Other than just being a snarky asshole tonight, I figured I'd try and at least be a little helpful and explain why this quick fix thing has been detrimental to play. There's going to be bandwagoning retards in every direction because this is tf.tv but I'm going to try and keep my opinion out of this (or limited to parentheticals) for the most part and stick to exposition here.
The quick fix as it is now is clearly the go-to option for most teams right now and there's a number of reasons why. Perhaps the most important is that the quick fix offers something no other (legal) medigun does by providing a discernible advantage to any team that runs it to mid. Other than the stock medic buffs, no other medigun can do something that the quick fix can't. Whether it's getting your team/medic to mid faster, getting better positioning, making your medic impossible to bomb, or the potentiality for getting a quick fix uber before the mid is really over, the quick fix has a discernible advantage over every other medigun. As a result (of this and that going to mid is generally a good idea) most teams will run the quick fix because going to mid using another medigun is pretty much asking to lose. Perhaps a symptom of our map pool, but losing mid against a quick fix is pretty much as devastating as wiping to any other medigun as the faster heals and guaranteed uber presence means the other team is free to snowball onto your second.
The stalemates here aren't necessarily the quick fix's fault, but moreso from over-arching gameplay imbalances (let's be honest here, defensive classes in this game are way more powerful than the offensive capabilities of anything else) that when combined with the quick fix can make the game pretty painful to play and spectate. Heavy is as jarring for flow as ever and without any option to get close to the heavy without taking damage it will pretty much stalemate any last hold in the game by virtue of its (brain-dead) damage output and health. Because the quick fix is fastest charging and quickest to get any sort of buff out to your team, it also makes sense to respawn with the quick fix if you do lose mid and are looking to hold. The defensive power of a quick-fixed heavy is pretty much going to shut down any quick fix offensive and the resulting game will stalemate at last as the other team doesn't want to go in without a pick knowing that their quick fix push is doomed to fail against stickies/heavy/sentry. The one time you see any sort of swapping to the regular uber is on these stalemates after the defending team recognizes that the other team is pretty much consigned to praying for picks and you are given all the time in the world to build a charge. (I would posit that because of charge timing differences switching to reg. uber on offense during the stalemate is just asking to get crushed since quick fix uber > regular buffs.)
External to this, the quick fix med leash has made the roamer more or less a crap shoot in any outdoor situation as you are able to jump your medic away (think shades of MGE's gayest strats) and easily clean up the bomb. It certainly makes off-classing more viable, but only because it made bombing less so. (I think it also looks like a joke and reflects poorly on a game trying to be taken seriously as genuinely competitive, but this is purely my opinion.)
Ultimately, the quick fix is not purely responsible for slowing the game down, but its interaction with other aspects of the game is certainly detrimental from a spectator and player POV. Does it need nerfs? I'd say yes as there's really no situation in 6s that it really gets outshone by any other medigun. (I mean this to be read as a realistic situation, sure it's better to have 100% uber advantage rolling onto another team's last but unless there's a serious skill discrepancy between the teams it is unlikely that this situation would arise as the QF is generally the better option for mids.)
Opinion: Honestly I think it's best to refrain from sounding exceptionally bored and critical of the game when casting the LAN finals for a few thousand people, but I wouldn't ever seriously blame blank or slin for their reaction because I doubt anyone in this community could cast a 30+ minute stalemate without a loaded glock17 to their temple.
Other than just being a snarky asshole tonight, I figured I'd try and at least be a little helpful and explain why this quick fix thing has been detrimental to play. There's going to be bandwagoning retards in every direction because this is tf.tv but I'm going to try and keep my opinion out of this (or limited to parentheticals) for the most part and stick to exposition here.
The quick fix as it is now is clearly the go-to option for most teams right now and there's a number of reasons why. Perhaps the most important is that the quick fix offers something no other (legal) medigun does by providing a discernible advantage to any team that runs it to mid. Other than the stock medic buffs, no other medigun can do something that the quick fix can't. Whether it's getting your team/medic to mid faster, getting better positioning, making your medic impossible to bomb, or the potentiality for getting a quick fix uber before the mid is really over, the quick fix has a discernible advantage over every other medigun. As a result (of this and that going to mid is generally a good idea) most teams will run the quick fix because going to mid using another medigun is pretty much asking to lose. Perhaps a symptom of our map pool, but losing mid against a quick fix is pretty much as devastating as wiping to any other medigun as the faster heals and guaranteed uber presence means the other team is free to snowball onto your second.
The stalemates here aren't necessarily the quick fix's fault, but moreso from over-arching gameplay imbalances (let's be honest here, defensive classes in this game are way more powerful than the offensive capabilities of anything else) that when combined with the quick fix can make the game pretty painful to play and spectate. Heavy is as jarring for flow as ever and without any option to get close to the heavy without taking damage it will pretty much stalemate any last hold in the game by virtue of its (brain-dead) damage output and health. Because the quick fix is fastest charging and quickest to get any sort of buff out to your team, it also makes sense to respawn with the quick fix if you do lose mid and are looking to hold. The defensive power of a quick-fixed heavy is pretty much going to shut down any quick fix offensive and the resulting game will stalemate at last as the other team doesn't want to go in without a pick knowing that their quick fix push is doomed to fail against stickies/heavy/sentry. The one time you see any sort of swapping to the regular uber is on these stalemates after the defending team recognizes that the other team is pretty much consigned to praying for picks and you are given all the time in the world to build a charge. (I would posit that because of charge timing differences switching to reg. uber on offense during the stalemate is just asking to get crushed since quick fix uber > regular buffs.)
External to this, the quick fix med leash has made the roamer more or less a crap shoot in any outdoor situation as you are able to jump your medic away (think shades of MGE's gayest strats) and easily clean up the bomb. It certainly makes off-classing more viable, but only because it made bombing less so. (I think it also looks like a joke and reflects poorly on a game trying to be taken seriously as genuinely competitive, but this is purely my opinion.)
Ultimately, the quick fix is not purely responsible for slowing the game down, but its interaction with other aspects of the game is certainly detrimental from a spectator and player POV. Does it need nerfs? I'd say yes as there's really no situation in 6s that it really gets outshone by any other medigun. (I mean this to be read as a realistic situation, sure it's better to have 100% uber advantage rolling onto another team's last but unless there's a serious skill discrepancy between the teams it is unlikely that this situation would arise as the QF is generally the better option for mids.)
Opinion: Honestly I think it's best to refrain from sounding exceptionally bored and critical of the game when casting the LAN finals for a few thousand people, but I wouldn't ever seriously blame blank or slin for their reaction because I doubt anyone in this community could cast a 30+ minute stalemate without a loaded glock17 to their temple.
drmtcI dont care
FTFY
Dont talk on the behalf of me mate
[quote=drmtc][b]I dont [/b]care[/quote]
FTFY
Dont talk on the behalf of me mate
DunderBrodrmtcI dont care
FTFY
Dont talk on the behalf of me mate
ok
[quote=DunderBro][quote=drmtc][b]I dont [/b]care[/quote]
FTFY
Dont talk on the behalf of me mate[/quote]
ok
The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
KoobadoobsI'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
Fairly certain hitting a QF-Jumped medic won't give minicrits.
[quote=Koobadoobs]I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
Fairly certain hitting a QF-Jumped medic won't give minicrits.
[quote=Camus][b]I don't[/b] care[/quote]
ftfy
thee5orrowCamusI don't care
ok
[quote=thee5orrow][quote=Camus][b]I don't[/b] care[/quote][/quote]
ok
CamusI don't care
I don't know who you think you are, but you have no right to try and voice an opinion for me. I personally feel the Quick Fix should either be nerfed, or used in situational purposes. I do not think it should be banned, but be nerfed some, or be able to be used without a heavy or to mid, etc.
[quote=Camus][b]I don't[/b] care[/quote]
I don't know who you think you are, but you have no right to try and voice an opinion for me. I personally feel the Quick Fix should either be nerfed, or used in situational purposes. I do not think it should be [i]banned[/i], but be nerfed some, or be able to be used without a heavy or to mid, etc.
KoobadoobsThe solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?
[quote=Koobadoobs]The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?
I think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.
I think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.
DeepKoobadoobsThe solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.
[quote=Deep][quote=Koobadoobs]The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?[/quote]
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.
thee5orrowCamusI don't care
ftfy
hey thats what I said like 4 posts above you :D
[quote=thee5orrow][quote=Camus][b]I don't[/b] care[/quote]
ftfy[/quote]
hey thats what I said like 4 posts above you :D
can we please stop with quick fix threads
can we please stop with quick fix threads
KoobadoobsDeepKoobadoobsThe solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.
yes because invite level movement means you walk on to sticky carpets.
[quote=Koobadoobs][quote=Deep][quote=Koobadoobs]The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?[/quote]
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.[/quote]
yes because invite level movement means you walk on to sticky carpets.
KoobadoobsThe solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
DH is stupid. No splash means lower damage. You still have to hit an airstrafing med that is used to people airshotting.
Your point about not single detting is valid, and the teams that have been more effective this lan (Mix and HRG) have not been single detting on heavies or meds, unless there is another high dm player near the heavy/medic.
Will it get rid of quick fix?
GOD NO, it's the best medigun
[quote=Koobadoobs]The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
DH is stupid. No splash means lower damage. You still have to hit an airstrafing med that is used to people airshotting.
Your point about not single detting is valid, and the teams that have been more effective this lan (Mix and HRG) have not been single detting on heavies or meds, unless there is another high dm player near the heavy/medic.
Will it get rid of quick fix?
GOD NO, it's the best medigun
An easy balance solution for the Quick Fix is to remove the self overheal that the medic gets from the Quick Fix Uber.
An easy balance solution for the Quick Fix is to remove the self overheal that the medic gets from the Quick Fix Uber.
KoobadoobsDeepKoobadoobsThe solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.
you are dumb.
[quote=Koobadoobs][quote=Deep][quote=Koobadoobs]The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?[/quote]
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.[/quote]
you are dumb.
pine_beetleI think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.
the reason building is even a thing is valve wanted to encourage healing all of a team rather than just one person. If you want to stick to a heavy and heal him to 450 all day and never buff anyone else, your uber is going to charge slower. The building mechanic is to go around that
[quote=pine_beetle]I think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.[/quote]
the reason building is even a thing is valve wanted to encourage healing all of a team rather than just one person. If you want to stick to a heavy and heal him to 450 all day and never buff anyone else, your uber is going to charge slower. The building mechanic is to go around that
capnfapnKoobadoobsDeepKoobadoobsThe solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.
yes because invite level movement means you walk on to sticky carpets.
If they don't want to walk on the carpet, what do they do? Stay back? Jump on top of you? Predict where they'll land with more stickies. Pipe them. Deal real damage. You're still denying area and cutting off options. They'll strafe away from you half the time and you'll die, but you'll always die if you're just dealing 80 damage every few seconds while they heal hundreds per second.
You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?
[quote=capnfapn][quote=Koobadoobs][quote=Deep][quote=Koobadoobs]The solution isn't a ban. TBH I'd like to see these invite teams form HL teams and try to take out a Wrangled sentry because they seem to have no clue how to kill something before it gets healed. Sticky traps have been dropping medics all day, but no demo has figured out yet that instead of throwing stickies one at a time they can lay two or three at once in the middle of a fight and BAM the QF is countered. If they can learn how to play against it the QF will become so weak it'll only be used in KOTH and on last after a midfight wipe.
I'm also waiting for someone to try direct hit. That seems like another counter to rocket-jumping medics...[/quote]
I'm 100% certain that lobbing down 3 stickies the medic will just WALK ONTO those stickies right?
They have formed HL teams before, they had to be limited to X number of invite players per team because they were rolling too hard.
Do you really think it's easy to focus fire a medic that is never standing still, constantly shifting positions, and impossible to bomb?[/quote]
lol
First of all, have you seen any HL recently? mTs (the "allstar invite HL team") has only ever won summer season, which means about as much as winning UGC 6s. There is no invite limit anymore. The only good HL players from invite would have been top HL players without playing in invite anyway.
Direct Hit airshots are actually really easy. And when they're on the ground, yes, I do think the world's best demos ought to be able to zone out or kill medics with sticky carpets. or at least, you know, try to? It's not like their current strategy is working.[/quote]
yes because invite level movement means you walk on to sticky carpets.[/quote]
If they don't want to walk on the carpet, what do they do? Stay back? Jump on top of you? Predict where they'll land with more stickies. Pipe them. Deal [i]real[/i] damage. You're still denying area and cutting off options. They'll strafe away from you half the time and you'll die, but you'll [i]always[/i] die if you're just dealing 80 damage every few seconds while they heal hundreds per second.
You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?
obviously the qf uber is counterable, thats not the reason its op
obviously the qf uber is counterable, thats not the reason its op
Air_pine_beetleI think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.
the reason building is even a thing is valve wanted to encourage healing all of a team rather than just one person. If you want to stick to a heavy and heal him to 450 all day and never buff anyone else, your uber is going to charge slower. The building mechanic is to go around that
It also discourages you from buffing teammates and only heal 1 person on the team to get the maximum rate. Rather than encourage you to keep your whole team buffed.
[quote=Air_][quote=pine_beetle]I think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.[/quote]
the reason building is even a thing is valve wanted to encourage healing all of a team rather than just one person. If you want to stick to a heavy and heal him to 450 all day and never buff anyone else, your uber is going to charge slower. The building mechanic is to go around that[/quote]
It also discourages you from buffing teammates and only heal 1 person on the team to get the maximum rate. Rather than encourage you to keep your whole team buffed.
pine_beetleAir_pine_beetleI think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.
the reason building is even a thing is valve wanted to encourage healing all of a team rather than just one person. If you want to stick to a heavy and heal him to 450 all day and never buff anyone else, your uber is going to charge slower. The building mechanic is to go around that
It also discourages you from buffing teammates and only heal 1 person on the team to get the maximum rate. Rather than encourage you to keep your whole team buffed.
you need to think of how valve balances the game from a pub standpoint because that's all they give a shit about. It's supposed to encourage healing hurt players instead of just pocketing someone.
[quote=pine_beetle][quote=Air_][quote=pine_beetle]I think that all the ubers should charge at the same rate with no building required. I don't understand why a medic should be punished for buffing his team.[/quote]
the reason building is even a thing is valve wanted to encourage healing all of a team rather than just one person. If you want to stick to a heavy and heal him to 450 all day and never buff anyone else, your uber is going to charge slower. The building mechanic is to go around that[/quote]
It also discourages you from buffing teammates and only heal 1 person on the team to get the maximum rate. Rather than encourage you to keep your whole team buffed.[/quote]
you need to think of how valve balances the game from a pub standpoint because that's all they give a shit about. It's supposed to encourage healing hurt players instead of just pocketing someone.
A pub player won't notice any difference in building charge rates anyways. It fails to do what it was ment to do and discourages it's intention when players have a clue. You can "think" about valves perspective all you want... Doesn't mean it's not bad.
A pub player won't notice any difference in building charge rates anyways. It fails to do what it was ment to do and discourages it's intention when players have a clue. You can "think" about valves perspective all you want... Doesn't mean it's not bad.
Koobadoobs
If they don't want to walk on the carpet, what do they do? Stay back? Jump on top of you? Predict where they'll land with more stickies. Pipe them. Deal real damage. You're still denying area and cutting off options. They'll strafe away from you half the time and you'll die, but you'll always die if you're just dealing 80 damage every few seconds while they heal hundreds per second.
You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?
Koobadoobs it's obvious you have no idea how this game works at the higher levels dont wind yourself champ
[quote=Koobadoobs]
If they don't want to walk on the carpet, what do they do? Stay back? Jump on top of you? Predict where they'll land with more stickies. Pipe them. Deal [i]real[/i] damage. You're still denying area and cutting off options. They'll strafe away from you half the time and you'll die, but you'll [i]always[/i] die if you're just dealing 80 damage every few seconds while they heal hundreds per second.
You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?[/quote]
Koobadoobs it's obvious you have no idea how this game works at the higher levels dont wind yourself champ
KoobadoobsIf they don't want to walk on the carpet, what do they do? Stay back? Jump on top of you? Predict where they'll land with more stickies. Pipe them. Deal real damage. You're still denying area and cutting off options. They'll strafe away from you half the time and you'll die, but you'll always die if you're just dealing 80 damage every few seconds while they heal hundreds per second.
You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?
I'm not trying to be offensive, but considering you don't play 6v6 as far as I can tell, you play engineer in UGC silver Highlander; you should really try to keep a more open mind to what people are saying around you and assert your own opinion a little less, at the very least as far as 6v6 is concerned.
[quote=Koobadoobs]If they don't want to walk on the carpet, what do they do? Stay back? Jump on top of you? Predict where they'll land with more stickies. Pipe them. Deal [i]real[/i] damage. You're still denying area and cutting off options. They'll strafe away from you half the time and you'll die, but you'll [i]always[/i] die if you're just dealing 80 damage every few seconds while they heal hundreds per second.
You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?[/quote]
I'm not trying to be offensive, but considering you don't play 6v6 as far as I can tell, you play engineer in UGC silver Highlander; you should really try to keep a more open mind to what people are saying around you and assert your own opinion a little less, at the very least as far as 6v6 is concerned.
KoobadoobsYou wouldn't single-det a standard uber. Why would you do it on a Quick Fix?
...Wat.
[quote=Koobadoobs]You wouldn't single-det a standard uber. Why would you do it on a Quick Fix?[/quote]
...Wat.
Would it be possible to try creating a server plugin to experiment with some of the recommended changes, such as the removal of building on mediguns?
Would it be possible to try creating a server plugin to experiment with some of the recommended changes, such as the removal of building on mediguns?