Until a year ago, I hadn't realized that the more people you flash with your Ubercharge, the shorter it'll be.
[B]I main Medic since 2010.[/B] :suicide:
[QUOTE=Kalan Yamato;46393032]Until a year ago, I hadn't realized that the more people you flash with your Ubercharge, the shorter it'll be.
[B]I main Medic since 2010.[/B] :suicide:[/QUOTE]
WHAT?
My god, i learn new stuff in this thread, every single day!
:eng101:
I thought people would give you Uber faster before round start if they were hurt.
[QUOTE=Grandzeit;46393107]I thought people would give you Uber faster before round start if they were hurt.[/QUOTE]
They do. It stacks.
[QUOTE=Kalan Yamato;46393032]Until a year ago, I hadn't realized that the more people you flash with your Ubercharge, the shorter it'll be.
[B]I main Medic since 2010.[/B] :suicide:[/QUOTE]
afaik it uses up twice as fast when you use it on two people. after two though, it stays at that span even if you heal more
I've always thought dalokohs bar only increases your max hp, no healing.
[QUOTE=Widow Engie;46393125]They do. It stacks.[/QUOTE]
You gain uber at maximum rate during the setup time even if the healing target is at full overheal. It does not increase or stack in any way.
I used to think that all the weapons you unlocked were no matter what better than stock for every situation.
Prolly why I wasn't able to kill anything as a Solider cause I couldn't hit shit with the Direct Hit.
[QUOTE=Punchy;46393189]afaik it uses up twice as fast when you use it on two people. after two though, it stays at that span even if you heal more[/QUOTE]
1-Man (without counting the med) uber is 8 seconds long, 2-Man uber is around 5 seconds, 3-Man uber is about 3 to 4 seconds. Not exact values, but it's a good estimative. Usually a Medic shouldn't uber more than one person to be effective, and only flash those who are about to die or that really, really shouldn't take damage.
It was only in 2012 or so when I realized most stock weapons are really damn good
[editline]2nd November 2014[/editline]
Also, since TF2 was my first FPS and experience with guns in general, I didn't figure out that Sniper could scope in for a while
[QUOTE=Metaru;46331180]back in the day i though for real that you had a chance to pick hats from the ground as items.
[t]http://cloud-4.steampowered.com/ugc/560907770746070479/39A53AFB4DB85A3D2CC65F27B7694FA369FF93A7/[/t][/QUOTE]
You've just given me an idea for a potential SourceMod plugin similar to this Item Stealing plugin where you "steal" a weapon from the player you killed which can lead to things like a Scout with a Minigun.
Only, this would be the ability to walk onto a dropped hat from the player you killed, and it would be equipped on you. Not sure if that's at all possible (because I don't know if SDK Hooks allows for the touching of dropped hat props) but I could always do a basic "check victim's equipped cosmetics, then equip them on the attacker upon the victim's death" system.
I used to consider the Quick Fix the best Medi Gun, purely for the heal rate. I figured that was enough to replace invulnerability and kritz.
I'm still ashamed in myself.
[QUOTE=UserNotFound;46395236]You've just given me an idea for a potential SourceMod plugin similar to this Item Stealing plugin where you "steal" a weapon from the player you killed which can lead to things like a Scout with a Minigun.
Only, this would be the ability to walk onto a dropped hat from the player you killed, and it would be equipped on you. Not sure if that's at all possible (because I don't know if SDK Hooks allows for the touching of dropped hat props) but I could always do a basic "check victim's equipped cosmetics, then equip them on the attacker upon the victim's death" system.[/QUOTE]
With additional penalties for classes that are not built for such weapons such as:
- Significant speed reduction for any stats like a Scout holding a minigun is weighed down significantly
- Performance, accuracy, or recoil penalties for classes that are using a weapon that is completely foreign to them, or is unable to use them properly.
- Sheer hilarity at a class who thinks they'll win over everyone with a weapon their class are unable to use.
everyone would use the medic with the blutsauger.
[QUOTE=yellowoboe;46389460]Gotta admit.
That'd be pretty fuckin awesome though.[/QUOTE]
I didn't know that you could bat a demoman's stickies away while they were still mid-air
I only learned about it the same day my jarate got bounced mid-air by an enemy soldier's rocket
Which was the same day I learned projectiles other than stickies and rockets can disrupt each other's paths
it was a day of true education
[QUOTE=MoopsiePook;46395940]I didn't know that you could bat a demoman's stickies away while they were still mid-air
I only learned about it the same day my jarate got bounced mid-air by an enemy soldier's rocket
Which was the same day I learned projectiles other than stickies and rockets can disrupt each other's paths
it was a day of true education[/QUOTE]
I found that out when my syringe knocked a huntsman arrow out of the air. It was glorious.
[QUOTE=UserNotFound;46395236]You've just given me an idea for a potential SourceMod plugin similar to this Item Stealing plugin where you "steal" a weapon from the player you killed which can lead to things like a Scout with a Minigun.
Only, this would be the ability to walk onto a dropped hat from the player you killed, and it would be equipped on you. Not sure if that's at all possible (because I don't know if SDK Hooks allows for the touching of dropped hat props) but I could always do a basic "check victim's equipped cosmetics, then equip them on the attacker upon the victim's death" system.[/QUOTE]
Plugin already exists, at least for the weapon system. I found an example plugin there : [URL]https://forums.alliedmods.net/showthread.php?p=2009450[/URL] , though I have seen better plugins doing this "pick up weapons of the killed enemies thingy" notably with an SDK Hook touch function. (and tell me, how would you equip cosmetics to players,mm...?)
[QUOTE=UserNotFound;46395236]You've just given me an idea for a potential SourceMod plugin similar to this Item Stealing plugin where you "steal" a weapon from the player you killed which can lead to things like a Scout with a Minigun.
Only, this would be the ability to walk onto a dropped hat from the player you killed, and it would be equipped on you. Not sure if that's at all possible (because I don't know if SDK Hooks allows for the touching of dropped hat props) but I could always do a basic "check victim's equipped cosmetics, then equip them on the attacker upon the victim's death" system.[/QUOTE]
Hammer Tanks in Red Alert 3 have a secondary laser weapon that has greater range than their main gun, but deals 50% less DPS. It leeches the target's health and upon destroying it, the tank gains the target's main weapon for it's secondary.
[media]http://www.youtube.com/watch?v=Z1Ubyng9ofQ[/media]
Always thought something of this sort would be interesting to have for the Heavy. He's not a class that gets any more powerful by using other classes' main weapons for secondary.
[editline]3rd November 2014[/editline]
I mean yeah it would 9 times out of 10 be more powerful than shotgun, but shotgun on Heavy is meh to start with.
I didn't know that you could get Sandviches from health kits so long as you have full health as of then.
But now I know.
Thanks, Krunkidile!
I fell for the TF2 Wiki's Cow weapon April Fools joke.
I used to think medic mains would know everything about how their uber worked.
:)
I used to think all stranges were a key because uncrating was the only way to get them.
(im referring to the amount of medics not noticing something like half uber duration after so many hours)
[QUOTE=OffTheRoad;46394036]You gain uber at maximum rate during the setup time even if the healing target is at full overheal. It does not increase or stack in any way.[/QUOTE]
it's a little faster, but barely.
Also I thought TF2 was the multiplayer variant of half-life 2. Also I thought it was an explosive fest with demos and soldiers. It still is.
[QUOTE=ElderLolz;46399480]Well to me it barely happens that someone else heals the same person as me because I'm the only medic on my team most of the time :v:[/QUOTE]
Haha good point there.
I never knew how to switch disguised weapons as spy until about 1000 hours in the game (i mained spy for my first 1500) :(
[QUOTE=Mentlegen;46398787]I fell for the TF2 Wiki's Cow weapon April Fools joke.[/QUOTE]
[IMG]http://facepunch.com/image.php?u=378072&dateline=1403053597[/IMG]
I used to think shortstop is better than regular scattergun, because there are no stats in description and yet it shoots faster and reloads faster.
[QUOTE=knifekeeper;46401533]I used to think shortstop is better than regular scattergun, because there are no stats in description and yet it shoots faster and reloads faster.[/QUOTE]
It would probably be better if half of the shots weren't registered, and where stock scattergun would meat shot.
First time I encountered the Dead Ringer I thought it was some hack.
A friend of mine believed the Spy was bugged because he couldn't attack while cloaked.
my friend who's a newbie deleted a strange festive huntsman because he thought strange weapons were bad for some reason
In the beginning of my TF2 years, I used to think that you could climb ladders by pressing a special climb button.
Oh the time I've wasted looking up a ladder while pressing all the buttons and mashing the spacebar...
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