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Thread: TF2 Blog: Pyromania: Day Two

  1. Registered TeamPlayer enf's Avatar
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    #21

    Re: TF2 Blog: Pyromania: Day Two

    Hold the phone there...

    The Original has the same stats as the RL
    The Rocket Jumper is useless

    and

    The QF has its uses.

    You can add one or two other launchers on that list to be PoS weapons too, but thats purely opinion.

    What do you have in mind for the medic? I think he's pretty solid in being the best support class in the game. Maybe some way to get him more kills? How about an ubergun that charges half as fast, but instead of ubering one person, he taunts and overheals or ubers everyone around him in a certain radius for 1/2 or 1/4 the time a regular uber takes?

    PATENT PENDING!!!
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

  2. Registered TeamPlayer Langrad's Avatar
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    #22

    Re: TF2 Blog: Pyromania: Day Two

    Ya but very few people use the black box, direct hit, or cow mangler. And you cant count the rocket jumper. On that note anyone get to play around with the beggars bazooka yet? Looked interesting for sentry destruction and fast damage output on chokes.

  3. Registered TeamPlayer Langrad's Avatar
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    #23

    Re: TF2 Blog: Pyromania: Day Two

    I dunno enf, generaly you need the ubertime to reach whatever has to die for everyone to be able to push in. If it ubered a ton of people for a short period you might not make it through the spam/gun whatever before it dropped. And if I saw that coming I would just sit back with a medic heavy, as soon as it drops mow them all down

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    #24

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by Langrad View Post
    I dunno enf, generaly you need the ubertime to reach whatever has to die for everyone to be able to push in. If it ubered a ton of people for a short period you might not make it through the spam/gun whatever before it dropped. And if I saw that coming I would just sit back with a medic heavy, as soon as it drops mow them all down

    6 offensive classes charging at you with a bunch of spam all ubered has its advantages...
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

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    #25

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by enf View Post
    What do you have in mind for the medic? I think he's pretty solid in being the best support class in the game. Maybe some way to get him more kills? How about an ubergun that charges half as fast, but instead of ubering one person, he taunts and overheals or ubers everyone around him in a certain radius for 1/2 or 1/4 the time a regular uber takes?

    PATENT PENDING!!!

    In my head is a not-yet-fully-baked idea called: The Psych.

    Basically, it allows a medic to trigger a false über. The other team hears the über audio cues, and sees the über aura around the medic and his heal target. It lasts a very short time, after which the medic gets a moment of invulnerability and says "Psych!"

    I don't know if The Psych is a different healing gun (with, say, 10% less time on über when triggered), or if it's a new primary weapon (the Psych Psaw) that gives the effect, or... ? It'd be nice to work in a Freud reference. Maybe it's the Psych Cigar (Psygar?), and there's a new taunt where the Medic says "Sometimes a cigar is not a cigar, while holding it up to his face.

    I think it would add a new uncertainty to Medic tactics, especially at the beginning of the round. You could entice the other team to pop their über, or to delay their counter-über.

    Cheers,


    AetheLove

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    #26

    Re: TF2 Blog: Pyromania: Day Two

    How about if he charges his ubergun from the second the round begins until 0:01 left in the round without dying, he can use it as an energy bomb that incinerates everything on the entire map. Nobody is a clear winner, but at least then youre not the only loser either.
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

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    #27

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by enf View Post
    How about if he charges his ubergun from the second the round begins until 0:01 left in the round without dying, he can use it as an energy bomb that incinerates everything on the entire map. Nobody is a clear winner, but at least then youre not the only loser either.

    This is the TF2 forum. The health care debate is over in the Drama section.

    I predict that some over there will find your idea very interesting.


    Æ

  8. Registered TeamPlayer Sketch's Avatar
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    #28

    Re: TF2 Blog: Pyromania: Day Two

    Whether or not the RLs are used (or useful) is not my point. It's the fact that players of other classes have choices, with the respective tradeoffs for each weapon. It'd be nice to have new toys and experiment with loadouts is all, and it seems like the Medic rarely gets any love. Too busy doling it out himself, I suppose. I'd probably still bitch about the new weapons anyway.

    As far as thoughts for new weapons, I'm sure if I was locked in a room with Valve designers and a few pints of Guinness I could rattle off ideas left and right (that is, as I've heard, how they do it anyway). The Medic class to me is all about survivability—not dying, being in the thick of battle yet using cover, keeping the entire team alive, and pushing objectives.

    So something along the lines of a Medi Gun that also buffs you as you're healing, yet has a shorter UberCharge. Something comparable to the Razorback instead of a pew-pew needle gun would be nice, too. And, as quirky as it sounds, something that also helps Engies protect their buildings, whether it's some kind of bastardized "building buff" or a last-second Uber to save what they've already built. Its drawback could be something like no overhealing, like with the Q-F.

    Speaking of, now that the Q-F mirrors the blast jump of the healing target, I may revisit it for funzies, but for my needs it's not viable for playing on a full server.
    Happiness is a roiling fermenter.

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    #29

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by AetheLove View Post
    This is the TF2 forum. The health care debate is over in the Drama section.

    I predict that some over there will find your idea very interesting.


    Æ
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    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

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    #30

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by Sketch View Post
    And, as quirky as it sounds, something that also helps Engies protect their buildings, whether it's some kind of bastardized "building buff" or a last-second Uber to save what they've already built. Its drawback could be something like no overhealing, like with the Q-F.

    I like the direction here. How about a melee weapon, The Buffer, which you can use to buff the sap out of an Engie's buildings.

    Or as a primary, the Electro-Buff, a rotary tool.

    On use, Medic says "Don't worry. That will buff out."


    Æ

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