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Thread: TF2 Blog: Pyromania: Day Two
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06-29-12, 11:44 AM #41
Re: TF2 Blog: Pyromania: Day Two
It could be good in bad situations. Like if theres a combo on C on gravelpit, instead of jumping up there and being alone now you have a medic. If your the attackers you got the quick healing charge which could give you more use compared to a normal uber and on defence it is always good to get a medic to the top of C quickly, especially if your team is on the ropes.
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06-29-12, 11:47 AM #42
Re: TF2 Blog: Pyromania: Day Two
I saw someone using it well last night. They did hit and run tactics for a while from range, the +accurasy lets you do some damage at range so you can build. Once your at top speed your practically faster then reaction time. I had a scout run over a conentrated sticky trap and was outside the range before I activated. And if your in a wide open map were you dont need to do to much jumping anyway it is really hard (right now) to hit the boosted scout. In a while people will have caught on and adjusted their aim but it can be useful in the right hands.
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06-29-12, 12:32 PM #43Re: TF2 Blog: Pyromania: Day Two
It's really weird. Obviously it sucks at the beginning, but it charges very quickly and then you're incredibly fast. From my experience last night, it improves your survivability and flanking ability, but the weak damage hampers your ability to get kills. It works well with the crit-a-cola, which somewhat offsets the damage and initial speed penalties, but also sacrifices some of that survivability. It might be alright on relatively flat maps like Granary, but I can't image trying to use it on a map like Badlands.
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06-29-12, 01:15 PM #44
Re: TF2 Blog: Pyromania: Day Two
I'm kinda curious to try the new QF tether effect.
Like Langrad said, you could use it to raid the flanks or rear; or to jump to a very high spot and bring your medic with you.
Down side seems to be that this takes a Medic away from the main weight of the team.
Anyway, if a Demo or Solly wants to see what we can make of it, I'm in. I should be on tonight.
Cheers,
AetheLove
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06-29-12, 04:07 PM #47
Re: TF2 Blog: Pyromania: Day Two
I think originally the Lack of Overheal was put together to go along with the speed boost(that only works with scouts) so you get to the fight faster then crowd heal once you're there, cause really who pockets a scout? And they've had it like that for a year or however long it's been now but it's not been used at all for that, because of reason I listed in my long post about it. Now those two effects synergized and worked well together but even with those most people still felt that the Uber and Kritz were the better choices, so they just recently decided to add the tether and completely shift the focus of the gun and kind of make some of it useless for the new role. The final result from this is a pretty useful second/third medic pocket medigun that if you're in a fight can keep the whole team up, but not one you'd want to have for the only medigun on your team.
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06-29-12, 07:27 PM #49
Re: TF2 Blog: Pyromania: Day Two
I found it seemed to be good for Doomsday with the final push, either stopping it or getting 2 bodies up there quick to support it, I imagine that it would be good for that one plr map, is it hightower? With the whole tower structure and the last point. I really think Gravel Pit is where this new QF might shine though, having a medic with the classes on the roof of b. Being able to jump straight to the final point on offense(Does the QF no knockback work when Rocket Jumping and getting hit by turrets?) Or having a desperation jump to the point on defense being more survivable with a medic.
But seriously the no knockback uber could be crazy for Rocket Jumping to a point if it works like that, we need to try that out maybe one primetime.
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