TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
what the shit
https://i.imgur.com/PqOSX6h.png
either this lad is the most incompetent fella available or this is literally his first time playing team fortress, they should really not make lvl 3 the limit. Atleast have it be level 25 or so.
this is actually the norm in the majority of the games I've played, in almost every given game you can almost guarantee there's gonna be at least one, even at death merchant it's still the same
just not enough players for rating to be at all accurate
they're always scout players too, nowadays people are wise to the sniper/spy meme and so people have migrated to the next c00l boy character
Stop bringing up Hightower, as I see my fair share of Medics there. You don't know what you're talking about. Now step back and re-evaluate your statement--"...one or two...". Compared to the glut of Scouts, Soldiers, Snipers, and Spies, Medic may as well be a rare commodity. And that isn't just Hightower, that's any casual match. I can't tell you how many times I've been sent into a Casual round with a team lacking any Medics, while the opponent benefits from several. Obviously, the match quickly becomes lopsided, and I'm positive this isn't necessarily an uncommon occurence.
Didn't you say there's a lack of Medics, though?
Not to bring Overwatch into this- well, I am doing that- but one of the few ways I feel like it improves in TF2 is in having the following traits:
There is more than one healing class
Each of the healing classes/methods are diverse
Some healers have little mechanical skill requirement, while others do have a considerable mechanical skill ceiling
Fundamentally, all the Mediguns function the same from a mechanical standpoint. Click and hold to heal this player. By itself, that isn't a very mechanically-intensive action, and when a player wants something more mechanically-demanding the Medigun won't provide this.
Pretty much the only skill-based healing method that the Medic has is the Crossbow. It provides a ranged healing option, but thanks to its reverse falloff mechanic, projectile arc and speed, and somewhat decent killing power (75 damage at max range and beyond is nothing to scoff at) it provides something more important:
Fun. It is way more fun to use the Crossbow and develop your skills with it than it is to just hold down your medigun beam on someone. It's not only more fun from a mechanical perspective, it is a rewarding skill to develop that makes it worth using alongside the Medigun.
Now, take a look at Overwatch. Their basic starting healer was Mercy, who pretty much just had a Medigun with no overheal or Uber with a damage boost option. While this provided...some flexibility and interesting gameplay scenarios, TF2 veterans found it lacking and Overwatch players themselves seem to find classes like Lucio a better, more engaging way to heal.
Lucio, for those unfamiliar, uses an AOE heal with multiple facets. He can swap healing for a speed boost to assist in rollouts, he can "amp it up" for a brief period of time to increase healing rate/speed boost. And from a more mechanical perspective, he can wall-ride and wall-surf, one of the few things in Overwatch that actually requires mechanical mastery. This, in addition to a decent damage-dealing primary, created a healer that was still mechanically satisfying without sacrificing utility to their team.
I'm not sure what the solution to this issue in TF2 is, but it's one reason why I'm against Crossbow nerfs: what that weapon adds to the Medic class is very significant, and I feel like we would have a worse game overall without it.
Medic mains who enjoy playing Medic are valid as hell, and I appreciate them- they make organized play possible and, in general, they really take one for the team. Medic's resource management and survival can be incredibly stressful, and for me it prevents me from wanting to play the class at all if I'm not playing with friends of equal or greater skill.
But I think Exor raises a fair point. Maybe Medic doesn't need to become Frag God, but Medic is definitely lacking in more mechanically-engaging ways of play. Right now the bulk of Medic is based in team coordination and resource management, but doesn't have nearly as much in the way of mechanics as classes like Soldier, for instance.
I had my Hightower phase; from my experience medics essentially dont exist there for reasons already stated. As far as casual goes; Having more than what... 3 medics? Is not usually that effective or fun, atleast that's what I think. It's fine being a third soldier, but if you are a third medic you'll feel a lot less useful and I don't know, everyone you see will already be healed by some other dude. Would rather be more useful as another Engineer, Demo etc.
No one argued Medic is the most popular class in the game - people argued that Medic as a role in TF2 is entirely fine and has his niche for players. Just like how another unpopular class, heavy does. Or Engineer, etc. Spy and Sniper are arguably not the most useful classes for new players, yet you still have the famous 3 snipers 5 spies meme flying around. The amount of medics and heavies in contrast to the amount of Soldiers and Scouts does not mean Medic or Heavy is a problematic class, it simply means people are enjoying Scout and Soldier more than other classes. There would be a problem if there would essentially be no one playing Medic, however that isn't a case. You 90% of the time got one or two, and that's all you need.
If there are one or two classes that are vastly more popular and used than others, then yes, that's a problem with the other classes.
its not that classes are popular. is the fact that being the right class in the right moment makes the difference. thanks to how tf2 tworks, anythign works. but offclassing is still a major element of the game, EVEN on casual, even on TDM hightower.
medics might not kill people, but they make everyone else deadn't.
Medic's depth comes from heal prioritization, defensive movement, and uber management. It's a mentally taxing class that there really is no way to autopilot on since turning on autopilot means you're not as attuned to your surroundings. Compare to a Soldier as you mentioned and there's lots of depth to his movement and damage output, but once you get good enough to do those things autonamously, you wind up thinking about tactics and flanks while the DM itself just kinda flows. You'd still get things done with autopilot on
The heal ramp not only impacts who he's healing but also his own passive healing. While it's not something he actively needs to concern himself with, it does impact how he's able to dole out healing to those who've returned from a flank to recuperate by way of letting them get topped off faster than someone who's taking the brunt of all damage. This keeps wait times low when the intent is a recovery but makes sure that in-combat healing stays balanced.
Had the Overdose launched with the Mad Milk effect like it was tested in the TF2beta, it'd have offered a different way to heal sure. But it would've come at the cost of uber and overheal, 2 critical mechanics that give TF2 more flexibility. Sure it's crazy in combat, 60% heal on hit is broken as hell. But by itself it's useless during downtime and doesn't help players who are already overhealed thus losing efficiency. I've said it before, but if Blutsauger were redesigned to have Mad Milk effect rather than raw +3 on hit on top of changing Medic at his core to allow all sources of healing build ubercharge, it'd bring it more up to par with the Crossbow rather than bringing the Crossbow down to its lowly level. It'd also indirectly boost the Amputator to be less suboptimal.
The Mediguns themselves should stay as they are though. They are tried and true and they're designed to be easy to use so Medic can focus on his surroundings and his movement plus it builds a subtle player-to-player relationship that encourages them sticking together. But indexing his supplemental healing and/or movement capabilities through his primary slot would give him more mechanical depth to work with without breaking the class's balance.
I know Medic has depth in those things- I referred to them multiple times. I'm referring to mechanically-satisfying depth, which Medic really only has in the Crossbow and, say, rocket surfing. The rest of that stuff boils down to positioning, team coordination and resource management, the former two of which are already aspect of every other class.
"one or two" because he fills a specific niche that gives diminishing returns when you're sacrificing another player slot for it. 1 or 2 medics is enough for a 12 person team. Also the hightower comment was mostly on how your perspective of the game may very well be, not the specifics if whether medics exist or not on Hightower. If you don't care about objective teamplay in an objective teamplay based game, then of course you don't care about the classes that supplement that the most. The fact you play on hightower DM and then say "I don't play medic because he doesn't kill things" says a lot about your subjective view of the game. Not everyone has to get raw gratification from killing things, go play Quake Champions if that's what you want. Acting like the only enjoyment from a game is killing things is a very toxic view for the industry as a whole and lessens the amount of gameplay variety and playstyles we're allowed to have.
People end up not playing medic for a lot of team-related reasons. But mostly that there's nobody to take ubers or defend them.
Medic as a class isn't particularly boring or bad, but the average casual player is not going to put up with having his or her one role be to heal nothing but 4th snipers or suicidal pyros, while the enemy team reaps them alive as their heal targets ignore their medic's plight, and bot forward to their deaths.
That penny arcade comic works both ways, i want to make a spray that says DEFEND THIS FUCKER RIGHT HERE!!
I guarantee you would see more medics if the numbers of competent, pocketable classes went up, and not have 6 snipers and spies per team.
Medic has some issues, but not nearly as much as some other classes. I feel stacking medic, has the greatest effect the fastest , though you can't stack medic to the same degree as other classes. Having 3-4 competent medics which assuming their are some non potato heal targets left is still worse than 3-4 level 3's, so I think it'ts the strongest argument for class limits in casual tf2. People say the stickybomb launcher is the strongest weapon in the game; I'd agree if the medigun wasn't a "secondary weapon". Uber is still better.
However, medic needs to stay the best class for anyone to play him, as while it can be really rewarding it can also be terrible when your team doesn't have enough dps in explosive or hitscan to make you not be almost a free kill.
No, the fact that I don't personally play Medic doesn't say anything, and I didn't once draw from my "subjective view of the game" when posing my argument. The FPS as a genre was founded on the concept of attaining frags and shooting things, so that is why I invoked it in my argument as to why Medic may not be everyone's first choice when wanting to chill out and play a few rounds in a video game without stressing over being too competitive. At the end of the day, people are going to be more prone to play what they want in a casual environment, not what's best for the team, hence the "too many Snipers" grievance.
Only thing I'd like to see is some sort of cooldown on how often say and say_team commands actually get sent that includes binds that trigger multiple commands or using the wait command). They did a similar cooldown with voicemenu but allowed server operators to lift that cooldown in case someone wants constant requests for dispensers.
I've personally moved on from being triggered by lenny faces. When I see a lenny bind I just throw in my own shitty lenny bind with them. Then possibly others also submit in their lenny binds. On a rare occasion, a spam war begins and the whole chat is flooded with different lenny binds.
Or I mute them. Just mute them if they get annoying.
Wouldn't mind a cool down on how frequent you could spam chat binds. The binds themselves don't annoy me, it's when they flood the damn screen with them so no one else can talk. Although, I would be apposed to having special characters not show up in text chat at all. Only letters, numbers and punctuation that is commonly used in actual writing.
Thank god mute is a thing I guess...
the friendlier the people on prematch, the less probability the match will actually start: proof #34
https://files.facepunch.com/forum/upload/237265/b8348d7d-5f24-4340-a500-197a001ef905/20180603221332_1.jpg
Not Blue Moon: the latest patch.
Repeat chat flooding should just be auto-muted for everyone on the server.
Nobody will miss that one guy that spams like 16 messages because they got killed once.
And a little message that lets that player know.
"[Server]: You have been server muted for repeated chat spam"
I guess Mr Paladin will stop making TF2 videos again.
VAC keeps getting blocked on my computer after every update, which is like once every three days with Windows 10. h
Check this page Disconnected by VAC
Also might help verifying the game cache.
you get a penny for each time you mentally screamed at the screen telling that medic to fucking heal you as he goes CoD with a sirynge gun.
Finally, something I'm good at and can get paid to do.
But some of the most fun I've is koth_harvest needling confused scouts and drive-by vacc'ing people
cl_interp 5 spies are the fuckin worst
Is that the command that lets spies easily facestab/sidestab people?
https://youtu.be/8oK6P545I1M
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