• MvM Discussion Megathread: Do Androids Complain of Overpowered Upgrades?
    1,944 replies, posted
[QUOTE=Torterra;43505372]If you ever play Cow Mangler soldier (please don't), don't upgrade clip size since the alt fire is weaker than firing all the extra clip[/QUOTE] Or you can just, you know, buy the clip size and not use the m2 attack... [B]Edit:[/B] Whoa, ninja'd.
[QUOTE=Torterra;43505372]If you ever play Cow Mangler soldier (please don't), don't upgrade clip size since the alt fire is weaker than firing all the extra clip[/QUOTE] You can take out a group of medics with alt fire if you don't have a banner ready? Sounds like a worthy reason to spend your next few seconds reloading.
[QUOTE=Torterra;43505372]If you ever play Cow Mangler soldier (please don't), don't upgrade clip size since the alt fire is weaker than firing all the extra clip[/QUOTE] Cow Mangler is great since that is one less person taking ammo. But I never upgrade clip size ever. Choosing between that or damage and I'll take damage any day, so long as my reload and fire speed is maxed out. Never had an instance where clip sized saved me at that point.
[QUOTE=Exhale;43505257]That's health on kill and strafing around a giant.[/QUOTE] Don't even try to pretend that health on kill can compare with milk. Even a 125 health class generates 81 points of healing with milk, which beats all but maxxed health on kill, and anything heavier than 150 health generates more from mad milk than you would ever get from health on kill. Additionally, it provides health in a much more useful fashion. Continuous regen is much more useful than intermittent bursts, and everyone can get a portion of it (instead of one person getting a huge burst and everyone else getting nothing). Also, it doesn't cost hundreds of dollars per person.
There needs to be a +resistance against knockback upgrade. I hate this shit just flying around and just being locked down by a billion heavies or a sentry just because I hit my spacebar.
[QUOTE=Wolf532;43505569]There needs to be a +resistance against knockback upgrade. I hate this shit just flying around and just being locked down by a billion heavies or a sentry just because I hit my spacebar.[/QUOTE] There is one on the charging targe. It costs 100.
Why they didn't think to add it to something like Bonk! as well is beyond me.
[QUOTE=Armisael;43505538]Don't even try to pretend that health on kill can compare with milk. Even a 125 health class generates 81 points of healing with milk, which beats all but maxxed health on kill, and anything heavier than 150 health generates more from mad milk than you would ever get from health on kill. Additionally, it provides health in a much more useful fashion. Continuous regen is much more useful than intermittent bursts, and everyone can get a portion of it (instead of one person getting a huge burst and everyone else getting nothing). Also, it doesn't cost hundreds of dollars per person.[/QUOTE] I didn't say it were bad or worse. I am saying that pyros squishy early game isn't solved by mad milk alone but rather health on kill, ambushing and/or strafing giants, making it extremely hard for them to hit you.
They should add that to the Mantreads too. Get it? Huh? Ok, I'll just go back to my match...
35 tours, no gold. I have exactly 28 tickets left, which will put me at 42 tours completed when I run out. When I run out of tickets, that's it for me. I'm going to cut my losses and walk away from playing MVM every night and go back to 3D modeling. This goal to get an australium weapon has proven WAY more time consuming than I thought.
australium drop scheme is probably the same as finding an unusual. why bother create a whole new algorythm when you can just copy paste. it's way too low to be nothing but a small percentage.
[QUOTE=Hell-met;43510082]australium drop scheme is probably the same as finding an unusual. why bother create a whole new algorythm when you can just copy paste. it's way too low to be nothing but a small percentage.[/QUOTE] well, it is "preposterously rare chance" I think it's only right for it to be that rare.
Given the number I've seen, I think the odds are a little better - maybe 1:20?
[QUOTE=Armisael;43510305]Given the number I've seen, I think the odds are a little better - maybe 1:20?[/QUOTE] but you have to remember every completed tour is a chance triggered unlocking crates is a rarer event itself considering keys cost alot more than tickets
So, I played some bootcamp after so long and it's really good when you find a good server and a good team. Normal and intermediate missions get boring and repetitive, tho. I wish Valve would make more missions, even if it is for bootcamp so they don't need to make new loot, or had some wave randomizer thing. Also, it would be cool if Valve added the old Empire Escalation mission as a expert mission on bootcamp named something like "Retro Nostalgia". I don't even care that much about Mann Up. I just want something new to play.
[QUOTE=Hell-met;43511005]but you have to remember every completed tour is a chance triggered unlocking crates is a rarer event itself considering keys cost alot more than tickets[/QUOTE] One tour costs 3€ if i'm correct, while one key costs 1,8€ Keys can also unbox within seconds between each other, while tours take a lot of time to complete as you've got to finish 4 MvM missions
you think unboxes outnumber tour completitions? i don't know. it could be an interesting research
Just tried to do Metro Malice in Boot Camp and got put on a Valve server. It is so surreal as to these kids not knowing what to do trying to act like they know everything there is to MvM, despite me joining on wave 2 and leaving on wave 2 half an hour later. It was hilarious.
Bootcamp is a good place to go if you want to see the bottom of the barrel for TF2. Not worth going into unless you're willing to accept your team will be idiots and just want to do something stupid. Then again the frustrating part is it's on EZmode and the engineer builds a sentry, so if I want to screw around as demoknight the sentry kills everything and I can't do anything. And if you dare turn the difficulty up you'll just get rolled so hard because your team has no idea how to play the game at all.
[QUOTE=Wolf532;43525298]Bootcamp is a good place to go if you want to see the bottom of the barrel for TF2. Not worth going into unless you're willing to accept your team will be idiots and just want to do something stupid. Then again the frustrating part is it's on EZmode and the engineer builds a sentry, so if I want to screw around as demoknight the sentry kills everything and I can't do anything. And if you dare turn the difficulty up you'll just get rolled so hard because your team has no idea how to play the game at all.[/QUOTE] you're willing to accept your team will be idiots by not preparing a full team in a lobby regardless of the mode/difficulty
[QUOTE=Wolf532;43525298]Bootcamp is a good place to go if you want to see the bottom of the barrel for TF2. Not worth going into unless you're willing to accept your team will be idiots and just want to do something stupid. Then again the frustrating part is it's on EZmode and the engineer builds a sentry, so if I want to screw around as demoknight the sentry kills everything and I can't do anything. And if you dare turn the difficulty up you'll just get rolled so hard because your team has no idea how to play the game at all.[/QUOTE] Bootcamp is just good for fun and easy missions, yeah. I don't even dare playing an advanced mission in it, and since everyone only plays advanced missions in Mann Up, I can't even gather a team of friends to do some bootcamp expert missions. So I want to play harder missions, but I can't unless I use money. I call it the boot paradox.
[QUOTE=Hell-met;43510082]australium drop scheme is probably the same as finding an unusual. why bother create a whole new algorythm when you can just copy paste. it's way too low to be nothing but a small percentage.[/QUOTE] I doubt it's that rare, i got my gold minigun on tour 8 it's probably around 3%-5%, i'm on tour 19 or something now with like 5 pro killstreaks and no new golds
So I was playing with a bunch of experienced friends, and decided to go mad milk syringe medic. It works amazingly with pyros and heavies on your team, despite the lack of overheal. The challenging part about it is that everyone MUST be shooting at what you're shooting at in order for it to work, or else they're dead. The lack of overheal is not a problem, as long as they're doing damage to the target(s) you're shooting at. The only class that doesn't benefit from the milk is engy, unless he's using his shotty. During lulls I would top everyone off with overheals, and resume my syringe gunning. I used the kritzkrieg alongside my syringes, however I think I could have been a lot more effective if I was using the vaccinator for uber-fast revives. What's even more awesome is that the shield wasn't used that much, because as long as your team was healing off the milked robots, they could easily survive the insane amounts of spam. I healed off my own mad milk syringes too, which let me sit there in front of my team tanking damage. I don't think it would have been as viable against a bunch of first-tours, but it's a fun alternative playstyle to playing medic.
How do mad milk syringes work anyway? How long does their effect last after you hit them once? How many targets can it be applied to?
[QUOTE=Wolf532;43525967]How do mad milk syringes work anyway? How long does their effect last after you hit them once? How many targets can it be applied to?[/QUOTE] According to wiki the upgrade works in this way. [quote]Syringes deliver a highly concentrated dose of Mad Milk. Duration increases per hit to a max at 4 seconds.[/quote] No idea about how many robots you can sodden with them though.
I'd assume as many as you can hit within 4 seconds, though from experience I know it's at least 5.
[QUOTE=Wolf532;43525967]How do mad milk syringes work anyway? How long does their effect last after you hit them once? How many targets can it be applied to?[/QUOTE] I don't think there's a limit to how many targets can have the effect applied. The duration of the effect is plenty long for your team to kill said robot though.
[thumb]http://www.sourceop.com/hell-met/TF2/mvm/gunslin.jpg[/thumb] pulled a 7/7 gunslinger on empire no dmg upgrades on low-tier guns annoys me
you also got a specialized gunslinger fabricator from the mission :v:
What was the other engy using?
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