (76) | Posted on June 18, 2012, 11:08 a.m.|
No, because the stock is still really good and can help you out occasionally if you do get caught in a real bad spot against crazy odds or if you're playing a map where doing long range harassment makes sense (like Viaduct, some teams like to put their Heavy on the cliff and spam bullets at people for the pressure). Just the Tomislav lets you insta rev and be more mobile for the cost of not being able to do something that is at worst something you shouldn't do and at best incredibly map specific.
It's mostly really good cause the drawback is a rate of fire nerf, not a damage nerf (like the Natascha), so the Tomislav actually does a lot more damage than the Natascha does etc, able to obliterate a buffed Heavy in one second if all the bullets hit.
|So does Valve just not care that the Heavy is an unbalanced, broken class? (71) | Posted on June 18, 2012, 10:43 a.m.|
Now, personally, I don't like the Tomislav. It's only benefits are a non-issue if you are already revved. And I think it's too weak compared to the stock to make up for it.
You were doing well until this part, the Tomislav is insanely good, it actually beats every Minigun if they rev up at the same time up close (assuming relatively close health values), and only starts to fail at longer ranges, it still puts out ~450 DPS, which means even if the other Miniguns are already revved up, it has a roughly 50-50 shot depending on damage spread + accuracy spread.
The ability to insta-rev up is also good since it lets you be more mobile in general, which is something I think people forget about and instead just argue "good Heavies would be revved up anyways" as if people play perfectly all the time, the insta-rev lets you be mobile with your team AND be ready to defend them/yourself at a moments notice, plus it makes certain things have a harder time dealing with you (like Pyros).
Really, the only situations the Tomislav out right fails on compared to the stock is:
a) Long range fighting
b) Fighting more than a few higher health people at once.
You really shouldn't be doing either of these things as a Heavy much, especially not against good people where you're going to work on killing a couple people at a time.
|So does Valve just not care that the Heavy is an unbalanced, broken class? (38) | Posted on June 18, 2012, 5:59 a.m.|
lol heavy overpowered? please learn to play.
(the best Heavy on pretty much the best EU Highlander team vs the other top level Highlander teams)
|So does Valve just not care that the Heavy is an unbalanced, broken class? (35) | Posted on June 18, 2012, 12:16 a.m.|
After beating back a Heavy Rush, I have to call bs.
That's a good thought, except there is nothing preventing a good player from you know, actually aiming and changing his view point instantly. Being revved up doesn't slow your aim.
|Will meet the Pyro mark the end of TF2 lore? (20) | Posted on June 15, 2012, 9:24 a.m.|
|This is about as likely as the Engineer update being the last of the items in TF2.|
So not at all.
|Medics don't take skill to play. (55) | Posted on June 8, 2012, 1:51 a.m.|
|People wrote rofl to your post Grandy cause uber advantage as a skill has absolutely zero to do with what you posted in paranthesis. Uber advantage is tracking the opposite medic(s)'s uber charge values, at the highest level neigh perfectly, in order to decide how to react on pushes/holds. In competitive this is hard enough that not many people can do it 100% reliably 100% of the time. Good luck doing it in a pub with multiple Medics.|
It really shows you are out of your element and really shouldn't be quantifying the difficulty or skill involved of any class when you don't even know something as basic as that.
|Enforcer Nerf (37) | Posted on June 1, 2012, 8:37 a.m.|
You messed up here, the Revolvers base damage is 40, the Enforcer's is 48. This most likely threw off all your math below this.
|Totally unnecessary (and probably impossible) Gunslinger nerf (67) | Posted on May 29, 2012, 6:26 p.m.|
|I'm getting ready to play and stuff so I can't reply to all that atm (will do so later), but no, 3 minisentries as in 1 engineer. 100 to deploy, get 100 more metal which is easy on defense, can put out 2 more.|
Also while you can move level 3s, you can shift peoples focus actively while they are fighting you by putting down a new Mini SG in a new place, you don't need to move them.
|Totally unnecessary (and probably impossible) Gunslinger nerf (64) | Posted on May 29, 2012, 5:13 p.m.|
HyperDragon posted...Coz if this is a real game situation it wouldn't literally be 2 soldiers killing 2 Gunslinger engies + 4 mini sentries while the other 20 people sit around doing nothing. While those 2 soldiers are doing all that, they're going to be taking a lot of damage, and depending on how organized the Gunslinger team is, they're going to pick them. The reality of the situation is that even if those 2 Soldiers manage to pick the 2 Gunslinger + 4 sentries they are going to die pretty much immediately after unless they get popped on are the Gunslinger team is pretty out position, which means it's 10v10, which means the defense still has the advantage because that is how offense vs defense works.
You have the worst arguments I have ever seen on this forum. Worse than MasterEchu. Seriously. I don't even think a single part of your post dealt with anything I actually said or tackled any single aspect of actually using the Gunslinger on any informative level beyond calling basic good skills overpowered.
Using ammo on actual players is NEVER a waste. Ever (e: ok maybe chipping full HP people for 1 damage is a waste, but actively trying to kill people with ammo is never a waste). Actually killing people wins you the game. Stuff that prevents you from doing that an absurd amount is really really really good, especially if it takes no skill.
Teamwork is not "OP" unless the other team does not have any. In which case you're on a really bad pub, so ok.
Skill is not "OP" unless the other team doesn't have any, and I am talking about equally good Level 3 and Gunslinger engineers here in comparison, not a good Gunslinger Engineer and magically a bad level 3 Engineer. You seem to miss the point that I am talking about an equal skill situation, I am saying a good Gunslinger engineer would outperform an equally good Level 3 Engineer on defense in almost all situations (barring a map with really long sight lines where you can abuse the Wrangler on a level 3...but then again the Wrangler is also OP soooo)
try again plz. maybe talk about the actual game when you do instead of just saying teamwork/skill OP which makes no sense considering I'm talking about two good teams that are equally skilled.
again, 3 mini sentries (branindead easy to have on defense) gives you more HP to burn thru than a level 3, with 4 times+ less building time, for 230 less metal. Mini Sentries are twice as efficient for metal:health and metal:DPS on the sentry than a level 3. This also means you are shifting where people have to look or focus multiple times instead of having a stationary sentry. This is Kind Of A Big Deal (TM).
|Totally unnecessary (and probably impossible) Gunslinger nerf (62) | Posted on May 29, 2012, 4:28 p.m.|
Unless of course there are two gunslinger engies in the soldier team, supporting the soldiers. The enemy team's soldiers just wasted all their ammo too.
Yeah ofc, but that would say quite a lot about the items power. You shouldn't need to run the exact same thing to have a fair chance, after all it's not like you need a level 3 to push into a defensive team running a level 3.
You know, I actually run Gunslinger on defense in pubs and get a lot of **** for it, but people need to think this thru a bit. On defense, it's VERY easy to put down a sentry and get back to 200 metal right after (coz Dispenser/resup) - so 3 sentries, guaranteed.
An unwrangled Level 3 sentry has 216 HP and is mostly in one spot.
3 Mini SGs have 300 HP and are probably in 3 different spots that require the enemy team to shift their viewpoint or focus to deal with. (and ofc with Wrangler this is a wrangled lv3 with 648 HP vs 3 sentries totaling 900 HP)
I think the most common argument against it is they do less damage so less kills, but sentries should NEVER be relied on against good people to get kills, just to add pressure or distraction or waste time, which the Mini SG has in spades over the level 3. I think people mostly just wind up thinking it's stupid because the Level 3 is more noticeable cause it shoots rockets and stuff, but a mobile defense that can shift where people have to look or react to constantly is going to be better than a stationary static defense in the long run.
|Totally unnecessary (and probably impossible) Gunslinger nerf (60) | Posted on May 29, 2012, 2:24 p.m.|
|Coz if this is a real game situation it wouldn't literally be 2 soldiers killing 2 Gunslinger engies + 4 mini sentries while the other 20 people sit around doing nothing. While those 2 soldiers are doing all that, they're going to be taking a lot of damage, and depending on how organized the Gunslinger team is, they're going to pick them. The reality of the situation is that even if those 2 Soldiers manage to pick the 2 Gunslinger + 4 sentries they are going to die pretty much immediately after unless they get popped on are the Gunslinger team is pretty out position, which means it's 10v10, which means the defense still has the advantage because that is how offense vs defense works. |
Offensive team had to kill 6 things.
Of course this is just trying to be really simple, it's highly unlikely that you're going to focus 2 engies + 4 sentries over everyone else, coz if you do after you kill all that you get to get mopped up by the other teams demos + soldiers + heavies who didn't have to waste any ammo or time on Gunslinger engies. Good Gunslinger engies actually wind up consuming more time than a Level 3 :|.
|Totally unnecessary (and probably impossible) Gunslinger nerf (56) | Posted on May 28, 2012, 3:16 p.m.|
HyperDragon posted...I was talking about completely equal situations the entire time, ie in the two soldier case I was talking about a completely fair 12v12 fight, that's two Soldiers that just lost all their primary ammo, which gives the Gunslinger team a pretty obvious advantage.
Posts like these often make me wonder if people are even remotely playing the same game I am.
A mini SG isn't really an Engineer primary, getting metal isn't really that hard in an actual team fight, and a Soldier isn't really going to get to reload 4 rockets "easily" against a component opponent. A good enemy is going to see, hey those Soldiers wasted all of their rockets, let's go destroy them because now they lost their easy escape and really good juggling/AoE splash and can only do single target damage now.
Team fights are decided by who can put out the most damage stacked up on the right targets correctly. Gunslinger sentries are the most cost efficient damage mitigation in the entire game by a long mile, and they are very spammable, especially at last points on 5CP.
Get some decent friends (like people who can actually aim as an Engineer), go into a pub and get into a situation where you have to hold something. Play 4-5 Gunslinger Engineers. Enjoy the easiest defense of your life time.
|Totally unnecessary (and probably impossible) Gunslinger nerf (54) | Posted on May 28, 2012, 2:14 p.m.|
|Grandy your arguments would make sense except for the fact that I was talking about completely equal situations the entire time, ie in the two soldier case I was talking about a completely fair 12v12 fight, that's two Soldiers that just lost all their primary ammo, which gives the Gunslinger team a pretty obvious advantage. Not two Soldiers on their own vs the world or something...that really isn't a situation worth arguing about.
|Totally unnecessary (and probably impossible) Gunslinger nerf (46) | Posted on May 27, 2012, 8:10 p.m.|
Yes I do, I said most people, which is fairly accurate.
Bolded: Skill is OP. Be glad he isn't a Ambassador Spy or god forbid it, a Sniper. The fact he is a good shot would make all classes but Medic OP.
Who can aim =/= perfect aim or w/e. Anyone who can play Engineer at a decent level (we're talking like maybe 60-75% ACU on Shotgun in MGE) is all you really need to make the Gunslinger monstorous against any level of player.
Secondly, shoot the engineer, not the minisentry. He's the mastermind behind the duo. Instead of dealing with two autoaims plus a good shot in a row, you'll deal with the good shot, then a single auto aim, and at least ensure he won't bother anyone else if you die.
It's not always possible to kill the Engineer first. While it is certainly the ideal solution, in a real game the ideal thing does not always happen. Maybe the Engineer has teamwork with his team and the rest of his team makes this really difficult. Maybe a Pyro AB's you away from the Engineer non-stop, etc. Even if you can kill the Engineer somewhat fast, you still need to invest a lot of ammo and time into killing him + the sentry(s).
Or shoot the minisentry as it deploys. It's not instant, and it falls with a single shot if it's not complete. There you go, now you are fighting an Engineer with a single autoaim.
This is not even true and I'm not sure why you're defending a weapon you obviously don't even know inside and out. Gunslinger sentries, unlike every other building in the game, are deployed at full HP. No matter what they take the same amount of hits whether they are insta deployed or not.
Better yet, don't stray so far from your team that you'll find a gunslinger Engineer while you're alone. What'd you do if he was a Heavy with good aim? Think of the risks man. It's dangerous to go alone, take this. *hands Medic*
Gunslinger Engineer is far better in team environments than lonesome scenarios actually. Group fights make it harder to kill the Engineer first, give the Engineer more resources to poop out Mini SGs, make it harder to focus and the punishment for who you decide to focus goes up.
As far as Level 3 sentry situation goes, not really since you can uber push a level 3 and a new level 3 can't be put down by the same Engineer in 0.2s. If you take a level 3 down you get an easy push.
The main problem with the Gunslinger is that mitigates too much damage and eats up too many resources for a lack of real involvement on the Engineers part. If you try to push against say, 2 Gunslinger Engineers, in order to kill the 2 engies + each of their Mini SGS it would take 8 rockets. That is two Soldiers without full primary ammo to throw on the other people on the Gunslingers team. If those 2 engies get 2 mini sentries out, you're seeing 12 rockets. That's ~1,260 potential damage that just got taken off the Medic, Demos, Heavies, etc.
In the competitive formats people started to realize that mini sentries actually wind up being better stalling devices than a level 3. Same is true for pubs, really, it's just harder to notice since the Engineers probably don't have decent aim or awareness and the teamwork on a pub is probably a little too low to really bring the annoyance of the weapon completely out there, but yeah.
|Totally unnecessary (and probably impossible) Gunslinger nerf (39) | Posted on May 27, 2012, 6:49 p.m.|
HyperDragon posted...Grandy12 posted...Are you guys serious? Gunslinger is fine just the way it is.
Because most of the people on these forums + and the Steam forums are smart.
You don't see how an Engineer who can aim and a mini sentry that takes two shots to take out and can be placed twice is a bother? Two mini sentries depletes a Soldiers primary instantly. It's a huge amount of damage mitigation for cheap, one of the most efficient damage drains that exists in the game.
The key part for it to work tho is the Engineer has to be able to hit shotgun + pistol.
|Totally unnecessary (and probably impossible) Gunslinger nerf (35) | Posted on May 27, 2012, 3:49 p.m.|
Are you guys serious? Gunslinger is fine just the way it is.
Oh well if the people you met who definitely weren't random bad players said it is ok then it must be ok.
Now play with some good people on Gunslinger engie and see how frustrating it is.
|Speed bonus should be removed from the Equalizer (18) | Posted on May 21, 2012, 5:44 p.m.|
Valve doesn't do weapon balancing anymore.
|Want to watch good players/teams with their communications? Check here! (5) | Posted on May 20, 2012, 11:19 a.m.|
I thought techno and unff were both invite.
They were now they are IM coz of above reasons.
|Want to watch good players/teams with their communications? Check here! (3) | Posted on May 20, 2012, 8:19 a.m.|
|It's a new channel, there might be more Invite stuff once it catches stride.|
Tho, in NA there are quite a few IM teams that could hang in Invite but choose not to cause they don't want to do all the stuff required to be in Invite just to probably not go to LAN.
|Want to watch good players/teams with their communications? Check here! (1) | Posted on May 20, 2012, 7:41 a.m.|
Pretty sick channel, POV demos of good comp players with their teams comms thrown on top for many of the vids.
|People still think the spycicle and the phlog are OP? (37) | Posted on May 15, 2012, 9:18 p.m.|
I don't hate the Phlog because I think it's OP
I hate the Phlog because it encourages people who are bad at Pyro to play the class in a bad way, and awards them crits and full health for playing so.
Yup rewarding players who play pyro the way he was originally intended to be played.
Some people need to realize that puff n sting is not the only legitimite way to play pyro.
originally intended to be played doesn't matter cause the pyro was originally intended to be the "close combat master", which he never, ever, in any version of TF2, was.
|People still think the spycicle and the phlog are OP? (28) | Posted on May 15, 2012, 7 p.m.|
A weapon can make the gameplay experience worse without being directly overpowered or underpowered, for example it's completely possible for a weapon to make the game less fun, yet be completely balanced, as the two only somewhat relate to each other.
I get what you're saying, but you're speaking very generally.
Can you explain why the phlog specifically makes the game less fun?
Well, it's not even about just fun either, weapons can be detrimental to gameplay by creating lame situations even if they are balanced. ie regardless of if you think the Wrangler is overpowered or not, when used properly in an organized match it makes many Payload + A/D maps a huge chore to play and stalemates them a lot harder, it also completely defies the entire purpose behind the Stopwatch competitive game mode (which has been around since W:ET) which is defense is supposed to melt quickly in an even skill game. So even if you think it's balanced, it slows the game down sometimes to the point of a complete standstill and makes Stopwatch really stupid.
Likewise, I don't really think the Phlog make the game less fun per se or is actually broken, but it does reward Pyros for playing in a stupid way (ie: spam flares while doing nothing) and then they get a free Kritzkrieg and full health pack on demand. Just coz you can counter or deal with it doesn't mean it's fun or good for the game rly. If you get killed by the Degreaser it's usually cause you messed up really hard, if you get killed by the Phlog it might just be cause a Pyro spammed 10 flares over the last 2 minutes and now he gets to kritz you.
The Spycicle is a bigger issue imo, personally it's pretty balanced on its own, but it's too dumb combined with the Dead Ringer and makes the Spy too much of an unknown for very little cost to him personally. Something like that isn't very fun to play against cause the counter play you exert on the Spy as a player is practically nil. While fun is kind of different for everyone, generally people find fair chance fun, ie you should be able to exert skill to counter whatever the person you're dealing with does and be rewarded for it. If you exert skill to deal with a DrEnforcercicle Spy he gets to get away anyways with a single weapon swap + button press and that winds up feeling terrible if it happens repeatedly. DR/Spycicle on their own are somewhat manageable, but together they are pretty bad.
|People still think the spycicle and the phlog are OP? (12) | Posted on May 15, 2012, 5:30 p.m.|
believe it or not, there are ways for items to be detrimental to the game other than being overpowered or underpowered
Could you elaborate?
A weapon can make the gameplay experience worse without being directly overpowered or underpowered, for example it's completely possible for a weapon to make the game less fun, yet be completely balanced, as the two only somewhat relate to each other.
People who typically play video games would say this is detrimental to the game, I would think.
|I can see why pubs never have medics. (18) | Posted on May 15, 2012, 4:32 p.m.|
Hyper, what to comp medics usually set their auto call bars at? Is there a preference?
if you don't have it set to 150 you are doing it wrong it's like free radar or something
The 150 setting kind of glitches out and it's not really a free radar cause the auto call also has a cooldown, which is why most Medics who want that will bind a key to toggle it between 150 and their normal setting.
|I can see why pubs never have medics. (16) | Posted on May 15, 2012, 11:49 a.m.|
Hyper, what to comp medics usually set their auto call bars at? Is there a preference?
It's preference, I've heard everything from 50-99. It usually doesn't matter too much coz with only 5 other people it's fairly easy to know peoples health by paying attention + comms.
I personally use 85 tho I am low/mid, this puts Scout right above the HP where they can be one shot by most weapons up close, which is useful to me during a team fight since I can quickly deliver some snap heals to prevent a one shot if needed.
|I can see why pubs never have medics. (14) | Posted on May 15, 2012, 9:25 a.m.|
I for one (amongst many other pockets who have played somewhat competitively) mash E 24/7 out of habit if we're not near a hot zone, but mostly coz there is no reason not to.
The thing is, while that probably works competitively, when everyone has a mic and actually communicates, it completely fills up the text area. In a pub, where most people wont' have mics and depend on medic calls and text for what little communication there is, spamming E gets awfully irritating.
You can filter those messages out of the chat box so they don't display, though. That's a valid point either way though, however in order for it to really spam it fast enough (coz of the cooldown for calling a Medic) almost everyone has to be doing it when really there's no reason for most people except the Pockets/medics to do it, plus it's prolly in your best interest to find a better server where people tend to communicate more if you're getting annoyed at the lack of communication in teh first place.
|I can see why pubs never have medics. (12) | Posted on May 15, 2012, 7:18 a.m.|
I don't understand why when I am waiting at spawn for a teammate and I overheal them and we are running to the objective they have only now realized they have a medic and they still call out for the medic. I almost stop healing them when they call me in that situation.
I for one (amongst many other pockets who have played somewhat competitively) mash E 24/7 out of habit if we're not near a hot zone, but mostly coz there is no reason not to. It gives your team an idea of where you (and the Medic) is which clears up comms, helps your Medic never lose you if he has to turn around (which is fairly often if you are a decent medic, you should be turning around a lot), and it also baits the enemy team in pubs coz they take call for medic calls legit often and they might think you're actually low health.
I don't understand why people take the call for medic function very seriously. If you want to know who is in dire need of healing as a Medic you have auto call which works flawlessly and can be set to like 75% HP or w/e % of HP you want and you also have the ability to hover over them and see their health (which you should be doing anyways). Calling for Medic isn't very useful in comparison to that if you remotely use comms (and thus can ask for a buff if you're about to go huge), it's an outdated mechanism for a good Medic.
|I can see why pubs never have medics. (9) | Posted on May 14, 2012, 9:13 p.m.|
|It's np thanks for the explanation and good reply. Pretty much if you want to have fun playing Medic you either bring friends into pubs or play comp now and days.
|I can see why pubs never have medics. (5) | Posted on May 14, 2012, 8:16 p.m.|
The things that annoys me are people who I am healing and giving them an overheal are STILL mashing 'E' for some reason.
I know how to play medic so I'll heal everyone and I apologize if I miss a heal on someone who dies by fire and what not. I love trying kirtz and always telling my team to go in and I'll pop em with uber or kritz
But as someone said if people just keep letting me die or they can't get any kills then I will switch class to get the job done.
But I am also not too butthurt when I die a lot. I'll just switch and notify my team that I won't play medic for a team that's playing an arena style of play (ie no teamwork). I am ok with this! I still manage to have fun!
Some people mash E to let you and other Medics know where they are constantly, especially pockets so if you have to turn around to heal someone you know where they are. If you want to know who is hurt and needs a heal, that is what the auto call feature is for.
"I know how to play medic so I'll heal everyone" is potentially counter intuitive. Hopefully you do not mean you are triaging, cause that is most certainly not how you play Medic. Someone should get most of your heals.
3rd thing is legit.
Last paragraph doesn't make sense, if you mean Arena the game mode, when it used to get played somewhat seriously on some of the more competitive servers like the Shark Tank it required quite a lot of teamwork, if you mean Arena as an FPS archetype, they require a lot of teamwork if you play in CTF/Clan Arena esque modes, so that's a poor name for that style of play, it's just a dumb one!
|Quantic Legacy S10 vid - aka: mackey owns as spy (1) | Posted on May 14, 2012, 1 p.m.|
|Did they buff the wrangler? (4) | Posted on May 13, 2012, 6:55 a.m.|
Perhaps its damage spread.
Or maybe you literally managed to obtain perfect aim to hit all the bullets and achieved the full "256 no fall off Damage per second".
Still most overpowered weapon in the game.
AFAIK random damage spread does not apply to the SG nor does it have any bullet spread.
|Anyone else losing their interest in this game...? (27) | Posted on May 13, 2012, 3:29 a.m.|
|Yes, but only because I'm looking forward to going back to an old love of mine (Guild Wars 2).
|ITT: the pyro.... (12) | Posted on May 13, 2012, 2:07 a.m.|
Isn't the Scattergun too similar to the Shotgun to make a real difference?
Scattergun does 15 more damage and hits a valuable breakpoint (100) in damage, Shotgun takes longer to reload initially but is 0.06s quicker than the Scattergun on a full reload.
tl;dr the Scattergun is way better.
|So I just got kicked for not healing a Scout. (12) | Posted on May 12, 2012, 11:25 p.m.|
You know, This is sad on the admins part, Id report him to hissupiors or blacklist.
Yes you were a jerk to yell what you did. But...if I was admin, I'd have banned him to.
As a medic, you need to pay attention to others health and see who you can overheal. But that medic call isn't 'hey medic look at me cus I want an overheal" its "hey medic I need some help i'm in trouble".
The fact this guys spammed the medic call for attention, tells me he dosnt think about the purpose of that call and thusly, is a noob.(no not a newbie, a noob)
I'm pretty sure the Medic call is for HEY MEDIC I WANT A HEAL which includes overheal.
If you want to know who is in trouble and needs srs healing you can:
a) communicate w/ voice
b) look around (so difficult!!!)
c) use the built in auto call feature (which pretty much every good medics does)
Mind, someone who needs serious healing (and not fighting any1) should wait a second or two then receive crit heals which are more efficient.
|So I just got kicked for not healing a Scout. (9) | Posted on May 12, 2012, 10:12 p.m.|
If I wasn't healing the important players who needed healing more, I'd have helped the Scout. Scouts just aren't important.
Uh, Scout is one of the most important classes in the game, especially on Payload.
On top of that, overheal lasts the same amount of time on every class, and it only takes 1s to apply it on a 125 HP class. The only other class that is equally cost effective (reward:time invested) is Sniper.
On top of thatttttt, you're not healing very efficiently if you aren't trying to crit heal people as much as you can. This is either your fault (you're triaging too much) or the people on your teams fault (they don't fall back and run in with half health).
|Did they buff the wrangler? (2) | Posted on May 12, 2012, 9:23 p.m.|
|nope it's literally the exact same and it has always been that good.