• TF2 General Chat and Speculation Station V8 - ༼ つ ◕_◕ ༽つ Give Heavy Update
    999 replies, posted
+3 is terrible for what you lose. even at +5 it's still be mehhh okay
Overdose is underrated, actually a pretty good weapon.
https://www.vg247.com/2018/07/30/abstractism-steam-game-cryptocurrency-mining-scam-tf-2-items/ oh boy. the game not only mines bitcoins and the likes of, but also generated fake TF2 items to be used as scam fodder. https://files.facepunch.com/forum/upload/132767/121a3a27-ebfa-4825-a810-cadc3c9f9933/image.png
1:20 Holy shit!!! Is that a motherfucking Francis Bacon reference??? https://files.facepunch.com/forum/upload/1220/fdd020b9-b6dd-4713-8102-945b148f09ad/pope innocent.jpg
The just got delisted a bit ago.
Check the last page
I already explained why it's bad. The lack of regen hurts you, makes you die more often and slows you down. For every time you use regen, the blutsauger is almost always at least -15 hp. Half the classes in the game invalidate the on hit healing, it only matters if they're reloading and keep missing. The only time it's even close to being good is fighting bad scouts with bad aim or running away from a pyro/scout in a corridor where you already win the fight generally. Winning certain scenarios where you're already winning is not worth -regen. You haven't even attempted to justify why it's good.
I noticed that, very very happy to see it happen too... This guy covers the entire event to those who missed it: https://www.youtube.com/watch?v=xClkx9UzsmE
it's literally the best syringe gun when cornered or stranded, or when your teammates have died around you. It has its niche and performs it well, and it's a pretty good-ass niche.
not to mention that once your in a situation where your taking heavy hits your regen isn't actually that useful in a game where most classes will do a minimum of about 50 damage with a good shot on you. the purpose of regen is to heal up chip damage and to top you off if the medkit you got didn't fully heal you. syringe guns have their strengths and weaknesses but they're still outclassed by the crossbow.
point being that the blutsauger is still second best behind the crossbow under most circumstances, and it's a weapon that's exponentially better dependent on your own skill. If you can land every single needle (something plausible with practice) you can refill your health incredibly quickly. 2 less HP/s is worth that.
120 for 40 perfect hits (which will never actually happen) isn't even that good lol.
technically, you're not doing 100 if the medic is healing faster than you can damage him, while at the same time you're dying.
S+M1 needling a really bad pyro trying to chase you in a tiny corridor is not really worth talking about. you want to analyse a weapon in the majority of situations especially when opponents have both the brains and skills.
Personally, I don't see a valid reason to use syringe guns over the crossbow in most scenarios. Why would I lose the ability to heal and damage at a distance? Plus deal a decent amount of burst damage and chained it with a melee if possible?  And, finally, using the crossbow makes me feel more "active". Playing Medic can be pretty boring when you're healing a good team or the enemy don't push hard enough, but when you see someone on the  distance at the verge of death being harassed by an enemy, and you know an arrow can save your ally, you feel like a true champion by landing that 100+ heal and seeing your target demolish the competition. If you fail, well, at least you tried. The syringes need a rework, but, I don't think we will receive something as dynamic as the crossbow. Damage, heal, skill and fun. It all comes in a single weapon.
maybe if you're dumb enough to be walking backwards in a straight line eating direct hits and meat shots, but a good medic is jumping and using source movement heavily to their advantage to mitigate all incoming damage as much as possible. If they hit you with a direct hit, yeah they earned it, but there is SO MUCH you can be doing to avoid that damage, especially as someone as fast as the medic.
still can't beat the crossbow's raw utility though
nobody's arguing that my man
ah yes let us land those 40 needles while both you and your target are actively dancing in place. If you're good with needles then surely you understand they're extremely slow, need a ton of compensation and pretty much rely for opponents to consciously run into them. This is a weapon you have to be constantly aiming at air with to have any hope of hitting and no med worth their salt want to invest time in "learning" such a waste of time, because the syringues are so slow the enemies can nullify even the best leading with movement of their own. As Mould is kindly trying to explain, any scenario you think blut saved you is a scenario the stock syringue would've won anyway, at the expense of meaningful regen during medigun duty. Killing really bad players doesn't make a bad weapon good in the grand scheme of things. Keep using and loving it that's okay, just don't try to spread terrible info to less knowledgeable players. since you really want a dick waving contest, I have never used the xbow since its release and have been leading syringues into the best scouts before you were even playing this game. I even run Blut these days because the australium skin is neato, still bad.
you do realize you can move backwards and also exercise good movement mixups, right? there's this thing called air strafing that lets you turn and accelerate while in the air. you can do it backwards. The point of a syringe gun is to just spray it into their line of approach, forcing them to approach from a far angle, so you don't get meat shot. Plus, medic's fast walking speed means you're able to create more distance than soldiers or demomen, forcing them to blast jump and chase you and potentially overextend, or give up the chase entirely when you're far enough within your own team's territory. Scouts can chase you, but being light means they get eat up harder by syringes, and the scattergun requires significantly better aim than rockets which makes it easier to dodge. A lot of medic's abilities facilitate dodging and weaving around incoming fire. Just admit when you're wrong so I don't have to keep reiterating the same truths about the blutsauger. Literally everything I've said is 100% backed by a veritable platinum medic who's a close friend of mine.
I understand why you would think that if you're often using the blut, but with every other gun the regen is not down the shitter at all. It's relevant. You spend your whole time getting chipped and spammed, and the better regen is really important. You can't just pretend regen doesn't matter to justify the blut being good. I don't really find this example compelling, the max you get from this spy is 31 health max assuming you miss nothing, which isn't bad by any stretch of the imagination obviously but as long as you assume that you have been regenning, which you really ought to, in practice it's more like 18 or 21 being very generous and that's assuming you're actually getting through the initial deficit. Is it worth it to get through a deficit in order to gain an advantage to a fight you're already winning at that point? maybe, but the idea that it's even questionable in the only part it's good should be a giant red flag. When you play with the blut it's really noticeable and a wow moment when you get the heal, but that's what I mean, it's a trap. I'm not stupid enough to say that it doesn't have a niche at all, but general impact it has on everything else is massive, and you'd be surprised how much that impact is even in the scenarios where it's meant to shine. And then once you got through literally the best case scenario where you literally never want to be in the first place AND the weapon realistically probably wasn't even that majorly impactful in the maybe once or twice it happens, you have to go through the rest of the game where it was a strictly negative attribute, and an attribute that has a genuine effect? It's not a worthwhile trade so it's awful. - How about this, if you added a new syringe gun where the effect was +2 passive regen and an active of losing hp on hit, I mean it would pretty much be universally the best syringe gun, because it would offer way increased survivability for the low downside of being bad in fights. Would you disagree with that?
https://www.youtube.com/watch?v=8vAoH5xd1MQ "We would prefer you re-use existing medals if possible. We can add different names/descriptions, but we're trying to limit the number of models/materials being shipped." Is this them trying to not hurt performance any more or is the engine reaching it's physical limits?
would you rather be for a simple crossbow nerf or a broad syringe gun buff
possible that the filesize is just getting too unwieldy and they want to mitigate the filesize increase as much as possible, saving additional filespace exclusively for revenue-generating items and maps
honestly, it's people like you who make TF2 facepunch look really ignorant at the game. I'm sure we all noticed no TF2 big names (including everyone's favorite TF youtubers) post here. They don't wanna get dragged into these pointless brickwall arguments.
needs removal of arc and spread, that's for sure. Can look at the crossbow after this step.
Just make syringe guns reload passively, remove random arc deviation, maybe make them a bit faster, and make them more visible for both the attacker and defender.
Game has way WAY WAYYY too many medals to be honest. The fact that the EXACT same medal is being listed as a new item every Competitive season is pretty dumb to be honest.
make syringues work like the nailgun from quake/TFC. no arc, just straight-shooting needles. I know it looks kinda hokey and physically incorrect but it plays so much better.
yes but now they want new medals to be reskins, making them even less appealing. No one's gonna tell the name/desc is different at a quick deathcam glance. It's oddly spooky they only just realized now they can't add medals anymore after soooo many.
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