• TF2 Chat and Speculation V5 - Merry Skinssmas
    5,003 replies, posted
Mentioned this on the us fp tf2 server, but I have a picture now. I think war paints on the back scratcher may be broken. [t]https://i.imgur.com/InfQBu4.jpg[/t] Looks like the default weapon texture you're supposed to see when the paint is worn away is messed up. Also looks a bit like dev textures.
[QUOTE=TheBorealis;53052999]Mentioned this on the us fp tf2 server, but I have a picture now. I think war paints on the back scratcher may be broken. [t]https://i.imgur.com/InfQBu4.jpg[/t] Looks like the default weapon texture you're supposed to see when the paint is worn away is messed up. Also looks a bit like dev textures.[/QUOTE] jump_backscratcher
Turns out the Quick-Fix was secretly [URL="https://www.reddit.com/r/tf2/comments/7qfamc/the_quick_fix_was_nerfed_apparently/"]nerfed[/URL] in Jungle Inferno to no longer always build Uber at the max rate. [video=youtube;d6nUZZ1UXLA]https://www.youtube.com/watch?v=d6nUZZ1UXLA[/video]
[QUOTE=Big Snake Bos;53052325]Guess who made a tf2 video [video=youtube;y6P2UL8nq3s]https://www.youtube.com/watch?v=y6P2UL8nq3s[/video][/QUOTE] How 2 make tf2 video thumbnails: - Use the sunline meme background like your imperialist Japan but with colour blindness - Make a Funni Face in Gmod or SFM and paste it over the top - Slap a typological nightmare somewhere in it too for good measure Bonus points if: - The video has an awkwardly animated SFM intro that goes for longer then 30 seconds - Is just some dude complaining about stuff over gameplay with little to nothing else (Bonus bonus points if they have no idea what they're talking about) [sp]I am semi guilty of this myself[/sp] - Arbitrary top 10/5/3 list of shit - Microphone sounds like a tincan or text to speech is used. [editline]15th January 2018[/editline] Top 10 TF2 Classes
What if the Quick-Fix made Medics take two or three times more fall damage to counter the mobility from blast jump/jetpack/charge mirroring? Make it high risk high reward. Also this is my 500th post!
[QUOTE=TheBorealis;53053409]What if the Quick-Fix made Medics take two or three times more fall damage to counter the mobility from blast jump/jetpack/charge mirroring? Make it high risk high reward. Also this is my 500th post![/QUOTE] I think it'd be simpler to just exacerbate the intended weakness of the weapon: vulnerability to a Kritzkrieg switch by the enemy. Quick-Fix (+) ÜberCharge increases healing by 500% and grants immunity to movement-impairing effects (+) 50% increased heal rate (-) 50% decreased ÜberCharge rate on Overhealed patients Uber in this case grows much slower than Stock uber, which is fine, because theoretically the team that is fighting against an Uber would be gaining health much faster (+50% heal rate, up from +40%). However, since the (very powerful, +500% healing up from +300%) Uber grows so much slower, the enemy Medic could, after dying, switch to the Kritzkrieg to counter the Quick-Fix. And as such, an interesting mindgame between the Medics occurs: Which Medigun is the enemy Medic running? We don't have this right now. Note: Full Overheal is back. The Medic can no longer mirror explosive jumps with this Medigun. Note 2: Increasing the Medic's survivability with this weapon by increasing health-regen rate might be a good idea. Note 3: For balance, then, shouldn't Ubercharge have the fastest charge-rate then? With Kritzkrieg coming second and Quick-Fix coming last? Ubercharge would then easily beat Kritzkrieg at all times through charge-rate, Quick-Fix would beat Ubercharge through heal-rate, and Kritzkrieg would beat Quick-Fix through massive damage output and charge-rate.
When it came to the Quick-Fix. I just wish there was a way to disable that bit where it launches you with your patient when they use some form of mobility options. Can't count the number of times someone I was healing randomly rocket jumps in some weird direction I didn't want to follow in or worse, a demoknight bum rushes into a crowd of people and gets both me and him killed... Not to mention quick-fix also nullifiest rocket jumpers and sticky jumpers from grabbing the intel when the medic can just grab it and attach himself to the jumpers lol. I always wondered though. Could quick-fix problem in six's be solved by making it that even during ubers, the medic is still very vulnerable to being killed as a trade off to having a quicker building uber like it has currently? It doesn't mean the medic receives no benefits bare in mind, it's just no where near as powerful as it currently is is all.
[QUOTE=Kitt Stargaze;53053617]When it came to the Quick-Fix. I just wish there was a way to disable that bit where it launches you with your patient when they use some form of mobility options. Can't count the number of times someone I was healing randomly rocket jumps in some weird direction I didn't want to follow in or worse, a demoknight bum rushes into a crowd of people and gets both me and him killed... Not to mention quick-fix also nullifiest rocket jumpers and sticky jumpers from grabbing the intel when the medic can just grab it and attach himself to the jumpers lol. I always wondered though. Could quick-fix problem in six's be solved by making it that even during ubers, the medic is still very vulnerable to being killed as a trade off to having a quicker building uber like it has currently? It doesn't mean the medic receives no benefits bare in mind, it's just no where near as powerful as it currently is is all.[/QUOTE] I do think that the reload button should turn the quick fix blast jumping off and on. Also for rebalance maybe make it so the medic heals at the quick fix's normal 33-34 HP/s during an uber instead of 100 HP/s?
Personally as much as I hate quick-fix as a whole I think what could be done is just make its uber drain far quicker than any other medigun we currently have. It should be used as a rapid boost of health, encouraging medics to switch between multiple damaged teammates to recover their health during uber, and not just some super-healing tanking anti-knockback medigun which is only used on Demo and Scout mains.
Quickfix rocket/sticky/jetpack jups are fine. The real nightmare is shield charge. It just fires you with literally no control at a direction you are looking at. Died so many times because of retarded demoknights.
-snip- the same video was literally 7 comments up. great job, me
The Quick-Fix should have no Overheal.
Bread Items inspect animations is probably my fav thing from JI. The Jarate one is so good
[QUOTE=Contra132;53051248]hitting pipes is so satisfying. nothing else really matches it.[/QUOTE] killing with direct hit pipes < killing with direct hit reflected pipes
Happy MLK day everyone!
[QUOTE=Metaru;53054272]killing with direct hit pipes < killing with direct hit reflected pipes[/QUOTE] I still maintain the opinion that a successful stickytrap is the most satisfying thing there is. There's nothing like seeing the enemy unwittingly fulfill your plan.
[QUOTE=Fluury;53054129]The Quick-Fix should have no Overheal.[/QUOTE] It already got nerfed to not always build at max rate, with its build speed cut down by 25%. I never use the quick fix because it doesn't overheal much, but I would really never even consider it if it didn't overheal at all. Having the objectively worse than uber heal boost and the ability for your soldier to jump you out aren't good enough benefits to get rid of giving everyone a great health advantage all the time. I'd say give it 6 second ubers, but the ability to flash as many people as you want and regular overheals. No one's invulnerable, but everyone can have an HP advantage coming into the fight. Sacrificing invulnerability for quicker healing while keeping you vulnerable and an escape mechanism feels to me like the way it was meant to be designed.
[QUOTE=Jonii;53054374]It already got nerfed to not always build at max rate, with its build speed cut down by 25%. I never use the quick fix because it doesn't overheal much, but I would really never even consider it if it didn't overheal at all. Having the objectively worse than uber heal boost and the ability for your soldier to jump you out aren't good enough benefits to get rid of giving everyone a great health advantage all the time. I'd say give it 6 second ubers, but the ability to flash as many people as you want and regular overheals. No one's invulnerable, but everyone can have an HP advantage coming into the fight. Sacrificing invulnerability for quicker healing while keeping you vulnerable and an escape mechanism feels to me like the way it was meant to be designed.[/QUOTE] With the quickfix you have the great health advantage at all time because your entire team will stay at full HP in a few seconds. There is a reason this shit is banned is 6s because it makes the game slow and tedious and guess what? It has the same effect in pubs.
[QUOTE=Fluury;53054394]With the quickfix you have the great health advantage at all time because your entire team will stay at full HP in a few seconds. There is a reason this shit is banned is 6s because it makes the game slow and tedious and guess what? It has the same effect in pubs.[/QUOTE] Makes sense to me. I can see why it has so little overheal. I imagine it would stretch fights but wouldn't it also encourage aggression in situations where normally both teams would sit on either side of last building uber?
[QUOTE=Jonii;53054421]Makes sense to me. I can see why it has so little overheal. I imagine it would stretch fights but wouldn't it also encourage aggression in situations where normally both teams would sit on either side of last building uber?[/QUOTE] How would it encourage aggression? The 5CP last situation is rather annoying to deal with: There is no reason for the defenders to push out of Last. So what happens is that both teams build uber and the defenders just wait for the attackers to mess up because for the defenders its "Fail to push -> Lose game" while for the attackers it's "Fail to push -> get back to mid" Nothing encourages the defenders to push out and they even have 10 minutes to just fuck around. I dont see how the quick fix solves that?
[QUOTE=Fluury;53054394]With the quickfix you have the great health advantage at all time because your entire team will stay at full HP in a few seconds. There is a reason this shit is banned is 6s because it makes the game slow and tedious and guess what? It has the same effect in pubs.[/QUOTE] That's why it should have a slower base charge-rate, so that the team can safely switch to Kritzkrieg to deal with it. EDIT: fast charge rate is pretty much the entire problem with the weapon. the weapon is easily balanced with a slower charge rate. note: blast jump mirroring no longer needs to exist because of the change that lets you run with your Scouts with any Medigun. note 2: what should be done about vaccinator, the weird 4th child. i've got ideas, but the weapon as a concept is so silly
[QUOTE=Fluury;53054428]How would it encourage aggression? The 5CP last situation is rather annoying to deal with: There is no reason for the defenders to push out of Last. So what happens is that both teams build uber and the defenders just wait for the attackers to mess up because for the defenders its "Fail to push -> Lose game" while for the attackers it's "Fail to push -> get back to mid" Nothing encourages the defenders to push out and they even have 10 minutes to just fuck around. I dont see how the quick fix solves that?[/QUOTE] I don't have any comment on quick fix but 5cp needs some serious changes, idk why the 6s community is so obsessed with it. I once saw a single round last half an hour in a high level comp game. Stalemates like that are really dull. Plus the game mode by design doesn't allow for classes like sniper heavy and engineer outside of boring stalematey holds on last. 5cp needs a timer that doesn't add extra time every cap, it needs the spawn room moved back on like every map, and the map pool in general needs to be expanded to include more varied gamemodes. If we don't get staples like payload and attack defend in competitive(albiet with some timer tweaks to fit the 6s format) it's only going to be that much harder to bring in new players, because the majority of the community has no interest in playing 4 classes and two gamemodes all the time. And this is coming from someone who has most of his hours in Demoman, Soldier, and Medic.
how do we make the liberty launcher good again? do they need to overhaul it or should they just soften the damage penalty to -15% or so?
[QUOTE=rolfum;53054745]how do we make the liberty launcher good again? do they need to overhaul it or should they just soften the damage penalty to -15% or so?[/QUOTE] You remove the Liberty Launcher. Fixed.
[QUOTE=rolfum;53054745]how do we make the liberty launcher good again? do they need to overhaul it or should they just soften the damage penalty to -15% or so?[/QUOTE] The Liberty Launcher is already an alright sidegrade. You get an extra rocket, faster projectile speed, and pseudoboots for less damage.
[QUOTE=Kincaid1;53054796]The Liberty Launcher is already an alright sidegrade. You get an extra rocket, faster projectile speed, and pseudoboots for less damage.[/QUOTE] No, it's pretty worthless, and has no real niche or reason for existing. It's an amalgamation of attributes that have nothing to do with each other.
Liberty Launcher is a pretty good crutch. That extra projectile speed and the extra rocket helps a new player hit rockets, but the lowered damage means it's not a good option for those who don't need to rely on those things anymore. The slight self-damage reduction helps learning rocket jumps without dying instantly. It doesn't need changing.
[QUOTE=Drury;53054912]Liberty Launcher is a pretty good crutch. That extra projectile speed and the extra rocket helps a new player hit rockets, but the lowered damage means it's not a good option for those who don't need to rely on those things anymore. The slight self-damage reduction helps learning rocket jumps without dying instantly. It doesn't need changing.[/QUOTE] So it's a weapon for babies?
I have a strange liberty launcher with 3,7k kills and dang, is it fun to use with the gunboats. Just jump in with a rocket jump that costs 15ish health, shoot two or three rockets and fly out. It's a rocket jumper that deals damage and if they remove the rocket jump damage reduction I'm gonna be pretty sad. Also because many people don't use it, pyros often have problems reflecting the rockets.
To back the Liberty Launcher up, it's also easier to get airshots with because of the increased projectile speed, meaning you can account for less things such as your victim's strafing as long as your prediction is on point. As mentioned before, they're training wheels made into a weapon, so I don't personally think it needs changing, it's just simply uninteresting as it has no real "niche" apart from "makes the holder's life easier".
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