It might be for future buildings
Like there's a super strong sentry that tanks loads of damage and all projectiles curve to it. With some nice downside ofc tho..
Would be interesting
something like
+120% More health
+Crits don't do anything.
+Blackbox/Blutsauger doesn't do anything.
+Slowly heals overtime
-50% longer build time
Only uses rockets(no bullets).
Rockets semi-home in
Enemy projectiles curve into the building.
Basically it tanks a lot of damage, sucks projectiles close to it, none of the normal sentry nerfs affect it, and offense wise it wouldn't be too good against a few classes. The rocket firing speed has always been slow.
Also, today's update seems to have added a peculiar bug where holding a movement key before a round starts, during the time where players are frozen, you hear footsteps. Slow footsteps, but still footsteps.
rage meters don't work on buildings
and on-hit effects still don't affect bosses
I wish widowmaker worked on bosses
such a pain.
I just went to tr_walkway and tested the Ubersaw out on a dispenser.
A lone Medic finding an unguarded dispenser can destroy the dispenser and get 100% uber with 4 swings.
[IMG]http://img.photobucket.com/albums/v327/magicemperor2000/2012-04-18_00005.jpg[/IMG]
Something tells me this will get nerfed to +15% at least
doesn't need a nerf at all.
it simply promotes teamwork where you can kill a sentry nest and let your medic saw the rest. And that won't happen as often as you may think.
[QUOTE=MrCasual;35629610]I just went to tr_walkway and tested the Ubersaw out on a dispenser.
A lone Medic finding an unguarded dispenser can destroy the dispenser and get 100% uber with 4 swings.
[IMG]http://img.photobucket.com/albums/v327/magicemperor2000/2012-04-18_00005.jpg[/IMG]
Something tells me this will get nerfed to +15% at least[/QUOTE]
Doesn't need a nerf.
How often are medics near unguarded, non violent buildings ?
[QUOTE=Hell-met;35629660]doesn't need a nerf at all.
it simply promotes teamwork where you can kill a sentry nest and let your medic saw the rest. And that won't happen as often as you may think.[/QUOTE]
Yeah, from now on I'll let a dispenser (or maybe a tele exit) live so we can get more ubers. But I know there will always be that one Heavy or Pyro that will be like "DESTROY EVERYTHING" and won't let the Medics do it.
I bet people will complain when people that actually communicate start popping Uber after Uber out though.
[QUOTE=Totenkreuz;35629674]Doesn't need a nerf.
How often are medics near unguarded, non violent buildings ?[/QUOTE]
Quite a lot. Usually because he just helped a Heavy or other class kill an engineer and sentry.
Maybe it won't be a huge problem though, because like the other guy said, perhaps their teammate will be oblivious to the fact that the Medic can get more ubers by farming buildings.
The bonesaw needs a buff
the amputator needs some sort of useful stat as well. The AOE healing I rarely see used
[QUOTE=ned_ballad;35629206]It'll be a pretty big deal if they ever make buildings affected by crits.
It would turn the Kritzkreig into a mighty force to be reckoned with against sentries. Soldier could one hit a sentry at any range with a Crocket. A Heavy in one second of firing, a Scout in a little over a second (2 shots)
...[/QUOTE]
I wasn't saying that they'd be affected by crits, I was saying that players would be able to see damage that they were dealing to them and the buildings would be affected by those other on-hit effects like l'etranger. Wasn't clear there from my post, sorry.
When I play, seeing a big *-171* over someone's head after doing a headshot means that it's time to pull out the SMG while a *-150* or *-50* makes me take a second shot.
That's actually a pretty good windfall for Medics, take out a nest, push up, and the Medic gets a tasty little morsel of Uber for another push, as long as his patient isn't too overzealous and the circumstances allow it.
[QUOTE=Totenkreuz;35629674]Doesn't need a nerf.
How often are medics near unguarded, non violent buildings ?[/QUOTE]
quite often tbh
allows you to uber a heavy to kill a sentry, then melee the rest of the buildings for a free uber right after
somebody should test if it works on enemy sappers
because I wouldn't be surprised at all if it did
[QUOTE=mixshifter;35629745]quite often tbh
allows you to uber a heavy to kill a sentry, then melee the rest of the buildings for a free uber right after[/QUOTE]
Then all you gotta do is spam him with the Pomson!! :P
[QUOTE=mixshifter;35629745]quite often tbh
allows you to uber a heavy to kill a sentry, then melee the rest of the buildings for a free uber right after[/QUOTE]
This is what I'm talking about.
I don't know if I'd call it overpowered, I'm just worried of what will happen to the game because of this.
All it takes is one Dispenser to get full uber. People would throw tantrums if the Phlogistonator could get filled by burning buildings.
What sounds more overpowered to you:
A Phlog Pyro getting Mmmph by burning buildings:
or
A Medic and Heavy getting 10 seconds of invulnerability by destroying one dispenser?
I'm not trying to piss anyone off, I'm just posting some food for thought.
[QUOTE=Hell-met;35629777]somebody should test if it works on enemy sappers
because I wouldn't be surprised at all if it did[/QUOTE]
Sappers are unaffected by everything except for Engineer melees and Homewrecker.
[QUOTE=Psychopath12;35629820]Sappers are unaffected by everything except for Engineer melees and Homewrecker.[/QUOTE]
you never know.
They managed to break the spycle and fragment weapons without directly tweaking them.
[QUOTE=Suttles;35629710]The bonesaw needs a buff
the amputator needs some sort of useful stat as well. The AOE healing I rarely see used[/QUOTE]
My thoughts on this were to give the Bonesaw bleed (It's the Medic. He's deserves it.) and the Fire Axe a 3-hit combo like the Gunslinger where every third hit is a crit. Would make people use them. The Bonesaw, anyway. Fire Axe maybe not. Too many good alternatives, honestly.
Both are pretty bad, honestly. Default weapons really shouldn't be confusing to new players.
[QUOTE=Grimhound;35630475]My thoughts on this were to give the Bonesaw bleed (It's the Medic. He's deserves it.) and the Fire Axe a 3-hit combo like the Gunslinger where every third hit is a crit. Would make people use them. The Bonesaw, anyway. Fire Axe maybe not. Too many good alternatives, honestly.
Both are pretty bad, honestly. Default weapons really shouldn't be confusing to new players.[/QUOTE]
fireaxe = minicrits on ignited enemies
after all...its a fireaxe
[QUOTE=Suttles;35630545]fireaxe = minicrits on ignited enemies
after all...its a fireaxe[/QUOTE]
a worthwhile upgrade but still such a narrow niche advantage vs. non-burning enemies
[QUOTE=Suttles;35630545]fireaxe = minicrits on ignited enemies
after all...its a fireaxe[/QUOTE]
attribute is too similiar to the axetinguisher
[QUOTE=Psychopath12;35626924]Here's a little something that snuck past the radar yesterday but was caught literally minutes before this update hit:
[editline]18th April 2012[/editline]
Much thanks to RDS and Demon for testing that for me :v:[/QUOTE]
Woah, I saw a Heavy in randomiser gaining health from trashing a Sentry, I thought that it was just a serverside thing. That's awesome.
My inner Medic is confused as to why Valve decided to buff something that's been considered for nerfing in the past, but he doesn't really get to say a word because my inner Battle Medic's booming MUHAHA just won't stop.
I'm fairly sure I can get some people to leave the buildings for me, so I already can't wait to red RED's stupid face when we push with an Uber and then with another Uber. And on RED things will become more interesting for Demomen putting traps for Medics beforehand and Engies that know they're about to sink with the ship.
I have a feeling this could be very fun. Not sure how long the fun will last tho. Would love to see a Medic rush with Blutsaugern against Sentries tho. :v:
I noticed that in yesterday's patch:
[QUOTE]Engineer Buildings are no longer destroyed by the Payload cart. [/QUOTE]
Either the cart goes through buildings, or I feel a very strong griefing potential :v:
[QUOTE=SLBros.;35631233]I noticed that in yesterday's patch:
Either the cart goes through buildings, or I feel a very strong griefing potential :v:[/QUOTE]
How? Just destroy the buildings
it probably just goes through the sentry/dispenser
[QUOTE=SLBros.;35631233]I noticed that in yesterday's patch:
Either the cart goes through buildings, or I feel a very strong griefing potential :v:[/QUOTE]
That just is silly.
The best thing I can come up with as a bonesaw fix is to make it so when the bonesaw is equipped you can switch weapons while in uber.
Think of the escaping potential:
Cornered with uber
Use uber
Switch to syringe gun
Laugh at Ubersaw medics.
they can't buff stock melee weapons like they can for other weapons, they share the same stats for a reason
they'd have to change Medic's core class and then make a downside for every other melee forever added for Medic, and they really can't do that anymore.
Ok, they fixed the Gibus. Now fix Engineer's Cap, PLEASE.
Sorry, you need to Log In to post a reply to this thread.