TF2 General Chat and Speculation Station V8 - ༼ つ ◕_◕ ༽つ Give Heavy Update
999 replies, posted
There's a bit more to it then that, but that is one. These are also reasons I've run across rather frequently in pubs.
People insisting the medic stay on them 24/7 and not bother to heal anyone else. In some situations it gets so bad that they'll even vote kick the medic out of the match, but this part is relatively rare.
People disregard the medics needs. They'll get heals from the medic and then rocket jump away, leaving the medic alone to defend himself. They'll ignore enemies around the medic to deal with someone they seemingly focusing way too hard on, ect.
Thesse, ammong what you list are probably the three biggest reasons I believe people hate going medics in pubs. Adding to your suggestion, you can tell when a team is hopeless though when you go medic and your situation doesn't improve at all though lol. I've had that situation come up and I ended up swapping off the only teams medic to go Conc + Soldier in order to find a middle ground of helping deal damage while offering some means of healing people.
Would you approve of the idea that all critical hits, both random and not, would be affected by damage fall-off (like the ambassador) ?
I actually don't mind those, uber any pyro when you know there's a sentry nest on the other side and they will burn it to death.
for what purpose tho?
Unless your pocket gets groundstalled by bullet knock back and you waste Uber while the pyro’s flames struggle to reach.
It's something I read ages ago and came to my mind today, wanted to see some discussion on it given I personally feel neutral to it.
The arguments were that players are frustrated by dying to a crit rocket across the map, if it was random or by a Kritzkrieg and that that shouldn't be a thing. In a way it would also work to make randomcrits ever so slightly less frustrating so a scout that gets a crit off you on long distance doesnt suddenly deal over 125 damage on you if he gets lucky bullet spread.
Don't know if those hold much ground, toh. Personally I can see it being a decent compromise as far as the randomcrit shit goes but I feel like it would nerf the Kritzkrieg too much and add some strange inconsistency as far as crits go if you were to only make them randomshit exclusive.
but... yes it does matter wheter its kritz or not. why wouldn't it matter?
if it's from a kritz there's not much reason to get mad at all.
Idea to make melee better for surprise hits/last resort without random crits
Increase melee damage to 75, increase damage penalty on all utility melees
Increase weapon swap time back to .67 seconds, but keep melee with .5
because the outcome is still the same, isn't it? You die to something you couldn't react to. It being a randomcrit obviously make it even more frustrating given they didn't earn it, but even if it was a kritzkrieg crit you still die to something you couldn't react to/die instantly.
In a way it falls into the same bowl of frustration as sniper and sticky traps.
I dont really agree with that though, maybe I should dig up that discussion.
random crits are bad and crit falloff is an obtuse, unintuitive mechanic
so no
remove random crits, let kritz charges remain as effective as they should be
Kritz is predictable via counting ubers, telegraphing (various sound effects when medic has kritz) and partially via the medic's presence alone (including the heal beam and particle effects) and just general game sense of knowing when a good time for them to kritz would be. The closest comparable situation to random crits is if the medic just switched to kritz from another medigun and it's the first shot; you can then know there's going to be an 8 second volley of crits, and unless they're really good at placing their shots it's more than possible to juke around depending on the play space.
Critical hits having damage falloff would be a pretty big nerf to the Kritzkrieg. Conversely, removal of random crits would be a nice upgrade to it.
I made a script for a video I'll never make disputing uncle danes video on random crits. So, here it is.
https://docs.google.com/document/d/1B47E5tPdHiaswD-kIIhIl8nhOBbFweuspktlDXDLZQs
I'd like to use this to further the discussion. This is my 5 pages of thought.
ASIC sockpuppet go away
Wait a minute is this actually asic?
by the way I would make an attempt at reading this and engaging in good faith but you need to divide your thoughts into proper paragraphs please
Just gonna put my two cents in and not be insulting.
Removing crits does benefit everyone and Uncle Dane explained this pretty well.
Veterans, average and newbies are all put on an even playing field if they were removed.
There is no coin flipping happening in the background that determines if xXM1N3CR4FTF4N2004Xx gets to instakill you for merely engaging in combat.
New players get to learn what works and doesn't work from failure.
Average players don't have to complain about 'fair and balanced' randumb crits.
And veterans don't have a literal mechanic that makes pubstomping easier. In turn making every player below them have a better time.
And as Uncle Dane put, there's so many pros to removing them the only con is you don't get your wacky "Wow I got 5+ kills as Soljaboi cuz Guben smiled upon me!"
There's one other possible benefit to removing random crits: there would be so many memes about it TF2 might get some spotlight again
the "comparing to mvm" part is void. Nothing is balanced around mvm. There are straight-upgrade items or there aren't.
gjw22 is more known for posting a couple "i quit forever", I think.
Both Jarate and Crit-a-Cola need a nerf, and that need will only increase with the removal of random crits. Also, the Diamondback is an amazingly poor weapon design. I'm not huge on the Frontier Justice, but it's not in the same area code of BS that the Diamondback occupies.
also when did valve put random crits on soda popper? I admit I forgot
People still have a problem with Crit-a-Cola? I haven' seen it used all that much since the JI update... The only time I've used it is during Mann vs Machine and that's it.
Jarate and Mad Milk I feel should have an indirect nerf in allowing Pyro to removing the effects of them with airblast still. It makes sense heat will turn liquids into gases as well.
February 7, 2014 Patch
[Undocumented] Removed the "no random critical hits" attribute from the Soda Popper.
Gamemode idea: 3cp with the asymmetrical points arranged in a circle, starting with one neutral point. Koth timer, whichever team holds 2 points has their timer counting down, if you cap the losing team's sole point they gain possession of (and spawn at) whichever point the winning team isn't currently spawning at. Teams switch on round end. Basically a cyclical version of 3cp/5cp with none of the stalemates.
Tell me why this idea sucks before I waste a load of time creating it with mapmaking skills I don't have
What's the point of capping the remaining point if you lose a point in the process anyway?
What's the point of capping the enemy team's last if they just get one of your points? Sure, you're keeping them on their toes and making it harder for them to set up a defense, but you're also doing the same thing to your own team. It doesn't make sense to do it unless there's some benefit - if not winning the round for your team, then at least removing some extra time from your team's timer.
I came up with a simular idea a while ago, because I was curious if a compromise could be made and work in competitive based around combining KotH with 5 CP in design sort of speak. But instead of how you posted it, I wanted to suggest that it still runs mostly like KotH, with a timer that's 5 minutes instead of 3 and owning more points makes the timer count down quicker. 1 point being normal KotH speed, 2 points owned being 2x KotH speed and obviously owning all 3 points would be 3x KotH speed. Done right it could make a twist on KotH at least, but I thought hte idea of having multiple points to maintain instead of just one. Plus it if done right it could make trying to push the third point for a comback be pretty neat as well. Imagine being down by a lot of time, but your team was able to capture all three points and now your team's clock is going down by 3x koth speed while the enemy team isn't going down at all?
While sadly they said it probably wouldn't work, I still think for Casual it'd be perfect. The next step though would be to create maps that work well for it. If you want to take simple designs into the picture for that. One design could be pretty Standin couldn't it? It's already has 3 points in the map and converting it to a more KotH based shouldn't be too difficult to at least test the game mode out.
Another basic design could be having the points set up in a triangle. as well with each team has two points they can directly go to fairly easily while the third one is a bit more difficult. Forgive me for making this crude design to kind of showcase what I mean.
https://i.imgur.com/7K1ZO20.png
I think for both these suggestions, the timer could be replaced with some sort of bar that is filled up faster the more control points you have. A ticking timer with a variable speed can be a little too confusing/unclear. Best case scenario you could even tie it to the map somehow, like a giant oil field and you gotta control the point to pump up as much oil as possible.
I think this is a potentially good idea, but it may end up being a map that is to easy to steamroll. Whn a team takes two points they can just spawncamp the other team without capping their last for an easy win.
its kinda amazing how every pro-crit argument on reddit or wherever can be debunked with the video, it's like the people making them haven't watched it or are purposely being as ignorant as possible+
as the video said, the only valid argument for crits is "big funny!!" and while its obviously subjective if you value the large variety of funny over the massive amount of downsides, the choice should be obvious
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