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Thread: TF2 Blog: Pyromania: Day Two

  1. Registered TeamPlayer enf's Avatar
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    #31

    Re: TF2 Blog: Pyromania: Day Two

    "You should worry... when that buff's out."

    eh? eh?
    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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    #32

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by enf View Post
    "You should worry... when that buff's out."

    eh? eh?

    Nice.

    And to anyone reading...

    My understanding is that there exists a mechanism by which the lunatic musings of players can make their way to the ear of a developer, who might, if the stars align, and the Guinness is just the right temperature, take these ravings seriously enough to turn them into an actual thing.

    I just wanted to let all of you know that I'm perfectly comfortable with a you-do-the-work-and-I-get-the-credit relationship, and I hereby grant any of you permission to do what's necessary to make that happen.

    Cheers,


    AetheLove
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  3. Registered TeamPlayer taprickd's Avatar
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    #33

    Re: TF2 Blog: Pyromania: Day Two

    From the Source Engine Update: "Quick Fix - Medic mirrors blast jump of their heal target".





    Also, I think the Quick-Fix's uber should give out metal/ammo (such that the target doesn't need to reload), even if the 300% heal rate needs to be dropped a little to offset that. That would make it a great gun for a 2nd medic to carry.

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    #34

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by taprickd View Post
    From the Source Engine Update: "Quick Fix - Medic mirrors blast jump of their heal target".





    Also, I think the Quick-Fix's uber should give out metal/ammo (such that the target doesn't need to reload), even if the 300% heal rate needs to be dropped a little to offset that. That would make it a great gun for a 2nd medic to carry.

    Wow. That's awesome.


    Æ

  5. Registered TeamPlayer Zelmon's Avatar
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    #35

    Re: TF2 Blog: Pyromania: Day Two

    I think the quick fix gets a bad rap. It doesnt feel like what a medic's main purpose is so people reject it. Anyways I too was hoping for a new medi gun. I was thinking of something along the lines of some sort of healing flame thrower. A gun that doesnt lock on to your target, just heals whoever is in the blast. Maybe the ubercharge flips and when you lock onto somebody you cannot change your target and if he gets blown away you lose the charge, idk. Smile was using the dumpster rocket launcher and seemed to enjoy it.

  6. Registered TeamPlayer judedeath's Avatar
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    #36

    Re: TF2 Blog: Pyromania: Day Two

    Ok, here's my write up on why I hate the Quick Fix in Pub/TPG play.

    Ok, so for a intro I first really got into FPS on PC a couple years back with Bad Company 2 and if you've ever played with my in that game you'll know I main medic in it, and that medic maining has continued through pretty much any FPS I've played with that kind of option, I just love the feeling of supporting my team by keeping them alive. Because of this I main medic is TF2.

    Now on TPG usually I find that there's me and one other medic on my team, that's fine, I kind of feel with TPG team sizes most of the time 3 medics is too many so I don't think too much about having a third support medic, say instead of a extra offensive class which is usually in short supply anyway. Now I've mentioned that I play medic to support my team by keeping them alive, my biggest reason for hating the quick fix ties into this. When I use the quick fix it feels like it's actively handy-capping my support ability compared to the other two mediguns, yes it has the faster heal and the speed up and the new mirrior blast jump thing I haven't tried out but in return you lose overheal and get a uber that's pretty much useless, yes it heals faster, but the normal uber is better and yes it has knockback resistance but I feel that the resistance and healing of the medic isn't enough to match up with an uber in most cases, even more so with the lose of the overheal. The added speed you get from the QF is only affected by the scout, and only really useful to get to the front lines quickly in my experience and as finding a scout to take you there in a pub is really hard, it's not really a factor most of the time. Now I'll also mention that the uber of the QF is beaten by both the other mediguns ubers so it's not useful in that respect either. Yes, in a giant team pust the faster heal could help but in my experience on TPG most of the time those pushes involve either a uber or kritz from at least one team, and as mentioned the QF loses out to both of those.

    To summerize, the QF has the potential to be useful, but in most cases the other guns are way way better, yeah the no knockback is nice, but ubers are a small part of the time you're using the medigun and giving up overheal isn't worth it IMO.
    Quote Originally Posted by maximusboomus View Post
    Battlefield bad company and battlefield 3 didn't have voip. We bitch. Day z has voip we bitch...

  7. Registered TeamPlayer Zelmon's Avatar
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    #37

    Re: TF2 Blog: Pyromania: Day Two

    Your got many good points judedeath. No arguing that the others are more useful. It does give the medic another option to help support which was what sketch was saying he wanted with this new update, more options for medics. Smoke and I used the quickfix and the sticky jumping and got into some good areas that were way easier and sneakier to hold with the medic keeping him full.

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    #38

    Re: TF2 Blog: Pyromania: Day Two

    Yeah, I wrote that before I played tonight and saw you guys doing that, I think the quickfix has way more usefulness now, it's the medigun you use for hit and run and being in the hard to reach places, like the roof of B on is it gravelpit? I don't think I'll personally be using the QF much cause it isn't my style and I don't like losing the overcharge but it seems like this latest update actually gave it a purpose other than run as fast as a scout and heal faster. I think that with a good demo/solly the QF could end up being highly dangerous if you get used to the slingshot it has.

    What do you think of the change to the crossbow? I saw you using that tonight, I tried it out a little bit and it seems more useful I just am not a fan of the crossbow and nothing they do will change that so I didn't try it out for more than a life or two before returning to my needlegun.

    So this update gave us a reason to use the QF now all valve needs to do is fix the Medic Melee and arguable the Medic Primary, because the Melee is just straight upgrades all around and the -10% damage from the overdose is laughable pretty much.

    So in summary Rocket Jumping Medic gives Quick Fix a Raison D'etre and while I won't be using it as it isn't my style I see why you would now, as opposed to before.

    (I wish I wrote my long post about it a couple days ago before this update XD)
    Quote Originally Posted by maximusboomus View Post
    Battlefield bad company and battlefield 3 didn't have voip. We bitch. Day z has voip we bitch...

  9. Registered TeamPlayer Sketch's Avatar
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    #39

    Re: TF2 Blog: Pyromania: Day Two

    Quote Originally Posted by Zelmon View Post
    I was thinking of something along the lines of some sort of healing flame thrower. A gun that doesnt lock on to your target, just heals whoever is in the blast.

    ^ This would've been perfect for the Pyro update, kind of like the Amputator taunt but a bit more directional.

    Now I demand a locked room stocked with Guinness and face-time with Valve! That or the new Gentleman's Ushanka...no, definitely the Guinness.

    My take on the Q-F: It's basically the Kritzkrieg without the awesome, crits-tastic UberCharge at the end. The new jumping mechanic is fun when timed right, but it's not very practical.
    Happiness is a roiling fermenter.

  10. Registered TeamPlayer taprickd's Avatar
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    #40

    Re: TF2 Blog: Pyromania: Day Two

    Abrupt subject change:

    Anybody else been fooled into chasing down one of the new slow Scouts on your own team because they run at the same speed as a Spy-Scout?

    Hopefully that new gun wont catch on. I can't see how a scout could be very effective with it.

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